AnotherDilbert
Emperor Mongoose
And have more thrust. A 100 000 Dt ship would have a 100 times the mass of a 1000 Dt ship (less with with proportional armour), and 100 times the thrust.Larger ships are more massive ...
We are not dodging bullets, more like dodging depth-charges. The enemy doesn't know exactly where we are, but has to predict where we will be seconds later.... and one would naturally expect them to be slower in maneuvers, to turn, to shift in any direction to avoid incoming fire.
Zig-zagging isn't a solution, don't be where the enemy believes we might be is a solution, and that requires straight line acceleration.
You are thinking of moment of inertia, resistance to turning, that would punish large ships more than small and elongated ships more than spherical. That is way out of the chosen simplifications for even FF&S, much less CT.Pure acceleration isn't a good example of maneuverability, just speed.
Even so, it's much less of a problem with thrust vectoring, as we don't have to turn the ship to accelerate sideways. Thrust vectoring isn't discussed much in CT, but is defined in MT.
We can't have full thrust vectoring as:
But we can have some, as defined in MT.LBB2'77, p1:
The typical travel times list indicates the time required to travel a specified distance (assuming 1 G constant acceleration, turn- around at midpoint, and 1 G constant deceleration).
Aircraft and ships turn by hydrodynamical forces on fins and hull, spacecraft have no such luxury they have to turn by thrust from the drives, aka agility.
Last edited: