I'd say that what is currently known about gravity precludes the possibility of controlling it, so I am not convinced by your reasoning.
atmosphere like maneuverability generates 10G or more for fighters; transient 15 to 20G loads have been recorded. On the scales involved, and with the limited limited compensated Gs, that's pass out stress levels.
Not relevant. YOU need to show YOUR reasoning for having gravity acting like atmosphere in a vacuum. The onus is on you since it was your origination...
Don't bother - its assertions based on their assumptions.
Assumptions:
That targetting can pick out the target without error at a hundreds or thousands of kilometers.
That the direct fire system has the rate of fire, or beam sustainability to fill all possible dodge vectors.
Turret accuracy and response time.
No baseline Electronic Warfare/baseline stealth that can interefere with these perfect systems (this is above and beyond "active jamming" or stealth armor/hull materials).
And that somehow, with all these perfect systems, gunnery skill still has some value.
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Assumptions make anything, including the irrelevance of gunnery, piloting, and hell - crew , an easy reality.
Hell, we don't even need dice with some assumptions![]()
It's ok, we're all entitled to our opinions, and if that's how they would like this stuff to work in their games, rock on. I have seen nothing to convince me to change how I run things, however.
To answer at least one of your questions, the T5 book does refer to the Pilot skill being useful "To maneuver against an opponent in a space fighter". I have not yet read T5 thoroughly enough to determine how effective this is, but the rules do include it as a mechanic.
Well, unless you take into account grav-based inertial compensators that are not limited. Is there limits in the rules I'm missing? I concede it's possible.
Still, what is friction but an outside force acting on the momentum of a given object?
That targetting can pick out the target without error at a hundreds or thousands of kilometers.
That the direct fire system has the rate of fire, or beam sustainability to fill all possible dodge vectors.
Turret accuracy and response time.
No baseline Electronic Warfare/baseline stealth that can interefere with these perfect systems (this is above and beyond "active jamming" or stealth armor/hull materials).
And that somehow, with all these perfect systems, gunnery skill still has some value.
--------
Assumptions make anything, including the irrelevance of gunnery, piloting, and hell - crew , an easy reality.
You can poo poo these assumptions all you like, but if you don't have these, then we don't have much of a space game.
...
But as described, the two dynamics are incongruous, so one of them has to give.
Just playing devil's advocate here, but ...The assumption that friction would be created because of gravity and thus, would act like atmosphere doesn't match with anything known about gravity. So, I'd say no...
The following is from Wiki just because it is quick and easy. Also so you can look it up and I don't have to convince you that I'm an engineer with decades of training in the use of applied physics.
>>>Friction is the force resisting the relative motion of solid surfaces, fluid layers, and material elements sliding against each other. There are several types of friction:
Dry friction resists relative lateral motion of two solid surfaces in contact. Dry friction is subdivided into static friction ("stiction") between non-moving surfaces, and kinetic friction between moving surfaces.
Fluid friction describes the friction between layers within a viscous fluid that are moving relative to each other.
Lubricated friction is a case of fluid friction where a fluid separates two solid surfaces.
Skin friction is a component of drag, the force resisting the motion of a solid body through a fluid.
Internal friction is the force resisting motion between the elements making up a solid material while it undergoes deformation.<<<
Space, due to occasional random molecules, could (wrongly) be thought of as a fluid (A fluid is a liquid or a gas). It could never be regarded as a viscous fluid though. No friction of any consequence in space, as far as Traveller is concerned.
There is a force whenever there is a change in VECTOR. So, if your ship changes velocity, or direction, there is an inertial force to overcome. It wouldn't be a gravitational "force", but in certain cases gravity might cause it. (Gravitational attraction of a near mass, such as a planet.)
In theory, part of a ships thrust will degrade a forward component of the resulting vector. It won't be much, and at very high speeds, can be pretty much ignored. For what you are suggesting, this comes close, but it isn't the same, and, it will be negligible in CT/HG terms. (Fun physics is FUN so by all means enjoy it!)
There are enough gearheads, grognards and pseudo physicists here (some very good ones I might add) that you aren't going to convince anyone with your argument. Just do your own thing it YTU and have fun.
The middle point between what some of us can assume is hyper realism for 5000 years from now (where dice rolls, piloting and gunnery skills, and characters become irrelevant) and the cinematic starwars/star-trek/whatever (where Characters, dice rolls, and skills matter) is nothing more than my (or your) arbitrary decision as to what we prefer.
Sorry, but wrong.Just playing devil's advocate here, but ...
We know that gravity slings (as a maneuver) work as a means to alter the direction of a vector without the need to expend thrust canceling out the previous vector and accelerating along the new vector (like standard vector movement would require).
Sorry, but wrong.
A slingshot uses the planet as reaction mass. The planet usually fails to notice the trivial change in its orbital velocity. The craft notices the same energy being applied to its trivial mass as a HUGE acceleration. The mechanism of thrust is gravitational acceleration.
Therefore, I posit the possibility that a ship can be made 'virtually inertialess' (possessing the equivalent of a very small mass to the outside frame of reference) and a 'significant' point source of 'virtual mass' (gravity) can be created outside the ship to bend the vector of the virtually inertialess ship
Yeah, within the CT game mechanics, Newtonian movement is clearly the rule ... but having played several versions of vector movement combat mechanics, FUN is not a word that I would use to describe any of those sessions.When you look at the Travel formulas for normal space movement you see that one accelerates for x amount of time then reverses 'thrust' direction for an equal amount of time. That is because you have inertia and the drives don't make you inertialless. So, the type of movement has been baked into the rules from the earliest by specifying vector movement using Newtonian physical laws.
Starships banking like aircraft to dodge incoming laser fire really doesn't seem like such a big deal to me. [shrug]
To each his own.
You say that like it would be a bad thing?Then you'll have to ditch the current rules of normal space movement.