Agreed, the scale of game time is important.  On the other hand, if the GM 
knows that the duration of the journey will be a bit longer than if just using 
"stationary" planets as targets concept, he can at least know by how much.  
Also?  Those transfer orbits discuss varying windows of departure/arrival based 
on the delta-v of the ship in question.  It would be nice to be able to 
calculate those windows to a degree better than "winging it" ;)


-----Original Message-----
From: [email protected] [mailto:[email protected]] On 
Behalf Of Jon Lang
Sent: Monday, October 10, 2011 1:01 AM
To: The GURPSnet mailing list
Subject: Re: [gurps] Planetary movement and checking the Math

Kurt makes a good point.  In the Solar System, only Mercury and Venus have
orbital periods measured in weeks or months; everything beyond that is
measured in years (Earth and Mars) or decades (Jupiter, Saturn, etc.)
Unless your spacecraft are slow enough to have travel times measured in
months or years, you can pretty much treat nearly every planet in the Solar
System as a stationary object; and if you _do_ have travel times that long
or longer, you're either going to have copious down-time in your campaign,
or the vast majority of your campaign will take place on board a "slow-boat"
that is, for all intents and purposes, a miniature world of its own adrift
between the planets: on the typical scale of adventures, it too might as
well be stationary.

-- 
Jonathan "Dataweaver" Lang
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