I tend to agree that AEMS & PEMS would not be affected by manuevering - that would be like saying that a DD couldn't use passive EMS to detect a submarine and vice versa. Change in vector as in change in direction may affect PEMS if a tail is used - IIRC that included 2300 genre as well as RL - but straight line? no. Active systems could be affected if the vessel/vehicle is manuevering in such a manner to avoid being a target - but otherwise I'd think that it might not be that much of an issue. The thing is most folks think of a traveller spaceship as being a glorified airplane and, to a point, that's not far off. But, OTOH, these same vessels also resemble ocean going ships, and that allows greatly differing capabilities.
Tim
>________________________________
From: John Potter
Sent: Thursday, July 19, 2012 11:20 AM
Subject: Re: [Traveller_TNE] Sensor Ops
>
>
>
>Â
>
>Range modifier table.
>
>
>- TNE combat encounters start at 2d6x10 range bands (30k per band).Â
>- On average an encounter will start at 70 range bands or 2100km given the tables penalties modifiers a ships wouldn't even be able to see each other on average.Â
>(note that the TNE rules do take range into account in a metagame sense as the number of band / 3 is the diff mod of target locking another vessel)
>- The difference between point blank (same hex 30km) and maximum distance (3600km 120 range bands) is only a difference on 1 modifier on the table.
>
>
>---
>PEMS & AEMS vs Moving
>
>
>- This doesn't seem reasonable for Passive Sensors.
>- It doesn't make sense for Active Sensors because at advanced tech levels that a reaction mass drive would prevent 'all' use passive sensors. This is additionally true when you take into account of vector based combat as a ship can simply accelerate in a given direction and rotate on axis to point its sensors at something, giving a 'clear view' of wants to see.
>- In a true sense Gs of acceleration matter very little to the EMW propagation through space or the ability to detect an EMWÂ phenomena. And there is again the point of a ship can simply rotate and ping the area/target with which ever active sensor it wants during a combat turn (in TNE 30minutes)Â
>
>
>You don't list how any types of masking effect the modifiers, so it stands as an open question.
>
>
>With all the above said these seem appropriate for a war game mechanics with the correct time scale for turns.
>
>
>
>
>
>On Thu, Jul 19, 2012 at 9:49 AM, Craige <> wrote:
>
>
>>Â
>>
>> Ranges                                             Range Modifier
>>Contact                      0 m â 1 m                                           0
>>Short                          1 m â 5 m                                          1
>>Medium                       5 m â 50 m                                        2
>>Long                           50 m â 250 m                                     3
>>Very Long                  250 m â 500 m                                   4
>>Distant                        500 m â 5 km                                     5
>>Very Distant              5 km â 50 km                                     6
>>Regional                    50 km â 500 km                                 7
>>Continental                500 km â 5000 km                             8
>>Planetary                    5000 km â 50 000 km                        9
>>Interplanetary            50 000 km â 500 000 km                   10
>>Deep Orbit     500 000 km â 5 000 000 km                          11
>>                       5 000 000 â 50 000 000 km                           12
>>                       50 000 000 â 500 000 000 km                       13
>>Solar               500 000 000 â 500 000 000 000                    14
>>Oort Cloud     500 000 000 000 â 5 000 000 000 000          15
>>
>>
>>A maneuvering ship cannot use passive sensors.
>>Sensing Ship is maneuvering 1-3 G: -1 to active sensor, cannot use passive sensors.
>>Sensing ship is maneuvering >3 G: -2 to active sensors, cannot use passive sensors.
>>Sensing ship is maneuvering >6 G: -3 to active sensors,
>>Sensing ship is maneuvering >10 G: -4 to active sensors,
>>Â
>>--
>If the world was fair then every bad thing that has ever happened to you would have been deserved.
>
>
>
>
Tim
>________________________________
From: John Potter
Sent: Thursday, July 19, 2012 11:20 AM
Subject: Re: [Traveller_TNE] Sensor Ops
>
>
>
>Â
>
>Range modifier table.
>
>
>- TNE combat encounters start at 2d6x10 range bands (30k per band).Â
>- On average an encounter will start at 70 range bands or 2100km given the tables penalties modifiers a ships wouldn't even be able to see each other on average.Â
>(note that the TNE rules do take range into account in a metagame sense as the number of band / 3 is the diff mod of target locking another vessel)
>- The difference between point blank (same hex 30km) and maximum distance (3600km 120 range bands) is only a difference on 1 modifier on the table.
>
>
>---
>PEMS & AEMS vs Moving
>
>
>- This doesn't seem reasonable for Passive Sensors.
>- It doesn't make sense for Active Sensors because at advanced tech levels that a reaction mass drive would prevent 'all' use passive sensors. This is additionally true when you take into account of vector based combat as a ship can simply accelerate in a given direction and rotate on axis to point its sensors at something, giving a 'clear view' of wants to see.
>- In a true sense Gs of acceleration matter very little to the EMW propagation through space or the ability to detect an EMWÂ phenomena. And there is again the point of a ship can simply rotate and ping the area/target with which ever active sensor it wants during a combat turn (in TNE 30minutes)Â
>
>
>You don't list how any types of masking effect the modifiers, so it stands as an open question.
>
>
>With all the above said these seem appropriate for a war game mechanics with the correct time scale for turns.
>
>
>
>
>
>On Thu, Jul 19, 2012 at 9:49 AM, Craige <> wrote:
>
>
>>Â
>>
>> Ranges                                             Range Modifier
>>Contact                      0 m â 1 m                                           0
>>Short                          1 m â 5 m                                          1
>>Medium                       5 m â 50 m                                        2
>>Long                           50 m â 250 m                                     3
>>Very Long                  250 m â 500 m                                   4
>>Distant                        500 m â 5 km                                     5
>>Very Distant              5 km â 50 km                                     6
>>Regional                    50 km â 500 km                                 7
>>Continental                500 km â 5000 km                             8
>>Planetary                    5000 km â 50 000 km                        9
>>Interplanetary            50 000 km â 500 000 km                   10
>>Deep Orbit     500 000 km â 5 000 000 km                          11
>>                       5 000 000 â 50 000 000 km                           12
>>                       50 000 000 â 500 000 000 km                       13
>>Solar               500 000 000 â 500 000 000 000                    14
>>Oort Cloud     500 000 000 000 â 5 000 000 000 000          15
>>
>>
>>A maneuvering ship cannot use passive sensors.
>>Sensing Ship is maneuvering 1-3 G: -1 to active sensor, cannot use passive sensors.
>>Sensing ship is maneuvering >3 G: -2 to active sensors, cannot use passive sensors.
>>Sensing ship is maneuvering >6 G: -3 to active sensors,
>>Sensing ship is maneuvering >10 G: -4 to active sensors,
>>Â
>>--
>If the world was fair then every bad thing that has ever happened to you would have been deserved.
>
>
>
>