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Re: [FT] Bell Curve SMLs

From: KH.Ranitzsch@t...
Date: 14 Nov 2000 13:22 GMT
Subject: Re: [FT] Bell Curve SMLs

>Absender: LASERLIGHT@QUIXNET.NET
> > In the PSB explanation at the end of my message, I tried to give a
> > reasoning for the scattering, namely the natural accumulation of 
> > random errors in the aiming/boost process of the missiles.
> 
> But they don't apply any more to "SMR Boost + accumulated ship 
> velocity" than they do to "SMR boost alone".

The point is that it's really an angular error, and thus its effect 
increases with range. If you are shooting at something 5 meters away, an

error of 1 degree makes little difference. Shoot at something 5000
meters 
away and you will miss by a wide margin. 
Using vector movement for SML, you increase the distance travelled 
significantly

> > Well, I was looking primarily at vector.
> 
> In which case, if you're going that fast, you're going to end up in > 
his lap this turn or next turn anyway.	

If he is still there after the missile strike - and able to shoot 
back.

> >But, yes, the point was to make extra-long-range missile strikes 
> >very much a gamble.
> 
> Sensor rules would perhaps be a better method.  

Maybe, at least, it's a different one. Both could be combined

>Absender: beth.fulton@marine.csiro.au
> Not trying to rain on your parade but those two words (divide and 
> multiply) when brought up mid game tend to make people sweat or get > 
exasperated. I'd suggest something easier like 1D6 for every 12" 
> (or 6" or whatever you like) beyond 24" that the aim point is from 
> your ship. Roll the D6s, for each die that rolls 1-3 deviate 1" 
> left, 4-6 deviate 1" right. 

I have no problem with using range bands, certainly easier than 
dividing. However, I would like to keep the throwing of two dice,
calculating 
the difference and multiplying that with the basic deviation. This 
results in a nice bell-curve shaped distribution centered around the
intended 
aiming point, with low porbabilities for really extreme results. Better,

IMHO, than the flat distribution of a single die.

For example:
Range	      deviation
12" - 36"     1"
36" - 48"     2"
48" - 60"     3" etc.

The difference of two dice is between 0 and 5, so the numbers involved 
would be small and easy to handle.

Say, you are shooting at something 50" away, dice are left 3, right 6, 
difference is right 3, muliply by 3" and you end up 9" to the right of 
you intended target.

Greetings
Karl Heinz

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