Re: FF&S Multi-bell ships

Part of thread: Re: FF&S Multi-bell ships · 1 reply ↳ In reply to Re: FF&S Multi-bell ships — Master Uxi Re: FF&S Multi-bell ships — Harold Hale
> 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.
>> >
>>
>>
>>
>