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Newtonian Space movement
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vanir
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PostPosted: Tue Nov 15, 2011 12:41 am    Post subject: Reply with quote

well that's what's confusing me.

see if you've been accelerating for a pig's orgasm and thinking my god how can a pig orgasm for thirty minutes, it might not take any time at all to come to a stop because under newtonian mechanics the frame of reference is god.

So if we're ruling that relative velocity vectors take second chair to a galactic frame of reference then we should also rule that repulsorfields placed on most starships simply allow them to come racing into the system mid battle with a relative velocity vector for the battlefield equivalent to near lightspeed as it races past a planet whilst the relative velocity vectors of ships involved within the space battle are within pilot-elect move rates in space of each other.

And that any of them could use their repulsorfields to "anchor the ship" instantly adjusting relative velocity vector to the planet they're passing...

and so could any other vessel in the battle, subject to the capabilities of your inertial dampeners (related to ships power output per mass value, etc.).
And thus as sidetrack, insight to the SW system of starship manoeuvrability ratings (ie. related as much to power output as structural integrity of the vessel).


math version, energy release upon a complex evolutionary diversity?

I am so far out of my league on this, my last idea of school was singing the national anthem.
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atgxtg
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PostPosted: Tue Nov 15, 2011 1:15 pm    Post subject: Reply with quote

[quote="vanir"]well that's what's confusing me.

see if you've been accelerating for a pig's orgasm and thinking my god how can a pig orgasm for thirty minutes, it might not take any time at all to come to a stop because under newtonian mechanics the frame of reference is god.


Sorry, go take another look at Newtonian Mechanics. F-ma is one of Newton's formulas, and according to Classical Mechanics the ship wouldn't stop dead. Yes. maybe it would if God wanted it to, but Classica Mechanics does not assume divine intervention.

And if it could go from a speed of 30 happy pig to a dead stop instantly, then it should be able to do the reverse as well, and not need to accelerate for 30 minutes.


Quote:

So if we're ruling that relative velocity vectors take second chair to a galactic frame of reference


But we aren't. Look virtually all of what we refer to as classical mechanics, and phsics came from Newton, and, for the most part, it works. People use this stuff everyday in all sorts of fields. And the math works out the same regardless of one's religious beliefs (or lack thereof).

Quote:

then we should also rule that repulsorfields placed on most starships simply allow them to come racing into the system mid battle with a relative velocity vector for the battlefield equivalent to near lightspeed as it races past a planet whilst the relative velocity vectors of ships involved within the space battle are within pilot-elect move rates in space of each other.


Why? IF we are using Newtonian (Motionare in effect, and that is what this thread is about, we should assume that Newton's Laws of Motion appiy, and that an object in motion will tend to remain in motion (inertia).

Quote:

And that any of them could use their repulsorfields to "anchor the ship" instantly adjusting relative velocity vector to the planet they're passing...


Again, why? According to Newtonian motion it wouldn't work that way. The ship wouldn't stop dead but simply add another force vector to it's movement. At least according to the premise of this thread.


Quote:

and so could any other vessel in the battle, subject to the capabilities of your inertial dampeners (related to ships power output per mass value, etc.).
And thus as sidetrack, insight to the SW system of starship manoeuvrability ratings (ie. related as much to power output as structural integrity of the vessel).


Yes. It could very well work that way, and based on the offical stats it does. But that doesn't necessarily bypass the laws of physics. For instance, according to the offical stats, an X-Wing can acclerate at 3900Gs! Now if said X-Wing acclerates for a half hour, it should take a half hour for the ship to stop, unless it can apply a greater force to slow down that it does to speed up.

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math version, energy release upon a complex evolutionary diversity?

I am so far out of my league on this, my last idea of school was singing the national anthem.


That's fine. School is just one tool to aid in learning. We all can learn new things everyday.

Basically, what we are talking about here are Newton's three laws of motion. Google that and you should be able to follow most of this. Where is gets tricky is that Star Wars, like most Sci-Fi settings bends and breaks a few laws of phsyics, and we can't tell for certain when, where and how.


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ifurin
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PostPosted: Fri Nov 25, 2011 11:39 am    Post subject: Reply with quote

vanir wrote:
inertial dampeners

I don't know about anybody else here but I refuse to travel in a vehicle that has dry inertia. I always install inertial dampeners in my vehicles, so I can have wet inertia.
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jmanski
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PostPosted: Fri Nov 25, 2011 5:20 pm    Post subject: Reply with quote

Lemme guess... you just flew in from Cleveland and you're arms are tired? Laughing
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Bren
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PostPosted: Fri Nov 25, 2011 11:56 pm    Post subject: Reply with quote

ifurin wrote:
vanir wrote:
inertial dampeners

I don't know about anybody else here but I refuse to travel in a vehicle that has dry inertia. I always install inertial dampeners in my vehicles, so I can have wet inertia.


jmanski wrote:
Lemme guess... you just flew in from Cleveland and you're arms are tired? Laughing


They'll be here all weekend folks! Laughing
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Grimace
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PostPosted: Sat Nov 26, 2011 1:36 am    Post subject: Reply with quote

While the idea would definitely add a different feel to Star Wars, I think there could be a couple of other issues that might come up that would require adequate balance to account for the changes in speeds.

First would be the laser and blaster weaponry. As it is now, a fighter can barely outpace its laser weaponry in a single round of combat (and if the fighter is very fast). A capital ship can, in no way, ever outpace its laser weaponry. However, with this system, a capital ship can just keep accelerating and eventually could travel faster in a single round than it could actually fire its turbolasers.

This effect makes direct fire weaponry pretty puny in its range in combat situations.

The other problem I think there might be would be sensor ranges. Again, it's the case of a ship being able to EASILY outpace its sensor range in a single round of movement. So ships would basically be flying completely blind. They make a sensor check, find nothing out to range 40, but then end up moving 68 spaces that round. So anything beyond the 40 is basically an "unknown" and not really accurate as to the effect of what sensors should be doing.

So you'd either have to alter the way sensors worked, or adjust their range substantially.

The idea is interesting. Not something I would ever want to try in an RPG, but interesting. Though I think there's so much more that you have to consider and tweak beyond just the movement of ships and missiles/torpedos.
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ZzaphodD
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PostPosted: Sat Nov 26, 2011 4:38 am    Post subject: Reply with quote

The 'arguement' about the slow travelling laser bursts has been put forth before. Also in personal combat.

I dont think one should read too much into the fact that the bursts seem to move slower than they should. Put it down to optical illusion if explanations are important to you.

If bursts would travel as slow as they seem the major problem would be hitting anything at all at anything but point blank range.
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Fallon Kell
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PostPosted: Sat Nov 26, 2011 5:20 am    Post subject: Reply with quote

I'm not sure I follow you, Grim. (Although it could just be the residual confusion from the porcine reproduction segment of this thread...)

What specifically do you mean by outpace? Are you talking about ships overtaking and running over their own laser blasts?

Grimace wrote:
First would be the laser and blaster weaponry. As it is now, a fighter can barely outpace its laser weaponry in a single round of combat (and if the fighter is very fast).

The way I'm reading this makes it seem to me that a fighter outpacing it's laser weaponry is a common (and desirable?) occurrence, which is new enough to me to make me think I've radically misunderstood you.

I would figure that in my system, a laser cannon blast might have a velocity of launch speed plus 100 or something like that, and less than a round of total flight time before impact or bolt diffusion. For a ship to overtake it's own blasts in that situation, it would need an acceleration speed of 200 or more to overtake it's own bolt before it petered out, right?
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Grimace
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PostPosted: Sat Nov 26, 2011 12:40 pm    Post subject: Reply with quote

No, I wasn't referring to something akin to "running into their own lasers", which I think is what you're mentioning. What I'm talking about is being able to move farther than you can shoot, in a single round.

I'll use an example in Character scale to make it more understandable.

Bob picks up a blaster and decides to go for a run. He runs for a few turns and then decides to shoot the blaster out in front of him. A blasters range is listed as 3-30 / 100 / 300. That means that the blaster can only reach out to 300 meters. However, due to his increased movement, he's going to MOVE more than 300 meters in his next movement.

This is what I was referring to in terms of "outpacing". Not that the guy will run into his own blaster shot, but that he'll move farther than his own blaster shots can reach in a single round.

Yes, I know what you're suggesting isn't use at that scale, but I was using it as a more recognizable example. Just put X-Wing in place of man and adjust the ranges of the weapons and movement accordingly.

I just see this as a problem similar to the sensor's range vs. movement. In both cases its very possible that a ship could move farther in a single round than either the ship's ability to detect target or shoot at the targets before they're moved up to (and beyond) those targets.

While I know there was some issues of this happening when we started getting better jet engines and were still using the same type of guns on our fighter craft, but this is Star Wars we're talking about. Plus, this isn't the case on a couple of craft being able to do that. ANY ship could do that given enough acceleration rounds.

Even our own space shuttle can detect things in its path before it gets to them and has some time to correct the course. If it didn't, it would never be able to dock to the ISS.

Hopefully that makes a bit more sense.
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ZzaphodD
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PostPosted: Sat Nov 26, 2011 1:31 pm    Post subject: Reply with quote

Sensor ranges are screwed up even with RAW movement rules Rolling Eyes
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Fallon Kell
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PostPosted: Mon Nov 28, 2011 7:22 pm    Post subject: Reply with quote

ZzaphodD wrote:
Sensor ranges are screwed up even with RAW movement rules Rolling Eyes

Yeah. This. Smile
I think a massive increase in the ranges of sensors is probably appropriate, especially in the instance of passive reception of active sensors.

That doesn't address Grimace's whole point, though. The fact is that in real life space flight, it is easy to get going too fast if you aren't careful. I think we're all agreed on that.

In my system, you can outrun your weapons' useful ranges if you're not being careful, but it doesn't keep you from being careful. An experienced pilot wouldn't race forward for a full minute at maximum power towards a space station, and expect to pick off the point defenses easily, without slowing down.
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Raven Redstar
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PostPosted: Mon Nov 28, 2011 7:27 pm    Post subject: Reply with quote

I myself have been contemplating stealing some of the conceptual ship rules from the Star Trek RPG and applying them to Star Wars. Using hyperdrives like Warp engines, having them hit different multiples of light speed. Perhaps adjusting Star Trek's impulse engine design could help with your house rules?
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Fallon Kell
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PostPosted: Mon Nov 28, 2011 7:30 pm    Post subject: Reply with quote

Raven Redstar wrote:
I myself have been contemplating stealing some of the conceptual ship rules from the Star Trek RPG and applying them to Star Wars. Using hyperdrives like Warp engines, having them hit different multiples of light speed. Perhaps adjusting Star Trek's impulse engine design could help with your house rules?

I know nothing of it.
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Raven Redstar
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PostPosted: Tue Nov 29, 2011 12:01 am    Post subject: Reply with quote

Never mind... all sublight engines in the Star Trek RPG are expressed in fractions of light speed. Fastest running a .95 x speed of light.
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atgxtg
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PostPosted: Wed Dec 07, 2011 3:47 pm    Post subject: Reply with quote

Raven Redstar wrote:
Never mind... all sublight engines in the Star Trek RPG are expressed in fractions of light speed. Fastest running a .95 x speed of light.


Not only that, but they tend to be expressed in terms of millicochranes, so it looks like Trek's sublight engines are generating a warp field for propulsion So Trek movement isn't Newtonian. That would explain why Ships in Trek can accelerate to high fractions of lightspeed so quickly..
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