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Fighter environmental settings for sensory feedback

25Gs is in the ballpark of low-tech (early Soviet-bloc) ejection-seat acceleration. Current western systems use 12-14Gs.
If you're pushing your ship that hard, it might only be meant for momentary last-ditch missile evasion, in the expectation that the injuries the crew will definitely sustain will be less than the effects of a direct missile hit.
 
There's a reason for the "3 ejections limit" for fighter pilots ... because of how much damage accumulates in their spine as a result of the stresses placed on their body by use of the ejection system.
 
1. Involuntary shrinkage.

2. Tactically, for six second combat round, I'd consider a factor sixteen uncompensated burn in a life or death scenario; but operationally, we're looking at, by default, a six minute turn sustained acceleration, which can't be great for your health.
 
1. Involuntary shrinkage.

2. Tactically, for six second combat round, I'd consider a factor sixteen uncompensated burn in a life or death scenario; but operationally, we're looking at, by default, a six minute turn sustained acceleration, which can't be great for your health.
It could be the average across the six minutes, which means a higher peak but a shorter duration.
 
Inertial compensators are also used in simulators or rides, making them more realistic by creating artificial sensations of acceleration and other movement. The Disneyland ride “Star Tours: The Adventure Continues” is a fair example of this principle.
 
1. Involuntary shrinkage.

2. Tactically, for six second combat round, I'd consider a factor sixteen uncompensated burn in a life or death scenario; but operationally, we're looking at, by default, a six minute turn sustained acceleration, which can't be great for your health.
I worked out damage rules for sustained high g and quickly got real interested in compensators. My current goal is to allow for it in rare circumstances with consequences….
 
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