Relax wrote:There is no reason at all for trilateral design if you are pulling yourself along. Something does not add up. You only need one point at the nose and ability to flip/slew/rotate. Or if you truly have to "fix" yourself in space then it is not trilateral design which is required but rather 4 pts AKA a Tetrahedron. Or maybe 6 points for a fore/aft orientation of a triangle cylinder which is what he is calling trilateral design.
If a tetrahedron, only need 4 spiders to "fix" ones position so all directions can be easily moved in without flipping the ship around. Assuming each "spider" pull point can operate in a ~60 degree cone(120deg max).
Anyone else had this NIT bothering them?
Not to me, no. I reasoned out an explanation. I might be wrong, but this is what made my peace with them:
We do know that the longer the ship, the greater the acceleration it has. To me, that implies that the more tractors operating at the same time, the more it can pull against the Alpha wall. So you want to have as many tractors as possible, not 3 or 4.
When I hear "triangular shape," I understand "roughly triangular cross-section," in the sense of a prism with a (roughly) triangular base. Other bases could have been possible, allowing even more mounts per section: squares, hexagons, or even circles (that is, a cylindrical ship). So why aren't they? My guess is that the tractors must be sufficiently separated from one another and/or sensitive portions of the ship's hull, and the triangular cross-section is the best trade-off.