ATS Homepage : Space : Reven's Warp Guide


Warp theory, ATS style.

by Kurt Fitzner (Reven)

This lesson is going ot start quite simply, with a basic explanation of flight dynamics, impulse and warp velocities, and move on from there. You may wish to skip forward if you understand the basic material. Also, this lesson is not going to give any code to turn this into MUSH commands. It will give you all the knowledge you need, though, to turn it into MUSH commands yourself.

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Space Dynamics

"Space is big... really big. You might thing it's a long trip down the street to the chemist's, but that's just peanuts to space..." - Hitchiker's Guide to the Galaxy

Space is big. We use two measuring systems on ATS, depending on your range to your 'target'. For close ranges, we use SU's (which I belive stand for 'standard unit'). 1 SU is equal to 10,000 kilometers (or about 5450 miles for you Americans;). For long ranges.. between stars, the unit of measurement is the Parsec, abreviated PC. The unit of measurement you may be familiar with for long distances is the light year. We all hear how many light years something is from earth. Alpha Centauri is 4.6 light years from us. 1 PC is equal to a little more than 3 light years (3.261598 to be more exact). The Parsec was used instead of light years in order to make the numbers a little easier to manage. You may be interested to know, that distances in ATS are as accurate as possible. Alpha Centauri in ATS really is 4.6 light years (1.4PC) from earth. Great care has been taken to make our space system as 'lifelike' as science fiction can be.

Coordinates in ATS are almost always given in PC, and in X Y Z format. If you think of our galaxy as a circular piece of paper, the X and Y are determining your location on that paper, and the Z how far above or below the paper you are.

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Impulse - What it Means

Impulse engines are our 'Sunday-Morning-Go-To-Meeting' engines. For short distances, or sometimes combat. Impulse engines are slower than light. The speed of light is 299792500 meters/second, or, in our ATS measurements, 29.97925 SU/second. Impulse speeds are always expressed as a percentage of the speed of light (sometimes said to be a "percentage of 'c'", as the letter 'c' is used to represent the speed of light in mathematical equations). So, 50% impulse means 50% of the speed of light, or 14.99 SU/sec. If you round up the speed of light to 30 SU/sec in your head, then figuring out speeds is relatively easy. 'IMP 50', or 50% impulse is 15 SU/sec, 'IMP 25' is 7.5 SU/sec. A few nice numbers to remember are IMP 34, IMP 3.4 and IMP .34. These speeds will take you very close to 10, 1, and .1 SU/sec respectively. This is handy for travelling the last few hundred SU in to dock.

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Warp Speed

"Sulu, Warp 1 now. Go!" - Kirk, Wrath of Kahn
"Data, Warp 1 now. Engage!" - Picard, Star Trek Generations
- Interesting how similar Kirk and Picard become when a star (or Genesis device) is exploding behind them.

Warp speed can be confusing. The biggest confusion in the game stems from the fact that many people expect warp 1 to be equal to the speed of light. While some books and technical manuals state this, others state that the warp field generated by the ship taps into a set of natural laws where the speed of light is much faster. In any case, it doesn't matter the reasoning behind it, just as long as we understand how it works.

The formula for determining the actual velocity that a given warp factor takes us is this:

speed = speed of light * Cochrane Factor * (warp factor)^(10/3)
(the last part is my notation for 'warp factor to the power of ten thirds)

What units you get our of this equation depend on what units you use on the speed of light. I use SU for all my code. It is the most accurate measurement that ATS supports. Thus, the following formula will return the velocity of a warp factor in SU/sec:

speed = 29.97925 * Cochrane Factor * (warp factor)^(10/3)

Learn this formula. It is not difficult to remember, though calculating it in your head will for most of you be impossible (it certainly is for me).

Now, for that warp 1 difficulty. Examining the formula, you will see that when the warp factor is 1, the last term in the equation is 1 (1 to the power of any number is always 1). Thus, the formula for determining your velocity at warp 1 becomes simply, the speed of light times the 'Cochrane Factor'.

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The Cochrane Factor

That would make a nice book title. For us, though, what exactly is the Cochrane Factor. On ATS, it is a spacial property that changes depending on the area of space you are in. The average, so I've been told, is 1278. In general you probably won't see it deviate much from the 1100 to 1400 range. Generally, the cochrane value gets smaller as you travel 'up' or 'down' along the Z axis. You can see the value of the Cochrane factor in a 'NAV STAT'.

Looking at our warp formula after plugging in the cochrane value, you can see now that the actual valocity of warp 1 is the speed of light times the cochrane value. Or, if we use our 1278 average, 1278 times the speed of light, or about 38000 SU/second. And this is our slowest warp speed.

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The Dreaded Docking

The question that first time flyers pose is generally 'how the $@%# do you expect me bring a ship within docking range if there isn't any speed between 30 SU/sec, and 38000 SU/sec. The answer isn't easy. Coming out of warp, even if you time it perfectly, is still a crap shoot. You can come out of warp anywhere from 0 to 38000 SU's from a planet or base. This can be very inconvenient, as 38000 SU is 21 minutes at the speed of light. Depending on your maximum inpulse, it can take up to an hour to travel that distance. Me, I'd rather be trading, cavorting with Deltans, heck, I'd rather be cavorting with Nausicaans than sitting in a ratty freighter limping along at IMP 50 waiting to get in range to dock.

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Which Solution

The rest of this document is going to deal with my solution to this problem. Different people have come up with different solutions. Some deal with dropping out of warp, changing your pitch away from the target by a calculated amount, doing a 1 second warp skip, then pointing towards your target and doing another 1 second warp skip to get into range. My method is different from this. Some say it's harder. I know, because I'm one of them. However, if you master it, you'll be much better off, both for accuracy, the time it takes to dock, and even in combat.

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Warp skipping

The key to getting in docking range of your target is a short, well calculated warp skip. In olden days this was really easy. All you had to do is reverse the warp formula and calculate the warp speed needed to travel a given distance. We'll go though an old example step by step:

  1. Do a normal approach to your target, timing your drop out of warp to be as close to being 1 warp second (ie: 38 to 45 thousand SU) away from your target as possible.
  2. Once you are stopped, get a range to target. Say, 42621 SU.
  3. Find out the cochrane value in the area of space you are in. This is obtainable through a NAV STAT, or by an ATS function. Please talk to your friendly neighbourhood admin for help on the appropriate function. Chances are, though, if you're not involved in writing code with ships' builders, you won't be able to use it. Use a NAV STAT command. I will assume a value of, say, 1154 for our example.
  4. Reverse the warp formula. You will want to travel 42621 SU in 1 second, so the speed you want is 42621 SU/sec. Do some mathematical manipulations on the formula and you get:
         Warp factor = (Speed / (Speed of light * Cochrane factor)) ^ 3/10
                     = (42621 / (29.97925 * 1154)) ^ 3/10
                     = (1.231961) ^ 3/10
                     = 1.064582<
    	
  5. From a standing stop, type warp 1.064582. Have a IMP 0 command ready on the keyboard, and as soon as you get the 'SS Really Hip Ship shifts into warp' message, hit enter. If you've got good reflexes, or are familiar enough with your ship to know how long it takes to shif into warp, then you'll have had successfully performed a one second warp skip, and should be right on top of a very surprised target. This is called a 'Cardiac Surprise'.

Alas, tis not so any more

But alas, if you've read the above expecting to have a free ride, you're wrong. The above was used for a combat technique that many started calling 'straffing'. Instead of coming up with a good defense against it (such as battling at warp), many people instead complained, and the space system was changed. The nasty word now is 'acceleration'. Here is the problem. The above example assumes that whatever magic speed the formula pops out with, can actually be attained as soon as the ship enters warp. This is no longer the case for most ships. Some small fighters may still be able to use the above method, but by far, most ships cannot. We now have a system called 'variable acceleration' in place. This means, the higher the warp speed your ship is accelerating to, the greater the ships acceleration. Unfortunately, with our warp skip scenario, we want low warp speeds. This means that most ships pop into warp when low warf factors are set at around warp 1.001. This means more complex math for our warp skip system.

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Calibration

The first step in our new system is to determine a special warp factor for the ship. I call this number the 'Warp Initiator'. Partly because it actualy vaguely means what it says, but mostly because I think it's a nice catchy technical term I can throw around to look smart. What the 'Warp Initiator' is, is the warp factor your ship will first break into warp at, at low speeds. Here is the method I sue to determine it.

  1. From a dead stop, type 'warp 1.2'.
  2. Mercilessly ppound out repeated 'SR' commands. At the bottom of every Sensor Report is your current speed. Watch this number very carefully. The number you are looking for is the value of the number as soon as your ship breaks into warp. Do it a couple times to get it right.
  3. Write this number down, it's important.

NOTE: This number is highly dependant on your starting speed. For example, if you start from IMP 10, for example, instead of stop, the number could be totally different. Higherm or lower.. depending on your particular ship's acceleration pattern. The reason for this, is that acceleration is not smooth. In fact, no ship movement is smooth on ATS. It is broken up into 1 second chunks. So, if on the one second increment just before your ship breaks into warp, it was really really really close to warp speed... like 99.999% impulse, then on the next second, the warp factor it breaks out into warp at will be as high as possible. If, though, it was a little further away, like 99.1% impulse, then it may break into warp at a lower value. You can experiment with impulse speeds to start with to get the highest possible value for the warp initiator. Also note, that the power you have assigned to movement in navigation will also greatly affect your acceleration. That number will have to be the same every time you dock using this method, or, you will need multiple calibrations.

Ok, now what

You now have a value for my snazzily named 'Warp Initiator'. What do you do with it now. Well, here is the complete play by play. For this example, we will assume the value for the warp initiator is 1.0035

  1. Do a standard approach to your target. This time, though, you want to stop TWO warp seconds away from your target. This usually means 75000+ SU from your target. Between 80 and 100K is usually ok. We'll assume 84611SU for our example.
  2. Obtain the cochrane value. We'll assume 1221 this time.
  3. Again reverse the warp formula, but this time, calculate the warp factor needed to travel the distance in two seconds. Simply divide your distance by two, and use this as the value for speed in the formula. So, we get:
          Warp factor = (Speed / (Speed of light * Cochrane factor)) ^ 3/10
                      = ( (84611 / 2) / (29.97925 * 1221) ) ^ 3/10
                      = ( 42305.5 / (29.97925 * 1221) ) ^ 3/10
                      = (1.155740) ^ 3/10
                      = 1.044379
    		
  4. Notice, that our magic warp skip value is greater than the value for the 'Warp Initiator'. Remember, the ship is going to break into warp at, or very very close to our 'Warp Initiator' value. In this case, 1.0035. How do we overcome this? We take acceleration into account. The first second our ship is at warp, we know it will be travelling at warp 1.0035. So, we go back to the original warp formula and see how far that is. (The warp formula calculates speed, not distance, but sicne we're dealing with a one second time interval it doesn't matter.)
          Speed = speed of light * Cochrane Factor * (warp factor)^(10/3)
                = 29.97925 * 1221 * 1.0035^10/3
                = 37033.465
          
  5. We now know that in the first second of our two second warp skip the ship will travel 37033.465 SU. Now, we can worry about the second second. We subtract the distance travelled during the first second from the total distance, and we get the distance we need to travel in the next second.
          Second2 distance = Total distance - Second1 distance
          Second2 distance = 84611 - 37033.465
          Second2 distance = 47577.535
    
  6. We're almost there. Now, all we need to do is find out what warp factor is needed to travel 47577.535 in one second.

          Warp factor = (Speed / (Speed of light * Cochrane factor)) ^ 3/10
                      = ( 47577.535 / (29.97925 * 1221) ) ^ 3/10
                      = 1.081832
    	
  7. We've done it. We can now do a 2 second warp skip by setting our ship to warp 1.081832. You will need to get good at making two second warp skips for this to work.
  8. Note, if the number you worked out in step one was actually lower than the Warp Initiator, you could have skipped all the rest of the steps and just used that number. In fact, you have to use that number if it's lower, or it doesn't work.

Keep in mind, we are still making an assumption here, but in my experience it has never gone wrong. We are assuming that the ship can make the acceleration from the Warp Initiator value (1.0035) to our final speed (1.081832) in one second. I've never seen a ship for which this method fails because of insuficient acceleration, though I've never used it on a megafreighter (I have used it on superfreighters).

I highly doubt that any of you will regularly hand calculate any of this. You will write code to help you calculate it. There is also nothing saying that this technique cannot be adapted for longer than 2 second warp skips. In fact, it can be used for skips of arbitrary length. The code I have written for myself does this. To use it, though, you need to get /very/ good at warp skips... at counting how many seconds you are at warp. I have a clock with a second hand on my computer screen when I do this. You also need to get to know your ship very well. You need to know exactly how long it takes to break into warp. Get to learn how far your ship travels in the time before it braks into warp, and adjust for this. Get to learn how you need to adjust the numbers these calcualtions spit out when your power to movement is different, and adjust for it on the fly. In the end, there is no substitute for PRACTICE.

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Last update: June 28, 1998
email: Reven (Text)
email: Leo (Website)