Coldweld / The Infinite Diaspora / Reference shelf

The Newtonian fight

A Newtonian fight is a battle in which every ship keeps its own position and speed. Every round flies on a running clock until it hits or misses.

60 numbers, 3 with an outside source

  • A0 numbers at grade A
  • B0 numbers at grade B
  • C2 numbers at grade C
  • D1 numbers at grade D
  • E57 numbers at grade E

Functionality

5 topics

In brief

  • Combat is a fight between ships on a running clock, flown from your bridge.
  • Ships move by real physics, and every round flies until it hits or misses.
  • TAKE THE BRIDGE | you give the orders.
  • HAND IT TO THE SECOND | the Second fights by your standing orders.
  • Raiders also offer YIELD before a shot, at the terms on the row.
  • A hostile that surrenders can be taken prisoner.
  • After the fight a disabled hostile can be boarded, and the best cargo come from boarding.

Range and the kill zone

  • Every ship has its own position and speed, and the range is real km.
  • A round takes time to fly, and a crew dodges a round it sees coming.
  • KILL ZONE | where your fastest round arrives before the target can turn clear.
  • Inside it every gun fires for effect, and the ZONE column says who is in it.
  • Outside it one round flies at a time, and each one seen to pass corrects the aim.
  • No gun fires a round that needs more than 40 s to reach its target.
  • CLOSE IN | on the helm, the autopilot closes and holds the range you name.

The dodge

  • A round takes time to fly, so a hull that moves off its line makes it miss.
  • WEAVE | the drive burns off the line, changing side every 8 s, until the heat fills the loop.
  • SIDESTEP | the side jets push the hull clear. It spends tank water instead of heat.
  • CALLED | the helm jinks off each round the sensors call.
  • Up close a round arrives too soon to dodge, so the helm turns a face to the shooter.
  • It picks the face whose plate costs least against that shooter's heaviest gun.
  • A steered drone follows you in, so a dodge does not shake it.

Boarding

  • A raider boards by matching your speed inside 5 km for 20 s.
  • The helm breaks a boarding match unless that procedure asks you first.
  • THE DECK FIGHT | your armed crew and boarding party meet the boarders.
  • You command it, even when the Second flies the ship.
  • GENERAL QUARTERS has the crew suited before they arrive.
  • Win, and that raider has nobody left to board with.
  • Lose, and the raiders fill their hold from yours, the most valuable goods first.
  • They take the ship only if you fought on after the Second's warning.

Ways out

  • [M] | every way out, and why a blocked one is blocked.
  • HAND IT TO THE SECOND | the Second fights on by your standing orders.
  • YIELD | only when the hostiles offer terms.
  • DEMAND SURRENDER | orders every breaking hostile to stand down.
  • CRACK THEIR CHANNEL | names the ship each hostile is on. The last of 3 tries works.
  • A demand or a crack holds your fire for 20 s.
  • BREAK OFF AND RUN | on the helm, a full burn away.
  • You are clear when every hostile is past 3,000 km.

Values

60 numbers: 2 C, 1 D, 57 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for the newtonian fight
Quantity Value Grade Source Why this value
Game seconds in one combat round, for heat, air, fire and power20 sEAuthoredDesign notes: plant, The unitKept at the length of the menu fight's old combat round, so the heat, air, fire and power numbers read the same in both fights.
Length of one physics step1 sEAuthoredNo source recordedChosen as the step of the running clock. No source gives a step length for a fight.
Longest flight time for which a gun fires for effect40 sEAuthoredDesign notes: newtonian, One burst at range, LONG_RANGE_MAX_FLIGHT_STaken from the game's own fight logs, where no logged round landed after a longer flight. It measures the game and not a source.
Share of the kill zone's reach that a wing slot sits inside0.8 of the fastest round's reachEAuthoredNo source recordedChosen so a wing ship sits inside the reach of the fastest round, a little short of its full range in a dodge window.
Time a crew needs to see a round before it can start a dodge2 sEAuthoredAtomic Rockets, spacewarintro, 4. Everything Happens Super FastChosen as how soon a crew sees a round after it leaves the muzzle. The mirror says a gunner has little time and gives no figure. The sources are silent on this figure.
Time between side changes in a weave8 sEAuthoredAtomic Rockets, spacewartactic, The Trumpet Bell EffectChosen as the time between side swaps, because fire control predicts a steady dodge exactly. The mirror gives no swap period. The sources are silent on this figure.
Length of a hostile's dodge when it sees rounds coming15 sEAuthoredNo source recordedChosen as how long a hostile dodges once it sees rounds coming. No source gives a dodge length.
Share of the main drive that each end's lateral jets push0.415 of drive thrustCDerivedAtomic Rockets, controldeck, Moment of Inertia, Roger Wilcox exampleWilcox's example on the mirror: a 100 m craft with a 2 g main engine needs 0.83 g from each end's jets to turn. The share is 0.83 over 2.
Longest life of a round in flight3,000 sEAuthoredNo source recordedChosen as the longest a round stays in flight. No source gives a round lifetime.
A round this far from every ship, and still opening, is dropped500 kmEAuthoredNo source recordedChosen as the distance at which a round is far enough from every ship to drop. No source gives one.
Opening speed at which that round is dropped1 km/sEAuthoredNo source recordedChosen as the opening speed at which a distant round is dropped. No source gives one.
Range inside which a pirate can put its crew across5 kmEAuthoredAtomic Rockets, pirate, Intercepting the targetChosen as the range inside which a pirate can put crew across. The mirror says a pursuer must match the target's path and gives no boarding range. The sources are silent on this figure.
Relative speed a boarding needs0.05 km/sDAnalogyApollo-Salyut/Soyuz docking: the speed and alignment a docking mechanism must take, Initial-impact criteria: axial closing velocity 0.05 to 0.3 m/sA NASA report on Apollo and Soyuz docking requires a docking mechanism to work at a closing velocity of 0.05 to 0.3 m/s and a lateral velocity of 0.1 m/s. The game allows 0.05 km/s, which is 50 m/s, about 170 to 1,000 times looser. The source covers joining two craft, not a crew crossing a gap. The game keeps its number.
Time the match must hold before the boarders are across20 sEAuthoredAtomic Rockets, pirate, ApproachChosen as the time the match must hold before boarders are across. The mirror gives no hold time. The sources are silent on this figure.
Range past which a hostile has run and is out of the fight3,000 kmEAuthoredDesign notes: newtonian-combat-direction, coldweld's second Locusta log: rails spent, no way to run, drones unseen (2026-09-30), RunningChosen as the range at which a runner is out of the fight. The game gives no reason for the value.
Speed error at which the autopilot starts to correct its course0.005 km/sEAuthoredNo source recordedChosen as the speed error that makes the autopilot burn. It sits above the stop number, so the bow does not swing back and forth around one limit.
Speed error at which the autopilot stops correcting and holds its bow0.002 km/sEAuthoredDesign notes: newtonianChosen as the speed error under which the autopilot goes cold. The gap between the start and stop numbers is the fix for a bow that swung on a single threshold.
Radius of a hull's hit circle0.03 kmEAuthoredDesign notes: newtonianChosen as the radius of a nominal hull that a round must pass through to hit. The game notes mark it as authored.
Turn rate of a hull with no catalog entry6 deg/sEAuthoredDesign notes: newtonianChosen so the lateral jets swing such a hull through a half turn in half a minute. Catalog hulls turn by their own jets.
Angle off the wanted heading at which the main drive may light5 degEAuthoredDesign notes: newtonianChosen as how close the bow must point to the burn direction before the drive lights. The game notes mark it as authored.
Share of full turning rate that a hull keeps, by number of working turning faces4 1, 3 1, 2 0.5, 1 0, 0 0 of turn rateEAuthoredDesign notes: newtonianThe mapping follows the game's own rule (drive.getturnallowance): three or more faces turn freely, two turn at half rate, fewer never. The sandbox turns smoothly where the menu fight counted face changes.
Relative speed under which a hold counts as complete0.02 km/sEAuthoredDesign notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS)Chosen as how slow a ship must be, relative to its target, for a hold to end. The game notes mark it as authored.
Closest distance that a pass aims for1.5 kmEAuthoredDesign notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS)Chosen so a pass goes inside the range where the line of sight sweeps faster than a heavy mount can turn. The game notes mark it as authored.
Distance past which a pass is over25 kmEAuthoredDesign notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS)Chosen as how far a ship must be from its target for a pass to end. The game notes mark it as authored.
Gain with which the bow cancels sideways drift during a pass30 gain, no unitEAuthoredDesign notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS)Chosen as how hard the steering order works against the sideways speed, so a pass keeps its line. The game notes mark it as authored.
Distance inside which a pass holds its course with no dodge30 kmEAuthoredDesign notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS)Chosen as the distance at which the crew stops dodging and commits to the pass. The game notes mark it as authored.
Relative speed at which the drive cuts during a pass1 km/sEAuthoredDesign notes: newtonian, The pass (BRAKE_DONE_KMS, PASS_KM, PASS_END_KM, PASS_STEER, PASS_COMMIT_KM, PASS_KMS)Chosen as the speed past which even a light mount loses the target. The game notes mark it as authored.
Slowest mount turn rate that can lay on a target during a pass30 deg/sEAuthoredDesign notes: newtonianChosen as the line-of-sight sweep that a Compact mount or a lighter one can follow. It is read against the mount turn rates recorded under encounter.SLEW_DEG_S.
Share of the water tank that a captain keeps back before a dodge is refused0.1 of tank capacityEAuthoredDesign notes: newtonianChosen so a captain keeps water to flee after the heat of a long weave has boiled the rest. The game notes mark it as authored.
Share of a weave's seconds that the drive is lit0.37 of weave timeEAuthoredDesign notes: newtonianMeasured on a Dardanelles hull over 10 seeds. It is used only to quote a dodge's heat before the dodge is ordered.
Step with which the helm weighs a hull roll15 degEAuthoredDesign notes: newtonianChosen as the spacing of the roll angles that the helm tries when it brings guns to bear. It is a resolution and not a physical figure.
Angle below its deck that a turret can fire past the hull's edge10 degEAuthoredDesign notes: newtonianChosen wider than half a roll step, so a free hull can always lay its mark where both decks bear.
Time to strike rounds up from the stores to the ready lockers20 sEAuthoredDesign notes: newtonianChosen as the time a crew needs to move rounds to the ready lockers. The stores themselves are set by the ammunition rules.
Exhaust speed of the lateral jets, which burn water3,281.6869 m/sCDerivedAtomic Rockets, enginelist, Nuclear Electrothermal (a resistojet gives an exhaust velocity of about 9,810 m/s)The mirror gives about 9,810 m/s for a nuclear resistojet on hydrogen. Exhaust speed at one temperature scales with the inverse square root of molar mass, so water at 18.015 g/mol gives 9,810 times the square root of 2.016 over 18.015.
Share of the lateral jets' turn that the vernier jets give while the jets push sideways0.026 of jet turnEAuthoredDesign notes: newtonianMeasured over 64 Kiel duels: the line of sight's swing changes far less than the lateral jets' rate, so a small vernier share holds a lay.
Time fire control needs to lock a target again once the line of sight clears8 sEAuthoredDesign notes: newtonianChosen as the re-lock time after a rock or a cloud has blocked the line. The game notes mark it as authored.
Longest time that a crew stays in cover900 sEAuthoredDesign notes: newtonianChosen so a hiding crew comes out before a waiting hostile commits. The game notes mark it as authored.
Distance from a zone's edge within which a crew looks for a harbor300 kmEAuthoredDesign notes: newtonianChosen as the reach of a crew's search for a station. The game notes mark it as authored.
Depth into a harbor zone that a hull runs, as a share of the zone's radius0.4 of zone radiusEAuthoredDesign notes: newtonianChosen so a hull runs close to the station and stays inside the no-fire zone. The game notes mark it as authored.
Condition of the nearest foe at which a crew leaves cover for good3 condition indexEAuthoredDesign notes: newtonianChosen as the index of the crippled state in the list of ship conditions. The states are the game's own words for what a hull can still do.
Distance from the lee point inside which a hull counts as hiding2 kmEAuthoredDesign notes: newtonianChosen as how close to the lee point a hull must be to stop moving. The game notes mark it as authored.
Distance at which a cautious or cunning captain waits before it commits200 kmEAuthoredDesign notes: newtonianChosen as the waiting range of a captain that is not reckless. The game notes mark it as authored.
Time that a cautious or cunning captain waits for its moment600 sEAuthoredDesign notes: newtonianChosen as how long a careful captain holds its position before it commits. The game notes mark it as authored.
Time a captain must fly before the sensors officer names its temperament90 sEAuthoredDesign notes: newtonianChosen as how long the sensors officer needs to read a captain's behavior. The game notes mark it as authored.
Interval at which a wing ship re-reads the captain's orders5 sEAuthoredDesign notes: newtonianChosen as how often a follower checks its orders. A hostile's crew works every second, so the wing's slower rhythm is the game's choice.
Most ships in the captain's wing6 shipsEAuthoredAtomic Rockets, astromilitary, Fleet Capabilities (generally built around a six-ship squadron)The mirror's fleet page builds a navy on a six-ship squadron, in a fiction setting and not a real navy. The game also needs the whole wing to fit on one row of the contact board.
Distance at which a wing ship falls in beside the captain10 kmEAuthoredDesign notes: newtonian-combat-direction, Formations and the command menu (2026-09-28)Chosen as the spacing of the fall-in order. The game notes mark it as authored.
Share of a wing hull lost in one volley that is worth a radio word15 percent of hullEAuthoredDesign notes: newtonian, The wing and squads (WING_MAX, SQUAD_FOCUS, SQUAD_MOVES)Chosen as the loss that a crewmate reports. The game notes mark it as authored.
Spacing of the loose formation40 kmEAuthoredDesign notes: newtonian-combat-direction, Formations and the command menu (2026-09-28)Chosen from fighter doctrine, where spacing follows weapon range. The mirror gives no spacing for a space fleet.
Angle of each wing ship's bearing off the leader's, about the target, in the crossfire formation60 degEAuthoredAtomic Rockets, spacewartactic, Three-Dimensional ThinkingThe mirror advises converging on a target from different three-dimensional directions and gives no angle. The game chose the angle. The sources are silent on this figure.
Speed at which a rack throws a drone clear toward its target0.4 km/sEAuthoredDesign notes: newtonian, DRONES (DRONE_ACCEL_MS2 and the constants after it)Chosen as the launch speed of a drone. The game notes say every drone number is authored.
Range inside which a crew calls a shot on one fitting6 kmEAuthoredDesign notes: newtonianMeasured with the aimed fire model: a round's own scatter is 0.35 to 0.9 mrad and a turret is 2.8 m across, so a veteran lands 71 percent of rounds on it at 2 km and 7 percent at 10 km.
Time an alpha strike lifts the fire rule, the ranging probe and the sink share20 sEAuthoredDesign notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S)Chosen as the length of the spend-it-now window. The game notes mark it as authored.
Time an answered opening about one ship stays answered60 sEAuthoredDesign notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S)Chosen so the crew does not flag the same opening twice. The game notes mark it as authored.
Time a foe's guns must be cycling to count as empty8 sEAuthoredDesign notes: newtonian, WINDOWS (ALPHA_S, WINDOW_QUIET_S, WINDOW_EMPTY_S)Chosen as how long a gun must be out of action before the crew calls it empty. The game notes mark it as authored.
Miss distance under which a firing solution counts as a hit point0.001 kmEAuthoredDesign notes: newtonianChosen as the miss distance that the solver accepts as a hit, well inside a hull's hit circle.
Flight time past which a chasing round never lands3,600 sEAuthoredDesign notes: newtonianChosen as the longest flight that the solver follows.
Share of a full sidestep under which a side counts as no side0.1 of full strafeEAuthoredDesign notes: newtonianChosen so a weave keeps off a side whose jet cluster is lost. A crippled cluster still gives more than this share, so the floor does not cut it off.
Hull points of a full-health ship in the sandbox100 pointsEAuthoredDesign notes: newtonianChosen as the scale that hull health runs on. The game notes mark it as authored.
Depth of a hull's skin, within which the hold counts as the first space a round crosses1 mEAuthoredNo source recordedChosen as the depth of the hull's skin. Deeper in, the spaces in front of the hold come first on a round's path.

Real-world basis

8 points
  • A ship in space keeps its speed until a burn changes it, so every ship has its own position and its own velocity.
  • A ship turns by pointing its nose and firing its engine, so it cannot turn on a dime, and a fast ship turns in wide arcs.
  • One game designer says a ship above about 300 km per 64 seconds is easier to hit, because it can barely change its path.
  • A round keeps the speed it had at the muzzle, so it needs time to arrive.
  • In that time a target can move sideways, and the set of places it might be grows the longer the round flies.
  • Two fleets that burn toward each other pass at about twice one fleet's speed, so most fire misses and the next volley is out of range.
  • A boarder must match the path of its target, which means it speeds toward it and then slows until the relative speed is zero.
  • So a pirate needs more than twice the delta-V of its target, and the target can see it coming.

Game and reality differences

7 points
  • Light lag is not modeled. The mirror says it matters at ranges of a light-second and more, but the game's combat design notes list it as negligible at fight ranges (milliseconds) and not built.
  • Orbital drift, recoil and the propellant mass a fight spends are not modeled. The same document gives the arithmetic: a 6 km/s round over 40 s drifts about 26 m at the Earth-Moon L5 point, which fire control corrects for both sides alike.
  • The mirror's tabletop games move in turns of about a minute. The game runs a 1 second step on a running clock, because a fight with no clock gave the same gap whatever the thrust.
  • A dodge costs heat and, for a sidestep, tank water. The mirror says a dodge costs delta-V, but the game's combat design notes measured propellant and g and found neither is a price at this scale: a 15 s jink costs 0.0008% of a median tank, and no hull exceeds 1.4 g.
  • The mirror doubts that space pirates are likely, because a boarding is easy to see and the rendezvous orbit warns the target (rocket/pirate.php.html, Approach). The game's stated reason for the pirates is that pirates want the cargo, so they must come alongside.
  • The game does not charge a boarder the extra delta-V that the mirror says a match costs. The game has no propellant bill for the match in the boarding code. UNVERIFIED beyond that read.
  • The lateral jet strength comes from one worked example, not a standard. The game's combat design notes (coldweld's answers, 2026-10-04) say so.

Source absences

8 points
  1. Atomic Rockets does not provide values for the following:
    1. Time a crew needs to see and react to incoming fire. 2 seconds is authored.
    2. Distance at which a chase ends. 3,000 km is authored.
    3. Range for a boarding. 5 km is authored.
    4. Speed match for a boarding. 0.05 km/s is authored.
    5. Hold time for a boarding. 20 seconds is authored.
    6. Flight cap for a long range round. 40 seconds is measured: 0 of 180 rounds landed past it.
  2. SORM and UNCLOS do not cover the following:
    1. Pirate boarding. Both cover a warship that stops, boards, and searches a ship on suspicion.
    2. Action between boarders and crew.

Influences

2 works
  • SUPERHOT (game): every ship acts at once and time moves when the captain acts
  • Children of a Dead Earth (game): the two kinds of fight, a fast fly-by and a matched-orbit intercept

Sources

12 documents
  • Atomic Rockets, misconceptions, There Is No Friction In Space: A ship that shuts off its engines keeps its current velocity indefinitely. (all uses)
  • Atomic Rockets, misconceptions, Rockets Are Not Fighter Planes: A spacecraft turns by pointing and then firing its engine. It is like a heavy truck on ice, and the faster it moves the wider its turns. "You also cannot turn on a dime." (all uses)
  • Atomic Rockets, misconceptions, Rockets Are Not Arrows: A spacecraft need not travel the way its nose points. Between burns it can turn to any heading, so it can fly sideways and still bring a weapon to bear. (all uses)
  • Atomic Rockets, spacewartactic, No "stop-onna-dime": Ken Burnside (Attack Vector: Tactical): above about 30 hexes a turn, which he gives as 300 km in 64 seconds, a ship is easier to hit with ballistic weapons because it can barely change its vector. (all uses)
  • Atomic Rockets, spacewartactic, Hard to hit distant moving object: A shooter sees the target where it was a light-travel time ago, and the bullet needs more time to arrive. Relative speeds of several km/s make a moving target harder to hit. (all uses)
  • Atomic Rockets, spacewartactic, The Trumpet Bell Effect: The places a target can reach grow with time in the shape of a trumpet bell. A shot that closes faster than the target's sideways speed is hard to dodge by jinking, and a fuzzy shot that is refined as it nears is easier to dodge at low closing speed. (all uses)
  • Atomic Rockets, spacewartactic, Tactical Effects: Fleets that accelerate toward each other flash by at about twice one fleet's speed. Most fire misses, and after the first volley the fleets are out of weapon range, so they need a long time to brake and return. (all uses)
  • Atomic Rockets, spacewarintro, 4. Everything Happens Super Fast: At relative speeds of kilometers a second a gunner has little time. A laser arrives at once, so a ship under laser fire has no time to dodge, and a solid round that takes time to arrive can be dodged. (all uses)
  • Atomic Rockets, spacewarintro, 1. Space Is Really Big: Enemy ships would look like blips on a display, and travel time is a serious factor. (all uses)
  • Atomic Rockets, pirate, Intercepting the target: To match a trajectory a pursuer accelerates toward the target and then slows until the relative velocity is zero. It needs well over twice the delta-V of its target. The target also sees it coming, often from millions of kilometers away. "more than twice the deltaV of any target" (all uses)
  • Atomic Rockets, pirate, Approach: A pirate pursuer must time its burns to meet the target, and it must keep delta-V in reserve to deal with wherever the target is going. The rendezvous orbit alerts the target before the pirate arrives. (all uses)
  • Atomic Rockets, controldeck, Moment of Inertia: Roger M. Wilcox's example: a 100 m craft with a 2 g main engine needs 0.83 g from the nose jets and 0.83 g from the tail jets to turn. Pointed the same way, the two sets push the craft sideways at 1.66 g, so a long craft can jink faster by pushing sideways than by turning. (all uses)