Hi Onno,
  This project has been years on the back burner precisely because of GURPS 
TRAVELLER, so it isn't surprising that it would look like it was for Traveller 
;)

The thing for me is, to build what I call a Virtual Table Top (VTT) that can 
encompass the vastness of space, and maintain what amounts to be, a form of 
"realism" that can be sustained precisely because it is computer driven as 
opposed to GM driven at a table.

Ignoring gravitational pull of the huge masses would be the first phase of 
"programming" for this VTT, such that it can be added later on when time 
permits.  I've already figured out how to handle ship motion and recording the 
following:

Current Ship location relative to the center of the star system's mass.  Polar 
Coordinates being what they are, are perfect for using the Angle,Distance 
aspect to describe any point relative to the sun itself.

Current Built up velocity:  This is relative to the ship's position, in that it 
records the direction of thrust, and the "vector" of built up velocity in that 
given direction.  This would be the distance the ship has to travel if it does 
not accelerate, nor has any other forces acting upon it (such as gravity from a 
nearby planet or gravity from the star itself).

Projected Acceleration:  Again, this is a vector in that you determine 
direction of acceleration, and the duration of said acceleration (which then 
modifies the built up velocity vector).

The hard part was being able to add all three aspects together - and I searched 
in vain for Vector addition using strictly polar coordinates.  In the end, I 
found I had to convert to Rectangular coordinates, do the 
additions/subtractions, and then convert back to Polar in order to keep the 
ability to describe various aspects (built up velocity, current location, etc) 
simple to store.

What was lacking was the ability to describe planetary motion for elliptical 
motion.

Your comment about Delta-V is one that I've not given any real thought to just 
yet, simply because I haven't got the basics fleshed out, which was the purpose 
of this thread.  In theory?  That VTT should be able to handle ANY ship design 
system from GURPS, and should be able to not only track where ships are, where 
ships are going, etc - but should also be able to track the time it takes to 
get there, as well as where any-one ship is relative to the other ship.  This 
in turn would permit for keeping track of sensor ranges, and ultimately, combat 
ranges.  For traveler, it would also keep track of the fact that approach 
vectors might preclude a ship to ship battle because the time taken to change 
course and vectors would be prohibitive.

In the end? It would be a laboratory for actual GURPS TRAVELLER style combats 
between ships, and would result (I would hope) in a clearer picture of what 
warship captains would have to contend with.  In the end, if this program were 
finished (either by myself, or by someone who has more talent for programming 
than I do!), anyone could use it - whether for GURPS or TRANSHUMAN SPACE or 
even Classic Traveller or any incarnations of Traveller itself.

Now, as to the benefits of using elliptical orbits in the simulation?  A GM who 
wants that level of complexity, can let the program determine what is the 
trajectory a ship has to follow in order to reach any given planet from any 
location in the star system.  If maneuvering in normal space to a given 
location will take less than 7 days, ship captains might want to use maneuver 
drives instead of jump drives to reach a given point.  If a pirate wants to lay 
off a planet, but between a desert world and its closest gas giant (for in 
system refueling, or for commercial refueling craft to skim the gas giant and 
bring fuel to the main world), the VTT should be able to do that as well.  
Should ;)

-----Original Message-----
From: [email protected] [mailto:[email protected]] On 
Behalf Of Onno Meyer
Sent: Tuesday, October 11, 2011 6:01 AM
To: The GURPSnet mailing list
Subject: Re: RE: [gurps] Planetary movement and checking the Math

Hello Hal,

some suggestions regarding the fundamentals of your project:

* If your setting is anywhere close to Traveller, we are talking
  about sustained acceleration in the 1 to 6 G range. Is there a
  benefit from simulating planetary movement, or would you be 
  better served to disregard that, and get a simulation for 
  ship movement under thrust?

* Delta-V is not an issue. By contrast, most real-world designs 
  are limited more by fuel an by acceleration. 

* If you want planets to move, what are the benefits from having
  elliptical orbits? Ships will move in such orbits, but they're
  accelerating.

* Planets are in orbit around the sun, and so are the various 
  vehicles, but does the forces from the sun matter, compared 
  to the thrust of the engines?

Regards,
Onno 

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