From: [r--dd--n] at [ttidca.TTI.COM] (John Redden)

Subject: Other Suns : 16



------------------ OS.16 ----------------------------------------



This is being posted to the net by myself for Niall Shapero.



Others Suns is copyright by Niall Shapero.  This gaming material is

distributed on a shareware basis.  If you do not use the material you

owe the author nothing.  If you do use it please pay him what you

think it is worth at a fair price becasue it took a damn lot of work

to develop and playtest.  The USmail address is:



Niall Shapero

2536 Short Ave

Los Angeles CA 90066

USA



Those of you with modems can dial into his BBS using this phone number:

(213)822-6729



Please email any comments to my electronic mailing address and I will

pass them on to Niall.



----------------  end of preamble -------------------------------------------



                       HOW HIGH CAN I JUMP?

 

   Suppose  we  have a standing man with a center  of  mass  h0

   meters  off  the  ground.  He is not moving,  so  his  total

   energy  is in potential form (mass x gee x height of  center

   of  mass).   Now suppose that he jumps straight  up.   While

   he's  still  moving, he obviously isn't at the  "peak"  (the

   maximum  height) of his jump.  When he reaches  the  maximum

   height,  his kinetic energy will again be zero, and  all  of

   his energy will be potential.

 

   Suppose  in an arbitrary gravity field?

 

   We assume no external levers are used (as in pole vault) and

   that we can ignore air resistance.

 

   The  change in total energy of the man in the jump  is  also

   assumed  to  be constant (we assume that the  man's  muscles

   work no more or less efficiently over the range of  gravita-

   tional values considered).

 

   Since in 1 gee, the man's total energy at the maximum height

   is simply h1 x m x g, the change in total energy will be (h1

   -  h0) x m x g.  If this change in energy is constant,  then

   the  change  in  height of the center of  gravity  when  the

   maximum height is reached will be inversely proportional  to

   the change in the gravity field strength.

 

   So,  if  a man can jump to a height of H meters in a  1  gee

   field,  he will be able to jump to a height of (H-h0) x N  +

   h0  meters  in a 1/N gee field.  Obviously,  the  lower  the

   value  of h0, the better the final jump height will  be  (in

   other  words, crouch down low, and use your legs to jump  --

   don't try to "jump with your toes").  But the maximum height

   reached by the center of mass in a jump does not vary exact-

   ly inversely with the strength of the gravity field.



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                       POWERGUNS for OTHER SUNS

       An adaptation of the principal handgun in David Drake's

          HAMMER'S SLAMMERS science fiction future history

  

  A  Powergun  does 30 points of damage per charge.   The  magazine 

  holds  30 plastic "wafers" (the charges).  There is  an  attached 

  liquid nitrogen cannister used in cooling the firing chamber  and 

  the  ejector head; the coolant cannister contains sufficient  gas 

  to cool 900 points.

  

  Cooling  is  at the rate of 5 points per second (so 6 seconds  of 

  cooling  after a discharge will reduce chamber  temperature  from 

  the  30  point level of firing to the 0 point level of  jam  free 

  repeated firing).   Chamber temperature is increased by an amount 

  equal  to  the damage point value of the charge plus the  chamber 

  temperature just prior to firing.  Probability of a JAM following 

  firing is 2 x Chamber temperature BEFORE firing as a  percentage.  

  Chamber temperature decreases naturally by 0.1 points each second 

  that the weapon is not fired.

  

  To  unjam requires use of the ARMORER skill:   30 points of "jam" 

  must be cleared (at 1D10 points cleared per successful use of the 

  skill).   Each use of the ARMORER skill in this instance requires 

  30/[skill level] seconds (so a 50% armorer will spend 60 seconds, 

  and a 75% armorer will spend 40 seconds per attempt).

  

  Firing Interval     Jam after 2nd   Jam after 3rd   Jam after 4th

  ===============     =============   =============   =============

  6 seconds                nil             nil             nil

  5 seconds                10%             20%             30%

  4 seconds                20%             40%             60%

  3 seconds                30%             60%             90%

  2 seconds                40%             80%            certain

  1 second                 50%           certain          certain

  

  Powerguns may not be fired in wide beam mode -- like lasers  they 

  are pinpoint beams.