Search found 4 matches

by Stefanum
Fri Nov 20, 2020 4:57 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 36
Views: 79052

Re: Terra Invicta Dev Diary #14: Ship design

a helix-pod structure would be spheres connected with a helix of structural tubes connecting the spheres. 2/3 exits per sphere, seals on all the spheres, the spheres are all essentially their own escape pods (survivability), and might even have their own thrust nazelles, and it makes it difficult to...
by Stefanum
Thu Nov 19, 2020 9:12 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 36
Views: 79052

Re: Terra Invicta Dev Diary #14: Ship design

Are there local orbital launch accelerators? i.e. If I wanted to get something somewhere fast, but didn't want the mass penalty, I would stick it on a giant rocket, fly it around the earth (or the moon/mars/wherever) at an accelerating rate, then shoot the ship out in the direction I want it to go. ...
by Stefanum
Thu Nov 19, 2020 8:53 pm
Forum: Terra Invicta Development
Topic: Orbital mechanics and Newtonian physics
Replies: 3
Views: 5553

Re: Orbital mechanics and Newtonian physics

Calculating burns in general is crazy, but in the battle set up, it could be super useful. For example for purposes of accelerating around multiple high gravity objects to enhance the effectiveness of projectile weapons. With enough grav acceleration rail guns become imposing weapons. Will you be ab...
by Stefanum
Thu Nov 19, 2020 8:05 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 36
Views: 79052

Re: Terra Invicta Dev Diary #14: Ship design

It seems like the long cylinders is a friction concern and greatly limiting in battleship design in space where position and vector are relative and friction is 0. For example, helix pods. Seems like a simple fix to just let you add the next pod wherever you want, instead of in a long row. Second RE...