Re: (2702) High speed projectiles
In reply to #2702 High speed projectiles by Leonard Erickson
Replies:
- #2710 Re: High Speed Projectiles by Adrian Hurt
Some interesting, non-traveller foo- If you have velocity dumpers or matter energy converters in your (likely) nontraveller games, tau factor becomes VERY interesting... In case you didn't know, tau is multiplied to time to get relativistic time (though I seem to recall actual lags only occur during acceleration or something... relativity is more complicated than it appears), mass and length are multiplied by the inverse. tau = sqrroot (1- velocity^2/c^2) I find it very useful to use percent of light^2 instead of velocity^2/c^2, since it's the same thing. A fun little rule... tau factor of .5 (mass and length doubled, time halved) corresponds to 86.6% light speed... so if you convert 1/2 of a mass to energy and dump it in the other 1/2, that's it's speed. (with energy equal to that 1/2 mass x c^2! Whee!) - - -Me [Pooh Bear incarnate.]