Every time it posts in this thread it feels like there never fails to be a "well, ackshually!" in reply no matter what. I'd be better of just not posting.
Maneuverability is a very straightforward thrust-to-mass ratio and is entirely size-agnostic. There is absolutely no difference in maneuverability between a 200,000-ton starship with 400,000 tons of thrust and a 500-ton shuttle with 1,000 tons of thrust. Zip. Zero. Nada. They will accelerate, decelerate, and change directions exactly as quickly.Maneuverability is assessed relative to what might be expected for a ship of similar size. We're never going to outfly a BoP, that's why Starfleet wants all-round phaser coverage.
Romulans would hyper-devolve into oysters and hide inside their shells after seeing this heckin' chonker!!!
I did mine my zooming in on the screen and measuring with a ruler to measure where on the warp scale the 10k & 0 hrs points are, then trying to use the Dy/Dx formula to figure out the Y=mX+C. Took me a bit to figure out that it was actually Y=C-mX. I knew it probably wouldn't be too accurate and it was only when I was trying to get to sleep that I realised I had used a 0hr endurance @ 8.58, instead of 12hrs @ 8.6.Neat. I just ran an exponential curve with a decay constant based on the fractional warp factors between maximum cruise and maximum warp. It's interesting that you came to relatively similar numbers (+- 100 hours) by a different method. Although my calculator won't spit out specific endurance times at specific warp factors without an extra step, only at .1 increments.
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You sure this applies to NPCs?Maneuverability is a very straightforward thrust-to-mass ratio and is entirely size-agnostic. There is absolutely no difference in maneuverability between a 200,000-ton starship with 400,000 tons of thrust and a 500-ton shuttle with 1,000 tons of thrust. Zip. Zero. Nada. They will accelerate, decelerate, and change directions exactly as quickly.
Personal impression with regards to speed stats is:[X] Quad Nacelles (Maximum Cruise: Warp 7 -> 7.4) (Mass: 220kt -> 300kt) [Cost: 79]
The impression I got from the war is that fleet movement is rather elastic. It's not just 'a death all fleet travels together at the speed of the slowest ship' it's also a ton of 'how fast can ships independently get to this system in time to concentrate forces in reaction to a detected imminent attack'
The corollary of that is how quickly a fleet can disperse/exploit a won decisive battle after concentrating, and that the attacker gives the defender less time to concentrate (and thus less ships to defend with) the faster they consolidate their dispersed warships for a major offensive.
I'm not going to say Max Cruise is the only or even most important speed stat- but I think it matters in ways that are surprisingly distinct from a wet water navy where strategic speed of a fleet is entirely contingent on its slowest member and that grand fleets for decisive battles have to be assembled largely proactively rather than reactively from individual ships. Max Cruise seems to be really important in ways that aren't exactly intuitive.
Acceleration is size-agnostic. The ability to turn to a new facing is reduced in larger ships, because centripetal force increases the farther you are from the center of rotation.Maneuverability is a very straightforward thrust-to-mass ratio and is entirely size-agnostic. There is absolutely no difference in maneuverability between a 200,000-ton starship with 400,000 tons of thrust and a 500-ton shuttle with 1,000 tons of thrust. Zip. Zero. Nada. They will accelerate, decelerate, and change directions exactly as quickly.
We agree! I made a mistake if I didn't make that clear. Hence the quad nacelles.Strategic response speed is what allowed the fleet to assemble at Andoria
*snip*
Vagueposting discontent is unbecoming of a starfleet officer! Why do you think we're making a mistake focusing on Maximum Cruise over Efficient Cruise or Sprint?Once again the thread cannot plan. Oh well.
[X] Cruise Nacelles (Efficient Cruise: Warp 6.8 -> 7) (Mass: 220kt -> 260kt) [Cost: 67]
Once again the thread cannot plan. Oh well.
[X] Cruise Nacelles (Efficient Cruise: Warp 6.8 -> 7) (Mass: 220kt -> 260kt) [Cost: 67]
I mean, I've been planning quad for this since December 19thI would also love if we took the idea from the radiant but instead of optimizing the maximum sprint speed we optimize the maximum cruise speed....
...There is no need for maximum sprint. That's for the Excaliburs, hit and run, wolf pack. Cruise is for getting to a target quickly, like a station, planet or fleet battle. That's the role of this ship. We have seen we can make smaller deflectors at the cost of warp speed, I wonder if we can make an oversized overpowered deflector to improve Cruise speed.
Yeah people get all kinds of silly. Command for the phaser coverage was definitely the right choice.I for one still remember a ton of doomers saying that we wouldnt even crack 250 kt if we didnt take the biggest saucer possible during the vote that landed us on Command Configuration.
I don't know if it's canon because I think I read it in a novel although it might have been the TNG tech manual (loved that thing) but aren't whole warp factors meant to be much less physically demanding? Like if you can reach warp 8 it's easier on your ship than warp 7.9?Neat. I just ran an exponential curve with a decay constant based on the fractional warp factors between maximum cruise and maximum warp. It's interesting that you came to relatively similar numbers (+- 100 hours) by a different method. Although my calculator won't spit out specific endurance times at specific warp factors without an extra step, only at .1 increments.
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Memory Alpha warp factor page. said:By the creation of Star Trek: The Next Generation Technical Manual, the warp factor scale used by Starfleet in the 24th century was based on a recalibration of the scale used in the Original Series. Rather than a simple geometric progression based on relative speed, warp factors were established to be based upon the amount of power required to transition from one warp plateau to another. For example, the power to initially get to warp factor 1 was much more than the power required to maintain it; likewise warp 2, 3, 4, and so on. Those transitional power points rather than observed speed were then assigned the integer warp factors. These transitional points were established to apply to the original warp scale as well in the canonical warp chart presented in "First Flight".
Perhaps it's due to the cycle frequency/resonance on the coils. Have you tried to reverse the polarity on the (inset random science sounding gadget here)?I don't know if it's canon because I think I read it in a novel although it might have been the TNG tech manual (loved that thing) but aren't whole warp factors meant to be much less physically demanding? Like if you can reach warp 8 it's easier on your ship than warp 7.9?
I don't know if it's canon because I think I read it in a novel although it might have been the TNG tech manual (loved that thing) but aren't whole warp factors meant to be much less physically demanding? Like if you can reach warp 8 it's easier on your ship than warp 7.9?
edit: went and checked the warp factor page on Memory Alpha and yeah it's a TNG thing so I guess is irrelevant when we're using the TOS warp scale at the moment anyway, and has more to do with power thresholds to reach plateaus of stability more than engine wear.