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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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"Proper" orbital system maps

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"Proper" orbital system maps
Offline Hielor
01-09-2012, 10:31 PM,
#11
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' Wrote:I don't understand what you mean. Why is it required to have an object to make a line between two other objects?
...trade lanes?
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Offline dodike
01-09-2012, 10:45 PM,
#12
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Oh, I see now.
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Offline Unseelie
01-09-2012, 11:49 PM,
#13
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There's no reason why it should be impossible to create straight lines based on orbits.

Orbit A covers X radians.
So B, so C, so D

the ones further out move faster. There's your basic line from the center toward the outside.
Secant lines are harder, cause the speeds of the things have to change..but changing speeds is again, basic rocketry.

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Online Grumblesaur
01-09-2012, 11:51 PM,
#14
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' Wrote:Something to notice is that most of these systems involve tradelanes that cross through the stars at some point, which indicates that in my extrapolated universe (which I am now using for all my rp, so there), there are periods of time when lanes are down because even at 240,000,000 m/c (my arbitrarily decided speed for tradelanes (which has time dilation of 1:1.6, incidentally)), flying through a sun is a bad idea.

Your time dilation is the golden ration.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Hielor
01-09-2012, 11:54 PM,
#15
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' Wrote:There's no reason why it should be impossible to create straight lines based on orbits.

Orbit A covers X radians.
So B, so C, so D

the ones further out move faster. There's your basic line from the center toward the outside.
Secant lines are harder, cause the speeds of the things have to change..but changing speeds is again, basic rocketry.
Orbital mechanics fail. In a circular orbit, the farther out you are the slower you're going. In order to go faster there would have to be something other than gravity keeping you in your orbit.

Planets will also not neatly line up in lockstep at your whim.
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Offline Unseelie
01-10-2012, 12:12 AM,
#16
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Well, aside from the error that's been clearly pointed out...all my other points stand, just reverse which are going the fastest.


My answer's going to be this: If you've objects A and B orbiting star 1 at two different rates, you can draw a line between A and B, set points across that line, and strap thrusters on those points that add and remove velocity in such a manner that points keep lockstep with the line even while the line moves, expands, and contracts.

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