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Re: [GZG] How much acceleration do you need to

From: Indy <indy.kochte@g...>
Date: Tue, 19 Jan 2010 21:30:53 -0500
Subject: Re: [GZG] How much acceleration do you need to

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Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lIf Thrust 6 is
2Gs, Fighters moving at 12 (accel/decel) would only be at
4Gs. Reasonable. :-)

Mk

On Tue, Jan 19, 2010 at 6:20 PM, Tom B <kaladorn@gmail.com> wrote:

> Bob,
>
> I had understood a human could sustain 9G (according to a Wiki I read)
> but was not sure how long they meant by sustain. If I go with the 3
> minute turn and 0.33G/thurst, the fighter Jocks might have to sustain
> 6Gs several times (like anytime they go foot to the firewall) but they
> are (as you say) in couches and G suits. I figured if we can manage
> 9Gs for a minute or two, we can manage 6Gs with some help (unhappily,
> I'll warrant) for longer periods. Keeping the ship to 2Gs (for Thrust
> 6) means humans can move (carefully) and work (if need be) when the
> ship is under power. More common thrust 4 means 1.33 G. Not pleasant,
> but the medics and damage control parties can work here.
>
> Letting the fighters hit higher than 6Gs at times (or even the ships
> going over 2 Gs average thrust for a turn with engine
> redlining/emergency thrust) is probably feasible, but I want to keep
> the norms on the lower end. I think 2Gs is probably enough to be doing
> damage control even in a powered exoskeleton..
>
> Tomb
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