My process is so cumbersome and slow.
Here I am comparing visually the scale of a 8:1 cuboid and cylinder.
They tend to the 8-7:1 ratio used for Maritime ships because of the Thrust potential.
- It cant be too long because it does “Flips” where it will burn to re-orient.
- It can’t be too thick, because of the way engines are pushing on it. You can’t have an Engine Push on a smaller point of the square or thick cylinder – you would need side structural strength to be higher. You want it always spread out because of the Thrust. Thrust makes them cuboid or cylinders.
I cannot Use the regular Encounter 2D roll because its tapers off at the ends. I need a Randomizer that gives me the Common FIRST then the rarer occurrences later. I typically use 1d6!/2 round down. Which gives a distribution making the higher numbers rarer and the lower numbers more common. Since its a Roll20 formula is easy to automate this. Its going to be a simple table where there is a Base probability and the higher the Traffic the Rarer events become more possible. Took a while to research this probability curve for both its simplicity and doing whats its supposed to do.
What am I doing?
1) Doing the math is one thing, TOO OFTEN, I check in 3d and REALIZE that I got the math wrong because the proportions are out of whack! So I always Check the 3d to make sure these numbers make sense – One thing to know 2.8m radius and 50m length, another is seeing it and having a person there for scale.
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