sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 13, 2015 1:33:36 GMT -5
Your ability to mix sound logic smoothly into the ST universe is impressive, but adding pictures of your cousins is nepotism. He looks like he knows what he's doing though, so I let it slide. Got to be honest, I don't know how to use an invisible tape measure...
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Post by slayernz on Apr 13, 2015 1:36:00 GMT -5
You'd be surprised just how easy it is to use the invisible tape. I tried the conventional tape earlier, but didn't find it very accurate
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 13, 2015 1:37:41 GMT -5
See, that cause it's an imperial tape.
Go metric and you'll never go back.
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Post by slayernz on Apr 13, 2015 1:40:10 GMT -5
I could have been a very very small cat - in which case, it would be in centimeters. OR OR OR ... I could be massively huge, in which case they'd be meter measurements. I discount that last possibility because I'm sitting on books, and they'd be a pain to have to cart around the second hand book store.
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 13, 2015 1:44:14 GMT -5
Nah, thats only a five foot tape.
Two meters would do ya.
Im telling you, it will change the way you see things.
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Post by slayernz on Apr 13, 2015 1:49:23 GMT -5
Hahaha I just saw the numbers 26 and 36 and thought "who would make a tape measure that increases the 10's and not th 1's". Then I looked again. Also - the tape is clearly longer than 5' ... if you've got 68 visible in the middle of the tape, then I'd argue that it is a biiiiiig tape. And entangly and terrible. My invisible tape, on the other hand, is as long as I need it to be. It never tangles, and is perfect for stowing away when you don't need it. I keep it in my invisible cart
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 13, 2015 1:56:58 GMT -5
HEY!
Saying you have an invisible cart isn't an excuse for leaving visible scratches on my hull.
Also. 68" was the highest number I saw, so, 6'.Two meter tape man, Im telling you, you could be a trendsetter.
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Post by slayernz on Apr 13, 2015 4:38:25 GMT -5
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 13, 2015 4:55:54 GMT -5
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Post by resistor on May 22, 2015 11:25:25 GMT -5
As someone who used the original game chart to interpret distances, I saw very prominant thruster nozzles in the ships' ,even more prominently in the ST2 trailer. I've been hooked up on what sails do exactly until recently, when @corytrese mentioned they were the primary propulsion system. Never having seen them, for the comic canon at least I've considered them either a backup system (see Star Trek IV, The Voyage Home), or a secondary intra-system drive for misering the water fuel supply for the void engine. So for me, I. Considered every move on map of the original game a one FTL jump. Say that whatever drive they use for interstellar travel can only jump a specific distance at a time, and every move on the grid represents the jump plus the time required to recharge the Star drive.(or whatever) I agree - there is precedent in other programs that demonstrate the logic behind jump-hops. Battlestar Galactica did just that (at least with the rebooted series). Peter F Hamilton also used that logic for the Night's Dawn trilogy, and even Stargate Atlantis used it on the wraith hive ships. Each jump uses the Void engines, which consumes tremendous amounts of energy. When you drop out of sub-space, you run the risk of encounters, emerging into an asteroid field, or other such dramas. Combat doesn't use void engines at all - you must maneuver with your combat-ready impulse engines, and that is why having more engines doesn't mean you're any faster in traveling from one side of the quadrant to the other. Distance to ST is like an invisible tape, that is only limited by the capabilities of the Void engine technology. I have a different hypothesis: all the stars are small and close together. Damage to engines impedes both combat agility and interstellar travel efficiency, so there is only one kind of engine and it is responsible for both (not separate void-engines and impulse engines). The reason why fast and slow ships travel at the same speed for interstellar travel is because they go intentionally slow or they would damage or destroy the ship (the faster you go random space junk and debris cause more damage to your ship). So why are ships seemingly designed to go faster than than they reasonably should? Because combat. Solar sails have to be retracted in combat because they can be easily destroyed by ships weapons, but even when they are retracted they still have some energy in them and they act like batteries giving the engines more thrust power. The power solar sails provide when retracted isn't nearly as much as when they're deployed, meaning ships travel well under the "safety speed limit" in combat, but having more retracted sails in combat will allow you to move closer to that max speed.
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Post by ntsheep on May 22, 2015 18:53:38 GMT -5
resistor its futile, you've been torped!
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on May 22, 2015 23:43:40 GMT -5
resistor its futile, you've been torped! Ntsheep, are you just trying to derail yet another thread? Cause slayernz and I got here first.
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Post by ntsheep on May 23, 2015 8:20:37 GMT -5
I can't derail what has already been derailed sheff. I'm just adding to the fun by messing with the new recruits. Couldn't help when I saw the screen name
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Post by fallen on May 23, 2015 11:59:07 GMT -5
Marked this as Falling, as another lost thread.
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