It's totally fair to ignore all this, but at the same time see how the "reality" of it manifests in the hand wavy game world as, for example, the jump lanes. A bit of story trivia that "Frank jumped on a trader heading outsystem, their ship was tracked and looked like they were going to Alpha Prime based on their course. Can't be sure, of course, but most everyone else going out that way were going to Alpha Prime".
Or. "While in the jump lane to Gamma Hydra, you can see the uptick of patrols along the route, since that's where most of the traffic is going".
I went deep into the rabbit hole trying to plot a "sorta" realistic course of getting a moving ship to match vectors with a moving target and ran into differential equations, numerical methods, and a taste of vector calculus. At that point my Pooh brain went "I need more honey" and went looking for Rabbit.
And I wasn't even including gravity.
Consider this set of equations.
sx + sv + .5 * a * t1^2 + (sv + a * t1) + .5 * -a * t2^2 = px + pv * (t1 + t2)
sv + (a * t1) - (a * t2) = pv
Solve this system of equations for t1 and t2.
This problem is a ship (at sx) chasing a planet on a straight line (at velocity sv, with acceleration a), and trying to rendezvous with the planet (which is located at px and traveling at velocity pv) It simply says "Give a ship, how long should they accelerate before they start decelerating to match their position and speed with the planet".
This requires numerical methods, which typically require derivatives of the equations.
And this is only one dimension and no gravity. Two dimensions is a completely different problem. Gravity is...I don't even know.
If you can solve the two dimension course plot for this, I'll send you an Amazon gift card with which you may purchase cookies (I don't think they sell beer or pizza, sorry).
Or. "While in the jump lane to Gamma Hydra, you can see the uptick of patrols along the route, since that's where most of the traffic is going".
Do you mean the math of the celestial mechanics, the math of the orbital mechanics, or both?
I went deep into the rabbit hole trying to plot a "sorta" realistic course of getting a moving ship to match vectors with a moving target and ran into differential equations, numerical methods, and a taste of vector calculus. At that point my Pooh brain went "I need more honey" and went looking for Rabbit.
And I wasn't even including gravity.
Consider this set of equations.
sx + sv + .5 * a * t1^2 + (sv + a * t1) + .5 * -a * t2^2 = px + pv * (t1 + t2)
sv + (a * t1) - (a * t2) = pv
Solve this system of equations for t1 and t2.
This problem is a ship (at sx) chasing a planet on a straight line (at velocity sv, with acceleration a), and trying to rendezvous with the planet (which is located at px and traveling at velocity pv) It simply says "Give a ship, how long should they accelerate before they start decelerating to match their position and speed with the planet".
This requires numerical methods, which typically require derivatives of the equations.
And this is only one dimension and no gravity. Two dimensions is a completely different problem. Gravity is...I don't even know.
If you can solve the two dimension course plot for this, I'll send you an Amazon gift card with which you may purchase cookies (I don't think they sell beer or pizza, sorry).