Weapon Modelling

9 posts ยท Jun 7 2001 to Jun 7 2002

From: Randall L Joiner <rljoiner@m...>

Date: Wed, 06 Jun 2001 22:42:45 -0700

Subject: Re: Weapon Modelling

I could be wrong, but for some reason I'm remembering a rule from the books
that human vessels are locked at a maximum thrust rating... I wanna say
8?

Is this just my bad memory, or does anyone else remember this?

Rand.

> At 09:42 PM 6/6/2002 -0400, you wrote:

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 5 Jun 2002 09:42:55 -0400

Subject: Weapon Modelling

The Irrepressible Richard said: The model of beams being energy projectors
that pepper a region of space where the ship could be is workable enough;
although, really following through on that theme would be to compute range
bands as a function of mass and thrust. This is actually a good way to solve
the problem of little ships evaporating at long range. A function that I would
be interested in testing would be a base value plus a modifier that
depended on the (mass)^(2/3), minus a modifier that depended on the
square of the thrust. Proportionality constants keep the numbers to an
appropriate range. To reflect that, at close ranges, no amount of agility will
evade a lightspeed weapon, the first range band has a minimum value of 6mu.

This type of modelling has the potential to end the problem of escorts being
outranged by capital ships, and the calulations need only be done three times
for each design (undamaged, damaged, and zero thrust).

[Tomb]: Richard, please tell me what the difference between a ship of
arbitrary mass of thrust 4 and a ship of arbitrary mass of thrust 6 is, if
neither are under power? The problem is you'd have to do something
like an SFB-esque Erratic Manouvering concept and have it use up (to be
sensible) some of the available thrust (I think in SFB it was 25% or
something).

From: Laserlight <laserlight@q...>

Date: Wed, 5 Jun 2002 11:19:58 -0400

Subject: RE: Weapon Modelling

The Irrepressible Richard said: <snip>
> A function that I would be interested in testing would be a base value

I'm assuming that function is to develop the area of the ship which is exposed
to fire? And assumes that all your ships use the same
proportion length/width/height?  How much of a spread do you want?  For
example, my Mass 3 Goalie has a result of 2, a mass 250 SDN has a result of 40
(based on mass, with no modifier for thrust).

From: Richard and Emily Bell <rlbell@s...>

Date: Wed, 05 Jun 2002 18:47:55 -0400

Subject: Re: Weapon Modelling

> Tomb wrote:

> [Tomb]: Richard, please tell me what the difference between a ship of

Well if you really want to complicate things, you calculate the numbers for

From: Richard and Emily Bell <rlbell@s...>

Date: Thu, 06 Jun 2002 18:32:08 -0400

Subject: Re: Weapon Modelling

> "laserlight@quixnet.net" wrote:

> The Irrepressible Richard said:

The function is to develope a value based on the volume the ship could

From: Laserlight <laserlight@q...>

Date: Thu, 6 Jun 2002 21:42:39 -0400

Subject: Re: Weapon Modelling

> We need some simplifying assumptions,or we need to account for

From: Beth Fulton <beth.fulton@m...>

Date: Fri, 7 Jun 2002 12:47:30 +1000

Subject: RE: Weapon Modelling

G'day,

> I could be wrong, but for some reason I'm remembering a rule

> I wanna say 8?

Pre-FB restriction.

Cheers

From: Randall L Joiner <rljoiner@m...>

Date: Thu, 06 Jun 2002 23:12:42 -0700

Subject: Re: Weapon Modelling

Hate to reply to myself, but realized I hadn't fixed my time travel problem...
Fixed now.:) (Thanks to everyone who pointed it out to
me!)

> At 10:42 PM 6/6/2001 -0700, you wrote:

From: Laserlight <laserlight@q...>

Date: Fri, 7 Jun 2002 08:39:16 -0400

Subject: RE: Re: Weapon Modelling

From: Randall Joiner
> I could be wrong, but for some reason I'm remembering a rule from the

If you're playing FB rules, you pay 5% of your mass per thrust point, so
you could go up to 18 thrust + minimum 10% hull.