[GZG] turning circles
From: Scott Siebold <gamers@a...>
Date: Fri, 6 Jan 2006 14:54:59 -0800 (PST)
Subject: [GZG] turning circles
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Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI assumed that with
all of the arguments on how to handle ship maneuvers
that some time in the past turning circles had been brought up and
rejected. I am not sure of this so I am bringing them up now.
Turning circles started there life in linear warfare battles where
units
were turning unrealistically. It was adopted by some of the naval
rules to make ship movement easier.It was adopted by most of the
air combat games in that it allowed for more maneuverable aircraft
to actually outmaneuver their opponents.
To make them take a compass and set it to 10 in. then do a sweep
from 0 to about 60 degrees. Reduce the compass to 9 in and do the
same 0 to about 60 degrees. Now cut out the area you swept and
using a ruler mark at 1 in intervals along the 10 in side and the 9
in.
side. Repeat this but increase the angle swept to 90 degrees for
8 in./7 in., 6 in./5 in.., 4 in./3 in.. For the 2 in./1 in. sweep 180
degrees. For those of you into metric use 3 cm. instead of 1 in.
for all movements and inches for ranges (drove the Fletcher Prat
naval rules people wild when they tried to estimate ranges).
Now that you have the circles how do you use them.
A super dreadnought might use the 9 in. circle, a CA
might use the 7 in. circle and a DD might use the 5 in. circle.
A fighter might use the 3 in. circle but if it is carrying a heavy
combat load it uses a 5 in. circle (the additional load makes
the fighter less maneuverable). If a ship takes damage it may
go up to a larger circle (a DD is 5 in. until half damaged then
it goes to 7 in.). A race with more maneuverable ships may
just use 1 in. less per class.
Scott