Revised Agility Calculation Formula
Replies:
- #2731 Re: Revised Agility Calculation Formula by Adrian Hurt
Hello Folks, Rob Dean and I have been discussing the rules concerning the calculation of agility in MegaTraveller. We thought after coming to some conclusions we should open this up to the TML list. Thanks go to George William Herbert for his thoughts on the subject of aircraft agility. (Maybe this should have 3 authors on it) Please note that the following will be the basis of all My agility calculations in future designs posted to the TML. Opinions will be warmly welcome. Thank you, Scott Kellogg - - ------------------------------------------------------------------- The following is a summary of a discussion between Scott S. Kellogg and Robert S. Dean. We have noticed that the agility calculations as presented in the MegaTraveller Referee's Manual make little sense when compared with the Starship Operator's Manual, High Guard, and for that matter, the Referee's Manual. Problem: A ship has 2 G acceleration. It has no additional power for weapons, just power for engines, sensors, environment, computer etc. Excess power is zero. Result: Agility=0. This is assuming, of course, that the undefined term 'excess power' refers to power which is not allocated to any other operation aboard the ship apart from increasing agility. Ok, now when the ship is in emergency status, the ship suddenly goes to agility=2. Question: Where did this "extra" power come from? You see the problem? Is this what excess power really means? Is this the result intended by the rules? Ok, High Guard functioned like this: A ship with power plant-2 and maneuver drive-2 automatically becomes agility=2. In order to have a functioning maneuver drive, you had to have a power plant factor equal to the maneuver drive thus a ship with the above plants will always be agility=2 when not powering lasers (energy wpns etc). A hit to the power plant reduces the agility of the ship by that amount. Now, when a High Guard ship attempts to escape, the ship relies on agility to do so, not maneuver drive. So a 3-G ship with agility=3 can escape from a 6-G ship with agility=1. Rationalization: The 6G ship's power plant is being drained away from the maneuver drive and it is not putting out 6-G's, it is putting out only 1G. In view of the MegaTrav design rules this does not translate unless we do the following: (Power required for maneuver drive + "excess" power) Agility=--------------------------------------------------- * 5.4 Unloaded Weight Agility may not exceed maneuver drive rating. (No more agility=6 1-G drive ships...) If you read the section of the Ref's Handbook, the rule there is a little unclear. I therefore think that the above clarification (adding the power required by the drive to the equation as stated) does make sense. Note that if a ship is powering weapons the "excess" power can be negative thus subtracting from the ship's ability to maneuver. This is what Rob refers to as "Double Dipping". Please note that the above equation closely resembles Rob Dean's Thrust based maneuver drive equations. His opinion is that we should use the loaded weight for the above calculations and I concur. How often are ships flying around with no fuel and no cargo? He also suggests that the 5.4 in the above be 10 as would occur in his thrust based maneuver drive calculations (for grav based not thruster based vehicles). That is, in a small vehicle using standard grav propulsion, such as a 10 ton fighter, the acceleration is the thrust divided by the loaded weight, and the thrust is conveniently equivalent to the power input to the grav units in MW multiplied by 10. Thus Rob's equation: (Power req for maneuver drive + "excess" power) Agility=----------------------------------------------- * 10 Loaded Weight The above should be multiplied by 13/14 if using thruster plates as opposed to grav plates. This will not only give you the agility, but the true acceleration of the ship as given by the thrust based maneuver arguments. Note that when a ship is dipping into it's maneuver power it's maneuver drive performance will be affected in the following manner: (Power req for maneuver drive + "excess"pwr) Combat Maneuver=--------------------------------------------* rated maneuver (Pwr req for manuever drive) Note: If "excess" power is positive, combat maneuver is not to exceed rated manuever by more than 400% for more than 5 minutes without risk of damage. 40% is acceptable for longer periods (days) if there is suffient engineering skill among the engine crew. These acceptable overload factors are taken from the DGP Starship Operator's Manual. Translation: Algebra into English: When a ship does not have power for all its weapons, it may divert power from the maneuver drive. Diverting power will reduce the output of the drive. It is possible to overload the engines, but that may result in damaging them. The time allowed for overloading them for large increases in performance is considerably less one starship combat round. Robert S. Dean and Scott S. Kellogg - - ------------------------------------------------------------------------- On a different note: Aircraft Agility In my opinion, aircraft agilities are far too low. Consider: A disp=40 6-G grav fighter: Agility=6, vs. F-14 Tomcat: Agility=6 In a turn, A Tomcat uses its wings and lifting surfaces to pull a high G turn at approximately 9 G's The Grav fighter (assuming it has wings) has 1/3 the wing area of a jet fighter and is many many many times it's weight. (In 101 vehicles there is a Zho grav sled that weighs close to 180 tons, a displacement of 2, and wings? It weighs close to what a B-52 does and is smaller than a Cessna and they expect to get lift?) It can get little if any lift and must rely on it's grav units to turn it. These as we said before are only 6G's. Result: In a fast turning Dogfight the Tomcat can run rings around the Grav fighter. Of course the Tomcat has no inertial comps and so the pilot takes a beating on the inside, but he will always be able to get the advantage of the grav fighter. Personal experience: A Cessna 152 light utility trainer has a 110 horsepower Lycoming engine, but it is rated for 4.4G's No air/raft will be able to keep up with it in a turn. If you look at many of the designs in 101 vehicles, the Cessna might not be able to out run them, but it can Really out turn them. There are 5 designs in there that can out turn the Cessna. Two are civilian with +5 G MaxAcceleration, and there are 3 military. All are TL 13 or higher. Conclusion: I believe that aircraft agility should not be limited to 6, but 9 (the physical limit of a pilot). At TL 10, when inertial compensators are used the agility could go even higher. (This is assuming there is a pilot on board, George Herbert informs me there are pilotless drones now flying around capable of making 15 G turns) Scott Kellogg