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> Naval Damage codes
hyzmarca
post Apr 9 2007, 07:40 PM
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QUOTE (Demerzel)
When you take the square of a vector you get a scalar. Mass is always a scalar.

I'm afraid to read much more of this thread however...

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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Demerzel
post Apr 10 2007, 12:28 AM
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QUOTE (hyzmarca)
QUOTE (Demerzel @ Apr 9 2007, 01:25 PM)
When you take the square of a vector you get a scalar.  Mass is always a scalar. 

I'm afraid to read much more of this thread however...

Good point. But it is still true that relativistic mass only applies in one direction. The two are fundamentally different things.

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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Garrowolf
post Apr 10 2007, 02:50 AM
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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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Kagetenshi
post Apr 10 2007, 03:40 AM
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QUOTE (Garrowolf)
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.

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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Garrowolf
post Apr 10 2007, 03:42 AM
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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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Crakkerjakk
post Apr 10 2007, 06:29 PM
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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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Kyoto Kid
post Apr 10 2007, 07:00 PM
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...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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Garrowolf
post Apr 11 2007, 05:29 AM
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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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