This is a first class concept in Starfire. Their system hex map is a 15 Light-Minute hex. That kind of places Mercury, Venus, Earth, and the Sun all in the same hex in the center, and Pluto 21 hexes from the Sun, just to give you a scale. They combined two standard play maps, and map the system out as a 60 map hexes in diameter. (With the sun in the center, Pluto is 9 hexes from the edge of the map).Has anyone used a diagram of a system to track movement and encounters between ships or squadrons?
Seems unreasonable.That closing speed can be a suicidal way for a small force to sacrifice itself to gut a larger one
That’s one grain of sand. To do the reflection voodoo it do, has to be a fairly coherent cloud.That's only the equivalent of a 24kg warhead, would that get through the armour of a Tigress?
Key to the whole thing is trailing scouts providing final targeting. The missiles and beams need to be firing before they can even detect directly.Seems unreasonable.
They're closing at ~3.5M m/s. A Tigress, is roughly 80 meters in diameter. So, any error of greater than 2 microseconds, and your aim is probably off.
However, to be fair, a grain of sand at those velocities imports about 95MJ of energy. Which is not nothing. So, as you pass by fire off all of your sandcasters.
Seems unreasonable.
They're closing at ~3.5M m/s. A Tigress, is roughly 80 meters in diameter.
Yeah, I have Starfire (old and newer versions) and while this is a nice simple way to represent things, as you mentioned it has a lot of empty space. Plus, I don't have the skills to write script to show where the locations of planets are in their orbits at any particular points in time (AND that'd be going OTT for my game), so things would be rather staticThis is a first class concept in Starfire. Their system hex map is a 15 Light-Minute hex. That kind of places Mercury, Venus, Earth, and the Sun all in the same hex in the center, and Pluto 21 hexes from the Sun, just to give you a scale. They combined two standard play maps, and map the system out as a 60 map hexes in diameter. (With the sun in the center, Pluto is 9 hexes from the edge of the map).
That's the option that I was leaning in favour of, but wanted to see what else people had thought of. Given this is all in aid of getting miniatures onto a tabletop, I'm fine with abstracting some of this process out in order to make pushing miniatures around happen more easily.I've advocated that, under 5FW, there should be "destination boxes" for "the gas giants", and "the main world". If you were to travel by normal space, the gas giants are roughly a week of maneuver away anyway, so you can either "fly" or "jump". If you have your defenses on your main world, you're not going to be able to reach a refueling fleet at the gas giants in time anyway. By the time you get their, they're ready to jump out. So, you should, in theory, provision forces to defend "the gas giants", as well as the main world. And I say "the gas giants" as, it's just too much detail to track their relationships to each other. Having to defend several gas giants, boy what a mess that would be.
That's not that hard.I don't have the skills to write script to show where the locations of planets are in their orbits at any particular points in time
You're right, and thanks for all of that!!And you're absolutely right, 99.99% of the time, it does not matter. But if it did, the math isn't that hard.
Actually, anyone paying attention beyond the "immediacy" of a combat situation would pretty quickly recognize that ANY DEBRIS (and both sandcasters and missile launchers "chuck debris") from a combat engagement in space will result in long term navigation hazards.
Expended "sand" from sandcasters doesn't ... despawn ... when the combat is over.
It stays in orbit ... until it hits something.
Here is what this kind of thing looks like with debris thrown off by comets in the Terra system (including Haley's Comet):
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Are those debris fields going to be a hazard to navigation?
Technically, yes. It's why Terra gets "regularly scheduled meteor showers" every single year.
Now, obviously a sandcaster is going to expend A LOT LESS debris than a comet can ... but the principle is the same. The only meaningful difference is in terms of scale (and location and velocity).
So although the BENEFITS of use of sandcasters is relatively short lived, the navigation hazards that they can produce can potentially last a very long time indeed.
That's a valid point, and I think it should put a "rule of thumb" limit to how fast someone should pilot a ship.Are those debris fields going to be a hazard to navigation?
Actually what you would want to use is a Repulsor Bay or other "gravity field projector" type of device to "gather up" any ... litter ... that might be clogging the space lanes. Not exactly a street sweeper, but you get the idea.I would think, though, that at the TL's we're talking about, it would be a trivial excersize to take a bunch of parachute size pieces of plastic, weighted and spinning so they spread out nicely, and dump them in the path of the sand such that the relative impact speed is low enough to scoop up the debris without destroying the scoop.
I have a thread on this. The parameters I came up with are a combination of the detectable range of the objects, size of objects affecting both detection and amount of vee needed to avoid, vee of objects and ship, and of course the g rating of the ship to put on a quick accel to avoid.That's a valid point, and I think it should put a "rule of thumb" limit to how fast someone should pilot a ship.
Specifically, there is a limit to how much your armor can withstand a micro meteorite impact.
At 1G, a grain of sand starts reaching .50 Caliber bullet energy (20KJoules) between 1.5 and 2 days of acceleration.
At 1G to 100D of Earth, we're looking at 187J of impact energy, a 9mm is about 480, as comparison. I wouldn't want to be hit by it, but the simplest of armor should handle that readily.
At 6G to 100D of Earth, you're looking at 1115J of energy.
So, the task is what's a reasonable amount armor for a civilian trade craft. And, to be fair, perhaps the nose is doubly armored just for this use case, and also, the nose shape affects this as well. But, still, there will be some limit -- and that will limit the speed a craft can safely travel, regardless of their acceleration. And, obviously with the hope that they don't get hit in the same spot twice. You can certainly travel at higher speeds, but the likelihood of a penetrating impact becomes higher.
It's an interesting maintenance problem as well. As part of the annual maintenance, the front armor of a ship may need to be replaced as it can just be ablated over time by micro meteor impacts. That said, at a certain level, for the primary use case (i.e. 100D travel to jump), there's some level that's just "enough" and, effectively immortal. But it still must be inspected.
So. Simply, largest particle that's reasonably worth protecting against, and how fast can you travel given your armor where that particle is no- to low-risk of penetration. Those should just be standard design guidelines for civilian craft.
And, to the overall point, it may not be a hazard to navigation. Rather, it's simply an accepted aspect of space travel and designed around.