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#26
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
Good point. But it is still true that relativistic mass only applies in one direction. The two are fundamentally different things. For warheads, if kinetic weapons are out of the picture you shouldn't underestimate the effectiveness of good ol'-fashion nuclear weapons. A nuclear warhead can release enough energy to vaporize steel within a certain range. The only issue is the inverse square law, which pretty much limits the effectiveness of any explosive warhead in space. If you can get a direct hit, however, nukes are the way to go. Nothing else ensures a take-down quite so well. |
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#27
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,206 Joined: 9-July 06 From: Fresno, CA Member No.: 8,856 ![]() |
I'm not comfortable with the statement that relativistic mass only applies in one direction. I'm not really in a position to go into detail, and I'm not even sure how it fits into the thread, my physics radar just went off while scanning this topic. Suffice it to say that gravitaional interractions between relativistic objects is a matter of Graduate Level Physics... If you just want a relativistic kinetic energy I could get you an equation for that, and perhaps try to indicate when it is valid... |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Well it pretty much is some handwavium. Unfortunately I don't think a completely hard scifi game would go over with my group. They are more used to Star Wars. I don't like Star Wars for several reasons (mostly the Jedi) but it is an influence despite that. For one I didn't want to deal with a lot of stuff about vectors and inertia which would make it into more of a math exercise then a RPG.
The way I have it at this point is that if the ID Drive goes down then then ship goes immediately back down to the ship's velocity and not the field's velocity. Yes I did steal it from Independence War. It was called the LDS - Linear Displacement System. I played the game and loved that part of it. Unfortunately I kept on accelerating too much and whipped right past the enemy. The real physics gave me a headache. I am using nukes for torpedoes. That makes them pretty nasty. I am basing torpedoes more on drones. I thought about having a weapon that would interrupt the IDD but then again I need to allow the PCs a chance to get away. They are using a transport sized ship with some weapons. They will be around Caps but they shouldn't fight them. If they get involved with one they need to be able to flee. The reason that the life support numbers seem low is that the transports are mostly moving around the belt. I divided the belt into 12 major sectors. Each sector is about 92 million miles across at 2 au out. Most freighters will take a couple of weeks to cross a sector but they are stopping at truck stops every once in a while for supplies and to pick up or drop off more cargo. Any traffic going to Jupiter (which is a research outpost at this point and Earth is going to stop at the belt to refuel and resupply. There are about a thousand settlements and 5 or 6 major Tors (asteroid cities) per sector so there are plenty of places to stop no matter the timing. I really wish I could find a program that would allow me to plot courses at certain dates with either a Holtsman orbit or a direct path at a certain date. I've found a few programs that will do portions of this but not all of it. |
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#29
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Manus Celer Dei ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 17,008 Joined: 30-December 02 From: Boston Member No.: 3,802 ![]() |
Bah. Weakling. Here you have the perfect opportunity to use higher maths (if still the plebeian sort) in an RPG, and you're just throwing it away? ~J |
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#30
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Hey, if I could get someone to code a video game for my setting and use that for space combat then I would love it!
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#31
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Moving Target ![]() ![]() Group: Members Posts: 238 Joined: 24-January 07 Member No.: 10,756 ![]() |
I'm at work, so unfortunately don't have enough time to read the entire post. However, as far as good , realisitic naval sim games, Harpoon is based off of the data in all those Jane's Weaponry books, which are pretty much THE encyclopedia of modern warfare. The last one came out a while ago, so you might have to get creative "finding" it online.
If you're looking for relatively realistic hard sci-fi naval stuff, check out the GURPS Trans-Human Space supplement. I can't recomend it highly enough. |
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#32
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Bushido Cowgirl ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,782 Joined: 8-July 05 From: On the Double K Ranch a half day's ride out of Phlogiston Flats Member No.: 7,490 ![]() |
...Anybody remember a game called Shooting Stars? It was a near earth tactical combat game (albeit somewhat dated since it involved fighting the Soviets) that used real physics and vectors for manoeuvering and plotting missile tracks.
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#33
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Thanks guys. This has been helpful. The numbers that I decided on are this:
Plasma Rail Cannons Light 20mm -2AP (x4) Medium 30mm -4AP (x6) Heavy 40mm -6AP (x8) Coilguns -10AP (x40) Missiles Minimissiles (Darts) -4AP (x5) Fired in clusters Missiles (Javelins) -8AP (x 15) Torpedo Drones Light Torpedo -10 AP (x 100)/ -5 AP (x10) Medium Torpedo -15 AP (x 400)/ -10 AP (x20) Heavy Torpedo -25 AP (x 800)/ -15 (x40) The second numbers for the torpedos are system damage. Damage codes are multiplied by the number of successes. |
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