Damon asked:
>
>In my campaign a ship just "jumped" into system, using a jumpgate. The 
>jumpgate orbits the system's primary at around 100AU. The planet the ship 
>wants to go to is around 2 AU. What is the formula to calculate the time it 
>would take (non-relativistically) for the ship to reach its destination 
>using the acceleration/deceleration method?
>
This is the worst method, in terms of (fuel consumption) : (travel time);
the only reason to use it is whenever there is an acceleration restriction,
for example, if the ship crew doesn't support accelerations bigger than
1 g.

The best method is: apply a "kick" at the beginning, then cruise at
"constant" speed [I imagine that the ship would be fast enough
to neglect the gravitational effects of the Sun], then decelerate with
another "kick" on arrival.

Those "kicks" will use the classical equation:

  d1 = 1/2 a1 t1 ^2

reaching speed v1 = a1 t1

and the cruise time [unaccelerated except by the Sun gravity]
will cross distance d2 = v2 t2 = v1 t2 = a1 t1 t2

So, combining those three phases, we have:

total distance = 2 d1 + d2 = a1 t1^2 + a1 t1 t2 = a1 t1 (t1 + t2)
total time = 2 t1 + t2

Now you can play with a1 and t1 to convert between distance and time

Alberto Monteiro


_______________________________________________
http://www.mccmedia.com/mailman/listinfo/brin-l

Reply via email to