Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-01-2006, 03:53 PM   #41
Lord Carnifex
 
Lord Carnifex's Avatar
 
Join Date: Oct 2005
Default Re: Bearings in space

We may have wandered from the original question, though. My 3e GURPS Space (Steve Jackson and William A. Barton, (c) 1988) says
Quote:
Originally Posted by GURPS Space, p.98
...the direction from Sol to the Core is defined as Galactic North. Galactic Up is arbitrarily defined; if an observer is "above" the Milky Way, the arms go counterclockwise as they spiral outward from the core.
Is this in the new edition of Space? And are these terms used in rela world astronomy, does anyone know?
Lord Carnifex is offline   Reply With Quote
Old 09-01-2006, 04:17 PM   #42
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Bearings in space

Quote:
Originally Posted by Lord Carnifex
And are these terms used in rela world astronomy, does anyone know?
Galactic north has a meaning. It seems to be what Space is calling Galactic 'up'. Coreward is galactic longitude 0
Anthony is offline   Reply With Quote
Old 09-01-2006, 06:10 PM   #43
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Bearings in space

Quote:
Originally Posted by Agemegos
That isn't a relativistic effect. But if does suggest that S Doradus might not be a perfect choice of 'landmark'.
Depends on whether it vanishes within a hundred thousand years or so, which is something that, given FTL, can be determined fairly quickly.

Given a bit more time, you can probably locate the black hole at the center of the Large Magellenic Cloud. That's not going away any time soon.
Anthony is offline   Reply With Quote
Old 09-01-2006, 07:05 PM   #44
Lord Carnifex
 
Lord Carnifex's Avatar
 
Join Date: Oct 2005
Default Re: Bearings in space

Quote:
Originally Posted by Agemegos
<snip>
The problem involves the simultaneous solution of a number of equations (non-linear ones involving the trig functions). That can be done by successive approximation, but it far more efficient to use mathematics.
Very well done. This must be why I'm not a professional astrogator/astrogation computer programmer. I must admit I did miss the more elegant mathematical solution here.
Lord Carnifex is offline   Reply With Quote
Old 09-02-2006, 02:26 AM   #45
sjard
Stick in the Mud
 
sjard's Avatar
 
Join Date: Aug 2004
Location: Rural Utah
Default Re: Bearings in space

Not on topic I know, but every time I see this thread title my first thought is that it has something to do with using ball bearings as weapons in space.
__________________
MIB #1457
sjard is offline   Reply With Quote
Old 03-24-2007, 08:03 PM   #46
LoganSaj
Fist-Wavin' Shatner
 
LoganSaj's Avatar
 
Join Date: Aug 2004
Location: US - VA
Default Re: Bearings in space

Well, really all I need is something for dialogue purposes. I don't want to wing it. I want to use something that actually has some merit to it.

For example, what would be an efficient dialogue for a sensor operator warning of a unidentified blip 3 miles to the right of the vessel, 1 mile down, and on a tangent course?

I'm sure if I want to pull a Star Wars "wing it" / ad lib type dialogue, the NPC or player could simply say, "Bogey, at 0-53". But ... what the frak does that mean? I would prefer an actual system, even if it's simplified.
__________________
.
"As always, your lightest touch commands obedience."

Character: Senator Gracchus
Actor: Derek Jacobi
Movie: Gladiator
LoganSaj is offline   Reply With Quote
Old 03-24-2007, 08:57 PM   #47
William
 
William's Avatar
 
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
Default Re: Bearings in space

Quote:
Originally Posted by LoganSaj
For example, what would be an efficient dialogue for a sensor operator warning of a unidentified blip 3 miles to the right of the vessel, 1 mile down, and on a tangent course?

I'm sure if I want to pull a Star Wars "wing it" / ad lib type dialogue, the NPC or player could simply say, "Bogey, at 0-53". But ... what the frak does that mean? I would prefer an actual system, even if it's simplified.
On the local scale, just treat bearings relative to the ship. Take a line straight forward from the ship. An object is at some number of degrees port or starboard of that line (up to 180 degrees, a.k.a. 'aft' or 'dead astern'), and a number of degrees elevation, positive 90 to negative 90.

"Bogey 40 degrees to port, 20 degrees elevation" might get shortened to "Bogey, port 40 plus 20." For detail on its current relative heading, its directions of travel might be "closing", "orbiting" or "moving away," "heading to our port or starboard," and "climbing" or "diving."
William is offline   Reply With Quote
Old 03-24-2007, 09:13 PM   #48
malek77
 
Join Date: Nov 2005
Default Re: Bearings in space

I think there may be two things here getting mixed (into a deliciously scientific slushie!) - which boil down to piloting the ship and navigating the ship. The following is from wargame-design experience in trying to keep it simple.


For general GMing use, I'd want something that orients everything else to your ship. ie: "Bogey detected at +25°, -35°, range of 500", where "0°,0°" is directly ahead on your current course, + is to the right/starboard, and the second digit is the detected objects elevation.

At +25°, -35°, that's ahead and a little to the right, but well below and 500(units) away...

Maintaining accurate ranges wouldn't be impossible, but would require some fast trigonometry.




(If you want to accurately map everything in 3d (such as for a dogfight), I'd use a 2d grid to act as the X,Z plane, and book-keep Y axis seperately. The origin point is arbitrary. You maintain values of your speed in the 3 axes, and simply add them on with any acceleration each turn.)




Navigation is a whole different beast, and has been well covered in the other posts.
malek77 is offline   Reply With Quote
Old 03-24-2007, 09:19 PM   #49
ericbsmith
 
ericbsmith's Avatar
 
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
Default Re: Bearings in space

Quote:
Originally Posted by William
On the local scale, just treat bearings relative to the ship. Take a line straight forward from the ship. An object is at some number of degrees port or starboard of that line (up to 180 degrees, a.k.a. 'aft' or 'dead astern'), and a number of degrees elevation, positive 90 to negative 90.

"Bogey 40 degrees to port, 20 degrees elevation" might get shortened to "Bogey, port 40 plus 20." For detail on its current relative heading, its directions of travel might be "closing", "orbiting" or "moving away," "heading to our port or starboard," and "climbing" or "diving."
The Star Trek Next Generation Tech Manual describes a system where dead ahead is 0° by 0° (000 mark 0), with the bearing continuing all the way around the ship up to 359° by 359°. Azimuth (right/left rotation) comes first then elevation/declination.

Thus a course of "24 mark 35" means 24° to the right of the current course, 35° up above it. Since the numbering continues all the way around, this means that in the azimuth 90° would be a course directly to the right, while 270° would be a course directly to the left, 180° would be directly behind. An elevation of 90° is straight up, 270° straight down, and 180° straight behind.
__________________
Eric B. Smith GURPS Data File Coordinator
GURPSLand
I shall pull the pin from this healing grenade and...
Kaboom-baya.
ericbsmith is offline   Reply With Quote
Old 03-24-2007, 09:54 PM   #50
LoganSaj
Fist-Wavin' Shatner
 
LoganSaj's Avatar
 
Join Date: Aug 2004
Location: US - VA
Default Re: Bearings in space

Excellent! I really like those ideas, EricBSmith and William. I wonder if there is a way to incorporate them together, or use the pros of both together ...
__________________
.
"As always, your lightest touch commands obedience."

Character: Senator Gracchus
Actor: Derek Jacobi
Movie: Gladiator
LoganSaj is offline   Reply With Quote
Reply

Tags
space


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:52 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.