Pyramid #3/79: Space Atlas
Roleplaying campaigns require settings – and with few exceptions, settings need details to be interesting. "The story of the people with no background in the land with no place names" is rarely very exciting or memorable! Creating and elaborating on a world is a lot of work, however – especially when it's a literal world hanging in space, around its own distant star, to be reached using speculative technologies. You really can't assume anything in that case, which can mean a lot of long nights (and caffeine) for the GM.From our sunny home Fortunately, GURPS has always been good about providing resources to help out. GURPS Space offers systems for working out the details of faraway star systems and planets, and of alien races and their civilizations. If you go further back, you'll find the whole GURPS Space Atlas series. And now there's Pyramid #3/79: Space Atlas:
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Yay for Halfway to Anywhere making it in here!
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That's a lot of reading to do. |
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Is my brain playing tricks on me or is the Eidetic Memory column by David missing?
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I don't think your brain is tricking you. That's odd.
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When a columnist has a "full" article in a given issue, we usually don't also run the column. But then again, sometimes we do -- David's done an EM and a (small) column in the same issue before. The only firm rule is that (unless he needs a month off for whatever reason) David has at least one reserved spot in each issue. So, uh, now that this odd tangent has been thoroughly beaten to death, anyone want to talk about any of the articles? :) |
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For Halfway to Anywhere, what would the rolls for plotting all of this out be? Would players simply do the math themselves and work out the best orbit? Or if a character does that, is that navigation(Space)? And to execute the maneuver, I assume that's Pilot, but what are its rules?
I can't find any reference to navigation or pilot rules in Spaceships outside of combat. Am I missing something? Would I just use the rules in Campaigns as a basis and move on? Or is it largely unnecessary (executing a Hohmann transfer is no more complicated than putting an airplane on autopilot and going to take a nap in the Captain's chair. You only need pilot when, say, landing, taking off, or other disaster-prone points) |
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Mailanka, personally I'd figure that the point is to make is possible to calculate the minimum possible Delta V, which is a meta-meta action, a PLAYER should never have to do something like that. A common problem is characters have skill at tactics when players don't.
Sorry for being a bit muddled |
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To me, I would expect it would be something like "We had a fuel leak after that last pirate attack. Do we still have the fuel to reach the Jovian citadel?" "I'll do a quick calculation" says the astronavigator, and then he rolls and the GM does some fussy things with excel sheets and says "No." "Okay, but can I reach Ceres?" and he rolls and fails and the GM shrugs and the astronavigator takes a gamble and says "I think we can reach Ceres." and the GM works out a slightly bad path that uses more delta-v than necessary and the pilot makes a roll to execute it properly and a failure might result in some additional lost delta-v or something like that. But I don't see any rules. Maybe my interpretation is just crazy because of reasons I hadn't considered. Or maybe there are no rules because nobody has built anything in that direction yet, and my system sounds great and, hey, when you're finished with that, if it's complex enough, it might make a great Pyramid article! Or maybe there ARE already rules, and there on pX of Spaceships and pY of Space, duh. I don't know, so I asked. |
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That sort of thing didn't really fall within the scope of the article. This article's intent was to provide tools for you to get actual answers to "How much fuel do I need?" and that's really not a GURPS rules question, hence their absence. If the remaining fuel was close to the dV requirements to reach a destination, I could see the GM requiring a Navigation roll to see if the navigator could come up with that solution - there are plenty of transfer options not covered in that article. At it's core, the usefulness of Halfway to Anywhere lies in providing minimums and maximums as guidelines for the GM to fudge his way through questions like what you asked, and for providing a range of requirements for use when designing spaceships. Planets move, and any particular alignment (especially when considering Hohmann transfers) may exist at any time, so GMs should feel free to bump dV costs up for anything but a brachistochrone transfer (that is the shortest, fastest, most dV-costly transfer possible).
Personally, I'd use Navigation (Space) to plot any courses and Pilot to execute them, like you said. I'd also allow Astronomy, Mathematics (Applied), or Physics to serve as complementary skills, and require a navigation computer (Complexity 6+) with appropriate software and orbital information for the solar system as basic tools for Navigation (Space). Time Use should be in full effect and can offset substandard computers and software. Getting that data in the first place would require Astronomy, access to a sufficiently powerful telescope or array thereof, and a days to weeks to plot the orbits of the planets observed. And still expect surprises - NASA is quite excited right now about New Horizons recently imaging the last of the five known moons of Pluto. They are curious to see if they find more in the coming two months. As far as rules from books go, there's the Navigation Errors box in GURPS Space on p. 42 for some hints, and I'd say "time spent" is highly variable depending on the technology available. Today, it takes a couple of days for NASA to pump out optimal flight plans with a supercomputer, which is a significant and relatively recent improvement over the week or so it use to take them. At TL 10, I'd imagine that's trivial for most onboard computers. The description of Navigation (Space) really smacks of this being baseline use, too: "Navigating through ordinary interplanetary and interstellar space, usually at less than the speed of light". I don't recall seeing Spaceships cover navigation rules, though. If you really wanted to get get fancy and draw out the process in game, you could probably adapt Technical Grappling's mechanic, but you can do that with a lot of tasks... As for article food, you know there's a Spaceships III issue on the Pyramid wishlist. Maybe something about common non-combat ship operation tasks might be fitting, if you want to write it. And if the style guide is daunting, there's a group that helps with that sort of thing... |
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Thanks! |
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Hey folks
I posted some extras for Skiptime, but stupidly put them in the wrong forum. Duh. Anyway, if you wanted the Director's Cut, here it is. Mostly things that had to be edited for length, but if your characters were wondering how the OceanWe get jiggy with it... well, now you'll know. |
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So, folks... are there any comments on the issue? This was the first non-spaceship, non-Transhuman Space science-fiction issue we've done in a couple of years, and the first included spreadsheet in... wow, a lot of months. Was this issue any good? Too crunchy? Too fluffy? (I honestly like to try to give y'all what you want, if I can.) :-)
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I also read through Ostara and that was very... woah. I'm not sure I'd use it, but I found it a fascinating read nonetheless. And your Random Thought Table touched on one of the reasons I find myself more and more drawn to space opera. It's not that I don't enjoy hard sci-fi (I'm totally going to see the Martian), but it's sometimes hard to explain, or grasp, some of the deeper implications of the elements that pop up in science. But Star Trek or Star Wars or their ilk, when they try, often manage to capture particular elements and make them relatable. The fact that Spock has green blood would trigger a discussion with my friends about alternate biochemistries more readily than some weird alien sponge growing out of the ground on some random world. |
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I will admit I haven't read it yet... I'm running a fantasy campaign and the space craft aren't going to show up in it until sometime next year...
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(I hope we hear details at some point!) |
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I've got a "and they go the Moon" segment set up if they go wildly off track... So yes, eventually I'll read everything SPACE so I'm ready in case they decide to assault Mars or something equally far fetched. |
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https://youtu.be/GUEVyvwwNhY?t=243 |
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I'm biased and won't give my opinion of Halfway to Anywhere. I will say that usually this sort of "fluffy" issue usually doesn't appeal to me because I prefer to create my own campaign content, but once in a while these sorts of articles will be packed with cool ideas and nuggets that inspire me to create loxations, tech, cultural characteristics, etc. Ostara and OceanWe both do this handily and are already creaping into new content for my scifi setting. CR Rice's The Vanishing Sun would fit right at home in an episode of Star Trek or can serve as an entire campaign setting on its own, and Steven's Homeward Unbound is brilliantly inspiring as new tech, an alien mystery, and just interesting as a campaign assumption. Even if I hadnt recieved a comp copy, Id have bought it. Frankly, we need more scifi issues! I'm quite happy to see some interesting edgings in that direction on the wishlist :) |
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Thank you so much for the comments and reviews, folks! I appreciate it.
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I do not claim to be a typical gamer, as I am in the small segment of people who actually liked 3rd ed Vehicles (and in fact it was eventually the reason I started playing GURPS), so for more generic gamers things may be different. But I would think that a lot of the people who enjoy running/playing scifi games are more on the details side of the spectrum as compared to something like dungeon fantasy or action though I may be outside the norm even for such. The best "scifi" issues you have had for me are the tech and toys,spaceships,military scifi ones. (several useful things in each) The aliens, space exploration,second transhuman space and space atlas are kind of medium(one very useful article, some other maybe useful) The useless ones are space colony alpha, space opera and the first transhuman space issue where I did not see anything useful for me. I do not know what else you consider scifi so cannot comment on them. |
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I suspect the problem with sci-fi is that it's much more diverse than fantasy (it doesn't have to be, of course, but "Elves, dwarves and humans go fight orcs and skeletons and dragons in a dungeon" is ridiculously popular). But ask people what they want out of their sci-fi, and one guy wants space-knights and force swords, and another guy wants phasers and tricorders (I liked the space opera scanner!) and yet another guy wants gloomy soldiers fighting scary bugs, and yet another guy wants Neil deGrass Tyson narrating his diamond-hard exploration of space physics with the occassional (physically accurate!) gun battle, sprinkled with Atomic Rocketship-style introspection on space economics (and that's all just space! We're not even touching on Gattaca, Blade Runner, Neuromancer, Robocop, etc). All great games, much harder to serve than "Look, here's more monsters for your elves, dwarves and humans to kill."
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Crunchy articles get most of my attention, since crunch generally translates across genres and subgenres. I may not need a scifi organization dedicated to the psychic hunting of transhuman cybernetic space werebats, but I probably wouldn't mind some more rules concerning cybernetics, transhumanism, or psychic powers and technology (provided they don't already exist, of course!). The latter I can adapt to my own games or settings. While it might be hit and miss (for apparent reasons), I could see more targeted scifi issues the likes of Cyberpunk, Golden Age Scifi (Atomic Rockets and Ray Guns), Hard Science Fiction, Military Scifi, Near Future Scifi, Planetary Romance, Space Opera, Transhumanism, etc. I know some of these have been covered already, and I'm not entirely certain which ones would sell best. But I think this might provide more utility to consumers, since I can pick up the Gothic Space Opera issue if that's what I was running. But again, I'd want more crunch that I can potentially port over to other genres, frex, if I am running a pulpy gothic space opera, I might enjoy an article in Planetary Romance about making swords and blasters coexist peacefully so my players can run over-the-top military types who can be reasonably effective charging a tank with a saber or with a laser gun. Subgenre specialization aside, gear indices are nice, but more useful are articles that tackle potential loadouts with gear expantions incorporated. UT's downfall, imo, is the hodgepodginess of it all. It takes a ton of GM work to sort out what's available and tons more to sort out how they interact and would see service. Articles to that end would probably be quite useful - something akin to the article on modern military loadouts (I can't remember the title or issue; will replace when found). Lastly, I love articles that let me build things myself. I might like a treatise on artillery-scale ultratech weapons, but I would REALLY like to have rules for making my own ultratech artillery! I like seeing creative Spaceships builds, but I LOVE getting my fingers on things like Alternate Spaceships and new systems. Basically, I prefer rules and tools to fluff. As a GM, I don't mind doing the legwork myself. I'm probably in the minority in that respect. |
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One other thing that might be interesting to help focus "scifi" into something more useful for GMs might be breaking down issues by TL - Cutting Edge already seems to be experimenting with that. I could see this as helping collect a group of gear that might interact and giving a rule structure for handling it all together.
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I love organizational details and rules "crunch". |
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A setting coupled with a GURPS Action equivalent tailor-made for the setting and genre? That's something I could get behind. Just fluff coupled with maybe four 'monster'/alien stat-blocks? Not so much. Aren't setting-heavy issues generally low-sellers already, not just when coupled with UT? Things I'd like to see in an Ultra-Tech-based Pyramid article:
For each of these things, they don't need to be completely generic - detailing stuff like this with a single setting's assumptions in mind is fine so long as those setting assumptions are mentioned. This list is largely 'stuff I would have found useful in setting up Edgerunners'; as-is, I actually wrote the first five of the entries in that list for that campaign (and my players wrote some of the rest), so it's stuff that, to me, would have been great (and in some cases was great, as I used as inspiration a good bit of stuff from some of the other Pyramid UT articles such as Cyberspace Cowboys and The Thinking Machine or whatever their names were). It's also all heavily crunch. One thing that could be interesting is an 'assumed setting' found in multiple Pyramid articles EDIT: in multiple issues. Each article might be useful on its own, but when combined with others specifically designed to be in the same setting together it could become Voltron or Captain Planet or Devestator or any of the other 'By Our Powers Combined' trope-holders. |
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"If I were to write another planet write-up with bizarre society, like my piece Nahal in the 27 March '08 issue of Pyramid 2, would that be well received?
How about an essay on the physics of tides and tidal braking? Or an essay on surface conditions on spin:orbit resonant worlds?" Very much yes please to all of them. |
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Things like 'Making Something Alien' and 'How to Build Tomorrow' have changed the way I think about parts of my settings and the way I use existing elements of the rules. More of this sort of thing would be useful, I can certainly see scope for similar exercises looking at tailoring star ships to particular campaign needs and would definitely second the suggestion on planetary environments. Also while I would second the call for less fluff, or at least more targeted fluff I would be slightly concerned if this was just setting fluff plus mook/ beastie/ ship stats shoehorned in at the end. I think that the cure to this would be to have an implied setting in these articles, actually I think that you would need two* to offer better coverage of a wider range of options. In addition to this I would also keep things topic based 'looting your lifepod's locker' in the space exploration issue is probably still my favourite crunch article (despite being somewhat narrow) probably because it combines a specific topic with a variety of variations. *Probably one higher TL, high superscience setting and a smaller scale harder, but not hard, science setting. Hard science single system stuff is already covered by Transhuman Space. |
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Dalton “who wouldn't mind a GURPS Equations sourcebook of game math” Spence |
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Specific bi-elliptic orbits suffer launch window reatrictions, but you can change that window by altering the length of the semi-major axes of the transfer orbits [a(c) iirc; idhmbwm]. The article does sacrifice detail - e.g., which a(c) will let you launch now with minimum time of flight in exchange for not tackling some nasty calculus. But its safe to say that by manipulating a(c), a navigator can manipulate the necessary launch window for a bi elliptic transfer without circularizing the orbit and loitering.
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To continue the errata, in the “Formulae by the Numbers” sidebar on p.29,
Dalton “who is a simple soul who likes simplified equations” Spence PS. I'm confused about this paragraph: Quote:
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A suggestion for the “Halfway to Anywhere” spreadsheet: see my thread FWIW: A Significant Formula for GURPS Spreadsheets for a formula you can use to round the raw value of calculations to 2 significant digits.
Dalton “who prefers 3 digits himself, but I'm not the Secret Masters” Spence PS. Where can I can the updated version of the spreadsheet? Do I have to D/L the Pyramid issue again? |
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Dalton “Expiring minds want to k....” Spence |
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In the latest “Halfway to Anywhere” spreadsheet, the formula for Transfer Duration: of “Brachistochrone Transfer” is:
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=2*SQRT((F13+F14)/F11)+IF((F14-F13)<0;-1;1)*SQRT(F11*ABS(F14-F13)/(0.0000000000667384*F12))Code:
=2*SQRT((F13+F14)/F11)+IF((F14-F13)<0;-1;1)*F11*SQRT(ABS(F14-F13)/(0.0000000000667384*F12))Dalton “who needs to know how long a VASMIR powered 'Mars Express' would take” Spence |
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Thanks for your efforts!
When the issue and/or spreadsheet are significantly updated, I'll let folks know. (I didn't send an email update when was the wrong title on the spreadsheet, because that was a minor issue.) |
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I have just moved, so it will take me a few days to adress these properly. I will look into them, though.
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I was a little confused about the way the thrust requirements for a winged takeoff to orbit is supposed to work on page 26. It suggests that a thrust of 1/5 * atmospheric pressure * local gravity is required, which from what I can understand means that essentially the lift from the wings is reducing the requirement, but by that formula it seems to be saying that a higher atmospheric pressure means it requires a higher thrust (and indeed that above 5atm, a winged vehicle would require more thrust than a 'straight-up' rocket launch).
Am I misinterpreting something or is this actually correct? It seems counter-intuitive to me. |
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Atmospheric drag increases proportionally with atmospheric density. GURPS makes a habit of subbing pressure for density, presumably because it is relatively close, and more importantly, its more easily calculated and measured. And since lift generated by a wing is proportional to airspeed, lift is proportional to atmospheric pressure. That entire thing is a bit of an approximation of a fairly complicated mess of physics borne out by data from lifting body performances.
Remember that this is just about the amount of thrust needed to take off, not how much Dv is required to reach orbit - I specifically didnt venture into that quagmire (giggity) because there are just too many variables. Also, remember that thrust is not change in velocity (Dv) Thrust is a force. Wings generally allow you to convert some horizontal thrust i to vertical lift. The rocket you mention would be spending all of its fuel just lushing down and not forward or upward. I'm sure there is a break even point somewhere, but yiud need to go somewhere like Venus or Jupiter to experience it. |
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Anyway, the 1/5 × Density × G requirement seems to disregard the fact that craft with lesser acceleration seem able to lift off the ground, and the higher one goes, the lower atmospheric density. |
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Say you have a vessel with a thrust of 0.15G and an available dV of 96mps (eg, 3 x TL10 Fusion Pulse Drives and 8 x Fuel Tanks using the rules, including the dV increase from GURPS Spaceships p. 17) and you've given it a streamlined hull and wings. And let's also ignore for a moment how annoyed people are probably going to be that you're setting off a chain of nuclear explosions in their atmosphere. :) So here's the part where I get confused... If you're on a planet with a surface gravity of 1G and an atmospheric pressure of 1 atm, this means the minimum thrust you'd need to be able to reach orbit using the calculations on p. 26 of the Pyramid issue is 0.2G - in other words, this ship isn't going anywhere. However, if a catastrophe occurs and the Spaceballs come along and suck off a bunch of our atmosphere to sell as canned air and the atmospheric pressure ends up dropped to 0.5atm, that means we'd only need a thrust of 0.1G and now we can get into orbit, despite the fact that the atmosphere is half as thick so we're only able to generate half the lift from it. This seems to continue down until you get to a trace atmosphere, and an aerosol spray can (or a cargo hold full of them at any rate) will be enough to get you to orbit, as long as you can meet the dV requirements (which would probably be difficult with spray cans, but the 96mps dV the example above has would be plenty). Does that make any sense? I'm probably missing something but it still seems to be suggesting that the less atmosphere you have, the less thrust you need to be able to produce to get to orbit (assuming you have enough dV available of course). I know the space planes NASA's been designing for Mars have to maintain a much higher speed just to remain aloft compared to planes on earth, etc. Sorry for the rambly post. I promise I'll shut up after this. :) |
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In your example, halving pressure halves drag, which means half as much force is fighting your thrust. That means you achive higher speeds, which is squared to determine lift. More lift means your engines dont have to push against gravity as much...which lets them push forward for more speed, which gets squared... There are diminishing returns that result in a max airspeed, but less atmosphere means faster airspeed, which means more lift. I'm setting up a model in excel and will update this post with more explaination in a few minutes. |
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Ahaaaa I get it now... ugh, and feel dumb. The part that I was missing was that with the reduced friction, your thrust was actually providing better performance. Sorry to have dragged that out so much, but thanks very much for the responses... I'd certainly still be scratching my head otherwise. :)
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Any time! I find playing with actual drag and lift formulas, results are all over the freaking place. I think the formula in the article should suffice without actually designing a spaceplane. There are a lot of things that seem to affect performance.
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I'm finally settled enough to dig into these concerns properly, and some of these are valid. I am replying on a phone, since I'm still waiting for AT&T to hook up my internet, so please bare with poor formating and typing.
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V(esc) and V(per) are both suppose to be escape velocity at closest approach (periapsis). You still use the formula Escape Velocity (p. 26) to calculate this, but you dont need to know your velocity at periapsis (vi if you are in orbit), really, since this article assumes you have a circular orbit. Instead, vi is just your orbital velocity. When breaking orbit, vf gets replaced with v(per), making the first term sqrt(2*v(per)^2). Vi becomes your orbital velocity, which i suppose i need to provide an equation for. To avoid confusion, i'd make all V(esc) in Coasting into V(per) to represent the more specific "escape velocity at closest approach". |
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Would it be more helpful to have a global sigfig setting or one for each page? |
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Hey, all!
As an update: I've just pushed an update to this issue. It has some updates to the "Halfway to Anywhere" article, plus some tweaks to the spreadsheet. If you have a Warehouse 23 account and subscribed to or bought that issue, you should've already gotten a notification by email. But just in case... feel free to swing by your Warehouse 23 library and redownload it! |
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I finally bought this a few days ago. Halfway to anywhere was what drew me in, but I haven't even read it yet, having been drawn in by Ostara. Great setting, and another big win for David Pulver. Normally I'm a crunch kind of guy, but now I'm itching to read the other settings in the issue. Though I'm already plagued by a few head-scratchers about how the hives would work long-term. |
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I have a small issue with the “Achieving Orbit” equation in the “Formulae by the Numbers” sidebar. It should be made clear that P is atmospheric drag expressed in mps/Atm of atmospheric pressure. Also, shouldn’t streamlining have some effect on this factor? (That is, by dividing the drag by 5 for streamlined ships?)
Dalton “who wouldn’t mind some rules for aerobraking” Spence |
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~puts his shovel away~
Just thought I'd try to breathe a touch of life back into this again. I have recently launched my first rocket (IRL) and thought I'd share the results, so people might learn from my own experience. Despite a rather tumultuous design and fabrication experience, we did lift off on time and achieve roughly average apogee despite it being generally about 10% lower than the ideal predicted height. We are chalking this up to a mix of random variables (it was windy and we had to launch at an angle into the wind so we had a chance of recovering our rocket, plus random added weight in the form of unexpected tape, glue, paint, fillets, etc.; plus just the randomness inherent to models vs. reality.) So, if you are using Halfway to Anywhere, I'd suggest that it is a best case scenario, and GMs who want things to go wrong (or players who want to design for the unexpected) should consider a 10% difference in performance from the calculations - and not in your favor. All of that said, the GM should never be afraid to fudge in the favor of plot. After all, Armageddon wouldn't have been a very enjoyable movie if Bruce Willis et al died on launch.... A full review of the design, launch, and results experience will be posted on my blog this week. See my signature for details. |
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I think if I were requiring Navigation rolls for plotting orbital transfers, I'd make a failure result in using up 10% more fuel or using up all remaining fuel, whichever is less dire. Frex, if you botch a Nav roll to get to Mars, at the least, you'll get to Mars, but you might not have fuel to get back to Earth, which provides an adventure hook. If you aim for the moon, with dV to spare, you might lose profits because you burn extra fuel on a failure. Regardless, on a crit fail, you should probably be in deep trouble, as determined by the GM (start making Mechanic or Engineering rolls to pull an Apolo 13 out of your butt). But again, this is really up to the GM. Halfway is meant as a guideline for GMs so they have bounds one what to expect of PCs' spaceships. |
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