fusor said:
Tom Kalbfus said:
Six Squares along the Y axis, five squares along the X axis (6^2 + 5^2)^0.5 = 7.81 * 10,000,000 miles = 7,810,000 miles = 12,569,000 km is the distance
A Scout ship accelerates a 1-G for 7 hours using 10% of its hull volume in reaction mass. 9.8 m/s * 7 * 60 * 60 seconds = 246.96 km/sec. Traveling at an average speed of 123.48 km/sec for the first 7 hours of the trip and the last, the ship travels 6,223,392 during the acceleration phase of the trip for a total of 14 hours using 20% of the ships's hull volume in reaction mass. That leaves 6,345,608 km to travel at cruise velocity of 246.96 km/sec, this takes 25,694.9 seconds or 7.14 hours for a total trip time of 21.14 hours to go from Earth to Mars, since the planets don't move much in less than 4 days on this map, they can be assumed to hold position, and the orbital velocities compared to the speed of the space ship is trivial, so we just ignore that.
So you're really only using them to measure the distance between the worlds, but your acceleration and deceleration can be held for so long that the planets don't move in their orbits. And you're assuming a straight line path between the planets.
It is a simplification, I'm assuming the planets all orbit in the same plane, which isn't true, and that they are in circular orbits, which isn't true either, but the calculations you make are much easier when you make these assumptions, and a circle is a fairly good approximation for most of the orbits of these planets, most do not have highly elliptical orbits, unlike comets for example, which usually do have highly elliptical orbits.. Most planets have orbits which look circular to thehuman eye, so its a good enough approximation in most cases. the actual travel time may be a little longer or a little shorter than these estimates, but not by much.
What if Mars is on the other side of its orbit? What about gravitational slingshots from the sun or other bodies? How would you calculate Hohmann Transfer orbits if you didn't want to use up all of that reaction mass?
Well obviously you have to go around the Sun! I'd say its a two-step process if the planets are on the opposite side of the Sun from each other
Do you see orbit 0 on this chart? Lets suppose You are on Earth, at its current position on the Map, and Venus is at position K in its orbit, the Sun is inbetween, You can't fly through the Sun, but you can plot a course from Earth to a position in Orbit 0 to the side of the Sun, calculate the distance using the Pythagorean formula, and then calculate the second distance from that point to Venus, add the two distances together, and that is the total distance you must travel to go around the Sun and get to Venus from Earth. You could spend 3.5 hours accelerating, and another 3.5 hours decelerating to get to that point in orbit zero, then you do the same to go from that point to Venus. determine the cruise speed inbetween acceleration and deceleleration, determine how much distance you cover during acceleration/deceleration and subtract it from the distance of each leg of the journey, and then divide the remaining distance by the cruise speed. add the travel times for each leg together and you get the total travel time. Assume your average velocity during acceleration to be one half your cruise speed. In this Universe, it is common to travel at 1-g acceleration, as there is no artificial gravity to shield you from the effects of higher acceleration, so even if a spaceship is capable of 2-G acceleration or more, that ship usually accelerates only at 1-G in space, reserving the higher G acceleration for getting off a planet's surface or maneuvering in combat. characters need to be strapped into their acceleration couches and have the controls they need in front of them, if they are to do high G combat maneuvers in space! Another possibility is to use low berths, in which case it doesn't matter how hard the ship accelerates, while in low berths, the passengers don't feel it. Assuming the usual 1 to 6-G range of acceleration. People who want to get somewhere in a hurry, often take low passage in an automated spacecraft.
According to your chart with its unrealistically curcular orbits, the furthest that Earth and Mars would get is 240 million miles (ugh. filthy Imperial units). The closest they'd get is more like 60 million miles (though it can actually get as close as 35 million miles). At furthest approach (ignoring things like the Sun in the way and gravitational slingshots around it) your ship would have a cruise of 11 days (+14 hours for the accel/decel phases), which again wouldn't really be enough for Mars to move in its orbit.
It seems to me that you'd be better off just determining the closest and furthest approaches and calculating travel times from that (which you don't need this kind of chart for at all), and travel at any other time is between those values.
Well the maps are also places to put my space colonies on this map. I have completed all the charts by the way, I just haven't posted them yet. It is time to consider the kind of space colonies I will have. The typical UWP has 8 digits, these usually are Starport, Size, Atmosphere, Hydrographics, Population, Government, Law Level, and Tech level. Since this is tech level 8, I use the codes for spaceports instead: F = A, G = B, H = C, I = D, J = E, and Y = X, the description is the same as in starports, except this is in regard to servicing and fueling of spaceships and not starships with jump drives, since there aren't any jump drives.
In my treatment World would have these codes: Spaceport, Size, Atmosphere, Hydrographics, Population, Government, Law Level, and Tech Level (usually 8)
For artificial space colonies, the first three digits go for a three letter code which describes the type of space colony it is, you can roll dice for the population, and dependent varioable Government and law level, for tech level, just put in an 8 for that last slot! Now for the space colonies:
This is a Stamford Torus, it holds a population of about 10,000 people, so if you population is 4, you get one of these. The letter code for Stamford Torus is
TOR.
This is a Double Torus, the letter code is
2TR.
This is a Bernal Sphere, the letter code is
SPH
This is the Kalpana Space Colony design, the letter code for this is
KAL.
This is an O'Neill Cylinder, the Letter code for this is
CYL
This is a double O'Neill Cylinder, the Letter code for this is
2CY That is what I'll use for my space colonies, if you see these letter codes, they are not natural objects! Both kinds of O'Neill Cylinders are 4 miles wide and 20 miles long, and they can hold populations of up to 10 million each.
Population codes for each colony range from 3 to 7, roll 2d6-2 and interpret the results as follows
0 to 3 = population code of 3
4 = population code of 4
5 = population code of 5
6 = population code of 6
7 to 10 = population code of 7
the government and law level digits are modified by the pop digit the same way they are for worlds, the range of population for space colonies is narrower than for worlds, the technology for building space colonies for pop digits 8+ is not there yet, and no one is going to build a colony and leave it empty, there is a minimum population of 3 needed to maintain lie support for each colony, and maintain all the facilities to keep it running, and that population number is 3!, so you aren't going to get a space colony with fewer than 1000 people, maybe a space station, but were not counting those.