Condottiere
SOC-14 5K
Launch tubes were around in Classic.
A rather extended one, I would guess.
A rather extended one, I would guess.
I think this is ONE ASSUMPTION too far.The people who wrote the system presumably thought it through.
I agree ... but would it make sense to suggest that the effect of Gravity on that entire movement might best be measured from the centerpoint of the RESULTANT VECTOR from the START of the Black vector to the tip of the ARROW on the green accel vector (the midpoint of the proposed movement vector)?Take this simplified example of a ship passing a planet moving briskly:
It would make no sense to use the green acceleration vector to determine the effect of gravity?
Actually I think the vector movement system in LBB2 is the least bad major system in LBB1-3, it's rather good. Way too cumbersome to actually use, but still. Many parts of LBB1-3 show clear signs of thoughtful design, unlike say LBB4 or LBB5'79.I think this is ONE ASSUMPTION too far.
Accelerating sideways, while supported by the ground is pretty much what we do with cars regularly. I have so far failed to fall off the edge of the Earth...(... but I still think that the resulting vector for HTO can be broken into a vertical component representing the weight that must be supported by the wheels on the ground and a horizontal component that represents acceleration.
Yes, if we abandon LBB2 and talk of the real world, that is the definition of an orbit. You move sideways so fast that you miss the planet you are falling towards.At some point the END POINT of the Resultant Vector will be above the surface of the Planet and the Ship will be in a very low ORBIT. Each turn after that, the END POINT of the resultant vector will be increasingly further from the surface and the G band will be less. ... You and I will have to agree to disagree about dividing a vector that terminates inside a planet into vertical and horizontal components.)
How close to 3600 kph have you gotten?Accelerating sideways, while supported by the ground is pretty much what we do with cars regularly. I have so far failed to fall off the edge of the Earth...
Yes, that is what I'm trying to get Mike to say. So far he is stubbornly saying use the green accel vector only, as far as I can tell, but that is presumably not what he means?I agree ... but would it make sense to suggest that the effect of Gravity on that entire movement might best be measured from the centerpoint of the RESULTANT VECTOR from the START of the Black vector to the tip of the ARROW on the green accel vector (the midpoint of the proposed movement vector)?
I tried it, but it took way too much time. And then I realised I was supposed to track the vector of each missile fired, and I laughed at the silliness.That was the sort of fiddlyness that I always disliked about the Vector Movement rules [well, that and how quickly the rulers and table were not big enough].
I agree. That’s what Oceans and LBB abstract vector rules are for.On Earth ground level orbital speed is roughly 8 km/s (~29 000 km/h), a bit less with acceleration, a bit more with friction. A ridiculous speed to travel on the ground. Many thousands of km of runway.
Current land speed record seems to be ~1200 km/h, needing two jet engines with total ~220 kN trust for a 10 tonne car. That is about a 2 G drive.How close to 3600 kph have you gotten?
1000 seconds at 0.1 G horizontal acceleration yields about 3600 kph (allowing for HUGE losses to atmospheric drag and friction from a 1.0G drive) … about 1/7 orbital velocity.
Sure, and then you fall back.I can briefly catch a little air at 100 kph if the road has a hill.
Well, YES.A 2 G drive is just a lot easier...
What I remember vividly is accelerating from detection range, and them accelerating towards you because both parties want to fight … then you arrive in attack range and get 1 shot before shooting past each other at such high velocity that it will take FOREVER just to stop and turn around to try again.Worse, most player don't really get vector movement, but the characters (Pilots) are supposed to be experts at it. Once the players fails to intercept an enemy because they are sliding off the game area accelerating erratically, it's time to give up.
Oceans are lousy runways, they are quite bumpy and, at speed, quite hard.I agree. That’s what Oceans and LBB abstract vector rules are for.
There is lots fiddly physics, but there's just no way we are realistically getting anywhere near orbital speed on a planets surface.The real world has “angle of attack induced lift” which the Movement rules (thank goodness) do not. Planets are also not perfectly round and orbits are not circular and lots of things are way too complex for a game mechanics … but the silly game already has VECTOR MATH, so splitting a diagonal vector into vertical and horizontal is identical to combining a horizontal and vertical vector to create the diagonal vector in the first place. The fiddly was already there.
Yes, that is what happens the first few times. Any Pilot or Navigator worth their salt should have been able to solve that in their sleep, hence an abstract system is more realistic.What I remember vividly is accelerating from detection range, and them accelerating towards you because both parties want to fight … then you arrive in attack range and get 1 shot before shooting past each other at such high velocity that it will take FOREVER just to stop and turn around to try again.
Is there any way to get near “angle of attack induced lift” speeds and then accelerate at NOE and higher as speed increases?There is lots fiddly physics, but there's just no way we are realistically getting anywhere near orbital speed on a planets surface.
I have no idea, I don't do fluid dynamics. I guesstimate from actual aircraft.Is there any way to get near “angle of attack induced lift” speeds and then accelerate at NOE and higher as speed increases?
It's often easier to see what you can't do.We are attempting to use a simplified vector mechanics to model an infinitely complex process (launch physics really is ‘rocket science’).
I believe very firmly in the movement system, but the paired combat system does need some tweaking to make it the full on terror it should be.What I remember vividly is accelerating from detection range, and them accelerating towards you because both parties want to fight … then you arrive in attack range and get 1 shot before shooting past each other at such high velocity that it will take FOREVER just to stop and turn around to try again.
It was the antithesis of every sci-fi book or movie ever made.
Um ... that only works if you take the ground with you into orbit.I still think that the resulting vector for HTO can be broken into a vertical component representing the weight that must be supported by the wheels on the ground and a horizontal component that represents acceleration. At some point the END POINT of the Resultant Vector will be above the surface of the Planet and the Ship will be in a very low ORBIT. Each turn after that, the END POINT of the resultant vector will be increasingly further from the surface and the G band will be less
Whut?FYI: If the ship Begins and Ends its turn at the Planet surface (flying Tree Top Height) then the "midpoint" of the vector in both the APPROACH and DEPARTURE will be far from any G band ... thus the Planetary Gravity will not effect the craft
The DOT and the ARROW are not the MIDPOINT.Whut?
I'm going to have to assume you misspoke/mistyped something there.
Are you trying to claim that "tree top altitude" is zero gravity territory?
You are arguing REAL WORLD PHYSICS and I am merely speaking of a stupid VECTOR MOVEMENT RULE SYSTEM.As soon as your wheels depart the ground, if you do not have enough "UP" happening to oppose the "DOWN" of gravity ... You Are Not Going To Space Today™.