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Trajectory1.png (131.12 KiB) Viewed 15698 times So: You want to send your brand-new corvette from your shipyard in High Lunar Orbit to your propellant depot orbiting 433 Eros. It’s also a normalized value that can represent all kinds of propulsion systems and propellant – a way of comparing today’s conventional rockets to nuclear drives and far-off notional stuff based on fusion or antimatter. In space, with almost no organic way to slow down, a ship will keep going unless you apply some acceleration in the opposite of its direction of travel. A space ship’s acceleration is a product of the drive it is using and its mass.ĭelta-V measures how much a space ship can change its velocity. Your fleet’s ability to accelerate, the distance between your origin and destination, and the force of gravity at the origin, destination, and points in between are all primary determinants of how long a trip can take. Questions 2) and 3) contain, as you might expect, a tradeoff. The questions are:ģ) How much of your Delta-V are you willing to burn?
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All the nasty math will take place under the hood, and you can focus on strategic decisionmaking, and let the game take care of the rest. This dev diary will get into the meat of the overall design, but I want to say at the outset that what players will face is a straightforward set of questions. One of the things we’ve promised with Terra Invicta is an accurate-as-we-can-make-it model of space travel in our Solar System.