====== Ogre Digest, February 16th (Last: February 5th) ======== ===== Speed Of Light Making For Local Fire Control From: Andrew Walters ===== GEV Jockey From: David Morse ============================== From: Andrew Walters Subject: Speed Of Light Making For Local Fire Control The speed of an electric signal in twisted pair wire is something like .85c, and in coaxial cable its .8c (that's RG-58, I don't have numbers for other types of cable), but there are additional delays. There will probably be a switch or repeater, adding a delay, and then when the signal gets where its going there will be a teensy delay while the signal effects its destination switch or gate. But you still end up with a tiny number: consider that while the signal is moving at a net of, for argument's sake, 1/10th the speed of light, the nukes are moving a lot slower. Consider, a 10,000 fps muzzle velocity (!) is only 2 miles per second, while our delayed signal is still moving 18,628 miles per second. If you can detect the incoming round at 1,000m you have .3 seconds to react, which means the signal can travel the length of the Ogre 369,000 times! So the real question will be how fast you can traverse the targeting motors, and how accurately you can time the firing of the round and the speed of the round, remembering that both will be decelerating on hyperbolic courses... ===== [Another point is that if everything depends on a central network and that is disrupted for even a moment (by say a nearby nuclear explosion) then local fire control wins. -HJC] ============================== From: David Morse Subject: GEV Jockey > Oh, yeah. My website's been updated folks (finally). > Its at http://hometown.aol.com/Servitor/Ogreindex/ogrindex.htm > John Hurtt (Servitor@aol.com) He he, loved the GEV Jockey. Its a little bit more realistic than GURPS Ogre, if you ask me. ============================== [With Ogre Minis now out of print, where do you send folks who've bought the minis and don't have a rulebook for miniatures play? Why you send them to http://www.sjgames.com/ogre/resources/ and tell them to download Ogre Lite. It's a great job for a two pager, but I've got just a few tiny issues. First the effects of spillover are mentioned but it never says when to use it. A little note to the effect of all units within one inch of the target point besides the target itself are subject to spillover fire from any attack. Second the terrain effects table does not mention the lack of further movement on the turn that swamp is entered or the roll to recover from terrain disruption. (Perhaps the 3-6 can be noted at the Turn Sequence Phase 1 and Phase 2 could mention "move all non disabled units".) Third, the AP guns are missing from the Superheavies and the Lt Tank could be asumed to move like a Heavy Tank. (I would reorder the list to be the same columns as the terrain table so that Lt Tanks and MHWZs could be described at the same time as Missile Tanks.) Lastly, I didn't see where Philip Rennert is credited for the unit tactics. I still agree with his comments reprinted here for the Superheavy. Don't put it in front, but keep it right behind a line of heavies. GEVs that snipe out a Heavy on the corner will get a Superheavy response. -HJC] List Moderator: Henry J. Cobb ogre@sjgames.com Archives for this mailing list may be found at http://www.io.com/~hcobb General online support for the OGRE game is at http://www.sjgames.com/ogre Ogre, G.E.V., Shockwave and other products mentioned here are trademarks or registered trademarks of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy at http://www.sjgames.com/general/online_policy.html