--- In Classic-Traveller@yahoogroups.com, Michael Taylor <michaeltaylor1329@...>
wrote:
> > If using a hex grid, the vector movement is a piece of cake. No math is
required, just counting hexes.
> >
> > You simply record where the ship in question was at in Turn-1, count the
hexes - keeping track of direction and order - to where the ship is in Turn-0
and then just repeat the count and direction to determine where the ship will be
in Turn+1.
> >
> > This new location can be modified by a number of hexes equal to the ship's
M-factor to get an offset to Turn+1's location, thus creating a new Turn-0.
> >
> > I'll work on ginning up a graphic to show this later on.
> >
>
Ummm, that only works so long as no changes are made.
Granted, you can reduce the number of hexes needed or increase them if you are
decelerating or accelerating, but if you are turning there most definitely is
still a set of math to do. In that case you have to determine how many hexes of
thrust in a given direction equals one increased or decreased hex of port or
starboard distance increased/decreased in the expected movement direction(or
turn). This is added to if you add the third direction because the same burn
for thrust to complete a 20 degree port turn will not get you that 20 degrees or
the desired climb(or dive) if you make that a 20 degree turn with a 15 degree
rise or drop. So you have to determine how close to the 20 deg by 15 deg change
you will get at your current maneuver. The best bet is to get the formula and
then set up a excel spreadsheet. You punch in the starting positions where one
ship starts at point 0,0,0 and all other ship's positions are given relative to
that ship. Then you punch in the thrust and desired angles to get the final
distance at those angles(IE: new positions)
Next turn you just move all those new positions into the starting position box
and repeat.
All you have to do as a GM is get the player's desires and punch them in and
explain the outcome.
Marc