I posted the original question on both CoTI and here so I feel I need to close both loops. So here I go.
My trig is real rusty and I know my physics sucks, however, after much sweat and tears I think this works pretty good. It is still hammering a square peg into a round hole but I believe it is close enough for game play.
The issue: An object is moving through space at a constant velocity and needs to be intercepted and boarded. How long does it take to match velocities with the object if your ship has xG acceleration and at what point do you perfom turnover, i.e. start to decelerate.
Input into the calculator the following:
1. Target's Velocity (must be constant)
2. Bearing angle to the intercept vehicle (0-180 degrees)
3. Interceptor's G rating
4. Initial distance between the target and the interceptor
5. The Interceptor's initial speed
--- Note: Only works if the Intercepting ship has 0 initial velocity or if its initial vector is "pointing" at the target; approximately within the interceptors 45 degree forward arc, GM's descretion. If Interceptor is not in alignment, calculate how long it will take to decel to 0 and how far it will have traveled, then start intercept from that point.
6. Here is the square peg...input an estimated travel time of target.
Now the calculator will produce a Time to Intercept, however this needs to equal your Target travel time. Now go back and adjust the target travel time until it equals time to intercept. It hasn't taken me more then 3-5 quick changes to target travel time for the two to equal.
The Calculator will produce seconds, minutes, hours, and days to intercept as well as the same time frames for turnover and the "course" angle to reach the intercept.
Any inputs would be appreciated but please don't be critical just to be critical. Like I said, these are some math functions that I haven't had to use in a very long time.
Calculator