I would love to see a board game with telescoping z axis stands. Colored
and notched and or ratcheted perhaps...
Easier on a computer simulation. Also would happily model detailed BL
level damage...
On Fri, Apr 24, 2015, 08:33 [Traveller_TNE] <
> wrote:
>
>
> Todd--
>
> That's one way to slice the math, but such a ship wouldn't really be a 4G
> ship, but a 1G ship in four planes (1Gx4). And since those four planes
> don't correspond to the six degrees of freedom, thrust in those six
> degrees would be compound thrust so would be less than 1G.
>
> I'd be inclined to say that you compute the power, mass, volume, and
> surface area for X number of Gs for your hull, then install as many of
> those as you want, although you don't need power for all of them at the
> same time. You reach diminishing returns pretty fast on anything except a
> forward-pointing braking thruster in case you decide you want to be able
> to decelerate in the direction your ship is pointing. And there would be
> big implications for hull streamlining as well.
>
> The traditional "flames come out the back" model ends up solving too many
> problems, not the least of which is that once you really dig into the 6
> degrees of freedom issue you're calling into question the whole flat map
> abstraction which is just too hard and clumsy for traditional tabletop
> games.
>
>
>
> > You could go with the multiple thrust bells, each one reducing the thrust
> > of the main bell at the back to provide it in another direction.
> >
> > I.e. a Ship with 4G of thrust puts in 3 extra bells at points of a
> > tetragon (so there are 4 thrust bells each equidistant from the other),
> > but the ship only has 1G of thrust on each (so the mass demand of the
> > three extra bells is made up by the smaller bell in the rear). Great for
> > system defense as it is nimble, but poor on the chase as it only has 1G
> of
> > thrust.
> >
> > http://clowder.net/hop/tetships/tetships.html
> > (The extension of the Babylon 5 Starfury concept)
> >
> >
> > Todd Kes
> >
> > --------------------------------------------
> > On Thu, 4/23/15, [Traveller_TNE]
> > <> wrote:
> >
> > By the way, here's another thing we
> > didn't do in FFS, talk about how many
> > different axes of thrust you can have. The assumption is
> > always that
> > you've got the one big "thrust bell" at the back and you
> > change your
> > attitude to point the thrust in whatever direction you need
> > to bend your
> > vector. Logically you could build a ship with "thrust bells"
> > on multiple
> > axes so you could change vectors without having to change
> > attitude, but
> > that didn't fit with 99.9% of what people usually want to
> > build, so we didn't take the time.
> >
>
>
>
and notched and or ratcheted perhaps...
Easier on a computer simulation. Also would happily model detailed BL
level damage...
On Fri, Apr 24, 2015, 08:33 [Traveller_TNE] <
> wrote:
>
>
> Todd--
>
> That's one way to slice the math, but such a ship wouldn't really be a 4G
> ship, but a 1G ship in four planes (1Gx4). And since those four planes
> don't correspond to the six degrees of freedom, thrust in those six
> degrees would be compound thrust so would be less than 1G.
>
> I'd be inclined to say that you compute the power, mass, volume, and
> surface area for X number of Gs for your hull, then install as many of
> those as you want, although you don't need power for all of them at the
> same time. You reach diminishing returns pretty fast on anything except a
> forward-pointing braking thruster in case you decide you want to be able
> to decelerate in the direction your ship is pointing. And there would be
> big implications for hull streamlining as well.
>
> The traditional "flames come out the back" model ends up solving too many
> problems, not the least of which is that once you really dig into the 6
> degrees of freedom issue you're calling into question the whole flat map
> abstraction which is just too hard and clumsy for traditional tabletop
> games.
>
>
>
> > You could go with the multiple thrust bells, each one reducing the thrust
> > of the main bell at the back to provide it in another direction.
> >
> > I.e. a Ship with 4G of thrust puts in 3 extra bells at points of a
> > tetragon (so there are 4 thrust bells each equidistant from the other),
> > but the ship only has 1G of thrust on each (so the mass demand of the
> > three extra bells is made up by the smaller bell in the rear). Great for
> > system defense as it is nimble, but poor on the chase as it only has 1G
> of
> > thrust.
> >
> > http://clowder.net/hop/tetships/tetships.html
> > (The extension of the Babylon 5 Starfury concept)
> >
> >
> > Todd Kes
> >
> > --------------------------------------------
> > On Thu, 4/23/15, [Traveller_TNE]
> > <> wrote:
> >
> > By the way, here's another thing we
> > didn't do in FFS, talk about how many
> > different axes of thrust you can have. The assumption is
> > always that
> > you've got the one big "thrust bell" at the back and you
> > change your
> > attitude to point the thrust in whatever direction you need
> > to bend your
> > vector. Logically you could build a ship with "thrust bells"
> > on multiple
> > axes so you could change vectors without having to change
> > attitude, but
> > that didn't fit with 99.9% of what people usually want to
> > build, so we didn't take the time.
> >
>
>
>