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Parts of this message can be found in the following threads:
>From: Onno Meyer <Onno.Meyer@arbi.informatik.uni-oldenburg.de>
>Subject: cherryhlist
>Date: Mon, 24 May 1993 07:54:55 +0200 (MET DST)
> >From: Jo Jaquinta <jaymin@maths.tcd.ie>
> >Subject: cherryhlist: acceleration
> >Date: Tue, 18 May 93 16:54:41 BST
>
[...]
> This bugged me for some time. My theory was that the jump vanes
> provided some sort of inertial compensation. (If you've got one magic device,
> might as well make it explain everything) I.e. if slightly charging
> the vanes dampened things by a factor of 10 then real-world acceleration
> of 43G computes to a perceived acceleration of 4.3G.
> However, in the end of Chanur's Legacy, (somewhere) she talks
> about "boosting up". Like when you cycle the vanes to dump velocity,
> here she cycled the vanes to increase velocity.
> This would give the ship the high momentumn, more or less
> instantaneously, but cuts out maneuvering. I would imagine it is a
> high-power maneuver that really only military-spec powerplants could
> hit reliably. (Or unloaded merchants...)
> I can see a wonderful fleet maneuver when the are zooming across
> the system, dump down to nil, make a right angled turn, and boost back
> up again. Kind of thing Union would never expect...
>
>
> Jo
If this is correct, why are there riderships at all? I allways
assumed riders would have advantages in realspace combat because
they saved the mass of the FTL-drive. We know there are small
combat jumpships (dartships?). These craft should be capable
of all ridership maneuvers, and with the possibilities of
"boosting up" and independent missions they would be much
more powerfull.
Do I miss some advantage of the ridrships?
One more ridership question: Why are there so many of them?
in _HB_, someone said "96% retrievability" (sp?). If the Fleet
did any missions at all, they should have lost some of the
riders, and riderships should be impossible to replace once
the regular supply was cut of.
Onno
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