phavoc said:
Standard aerial combat maneuvers aren't really applicable in the Traveller grav-powered universe. You have no need of lift from thrust. You can move in (nearly) any direction by adjusting your gravitics. ... Turning circles only matter when you require thrust for lift. Otherwise you can toss that out the window and maneuver to the extent your vehicle is capable of handling the stress as well as the physics of your movement.
Turning circles matter
any time you want to change your trajectory, which is important for dodging fire. The
source of the Thrust is irrelevant; it's the Thrust that does the job. The scissors example is a tactical situation in which there are very few alternatives but to continue the scissors, because most other alternatives are
worse; but it's a delaying tactic
at best, because the more maneuverable aircraft
always wins; the repetition simply favors the more maneuverable craft. This is all due to turning radius at a given velocity, which is a function of Thrust. You may claim this maneuver isn't relevant in space, but it is, particularly for single-turret craft like a Type S Scout; the "rolling scissors" is the best option a Type S Scout has for keeping his target within the turret arc, particularly when the dogfighter wants to exploit his massive ventral blindspot.
phavoc said:
I agree that being able to bring your weapons to bear on a target is also a good use of agility. Though most spacecraft use turrets, and some small craft do as well, so offensively it could be less of an issue, depending on the craft in question.
For dogfighters and single turret ships, the ability to bring guns to bear on the opponent has tight constraints. And those constraints don't go away until ships have at least 4 turrets.
phavoc said:
I don't usually tend to bring up equations in gaming conversations, at least not ones that deal with fluid modeling (aka aerodynamics). I still hold true to the idea if you had a cube-shaped craft and an aerodynamic shaped craft the aerodynamic one would be more maneuverable in an atmosphere. The cube-shaped one would have to devote so much power to offset the aerodynamics that it would no longer be viable as a useful or economic craft. I wasn't trying to min/max the question here. I was trying to stay within the realm of what someone would actually build. And even then it still becomes a question of can you actually put enough power out of the vehicle in question while still remaining within the displacement of the vehicle.
If the cubed one had more Thrust at the same speed, it would be more maneuverable. However, if the spherical one had the
same Thrust, the cubed one would lose; there's a very subtle tipping-point between the integer value Yhrust values where
just a little more Thrust on the cubed ship would make it
only equal to the sphere, but a full +1 Thrust blows that out of the water. Aerodynamics can be beaten by thrust alone; that's what you're seeing when you see those vectored thrust aircraft so popular in Europe these days; they have so much thrust applied in the right directions that the aerodynamics no longer matter. The
difference is that this is sub-optimal; better aerodynamics are
more efficient. However, more efficiency is not always an option. It's perfectly feasible to have a race with TL12 engines and TL9 streamlining. With a war on, their ships will be very "cube"y, because they are easier to manufacture with what they know; and cost-efficiency is better strategy in a war.
phavoc said:
I think it would have to be along the lines of 'types' of hulls, with a lot of generalization tossed in there. Should a 10,000 ton streamlined ship be faster than a 10,000 ton sphere, or standard hull ship within an atmosphere? It seems regardless of what path is taken there are issues with the modeling of it due to the nature of the topic (i.e. a game).
So long as the math has been pre-calculated in a handy chart, no one will have reason to question it. But a chart that models the circumstances better is more useful, because it doesn't have to be corrected after-the-fact. You can certainly start trimming entries above a certain level of absurdity, of course. The important point though is that the cost function should be correct.
phavoc said:
But in an atmosphere lift can only be generated by speed (or the application of thrust to generate the said speed). That's what I was saying. When you put gravitics in the mix you no longer need thrust to generate lift. No lifting body is going to lift off without thrust. And that's the point - when you can sidestep the requirement for thrust to generate lift you fundamentally change all of your concepts and requirements.
Gravitics are just another source of Thrust. Lift is Thrust as a function of speed. Thrust is Thrust; the source is irrelevant.
phavoc said:
Tenacious-Techhunter said:
Yeah, we'll know tomorrow if they win the cargo contract[/url].
Let's hope so. We need more industry in this sector that can deliver payloads to orbit in order to bring down the cost of access.
Finally, we agree on something; go us! XD
My point, of course, was that the technology is entirely fieldable; we just need an appropriately optimal use-case to justify using it.