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1g Ships and Size:7 worlds...

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While I am still combing my collection of Marc's magazine interviews for the reference. A answer has been reached via the exhaustive discussions here. Striker does support my supposition of 2g Freetraders and the like.

Pease note I am not questioning anyones understanding of how things work, just looking for a larger breadth of possible ship designs. I am amused by the number of arguments being made, in the all are food for thought.

Again this is Traveller so all opinions are valid, just because I don't agree doesn't mean you are wrong.
I've stated my opinion (I was going to say "logic," but that stopped applying pages ago); I hope you enjoy my take on it, and do what makes sense for your table. :coffee::giggle:
 
Then we argue over nothing whatsoever.

If you want your ships to fly, they fly.
If you want to discount Striker, you do.
It just isn't mandated by the rules (isn't strictly RAW), and if you don't claim that, we have no disagreement.


If you argue that ships should fly IMTU, we would have a problem, but I don't think you are, right?
I think our disagreement is how and whether Striker applies. I say no, while you say yes. So let's go with what makes us happy for our own games. (y)
 
I think our disagreement is how and whether Striker applies. I say no, while you say yes. So let's go with what makes us happy for our own games. (y)
Agreed, the argument was never about how you play Traveller, or how I play Traveller. It was about RAW pedantry. Or originally what MWM himself said, probably outside of the game, long ago...
 
You didn't specify CT rules
Didn't have to.
What forum is this thread posted in?

Hint: Classic Traveller

I was under the impression that dragging other editions into specific edition topics is frowned upon by the site moderators, enough so that people who do it can be awarded account strike penalty infractions for their trouble.
Cite where it says it doesn't after all you are the one who cited the absence/evidence thing - hoist by your own petard.
I accept your forceful admission that you can find no such reference to cite supporting your assertion ... because if you could find any that support your claims that prove the positive, you wouldn't be so furiously attempting to place the burden on me to prove the negative.
I have so conceded, but UP is not the only direction.

... So what happens in TURN 2 and TURN 3 under the Vector Movement RAW?
Correct. UP is not the "only direction" available ... but it IS the direction you need to go in order to reach orbit from the surface.
index.php


Show me the vector pointing UP in this context (hint: it's not the curvature of the planetary surface!).
Spoiler Alert: there isn't enough of one to gain altitude and reach orbit.

Your starship may be a "fast ground vehicle" ... but without enough "force vector pointing UP" ... You Are Not Going To Space Today™.
This is not a Christopher Columbus style problem where you can "go east by sailing west" ... or in this context, accelerating UP by accelerating DOWN through the planet.

If you don't like that answer ... simply change the Gravitational Constant of the (Your Traveller) Universe.
Problem solved!
I have physics on my side, you just have incorrect rules understanding.
🤣 🤣 🤣
It's not 1-1, it is (1+1)-1 = 1
How extraordinary! 😲
Your 1G maneuver drive outputs 1G and your streamlined hull ALSO outputs 1G to counteract the 1G of gravity!
So in an atmosphere (regardless of density or altitude) ... your 1G maneuver drive is really a 2G maneuver drive!
How ... convenient ... :unsure:

No wonder you refuse to accept that 1-1=0 ...

{ points ... laughs ... walks away }
I am assuming [...]

I am assuming [...]

I am assuming [...]

I am assuming [...]

I am assuming [...]
That's five assumptions in a row with zero citations of RAW to support or back up those assumptions.

Zaphod Beeblebrox: "How many are there?"
Ford Prefect: "None."
Zaphod: "Did you count them!?"
Ford: "Twice."
When have I ever claimed it is 'written in the rules' - I am claiming it is a reasonable interpretation
I can't.
I just can't ... 😭
Where do the rules state ships fly like rockets?
LBB2.77, p25-29 ... Starship Combat chapter
LBB2.81, p26-30 and p36-37 ... Starship Combat chapter

Here's a snippet from LBB2.77, p25 which explains the vector movement system better than the editing of LBB2.81 managed.

nbnf6Wg.png


Again, I am embarrassed that I am compelled by need to point out something so obvious and fundamentally BASIC.

LBB2.81 did not change any of the purpose or content of this text from LBB2.77, just reformatted it with a new layout on the pages that was ultimately more confusing and less helpful in promoting understanding.

If you want to be excessively pedantic about things, you can point out that even the text I'm citing doesn't use the word "rockets" (Aha! GOTCHA!) while completely ignoring the fact that both rockets AND maneuver drives (of every variety) move around using vector math as is presented here.
 
Then we argue over nothing whatsoever.

If you want your ships to fly, they fly.
If you want to discount Striker, you do.
It just isn't mandated by the rules (isn't strictly RAW), and if you don't claim that, we have no disagreement.


If you argue that ships should fly IMTU, we would have a problem, but I don't think you are, right?
Correct, I am not seeking to say how things work in anyone else's universe, but how I interpret the rules and fill in the missing pieces for MTU.
 
Didn't have to.
What forum is this thread posted in?

Hint: Classic Traveller

I was under the impression that dragging other editions into specific edition topics is frowned upon by the site moderators, enough so that people who do it can be awarded account strike penalty infractions for their trouble.

I accept your forceful admission that you can find no such reference to cite supporting your assertion ... because if you could find any that support your claims that prove the positive, you wouldn't be so furiously attempting to place the burden on me to prove the negative.

Correct. UP is not the "only direction" available ... but it IS the direction you need to go in order to reach orbit from the surface.
index.php


Show me the vector pointing UP in this context (hint: it's not the curvature of the planetary surface!).
Spoiler Alert: there isn't enough of one to gain altitude and reach orbit.

Your starship may be a "fast ground vehicle" ... but without enough "force vector pointing UP" ... You Are Not Going To Space Today™.
This is not a Christopher Columbus style problem where you can "go east by sailing west" ... or in this context, accelerating UP by accelerating DOWN through the planet.

If you don't like that answer ... simply change the Gravitational Constant of the (Your Traveller) Universe.
Problem solved!

🤣 🤣 🤣

How extraordinary! 😲
Your 1G maneuver drive outputs 1G and your streamlined hull ALSO outputs 1G to counteract the 1G of gravity!
So in an atmosphere (regardless of density or altitude) ... your 1G maneuver drive is really a 2G maneuver drive!
How ... convenient ... :unsure:

No wonder you refuse to accept that 1-1=0 ...

{ points ... laughs ... walks away }

That's five assumptions in a row with zero citations of RAW to support or back up those assumptions.

Zaphod Beeblebrox: "How many are there?"
Ford Prefect: "None."
Zaphod: "Did you count them!?"
Ford: "Twice."

I can't.
I just can't ... 😭

LBB2.77, p25-29 ... Starship Combat chapter
LBB2.81, p26-30 and p36-37 ... Starship Combat chapter

Here's a snippet from LBB2.77, p25 which explains the vector movement system better than the editing of LBB2.81 managed.

nbnf6Wg.png


Again, I am embarrassed that I am compelled by need to point out something so obvious and fundamentally BASIC.

LBB2.81 did not change any of the purpose or content of this text from LBB2.77, just reformatted it with a new layout on the pages that was ultimately more confusing and less helpful in promoting understanding.

If you want to be excessively pedantic about things, you can point out that even the text I'm citing doesn't use the word "rockets" (Aha! GOTCHA!) while completely ignoring the fact that both rockets AND maneuver drives (of every variety) move around using vector math as is presented here.
And you said you were done lol.

Rockets don't fly straight up to achieve orbit, they follow a curved path so they have sufficient horizontal velocity to stay in orbit, which according to your understanding they can not do.

You appear to have such a fundamental lack of basic physics I don't know what to say.

Aircraft fly because their overall lift cancels their weight. 1-1=0, now add 1g of thrust 0+1=1 understand yet? See where you are going wrong? Understand basic physics yet - oh that's right, there is no such thing as a lift force, a drag force or anything other than m-drive force in your Traveller universe.

You have yet to provide a quote to back up your suppositions, and have yet to tell me what you think a vector represents.

Hint - it isn't a force. It is projected future displacement. I may have to explain the difference to you.
 
I still get a kick out of the rules-as-written glitch that allows VTOL for 1G ships on a 1G world because of the sequence in which movement, thrust and gravity vectors are applied. (First turn movement puts the first-turn vector midpoint above the world's 1G band, so only the 1/2G band applies when the rules say it's time to calculate the effect).

Physics doesn't work that way.
The rules themselves do.

The question then is whether to treat the rules as mistaken, or to use a combination of handwaving, technobabble, and aerodynamics to explain the glitch away.

I just think it's amusing.
 
Aircraft fly because their overall lift cancels their weight. 1-1=0, now add 1g of thrust 0+1=1 understand yet? See where you are going wrong? Understand basic physics yet - oh that's right, there is no such thing as a lift force, a drag force or anything other than m-drive force in your Traveller universe.
YOUR game works that way, not necessarily Traveller in general. As you have stated you had to assume extra "magic" lift to make it work.

You can't claim physics work that way on Traveller spacecraft in general, without your additional assumptions.

Striker says spacecraft flies on their M-drive thrust alone, and can't take off if thrust is less than weight, just like LBB2 space combat. You don't have to use that, but you can't say someone else is wrong when they do.

Your house rules doesn't apply to my game, or RAW.
 
Physics doesn't work that way.
The rules themselves do.
The rules don't either.

Gravity applies to all turns, even the first when the movement vector is [0,0].

At least in RAW.


Please, enlighten me, show how to arrange these vectors from LBB2'77 in a way so that the ship escapes the gravity well:
1679935599840.png
 
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You have yet to provide a quote to back up your suppositions
I've done NOTHING BUT provide quotes.
You are just determined to refuse accept any of them as being valid or germane to the subject of discussion.
and have yet to tell me what you think a vector represents.
LBB2.77, p25 (snippet) (AGAIN)
nbnf6Wg.png


index.php


The arrangement of those vectors with respect to the planet look an awful lot like the vector arrangement shown in Figure B that I've now cited TWICE from LBB2.77, p25.

Coincidence? :unsure:
I think not ...
 
Aircraft fly because their overall lift cancels their weight. 1-1=0, now add 1g of thrust 0+1=1 understand yet? See where you are going wrong? Understand basic physics yet - oh that's right, there is no such thing as a lift force, a drag force or anything other than m-drive force in your Traveller universe.

Aircraft fly because aerodynamic surfaces deflect flow downwards, which causes induced drag.
You don't get lift for free just because your ship is streamlined.
so even if 1-1=0, you don't have thrust left over to add to it

profile drag + induced drag will equal thrust at the ship's top speed in atmosphere ( I'll ignore skin friction drag here )
you don't know how much drag or lift you get, but that's okay, because you also don't know how much thrust you have because you have no idea how much your ship masses

lift decreases with altitude, although speed increases, but will it increase enough?
personally, I doubt it

I'll let you run the numbers
 
When planes fly their weight and lift cancel - same way ships float, But different :)

You are adding all the "forces" to the start point. That is not the way the rules work.

What are the forces on a ship sitting on the ground? Its weight due to gravity and the reaction force (Newton's third law)
Future position is to stay still because thee is no force to cause movement (Newton's first law).

Vectors in LBB2 are not force arrows they are displacement arrows, future position determined by the summation of forces.
You plot the displacement that will be caused by the drive, then you add the gravity effect, which would have to be at least the 0.5g band since you are effectively adding 50mm to determine the mid point, to the head of that vector arrow.

(I don't think this should work which is one of the reasons for having ships IMTU fly.)

You then draw the vector. Which is 50mm straight up. Take off aerobraking and the total vector is 25mm.

By the way what causes aerobraking? So we can assume drag exists but not lift...
 
What are the forces on a ship sitting on the ground? Its weight due to gravity and the reaction force (Newton's third law)
Future position is to stay still because thee is no force to cause movement (Newton's first law).
There is no such vector specified in LBB2, by RAW.
Sure we can add it, if you stay on the ground the entire turn, but not if we try to take off.

Vectors in LBB2 are not force arrows they are displacement arrows, future position determined by the summation of forces.
You plot the displacement that will be caused by the drive, then you add the gravity effect, which would have to be at least the 0.5g band since you are effectively adding 50mm to determine the mid point, to the head of that vector arrow.
There is only one movement phase, you only move once, adding all the vectors.
LBB2'77, p29:
Thus, a vector dictated by the 0.5 G band of a world is 1.0 inches long. The gravity vector is parallel to a line connecting the regular course midpoint to the planetary template center. It is added to the regular course vector (along with any ordinary course change vector) during a player's movement phase.


Vectors in LBB2 are not force arrows they are displacement arrows,
Yes, force vectors that causes acceleration (F = ma), that integrated over the turn is a velocity vector showing distance travelled per turn. Does that make any difference whatsoever to LBB2 RAW?




By the way what causes aerobraking? So we can assume drag exists but not lift...
You can assume anything you want, but RAW specifies aerobraking, not aerodynamic lift.



When planes fly their weight and lift cancel - same way ships float, But different
Yes, if we are flying perfectly level, and lift is adequate. It's not automatic, it's a happy coincidence arranged by the pilot. If lift in not equal to weight, the aircraft will ascend or descend.
 
Vectors in LBB2 are not force arrows they are displacement arrows, future position determined by the summation of forces.
You plot the displacement that will be caused by the drive, then you add the gravity effect, which would have to be at least the 0.5g band since you are effectively adding 50mm to determine the mid point, to the head of that vector arrow.
Wasn't there an alternate "crunchy" acceleration rule in '77 that applied half the acceleration in the first turn, then the full vector in the following turn? In other words, the vector you see in the normal simplified rules is (approximately) what you'd get for accelerating at twice the maneuver rating for half the turn, then coasting the remainder of the turn.
 
Wasn't there an alternate "crunchy" acceleration rule in '77 that applied half the acceleration in the first turn, then the full vector in the following turn? In other words, the vector you see in the normal simplified rules is (approximately) what you'd get for accelerating at twice the maneuver rating for half the turn, then coasting the remainder of the turn.
The default simple method add all the acceleration as a single impulse at the start of the turn. You gain your new velocity instantly.

The "crunchy" simulated applying the acceleration evenly over the turn, with constant acceleration the added velocity over the turn is half the added velocity at the end of the turn.
 
Aircraft fly because aerodynamic surfaces deflect flow downwards, which causes induced drag.
You don't get lift for free just because your ship is streamlined.
so even if 1-1=0, you don't have thrust left over to add to it

profile drag + induced drag will equal thrust at the ship's top speed in atmosphere ( I'll ignore skin friction drag here )
you don't know how much drag or lift you get, but that's okay, because you also don't know how much thrust you have because you have no idea how much your ship masses

lift decreases with altitude, although speed increases, but will it increase enough?
personally, I doubt it

I'll let you run the numbers
Not quite.

How do planes fly upside down? (intended as rhetorical for the pedantic)

It's also a case of angle of attack, pressure, fluid flow rates. I remember teaching this once according to the A level text and a student said "You are wrong"
He was in the RAF Air Cadets and his flying instructor had explained how planes fly and how to trip up your physics teacher :)
I started to argue with him but then when he told me about the RAF pilot who had told him this I realised my simplistic knowledge was lacking.

So I read text books on aero-engineering and the physics of flight, watched a lot of youtube video - including the ones that do the maths.
 
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There is no such vector specified in LBB2, by RAW.
Sure we can add it, if you stay on the ground the entire turn, but not if we try to take off.
A ship on the ground has no vector because it is not moving and has no potential to move in the future because the resultant force on the ship is zero. There is no vector to draw.
There is only one movement phase, you only move once, adding all the vectors.
The "vectors" that you are plotting are not "vectors" they are forces, the resultant of which is then applied to the current vector in order to determine future position.

Vector movement in Traveller has you drawing displacement vectors, not force vectors.
Yes, force vectors that causes acceleration (F = ma), that integrated over the turn is a velocity vector showing distance travelled per turn. Does that make any difference whatsoever to LBB2 RAW?
Yes it makes a difference because the final displacement "vector" that is actually drawn on the surface does not represent force, or energy, or velocity. It shows displacement only.
You can assume anything you want, but RAW specifies aerobraking, not aerodynamic lift.
So aerobraking exists because the rules say so, but lift doesn't?
Yes, if we are flying perfectly level, and lift is adequate. It's not automatic, it's a happy coincidence arranged by the pilot. If lift in not equal to weight, the aircraft will ascend or descend.
So in level flight lift and weight cancel out yes? And if you apply a 1g continuous thrust to an object with balanced forces what happens?
 
I can rearrange them sequentially, if you think it makes the slightest difference to the maths:
View attachment 3583
Addition is commutative.
Still wrong
The thrust vector should be plotted to a position 100mm above the planet surface, the midpoint of which places it in the 0.5g band of all planet sizes 8-10. So your gravity vector is only 50mm downwards, and subtract the 25mm for air resistance - which can only cause drag and not lift in YTU.
Overall result is a vector arrow drawn upwards with a length of 25mm.
 
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