Re: [GZG] Painfully Realistic Vector Movement for Full Thrust
From: Roger Burton West <roger@f...>
Date: Tue, 19 Jan 2010 09:24:22 +0000
Subject: Re: [GZG] Painfully Realistic Vector Movement for Full Thrust
On Mon, Jan 18, 2010 at 07:32:26PM -0500, Tom B wrote:
>That's fairly elegant rendition of vector. On first reading, I missed
>that your measured vector was not to the ship, but to where the ship's
>acceleration wanted it to go. I thought 'why not just pretend that all
>the drive ratings were doubled' and then you could use the original
>rules? But once you don't measure to the ship for next turn's drift,
>that's another story.
Well, that is the fundamental point: "you get half your acceleration as
movement this turn, all of it as movement on subsequent turns".
>I'm taking it that although thrust is presumed to take the whole turn,
>rotation still takes a very short time relatively (judging by your
>presentation). Is this your assumption?
Yes. If you start to assume that rotation takes a significant fraction
of the turn, you start to get into the snakepit of weapons not bearing
for a full turn, and impulses or something like them... and I find
that's just too much trouble.
If something like impulses is wanted, I suspect the real answer is to
retain the existing turn structure and cut the amount of stuff that can
happen, probably by reducing thrust and/or putting in a speed limit.
R
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