Re: [GZG] [FT] Scale in the Tuffleyverse
From: Robert N Bryett <rbryett@g...>
Date: Sun, 21 Jan 2007 15:24:33 +1100
Subject: Re: [GZG] [FT] Scale in the Tuffleyverse
> How far is a MU?
There's an interesting discussion on the Exodus Project web-site
about using realistic engines in tactical space combat games. It's
not for the math-phobic, but there's lots of stuff on how thrust,
time and distance fit together. The author decided on a 15-minute
turn-length (so that his FT and Dirtside timescales would match),
resulting in an MU of about 81 kilometres.
For our Beltwar games, I adopted an MU about 83km so that 12mu =
1000km. This distance scale means there's no need to put out model
planets; just treat one edge of the table as the planetary atmosphere
and rule that anyone who goes off in anything other than a re-entry
vehicle burns up... You could mark a curved edge if you want to be
picky, especially for a smaller body like a moon. Dwarf planets like
Ceres, or large asteroids (Pallas, Vesta etc.) can be represented by
papier-mâché "scale" models.
Best regards, Robert Bryett
rbryett@gmail.com
On 21/01/2007, at 01:02 , John Brewer wrote:
> Now that the List is back up, here's a post that was lost to the void.
> From: John Brewer
> Sent: Monday, January 1, 2007 10:11 PM
> To: gzg-l@lists.csua.berkeley.edu
> Subject: [GZG] [FT] Scale in the Tuffleyverse
>
> Some of the most frequently asked questions on the List are...
>
> How far can a FTL starship go in one jump?...
>
> How far from a stellar or planetary gravity well must a starship be
> to make a jump?...
>
> and How far is a MU?
>
> I've been trying to come up with answers based upon canonical
> information, scientific data, and player convenience.
>
> I know from a footnote on page 44 of FB1 that the longest
> controlled jump was 7.328 lightyears - slightly over 2 parsecs - so
> I surmised that military ships can jump about 2 parsecs. And since
> distances on FT maps are listed in parsecs, as are results from
> trig equations for star system distances posted by Winchell Chung,
> it's convenient to round out performance for Tuffleyverse
> jumpdrives in parsecs rather than lightyears.
>
> I made this point in a posting in July of '05 - http://
> lists.firedrake.org/gzg/200507/msg00368.html - or if the link
> doesn't work, search the author index of July'05 for "John Brewer",
> it was my only post that month.
>
> People ask how far a MU is because they have plans for a scenario
> involving a battle near a planet, and they want to know how big to
> make the planet. A consensus here on the List is that a MU is
> about 1000km. The problem with this is that the source for star
> system & planetary data for the Tuffleyverse is the "GZG star list
> with planetary data" - http://wam.umd.edu/~ddr/ - and the planetary
> diameters are measured in MILES.
>
> Now it stands to reason that scenarios with battles near planets is
> that the high-value strategic targets will be "garden" worlds with
> standard atmospheres. They range in diameters from just under 8000
> miles to just over 12000 miles. So for player convenience, I
> propose that a MU be a variable between 1700 & 2600 miles,
> averaging at 2000 miles.
>
> THAT way, a player can use an inverted 9-inch paper plate to
> represent a 4.5 inch "garden" planet and its optimum orbit
> distance. The base of the starship would track along the edge of
> the plate while in orbit, for ease of measuring. But since an
> orbit velocity of 4.5 SHOULDN'T be written in movement orders, this
> should be a variable too: If the planet diameter is less than
> 10000 miles, the orbit velocity should be 4 - if more than 10000
> miles, the orbit velocity should be 5.
>
> Now, how close & how far away can a ship engage in FTL movement?
> According to "Traveller", a starship should manoeuver out to about
> 100 diameters from any object more than 1 mile in diameter, or risk
> misjump. So, for the average "garden" planet, a ship should be 450
> MU from the planet to safely engage the jumpdrives.
>
> The problem with this is Jim Webster's scenario on page 37 of More
> Thrust, where the distance from orbit to safe jump distance is the
> width of the game table. So in THAT scenario, the safe jump
> distance is closer to 10 diameters, or 45 MU.
>
> The problem with THAT is that the Tuffleyverse has pirate
> organizations - BIG ones - like ORC & Actuarial Nightmare, who
> would find it next to impossible to operate if they could only
> strike at ships that close to planets with patrols nearby.
>
> So here's a compromise...
>
> Starships with CIVILIAN-built jumpdrives should manoeuver out to
> 100 diameters from any object more than 1 mile in diameter before
> engaging jump. If jump is engaged at less than that distance - in
> emergency or miscalculation - the jumpdrive suffers an IMMEDIATE
> threshold check - add +1 to the die roll for every 10 diameters
> short..
>
> Starships with MILITARY jumpdrives should manoeuver out to 10
> diameters - at less than that distance, threshold check - add +1 to
> the die roll for every 1 diameter short.
>
> (This should preserve Jim Webster's scenario while giving the
> pirates their "hunting grounds".)
>
> Now, what about the system's star? Is it bound by the same "100-
> diameter" rule? In preparing for this post, I checked out websites
> that let you build scale models of our solar system using
> basketballs, peppercorns, pinheads, & marbles. I found that the
> distance from our sun to the orbit of Pluto is about 4000 diameters
> of the sun, which is about 40 AU. THAT means that by coincidence 1
> AU - the distance from sun to Earth - is 100 solar diameters! THAT
> must be where Marc Miller - who helped design "Traveller" - got the
> idea for the "100-diameter" rule.
>
> But rather than use the straight-forward "100-diameter" rule for
> stars, I could just rule that the safe jump distance for stars is
> the same as the inner limit of the star's "biozone" - that's close
> enough.
>
> (FYI, the inner limit biozone data, as well as the stellar gravity
> well data in my July'05 posting, I got from an obscure sci-fi rpg
> called "Web of Stars" from Web Games - I bought it FOR the star
> system data)
>
> TYPE SIZE JUMP LIMIT [in AU]
>
> O Ia 9.0
> O Ib 8.0
> O V 7.5
>
> B Ia 7.0
> B Ib 6.5
> B II 6.0
> B III 5.5
> B IV 5.0
> B V 4.5
>
> A Ia 4.0
> A Ib 3.8
> A II 3.4
> A III 3.0
> A IV 2.8
> A V 2.5
>
> F Ia 2.2
> F Ib 2.0
> F II 1.9
> F III 1.8
> F IV 1.7
> F V 1.6
>
> G Ia 1.6
> G Ib 1.5
> G II 1.0
> G III 0.9
> G IV 0.8
> G V 0.6
> G VI 0.5
>
> K Ia 0.4
> K Ib 0.4
> K II 0.3
> K III 0.3
> K IV 0.2
> K V 0.2
> K VI 0.1
>
> M Ia 0.1
> M Ib 0.1
> M II 0.1
> M III 0.1
> M V 0.04
> M VI 0.03
>
> Dwarfs 0.1
> Superbrights +2.0
> Pulsars 0.8
> Neutron Stars 0.6
> Protostars 0.04
>
> I'm getting tired of typing, so I invite your questions & comments.
> JBrewer@webtv.net "Always strive to be a good person. If you can't
> do that, at least strive to be someone other than an asshole."
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