OK, I just uploaded an image showing four turns using the Triplanetary - also
Mayday - method of doing vector maneuvering on a hex grid with out needing any
complex math.
The link is
http://f1.grp.yahoofs.com/v1/sPM-StVAZhiXzZMUXdeFkTw8W3frLo19STs32F7uYlUZtSWIMtq\
mf-yDBh7JOueTV0o2EDWZuePaEqEM6F4m7QAcbC9MFx8/Ship%20plot%20example.jpg
A ship with M-2 represented by four different counters, and a planet.
The red counter is where the ship was, the white counter is where the ship is,
the blue counter is where the ship will be with no course changes and the green
counter is where the ship will be after all course changes. Solid lines
represent the vector paths to the ship's current position and dotted lines
indicate where the ship will be next turn and any direction changes.
These locations can be simply remembered for small numbers of ships, or the
vector lines can be drawn on a paper hex sheet with pencil or a grease pencil if
on acetate.
The arrows around the planet represent the planet's gravity well.
I'll use compass directions for convenience.
Hope this helps.
----- Original Message -----
From: Michael Taylor
To: ct
Sent: Saturday, June 20, 2009 7:23 PM
Subject: [Classic-Traveller] Re: Lost in space
>
> This is similar to Triplanetary, Mayday and the basic Traveller system,
except you have a 360° range of direction change.
>
> 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.
>
Cool! I'd like to see this!
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