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Home » Stars! Clones, Extensions, Modding » FreeStars » make PP what they are suppose to be
Re: make PP what they are suppose to be Thu, 11 August 2005 00:18 Go to previous messageGo to previous message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Quote:

hmm perhaps a single Ship MD part that can safely throw up to the engines speed?


Now, there's an idea, and it makes sense. Additionally, since the MD requires all of the engine output, the ship can't move if it's firing a packet. Using this option, Mass Driver potential will be limited to warp 10 by the engines - and, allowing for 'over-driven' packets then provides the basis for both recoil and the potential of breaking up under strain. We can use a simple formula for calculating the possibiltiy of break-up that uses ship mass (with cargo), number of warps over safe speed and recoil distance (a random value 20% +- the distance of the first year of packet travel). The cargo used to create the packet is not included in the ship mass (since it's in the packet).

For MD ships in orbit, the recoil location will be a random location outside the orbit of the planet (orbital calculation require firing at an orbital breakaway angle which means the ship could be anywhere in the orbit and the reverse direction would not necessarily be the reverse of the packet direction). Alternately, ships in orbit simply can not over-fling packets.

For ships in space, recoil will be in the opposite direction of packet travel.

Ships that have travelled by re-coil don't hit mines during the recoil - recoil creates a temporary wormhole so the ship just ends up somewhere else.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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