cthia wrote:At All CostsSecond Fleet's brutally winnowed ranks continued onward, but its acceleration had been reduced to less than 2.5 KPS2 by its cripples. At that rate, it would be unable to decelerate for its zero/zero intercept with Sphinx, and the Manticoran System's defenders weren't done with it yet.
This is Tourville's fleet. I don't understand, why can't he make a zero/zero intercept? So his accel is less than 2.5 KPS^2, is it because of the now extended time it would take to achieve the intercept
while bloodthirsty enemy LACs are bearing down on him, or because of the time it would take to get back under way? Or one and the same?
Second Fleet was no longer able to kill enough of its current velocity to match velocity with Sphinx at (practically) zero range.
To get somewhere in a start system - normally, in a hurry, without anything making it hinky - you accelerate as much as you are willing and able half way there, flip, and decelerate the rest of the way. "There" is the point your destination will be at, given its movement, by the time you will have arrived given your acceleration and deceleration. Your velocity when you started is one thing that will normally make the trip a little hinkier.
In this case, Second Fleet's damage introduced the hinkiness: they no longer
could decelerate fast enough to lose the velocity they'd built up on the way to Sphinx, so they were not going to make that rendezvous. Bloodthirsty LAC's had no special role to play in that itinerary. (Mind you, they would have plenty of role to play in what would happen along the way.)
Zero/Zero intercept. Couldn't find a formal explanation of this. From what I have gathered and understand, it is just a matter of matching velocity with the planet. Which, in the case of the planet is just obtaining orbit I suppose. But then there are times, IIRC, there's talk of achieving zero/zero intercept with an enemy fleet. How is this achieved?
Planets move, fleets move. Fleets move less predictably - they've got not just orbital mechanics behind their movements, but impellers and officers making decisions about how to use them. But, if you've got a decent prediction to make about where the enemy wants to be and what they have for acceleration to get them there, you can work out a plot for what accelerations in what directions you would need to get to some place very near that fleet going the same direction at the same speed.
I know it involves flipping end on end but delta-V isn't instantaneous. Is it just a matter of calculating the point in which to begin decelerating with respect to an enemy fleet's max accel?
Sorta. Depending on how the other party is maneuvering, you may be accelerating all the way to match vectors with them at trivial range.
Also, the mechanics of deceleration are a bit unclear to me. How long does it take to completely flip? During the flip, why isn't the vector of a ship altered in the varying arc of the wedge, since the wedge cannot be shut down for the duration of the flip?
Punting that one to someone else.