RE: Vectored Thrust Questions
From: Adam Delafield <A.Delafield@b...>
Date: Thu, 10 Oct 1996 09:49:49 -0400
Subject: RE: Vectored Thrust Questions
Date sent: 10-OCT-1996 14:13:33
>Hi All
>I am new to this list, so I appologize if these questions have been
>asked before.
It has 8-)
>I am interested in playable Vectored thrust rules.
>I have looked at the trial "official" ideas from GZG.
>I have some questions:
>1) How long is a round ment to be in FT?
>The reason for the above is I want to calculate what sort of rotation
>rate is
>feasable. For big ships the angular acceleration can get quite out of
>hand and rip the ship appart.
A round is quite long. But at the scale, rotation is not a problem.
The linear acceleration the ships are already capable of is quite
sufficient to squish all the crew.
>Anyway, this is just a request for the current ideas on vectored
>movement.
>What I want is a simple system which I can believe!
Hard luck.
But seriously, Mike and Jon's system, with the addition on a limit
on rotation according to thrust gives the best 'feel', even though,
strictly speaking, it isn't accurate. (With smaller forces, you may
want to try drift counters too.)
>Cheers
> Lewis
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| Adam Delafield, I.T. Officer | Bolton Institute, |
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| E-mail : ad4@Bolton.ac.uk | College Way, |
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