Re: [FT] Sensor Range Question
From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Mon, 26 Apr 1999 22:03:34 +0200
Subject: Re: [FT] Sensor Range Question
Thomas Anderson wrote:
> > one to ten seconds (common time
> > intervals for RPGs and wargames).
>
> the consensus is, i think, 1 turn = 15 minutes.
>
> there is an equation.
>
> s length of a move unit (m)
> f fraction of the turn over which you burn drives
> a acceleration of 1 thrust point when burning (m/s^2)
> t length of a turn (s)
>
> s = fat^2
Ahem. The total time you burn your thrusters is f * t, so you get
s = a * (ft)^2
> or:
>
> f = s/at^2
> a = s/ft^2
> t = (s/fa)^(1/2)
Should be:
f = sqrt(s/a) / t
a = s/(ft)^2
t = sqrt(s/a) / f
> if you put in s = 1000 km, t = 1000 s (16m40s), f = 0.1, you get a =
10
> m/s2, or ~1 earth gravity, which is nice.
I get a = 1000000 / (1000 * 0.1)^2 = 1000000 / 10000 = 100 m/s^2 ~ 10
g. If you instead assume f ~ 1, a drops to a comfortable ~ 0.1 g.
s = 1000 m, t = 10 s, f = 1 gives a = 10 m/s^2 ~1g, which makes this
scale fit nicely with the atmosphere interface rules in the scenario on
MT p. 39 (where the planetary radius is "infinite" - ie, very large -
compared to the gaming area). With f = 0.1, you're back at the somewhat
uncomfortable a ~ 10g.
'Course, if you assume f = 1 you need more complicated vector movement
rules to stay realistic <G>
Best wishes,
Oerjan Ohlson
oerjan.ohlson@telia.com
"Life is like a sewer.
What you get out of it, depends on what you put into it."
- Hen3ry