### Delta V and orbital bombardment

Posted:

**Mon Nov 19, 2018 7:21 pm**WARNING: I'm about to expose myself as the math-challenged individual that I am. Not that anyone needs encouragement around here, but please feel free to disavow me of my illusions.

In the Core Rulebook (p. 153) we are given transit times that include acceleration and deceleration for several arbitrary distances. I'm trying to figure out how much delta V one could accumulate given various amounts of time and acceleration. Interpolating from the table data:

But I'd be content with a hand wavey Traveller rules-based solution that achieves some modicum of realism.

This all comes of my players' possible use of a planetoid or starship as a missile launched at a terrestrial target on a world with minimal orbital defenses. I'm trying to achieve some level of verisimilitude and step one is figuring out how fast they could accelerate said missile.

In the Core Rulebook (p. 153) we are given transit times that include acceleration and deceleration for several arbitrary distances. I'm trying to figure out how much delta V one could accumulate given various amounts of time and acceleration. Interpolating from the table data:

- At 1G acceleration the game supposes that you can accelerate and decelerate to a distance of 1,000 km in 633 seconds.
- So at 500 km, the ship turns around and slows down. So let’s cut the time in half, too: 316.5 seconds to that halfway point. (1.58 km/sec.)
- To get the delta V, can we just accumulate the 1.58 km/sec figure? For example: https://docs.google.com/spreadsheets/d/ ... sp=sharing

But I'd be content with a hand wavey Traveller rules-based solution that achieves some modicum of realism.

This all comes of my players' possible use of a planetoid or starship as a missile launched at a terrestrial target on a world with minimal orbital defenses. I'm trying to achieve some level of verisimilitude and step one is figuring out how fast they could accelerate said missile.