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[GZG] turning circles

From: Scott Siebold <gamers@a...>
Date: Fri, 6 Jan 2006 14:54:59 -0800 (PST)
Subject: [GZG] turning circles

_______________________________________________
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


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