Vectored Thrust Questions

2 posts ยท Oct 10 1996 to Oct 10 1996

From: Lewis Jardine <jardine@r...>

Date: Thu, 10 Oct 1996 09:09:33 -0400

Subject: Vectored Thrust Questions

Hi All

I am new to this list, so I appologize if these questions have been asked
before.

I am interested in playable Vectored thrust rules. I have looked at the trial
"official" ideas from GZG. I have some questions:

1) How long is a round ment to be in FT?

The reason for the above is I want to calculate what sort of rotation rate is
feasable. For big ships the angular acceleration can get quite out of hand and
rip the ship appart.

2) (More of a comment than a question) Given the distances involved in FT I
doubt whether small rotational thrusters could be used to signifantly alter
the movement vector of the ship. Frex. If the main engine was capable of an
acceleration of 6 then the 3(?) auxilary thrusters would have a total mass of
half that of the main engine to provide an acceleration of 1 in any direction
(except backwards).

Actually, with the design of many of the FT models I doubt whether they could
support accelerations sideways and their structure would fail...

Imagine NAC CA (or more) with broken neck.

Anyway, this is just a request for the current ideas on vectored movement.
What I want is a simple system which I can believe!

Cheers

From: Adam Delafield <A.Delafield@b...>

Date: Thu, 10 Oct 1996 09:49:49 -0400

Subject: RE: Vectored Thrust Questions

Date sent:  10-OCT-1996 14:13:33

> Hi All

> I am new to this list, so I appologize if these questions have been

It has 8-)

> I am interested in playable Vectored thrust rules.

> 1) How long is a round ment to be in FT?

> The reason for the above is I want to calculate what sort of rotation

A round is quite long. But at the scale, rotation is not a problem. The linear
acceleration the ships are already capable of is quite sufficient to squish
all the crew.

> Anyway, this is just a request for the current ideas on vectored

Hard luck.

But seriously, Mike and Jon's system, with the addition on a limit on rotation
according to thrust gives the best 'feel', even though, strictly speaking, it
isn't accurate. (With smaller forces, you may want to try drift counters too.)

> Cheers