No it absolutely does not. It seems intuitive, and feeds into 'rule of cool', but it makes no sense in terms of the way MGT 2e space combat works,It absolutely makes sense that bigger ships are easier to hit,
You have just done the hard part then incorrectly applied the equations of motion.Thus, a bit more than double for every x10, which absolutely provides a bigger surface area to hit. However, my argument did not address that part of the equation. Instead, you will find I argue what rinku also argues: that smaller ships are more able to use their thrust to unpredictably move out of the position which fire control would predict they will be. This is because of speed-of-light lag: a target at 30000 kms will have a 1/5 second lag - that is, your fire control see the target where it was 1/10 second ago, you fire your laser, it gets there 1/10 second later - so you are shooting where the ships' location was predicted to be in 1/5 of a second's time. In that time, the ship could move 1m per G rating in completely UNPREDICTABLE directions (it is this unpredictable part that is important- accumulated vector is completely predictable but thrust is unpredictable). If the ship is 300 meters in diameter, this isn't much. If it is 13,8 meters in diameter, there is a good chance you dodged the laser.
| Acceleration/ms-2 | 60 (6g) | 70 (7g) | 80 (8g) | 90 (9g) |
| displacement after 0.2 seconds /m | 1.2 | 1.4 | 1.6 | 1.8 |
A target ship's initial velocity is effectively zero, your laser can "match velocity" and thus you are only affected by the target's acceleration.We can disregard the ballistic part ships' vectors' for too-hit, as this is the predictable part. An object moving at 500kps relative to you is the same as one moving 10kps for targeting (this is not strictly true, and not at all true for missiles, but pretty much is true for beams). I think we can assume that velocity per se does not have a large systematic effect on to hit.
Processing time, correction for vibration in machinery, I estimate that to be limited by computer processing speed and comms lag between the machines... this is what adds up to make rolling dice necessary, but note that inside a certain range you should never miss...This analysis ignores inaccuracies in targeting, which will obviously exist too, but just to make the example clearer.
I would say that you should use the correct equations, I think you have used the final velocity equation rather than displacement from original position.J.L., this time please read to entire post, instead of just taking out a sentence fragment to use as a strawman.
That's why the chart of target DMs by size is logarithmic and not linear. It makes sense to me. Especially with practical elements like Rinku's allowance for movement, or the fact that - despite the ardent wishes of physicists down through the years - "first, we shall assume that the spaceship/car/racehorse/cow is a perfect sphere" is sometimes less helpful, eg with mainly elongated wedge/rectangle/lozenge objects moving largely in the direction of their long axis.No it absolutely does not. It seems intuitive, and feeds into 'rule of cool', but it makes no sense in terms of the way MGT 2e space combat works,
Let us start with some size comparisons; in terms of meters of diameter for spherical ships.
100 dTons = 13.8 m
1000 dTons = 29.9 m
10000 dTons = 64.4 m
100k dTons = 138.8 m
1000k dTons = 299.0 m
The million dTon ship is 10000 times bigger, but not 10000 times wider, than the 100 dTon ship. This is the square/cubed relationship in action.
What does this mean for gunnery? At one km, a 1m target is 1 milli-radian. A two meter target at one km (2 milli-radians) is a difficult shot, even under perfect conditions. At one km ('Adjacent' range), targets are the same number of milli-radians across as they are meters wide; a 10k dTon ship is a little more than twice as wide as a 1000 dTon ship. For longer ranges, divide the width in milli-radians by the number of kilometers -- so the 1000 dTon ship at 2 km is the same size target as the 10k dTon ship at 4.3 km.
The 100 dTon ship at 11 km is exactly the same size target (1.25 milli-radians) as the 1000 dTon ship at 37.5 km, and the million dTon ship at 375 km -- all of these targets are at 'Short' (+1 to-hit) range.
The importance of size is incredibly exaggerated.
No, I don't just guess. I just don't do the multiplication correctly. Except actually I do. 6 gs gets you 60 meters. 0.2 is 12 meters.You have just done the hard part than ignored it.
A 6g ship has 0.2s to not be where it is predicted to be - we are aiming at centre of mass remember. So how far does 6g acceleration for 0.2 seconds get you? You immediately just guess and feel the answer, rather than do the calculation.
I would say that you should use the maths you propose rather than ignoring it and going with what you "feel" is right.
You did, because you pluck a sentence fragment, in order to be able to portray ME as arguing something entirely different than what I actually was. That is the definition of "constructing a strawman". I say "plucked" as it makes clear it was intentional - I can't say why anyone would do this - but obviously it must be since the SECOND HALF of my sentence changes the meaning from the meaning you attribute to it.I did not construct a strawman
If a body at rest accelerates at 6G for 0.2s it will move 1.18m (or 1.2m as Sigtrygg rounded it to, since we assume 10 m per second per second, not earth’s gravitational constant). Whether or not it starts at rest, that's the change in position due to the 6G in acceleration.No, I don't just guess. I just don't do the multiplication correctly. Except actually I do. 6 gs gets you 60 meters. 0.2 is 12 meters.
I don't just guess by "feel." I might or might not miss a digit. In this case, it was you that missed the digit, but ok. Nobody need to go after anybody for that, we're all human.
No, I think you may be using the wrong equation. I apologise for the "feel" comment, it reads way worse than I intended.No, I don't just guess. I just don't do the multiplication correctly. Except actually I do. 6 gs gets you 60 meters. 0.2 is 12 meters.
I don't just guess by "feel." I might or might not miss a digit. In this case, it was you that missed the digit, but ok. Nobody need to go after anybody for that, we're all human.
I responded directly to the idea that I disagree with. Your whole paragraph was 'Modifiers based on the size of a ship are something that are important enough to model; I would do it differently'. Here:You did, because you pluck a sentence fragment, in order to be able to portray ME as arguing something entirely different than what I actually was. That is the definition of "constructing a strawman". I say "plucked" as it makes clear it was intentional - I can't say why anyone would do this - but obviously it must be since the SECOND HALF of my sentence changes the meaning from the meaning you attribute to it.
If you want to argue against my argument, then you should argue against MY ACTUAL ARGUMENT, and not against the thing I am also arguing against.
An Imperial Star Destroyer is around 1600 meters on its' longest axis; at 1000 km ('Short' range) it is about the same size (or maybe smaller, for tall people) as a person standing in the open 1 km away. In combat with an arbitrary number of targets, the firing ships weapons must be steady enough (for six minutes at a time) to effectively put fire into that 1.6 milli-radian arc, or utterly miss. The motion of one target, perhaps a maximum of two targets, can be more-or-less compensated for by motion of the firing ship -- but doing so makes the movement of the firing ship more predictable.It absolutely makes sense that bigger ships are easier to hit, but pluses from 1000 to 6000 tons, with no difference between a 7000 ton destroyer and a 500000 ton dreadnaught doesn't seem right. I didn't know about this and haven't been applying it. Though I would have like to see some modifiers for this, somehow it is not the rule I've been hoping for. Maybe +1 for 1000, +2 for 10000, + 3 for 100000 would be more like it.
yes, that is the point I am making. The 1000 to 6000 tons example being presented as my position what I object to. I do in fact think that DMs based on log of tonnage is the way to go and I do not support the position that there should be DMs from 1000 tonnes to 6000 tonnes and not thereafter.I responded directly to the idea that I disagree with. Your whole paragraph was 'Modifiers based on the size of a ship are something that are important enough to model; I would do it differently'.
ok, I see what you mean.No, I think you may be using the wrong equation. I apologise for the "feel" comment, it reads way worse than I intended.
displacement is equal to one half of acceleration multipled by the square of the time
s=0.5at2
0.5 x 60 x 0.2 x 0.2 = 1.2m