Michael Bonh wrote: ↑
Tue Oct 08, 2019 1:40 pm
More on this topic I recently led a CLAC dissection on my discord in relation to a paper I'm had to do regarding the U.S.N.'s fleet tactics (maneuvers) in relation to a fictional equivalent. It wasn't as big as I had hoped but I did learn a lot. One is that even in this universe the Z plane is often forgotten. This is something only seen IRL with Sub warfare but can make a huge game changer in space combat. I have not learned enough about the capabilities of how the wedges could effect free motion in space( like can you change the ship to move on inertia with a wedge up facing another ship?) but I'd love to dig more into it.
If anyone want to bite into this please check out my posts in the FB LAC Bay group.
Even in submarine warfare, the z axis does not come into play very much. To a “skimmer” there is only surfaced or submerged. The z axis is essentially a 2 state system more concerned with ease of detection than actual depth. In some cases you could add a third state: above or below the thermocline. However this still is a matter of detect ability and not a true axis.
Even to us “bubbleheads” depth is a matter of concealment. Hidden or not. That is the question. We hide below the surface, hide below the layer, above it, or if we are really lucky, between 2 temperature layers to hide from those above and below.
When you think about it, this makes sense. Most submarines operate in water not much deeper than 250 meters (800 feet). Compared to the vast depths of the oceans this is incredibly tiny and might as well be the surface as far as the ocean is concerned.
The only place real, three dimensional combat truly exists is in the air. It might be interesting to look at arial dogfighting as a source for fleet tactics. There are some differences once you get out in space. The rules of movement change bound by the laws of orbital mechanics.
A ship’s wedges are generated by its impeller rings, the impeller nodes are tuned to establish the inclination of the wedges which is more or less fixed. Acceleration is controlled by the strength of the wedges. This is why ships flip when executing turnover to begin decelerating. To answer your question a ship generates velocity by accelerating in the direction the bow is pointed. This works exactly like a thruster burn for a rocket. Starships use their wedges to establish a velocity (speed and direction). Acceleration along your current vector of travel changes speed without changing direction. Acceleration along any other vector changes your speed and direction.
Here where orbital mechanics comes in. In system a starship’s vector is greatly affected by gravity while at slow speed. Every primary has an escape velocity if a ship is traveling slower than the primary’s escape velocity it is in orbit around the primary or around a body orbiting the primary. Above primary escape velocity a ship is essentially free roaming within the system. Contrariwise, starships have to slow to a “capture velocity” within range of a body to achieve orbit.
Orbits, velocity and the gravitational influences of a system’s bodies as well as the system’s hyper limits and those of any gas giants