For quite some time now I have been looking for realistic rules for interplanetary space travel for use in gaming and SF writing. These would be for "hard" SF - no reactionless drives for those easy point-to-point constant acceleration trips. So far, I haven't found rules that fit the bill, but from time to time I've taken a stab at working out some rules of my own. I'm familiar w/ the concept of Hohmann transfer orbits and with the technique for increasing/decreasing the radius of an orbit by means of acceleration at perigee and apogee to change orbits and then round out the new orbit. I studied physics in high school, plus math up to and including calculus, but those skills have gotten rusty in the intervening years, and I haven't been able to work out any useable formulae on my own. In March 1996 I picked up the project again and sent messages to a couple of Compuserve forums and to the GURPSnet-L mailing list asking for help. I got a lot of suggestions for books to r
ead and resources to check out, but haven't had time since then to assimilate it all and turn it into something useful. When I get the stuff that I have received so far organized, I will post it here and start asking more questions. Watch this space for further developments!
Questions? Comments? You can e-mail us at: bennett@rollanet.org.
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