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Old 12-27-2020, 01:31 AM   #4
GURPS Fox
 
Join Date: Jun 2020
Default Re: Cinematic Rocket Delta-V Rules

Quote:
Originally Posted by Fred Brackin View Post
It's easiest to do almost anything related to Delta-V in Gurps Spaceships so i recommend getting that.

The Real World/TL 8 rockets in that supplement give you 3 Gs of acceleration per 5% of ship's mass used for engines and 0.15 miles per second of Delta-V per 5% or ship's mass used to carry fuel.

There are dirves in Spaceships do will exceed one or the other or even both of those numbers and sometimes by a lot. Soem are even labeled Cinematic rather than Superscience (TL^) but we probably need more information about what you want. There just isn't a "standard" Gurps campaign or even a "Stadnard Gurps campign with Semi-Cinematic Rockets". Gurps is made to custom fit every game differently.
Well, it's mostly due to the fact that my ships are double-digit kilotons at the minimum with accelerations going towards a dozen Gs at the most with propellant tanks that are around or less than half the ship's mass.

The setting is one of constant warfare across the solar system and one of the things that the various factions wanted is to have immense delta-v without compromising things like acceleration too much (most factions use water as the propellant, although some factions use methane/decane), for the ships have to have as long of a combat time as possible while being able to patrol between planets, planetoids, asteroids, and habitats. While this has lessened due to the invention of the Interplanetary Drive, most factions assume that it might be prudent to have the option to burn their way through Sol if needed.
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