G-Forces, Combat Piloting, and Superheroes
My character Zl'f has the necessary Transportation Familiarities to pilot our team's flying submarine, the Sea Raptor. I'm looking to upgrade this soon with XP to Combat Piloting, especially since the aircraft is unarmed. (Nothing it could launch could possibly be as effective as dropping out any one of our team's three flying character anyway.) Based on a extensively-modified variation of the US Air Force's stealthy new F-22 Raptor, it's an extremely high performance aircraft with a top speed of Mach 3.7 and a maximum altitude of 100,000 feet. But this idea leads me to a couple of questions about the effects of G-forces and their interaction with paranormals:
1) How many G's can most people take, and how could one logically calculate how many G's a superhuman pilot could plausibly take before blacking out? How does one calculate the effects of a pressure suit? (While one of our team's three pilots is not technically superhuman, it's reasonable to assume his powered armor if worn would act as a pressure suit since he's a professional fighter pilot and designed his armor to handle high speed maneuvers.)
2) Does anyone know a method of calculating G forces from high speed turns? While Star Hero provides a simple method of calculating G's from straight acceleration, there is no method given to calculate G's from evasive maneuvers.
3) Does anyone have a good method to simulate the effects of too many G's in HERO terms? Simply applying straight damage until the pilot blacks out seems unrealistic, since I know that once the individual stops pulling an excessive number of G's they'll begin to recover immediately. Or is that simply a normal Recovery phase?
Any suggestions or ideas would be welcome.
The government forgets that George Orwell's 1984 was a warning and not a blueprint. - Chris Hunhe, Liberal Democrats, UK
Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly, and applying the wrong remedies. - Groucho Marx
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