AnotherDilbert
SOC-14 1K
Sigh. Did you read LBB2? Did you think, before you reflexively said LBB2 is wrong?And it is an error - we are plotting displacement not velocity.
What is constant displacement per turn, displacement per time?
Sigh. Did you read LBB2? Did you think, before you reflexively said LBB2 is wrong?And it is an error - we are plotting displacement not velocity.
Which is irrelevant as the ship never leaves the surface, it's vector is never upward.Your 1g band between the planet surface and the first gravity circle is the error.
I'm glad we agree about something.If its any consolation I don't think this can be correct - a 1g ship can not lift off like a rocket from a 1.25g world,
Not even LBB2 is that simplified, read LBB2 again:but the rules say otherwise.
First plot all the vector changes, then apply them to the vector at the same time.LBB2'77, p26:
In a player’s movement phase, he will indicate the acceleration (new vector) he wishes to apply, and note any gravitational influence vector he is required to apply, and then add them to his ship’s present vector. His ship then moves in the direction of its new vector, for the length of the vector. The vector then remains on the playing surface for reference during the next applicable movement phase.
No, there isn't.There is a huge difference between plotting displacement per turn and plotting velocity per turn
*A ship sitting on the ground has no vector it is not moving. The rule is that the ship must pass through the gravity band - so unless the ship decides to tunnel into the ground it never passes through the 1.25 bandWhen the vector of a ship passes through the gravity bands of a world, the
gravity may alter that vector*. During the movement phase, lay out the vector of the
ship to determine where it will move**. If the exact midpoint of the vector lies
in a gravity band, a gravity vector will be added to the course vector to create a new
vector.***
I have read and grasped that. Have you read and grasped this:Now the bit you appear to keep missing
*A ship sitting on the ground has no vector it is not moving. The rule is that the ship must pass through the gravity band - so unless the ship decides to tunnel into the ground it never passes through the 1.25 bandWhen the vector of a ship passes through the gravity bands of a world, the
gravity may alter that vector*. During the movement phase, lay out the vector of the
ship to determine where it will move**. If the exact midpoint of the vector lies
in a gravity band, a gravity vector will be added to the course vector to create a new
vector.***
You apply both drive acceleration and gravity before changing the ship's vector.LBB2'77, p26:
In a player’s movement phase, he will indicate the acceleration (new vector) he wishes to apply, and note any gravitational influence vector he is required to apply, and then add them to his ship’s present vector. His ship then moves in the direction of its new vector, for the length of the vector.
If you intended this to be a serious question, then you understand flight less than you thinkNot quite.
How do planes fly upside down? (intended as rhetorical for the pedantic)
Yes, you add the drive acceleration which is 10mm vertically and subtract the gravity of the band at the midpoint of that 100mm, which is the 0.25 band, and then you subtract drag.I have read and grasped that. Have you read and grasped this:
You apply both drive acceleration and gravity before changing the ship's vector.
The gravity is not applied to the drive acceleration, but the ships vector at the start of the turn, in this case the null vector.
The ship never moves, as we agree it shouldn't.
Hence the edit for the pedantic...If you intended this to be a serious question, then you understand flight less than you think
Not just before changing the ship's position, before changing the ship's vector. When you calculate gravity the ship's vector hasn't been changed, so remains null = [0,0].As you have oft quoted
You apply both drive acceleration and gravity before changing the ship's vector.
LBB2'77, p26, ¶1:
In a player’s movement phase, [1] he will indicate the [1a] acceleration (new vector) he wishes to apply, and note any [1b] gravitational influence vector he is required to apply, and then [2] add them to his ship’s present vector. His ship then [3] moves in the direction of its new vector, for the length of the vector.
Agreed.Your starting vector is 0
We indicate the accelerations, ship's vector is unchanged (step 1a and 1b above).You apply drive acceleration and gravity (for the band the ships midpoint is in)
Ship's vector is unchanged [0,0], so gravity is surface gravity (step 1b).If the exact midpoint of the vector lies in a gravity band, a gravity vector will be added to the course vector to create a new vector
Agreed, ship's vector is still unchanged at [0,0] (step 1c).adjust for atmosphere
Now we change the vector with all the indicated accelerations (step 2).draw the vector.
Then you understand why this...Hence the edit for the pedantic...
is wrongmike wightman said:
Aircraft fly because their overall lift cancels their weight. 1-1=0, now add 1g of thrust 0+1=1 understand yet?
The initial vector is unchanged, the future vector, the one we draw when we have applied m-drive accelerartion, gravity and air resistaqnce. It is no longer 0Not just before changing the ship's position, before changing the ship's vector. When you calculate gravity the ship's vector hasn't been changed, so remains null = [0,0].
I don't think you see what I mean, would it help it I change the word "apply" to the exact word used in the rule "indicate"? (I meant apply as in draw on the playing surface, not change the ship's vector.)
1: Indicate all accelerations (without changing the ships vector).
_ _ 1a: Indicate desired drive acceleration, e.g. 100 mm up (the ship's vector is unchanged [0,0]).
No, this is where you are wrong. You do not apply the surface gravity force because the rules state you have to pass through the gravity band, the only way to pass through the 1.25 band is to fly through the planet. You use the gravity band of the midpoint of the new acceleration imaginary vector._ _ 1b: Indicate gravitational influence (ship's vector is still [0,0]), so 125 mm down.
The new vector is an acceleration vector, it's not the ship's velocity vector. Gravity does not act on the drive acceleration, but the ship.The initial vector is unchanged, the future vector, the one we draw when we have applied m-drive accelerartion, gravity and air resistaqnce. It is no longer 0
You directly quoted it yourself
"In a player’s movement phase, he will indicate the acceleration (new vector) he wishes to apply,"
This new vector is the one generated by the m-drive and is 100mm vertically.
means nothing?In a player’s movement phase, he will indicate the acceleration (new vector) he wishes to apply, and note any gravitational influence vector he is required to apply, and then add them to his ship’s present vector. His ship then moves in the direction of its new vector, for the length of the vector. The vector then remains on the playing surface for reference during the next applicable movement phase.
And it is an error - we are plotting displacement not velocity.Each ship has a vector, which expresses that ship's velocity as a line (arrow) of a specific direction.
Then Striker is wrong.
Drive acceleration and gravity acceleration happens at the same time, before any movement has taken place. Before the ship has left the surface.LBB2'77, p37:
_ _ Optional Acceleration Effects: The vector movement system used in this game assumes, for simplicity, that all acceleration is instantaneous, and occurs at the beginning of the movement phase of the turn.
You only quoted part of the rule and left out an important part:No, this is where you are wrong. You do not apply the surface gravity force because the rules state you have to pass through the gravity band, the only way to pass through the 1.25 band is to fly through the planet. You use the gravity band of the midpoint of the new acceleration imaginary vector.
Position [0,0] and vector [0,0].LBB2'77, p29:
When the vector of a ship passes through the gravity bands of a world, the gravity may alter that vector. During the movement phase, lay out the vector of the ship to determine where it will move. If the exact midpoint of the vector lies in a gravity band, a gravity vector will be added to the course vector to create a new vector.
So now we are tracking two different vectors? the vector shows future displacement, not velocity, not acceleration not force.The new vector is an acceleration vector, it's not the ship's velocity vector. Gravity does not act on the drive acceleration, but the ship.
There is not need for the snark, up to now it has been a civil discussion with respect to out conflicting rules interpretations.Or is just a case of "the rules are wrong because they don't agree with me" again:
The "construction" vectors are penciled in and then the resultant vector is drawn and takes place at the start of the turn for the sake of simplicity rather than the much more complicated displacement due to acceleration (the optional rule)Drive acceleration and gravity acceleration happens at the same time, before any movement has taken place. Before the ship has left the surface.
The ship has a construction vector 100mm upwards which puts it in the 0.25g band, the construction vector is not on the surface.The exact midpoint of the vector is P + V/2 = [0,0] + [0,0]/2 = [0,0].
Is the midpoint [0,0] in a gravity band? Yes, it is. On the surface of the planet.
Yes, the ship should not be able to take off in the first place.This isn't complicated, we both agree it's just a model of Newtonian mechanics.
We both agree what the result should be.
I consider my interpretation to be correct and yours to be the farfetched interpretation based on a misapplication or misunderstanding of the sequence as the rules are written. But this is Traveller and this discussion goes back over forty years.The rules are, as far as I can see, pretty clear and what they have to be to be a model of Newtonian physics.
But you are insisting on a farfetched interpretation that are producing results you agree are broken?
I could level the same accusation, my interpretation is in good faith and I assume yours is, we just disagree. No malitious intent, not trying score interweb points, just a frank discussion.Are you deliberately trying to misconstrue the rules?
OK, sorry if I sounded harsh, I was having a "wonder if we are even reading the same book" moment.I could level the same accusation, my interpretation is in good faith and I assume yours is, we just disagree. No malitious intent, not trying score interweb points, just a frank discussion.
Sorry, I was not trying to be snarky. I was trying to find out if there were any house rules lurking in the shadows? When you say the rules are wrong, something's going on? It's an extraordinary statement when discussing RAW.There is not need for the snark, up to now it has been a civil discussion with respect to out conflicting rules interpretations.
Yes, of course we are tracking several vectors, the velocity vector and potentially many acceleration vectors.So now we are tracking two different vectors? the vector shows future displacement, not velocity, not acceleration not force.
A ship's vector is the velocity vector. This is what we always have marked on the playing surface. It starts at the ship's current position and points in the direction of travel.LBB2'77, p25:
Each ship has a vector, which expresses that ship's velocity as a line (arrow) of a specific direction. For example, a ship might have a vector of 6 inches at 90°, or of 41⁄2 inches at 277°. It is possible to have a vector of 0 inches, whereupon the direction becomes irrelevant (in this case, the ship is stationary). Vectors are marked on the playing surface using string or soft wire. On some playing surfaces chalk can be used.
Examples (LBB2'77. p25):LBB2'77, p25:
Acceleration involves altering a ship's vector by adding another to it; this new vector can come from thrust using the M-Drive, or from gravity. In either case, the method is the same. Vectors are added by placing them in a chain, head to tail, and drawing a new vector from the tail of the first to the head of the last.
An acceleration is a vector.LBB2'77, p25:
Maneuver drive uses thrust to accelerate a ship in a specific direction for a specified distance. This direction and distance is expressed as an arrow (a line in one direction) called a vector.
Numbers in brackets added by me.LBB2'77, p26:
_ _ In a player’s movement phase, [1] he will indicate the acceleration (new vector) he wishes to apply, and note any gravitational influence vector he is required to apply, and then [2] add them to his ship’s present vector. His ship then [3] moves in the direction of its new vector, for the length of the vector. The vector then remains on the playing surface for reference during the next applicable movement phase.
No, it's the ship's vector = the velocity vector. The acceleration isn't added to the velocity vector yet.The rules say
"he will indicate the acceleration (new vector) he wishes to apply, "
the 100mm upwards
"and note any gravitational influence vector he is required to apply",
which by the rules as written are those at the midpoint of the new acceleration vector
Gravity does not act on the drive acceleration vector, but the ship's vector = the velocity vector.LBB2'77, p29:
When the vector of a ship [ship's vector = velocity vector] passes through the gravity bands of a world, the gravity may alter that vector. During the movement phase, lay out the vector of the ship [ship's vector = velocity vector] to determine where it will move. If the exact midpoint of the vector lies in a gravity band, a gravity vector will be added to the course vector to create a new vector.
What you call "construction" vectors is what I (and LBB2) calls acceleration vectors?The "construction" vectors are penciled in and then the resultant vector is drawn and takes place at the start of the turn for the sake of simplicity rather than the much more complicated displacement due to acceleration (the optional rule)
The construction vector isn't added to the ship's vector = the velocity vector yet.The ship has a construction vector 100mm upwards which puts it in the 0.25g band, the construction vector is not on the surface.
The ship has a construction vector 100mm upwards which puts it in the 0.25g band
I consider my interpretation to be correct and yours to be the farfetched interpretation based on a misapplication or misunderstanding of the sequence as the rules are written.
He's discussing the rules as written in LBB2, rather than actual physics.You do realize that what you just said is the equivalent of ... "gravity gets put on hold while the ship accelerates freely as far as it wants ... and only after the ship finishes moving does gravity turn back on again to have any effect at all" ... when launching from a planetary surface.