User Tools

Site Tools


ft:planets

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
ft:planets [2014/06/01 21:21] samft:planets [2020/07/08 21:27] (current) sam
Line 1: Line 1:
 ====== Planets ====== ====== Planets ======
  
-The following rules are designed to model the use of planets within a Full Thrust game, both as an obstacle +Space is big, and also empty, which means most **Full Thrust** battles are conducted on an empty boardThese rules are an attempt to bring terrain and objectives into the game through the use of planets.
-to navigation, and also for scenarios where the planet itself is of importanceThere are rules in //More Thrust// (p. 13) for handling planets, but they are very simplistic and don't fit in well with the vector movement system introduced in the //Fleet Book//.+
  
-{{./graphics/planet.jpg}}+{{ ./graphics/planet.jpg }}
  
-All these rules assume //vectored movement// is being used. If you're using cinematic movement, then these rules won't make much sense.+//More Thrust// provides some rules for handling planets (p.13), but they are very simplistic and don't fit in well with the vector movement system introduced in the //Fleet Book//. As such, I've made an attempt at modelling planets in a bit more detail and using the vectored movement rules. If you're using cinematic movement, then these rules won't make much sense.
  
-{{indexmenu>planets}} +All these rules assume that a scale of 1" = 1,000km and 1 turn 1,000s. See the page on [[./planets/terrain|modelling planets]] for details.
- +
- +
-===== Units of Measurement ===== +
- +
-Normally, Full Thrust doesn't care about real world +
-measurements, and simply uses the 'turn' and the +
-'movement unit' (depicted as " in the rules, and +
-often taken as an inch on the table top). If we +
-start using real world objects though (such as +
-planets), it becomes necessary to translate these +
-abstract terms into real world units. +
- +
-A turn is taken to be fifteen minutes, and 1" is +
-assumed to represent one thousand kilometres. From +
-this, we can work out that a ship thrust factor of 1 +
-is equivalent to an acceleration of approximately +
-1.125 ms-2. To keep things simple, I'll assume that +
-1g is equal to thrust factor of 8. +
- +
-Unless you have a very big table, you might want to +
-consider using 1" = 1cm on the table top. This provides +
-a lot more room for manouevre around the planets, and +
-also makes modelling planets easier. +
- +
-===== Modelling Planets ===== +
- +
-The easiest way to model a planet is to cut a circle out +
-of a piece of cloth or paperand simply place it on +
-the table top. This also makes it very easy to place +
-planetary installations on the planet, since they can be +
-drawn/placed on top of the planet. +
- +
-Another easy way is to buy a polystyrene sphere from a +
-craft shop, cut it in half to form a hemisphere and +
-paint it to look planet-like. The largest spheres I've +
-found though are only 10cm in diameter, so this works +
-best for either dwarf planets or if you're using +
-centimetres. See the picture above for an example. +
- +
-====== The Effects of Gravity ====== +
- +
-Every large body, from planets to stars and black holes, +
-will exert gravitational attraction on nearby shipsThis +
-attraction will act as an acceleration directly towards +
-the body, just as if the ship were thrusting towards it. +
-Since a thrust of 8 is considered to be equivalent to 1g, +
-so the force of gravity at the surface of an Earth-like +
-world will cause an acceleration of 8". +
- +
-Each planet is considered to have gravity bands which reach +
-from its surface out into space. The first band is out to 4", +
-the second to 8", the third to 16" - and so on, doubling in +
-distance each time. For an Earth-like world, the gravity in +
-the first 3 bands is 6"/turn, 2"/turn and 1"/turn. This means +
-that any ship that begins a turn within 4" of Earth will get +
-dragged towards the surface by 6". +
- +
-The steps to work out the effects of gravity are as follows. +
-We assume that vectored movement is being used, and that +
-a //vector marker// is used to show each ship's position +
-at the end of the next movement. +
- +
-At the beginning of movement, work out the distance +
-between the ship and the surface of the planet. If +
-the ship is outside any effective gravity bands for +
-that planet, then the planet has no effect (e.g., +
-outside 16" for an Earth-like world). +
- +
-Lookup the gravitational acceleration for that planet +
-for that range. There is a table below which lists +
-acceleration values for some common worlds. +
- +
-Work out the gravity vector from the ship towards the +
-centre of the planet for this acceleration. This vector +
-has a magnitude equal to the acceleration, and a +
-direction pointing to the centre of the planet. +
- +
-Apply the gravity vector to the ship's vector marker. +
- +
-Apply any acceleration due to the ship's thrust. +
- +
-Move the ship and its marker. +
- +
-It is the distance of the centre of the ship to the +
-surface of the planet that is important - the position +
-of the vector marker has no effect. +
- +
-===== Acceleration due to Gravity ===== +
- +
-The acceleration due to gravity on a ship depends on the size of the planet and the distance the ship is from it. For a planet of Earth size and mass, the following zones of influence are suggested. +
- +
- +
-^                              ^ Acceleration at distance from surface      ^^^^^^^^ +
-^ Planet    ^ Diameter            4"  ^  8" ^ 16" ^ 32" ^ 64" ^ 128" ^ 256" ^ 512" ^ +
-Earth     | 13" (12,700km)      6"  |  2" |  1" | --  | --  | --   | --   | --   | +
-| The Moon  |  3" (3,475 km)     | 0.5" | --  | --  | --  | --  | --   | --   | --   | +
-| Mercury    5" (4,878 km)     | 0.5" | --  | --  | --  | --  | --   | --   | --   | +
-| Venus     | 12" (12,104 km)    |  4"  |  2" |  1" | --  | --  | --   | --   | --   | +
-| Mars      |  7" (6,787 km)      1"  | 0.5"| --  | --  | --  | --   | --   | --   | +
-| Jupiter   | 142" (142,200 km)  |  20" | 18" | 16" | 12" |  8" |  4"  |  2"  | 0.5" | +
-| Saturn    | 119" (119,300 km)  |   9" |  8" |  6" |  5" |  3" |  1"  | 0.5" | --   | +
-| Uranus    |  51" (51,200 km)     8" |  6" |  4" |  2" |  1" | 0.5" |  --  | --   | +
-| Neptune    49" (49,500 km)     8" |  6" |  4" |  2" |  1" | --    --  | --   | +
-| The Sun   |1392" (1,392,000 km)| 223" | 222"| 219"| 216"| 208"| 196" | 173" | 93" +
-| Model     | 10" (10,000km)       4" | 2"  | 1"  | --  | --  | --   | --   | --   | +
- +
- +
-Remember that the distances given above are the distance from the //surface// of the body. The Sun will not fit +
-into any sensible gaming area, and is given merely to show how insignificant everything else is. Even Jupiter would require at least 2.5m (at centimetre scales) to allow for manoeuvring at the edge of its gravity well. +
- +
-Where acceleration less than 1" is given, it can be ignored. However, this does mean that small worlds such as Mercury would have no effect, so it's listed anyway in case you want to use it. +
- +
-====== Examples ====== +
- +
- +
-===== Fast Fly-by ===== +
- +
- +
- +
-The following example shows the Light Cruiser +
-//Colbert// approaching a planet. At no point +
-does the //Colbert// apply any thrust of its +
-own. The world is slightly smaller than the Earth, +
-with statistics as follows: +
- +
-^                              ^ Acceleration at distance from surface      ^^^^ +
-^ Planet    ^ Diameter            4"  ^  8" ^ 16" ^ 32" ^ +
-| Model     | 10" (10,000km)       4" | 2"  | 1"  | --  | +
- +
-We begin the example with the //Colbert// 10,000 km (10") from the planet's surface. The //Colbert// has a current velocity of 12"/turn (as denoted by the red vector marker in the diagram). +
- +
-{{./graphics/orbits/orbit-1-1.jpg}} +
- +
-The gravitational acceleration at this point is 1"/turn, in a direction about 45 degrees to the //Colbert//'s current heading. This acceleration is applied to the vector marker (vector shown in green above). +
- +
-This moves the //Colbert// to its new location, somewhat closer to the planet but halfway around it.+
  
-{{./graphics/orbits/orbit-1-2.jpg}}+{{:ft:graphics:planets_icon.png?nolink&160|}} | {{:ft:graphics:gravity_icon.png?nolink&160|}} | {{:ft:graphics:settlements_icon.png?nolink&160|}} | {{:ft:graphics:assault_icon.png?nolink&160|}} | 
 +|  [[./planets/terrain|Modelling Planets]]  |  [[./planets/gravity|Gravity]]  |  [[./planets/bases|Bases]]  | [[./planets/installations|Planetary Assault]]  |
  
-At the new distance of 6" (shown in red), the gravitational acceleration is 2"/turn. Again this is applied to the vector marker. Note that the marker is moved in the direction that the //Colbert// would be moved by gravity. 
  
 ====== Attacking a Planet ====== ====== Attacking a Planet ======
Line 180: Line 43:
 Heavy missiles aren't designed to enter an atmosphere, and have a chance of simply burning up on re-entry. For each missile, roll a die, modified by the 'torpedo' column above. On a 1+, the missile makes it through to the target. Heavy missiles aren't designed to enter an atmosphere, and have a chance of simply burning up on re-entry. For each missile, roll a die, modified by the 'torpedo' column above. On a 1+, the missile makes it through to the target.
  
-However, any missile that does hit the target is more effective, due to the extra shock wave produced by the atmosphere. Against unarmoured targets, //multiply// the damage by the missile column for that type of atmosphere. A typical heavy missile will do around 210 points of damage against a settlement (see below).+However, any missile that does hit the target is more effective, due to the extra shock wave produced by the atmosphere. Against **unarmoured** targets, //multiply// the damage by the missile column for that type of atmosphere. A typical heavy missile will do around 210 points of damage against a settlement (see below).
  
 === Salvo Missiles === === Salvo Missiles ===
Line 221: Line 84:
 Military installations may have point defence systems (against fighters or missiles) or Surface-to-Space weapons. An installation on an airless planetoid can use any weapon system used by ships, for the same cost. Military installations may have point defence systems (against fighters or missiles) or Surface-to-Space weapons. An installation on an airless planetoid can use any weapon system used by ships, for the same cost.
  
-See [[./planets/installations]] for some sample designs.+==== Other Rules ==== 
 + 
 +{{indexmenu>planets}} 
ft/planets.1401657712.txt.gz · Last modified: 2014/06/01 21:21 by sam