03-24-2011, 04:31 PM | #1 |
Join Date: Mar 2011
Location: Right behind you
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Infinite Mana. Problem Steve?
Before I start here is the link, you should look at it so you know what I'm talking about.
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http://i54.tinypic.com/ndpuso.jpg But 4e changed that, now when you draw power you have to be drawing from something that can actually give power to something that isn't a mage. (IE: there needs to be something mechanical/electrical tapping the energy) This, along with the rule that you can't get power from magically created fuel shut out most infinite mana generators. But not mine. The drawing is missing two things. 1. There are three repel spells cast on the tube, each at 2ST, they're spaced 60 degrees from the ones adjacent. This should keep the magnet in the very centre. I don't think that the magnet touching the edges would be good 2. There is a coil of copper wire around the whole thing, and two copper cables leading away to... whatever. This gets us our power. There would also be a quick release to drop the copper coil away, while keeping it in a coil so you could put it back once you're done doing your maintenance. Cost in energy of creation: Gates: 150 Each one is 1/4 size, so 1/4 the multiplier of 100 for a permanent gate, the teleport costs 3 to move something 10yrds or less. And there are two. 25*3*2 = 150 Repel: 300 Repel along the sides, each casting is 1*100 for permanency so 300 total Total: 450 energy You have two ways of getting this power. (Worth noting that you'll only need to spend up to 150 energy at any one time) The first is a powerstone, you can try to make or find one that has a capacity of ~150, though this would be darn near impossible. The alternative is to get a circle of mages. I'm going to assume that your mage will contribute 10 energy and go from there. If you can get a powerstone to use then that's even better. Assuming you can only get novices (mages with the spell at skill 14 or less)... 150 - 10 = 140. 140/3 = 46 Remainder 2. So you would need yourself, 46 novices... and two guys off the street But, if you can get some real mages (skill 15 or more), you'll only need yourself, and 14 other guys. It's far more likely that you'll end up doing a mix, you'll have a nice powerstone, a few good mages and a pile of lesser ones, but it's not impossible to do. When? So at TL7 or above this would be easy, assuming of course that there is magic, you have the theory and you can probably order a 5ft by 10in rare earth magnet from some magnet selling place (Lay off, I'm tired) But at lower levels, IE: TL3 where I want to be doing this, there are two problems. Theory, and the magnets, mostly the theory. In the game I'm playing I spent the 25 points and bought TL 8 knowledge. In the game my guy was brought here by accident when they summoned someone to them give knowledge and they mixed up the cross space spells and cross dimension spells. He has an IQ of 15 and a bunch of smartness related skills at the same level. But let's get back on track! I always get side tracked. We have the theory. We just need the magnets. I'll explain the steps: 1. Get a lot of money (or luck) 2. Go hang out with some Dwarves, buy the strongest/largest magnet(s) you can find. They do occur naturally in nature, and if anyone has them it will be the dwarves. You're gonna spend some money here. If you're lucky and find a magnet 5ft long and 10inches in diameter then skip to step 4. 3. You start with this magnet to make progressively larger magnets. You do this by heating an appropriate metal (such as iron, but if you can get the proper alloys made then it'll be way easier, but they should be saved for the final magnet that will actually be used in the design.) to a heat above it's Curie temperature (770C). You then place it in the magnetic field of the previous magnet and hammer it till it cools. Do this a lot. Repeat this step till you have your magnet of required dimensions. You'll probably spend more money getting the stuff to do this. 4. Stick that magnet in the tube and let it go. 5. ???? 6. Profit, if you're doing it right. There you go, all you have to do is read one rambling post and now you too have the secret of infinite power. You just have to find the 50 guys, and spend the quite enormous sum of money required. Just one problem. I have no clue how much power this would generate... Last edited by C4lv1n; 03-24-2011 at 04:53 PM. |
03-24-2011, 05:02 PM | #2 |
Join Date: Jul 2006
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Re: Infinite Mana. Problem Steve?
At some point your magnet will reach a constant velocity with all the extra energy leaving the system as electricity.
PE = mgh Your h is 5'. Your m is whatever your magnet weighs. And of course g is 9.8 m/s^2. |
03-24-2011, 05:09 PM | #3 | |
Join Date: Mar 2011
Location: Right behind you
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Re: Infinite Mana. Problem Steve?
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EDIT:: And that would only be the energy for one pass, correct? |
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03-24-2011, 05:14 PM | #4 |
Join Date: Jul 2006
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Re: Infinite Mana. Problem Steve?
PE is in "work".
If you do it all in metric it will be kg m^2/s^2 = joules. Thinking about it some more: I've done the drop a rare earth magnet down an aluminium pipe stunt, it takes minutes, you don't need the vacuum at all. Counter edit: yes that is per pass, now how to calculate how many passes per hour, hmmm.... Last edited by Purple Haze; 03-24-2011 at 05:17 PM. |
03-24-2011, 05:20 PM | #5 |
Join Date: Mar 2011
Location: Right behind you
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Re: Infinite Mana. Problem Steve?
I'm going to try putting it all into an excel spreadsheet, you type in the amount of time it's been going for and get the amount of energy. I'll probably have a graph too
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03-24-2011, 05:24 PM | #6 |
Join Date: Jul 2006
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Re: Infinite Mana. Problem Steve?
You do understand that after it accelrates to some slow but steady speed it just stays there putting out a constant current right?
Or do you intend to removed the copper coils and let it go? Bad idea after only a few minutes attempting to replace those coils would be explosive. Edit: Your magnet in iron weighs 608kg Falling 1.524m Makes it 1412 joules So the output is 1412 watts. Depending how you wind the coils of course, that could be 12 amps at 115 volts. Last edited by Purple Haze; 03-24-2011 at 05:39 PM. |
03-24-2011, 05:31 PM | #7 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Infinite Mana. Problem Steve?
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03-24-2011, 05:31 PM | #8 |
Join Date: Mar 2011
Location: Right behind you
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Re: Infinite Mana. Problem Steve?
I know that, but I'm going to make the page with the assumption that the power output is ever increasing until I get whatever info will tell me it's terminal velocity.
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03-24-2011, 05:32 PM | #9 | |
Join Date: Mar 2011
Location: Right behind you
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Re: Infinite Mana. Problem Steve?
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EDIT:: And they should only cost 300 each, 3*100=300 |
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03-24-2011, 05:41 PM | #10 |
Join Date: Jan 2010
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Re: Infinite Mana. Problem Steve?
Ten times the cost of the teleport spell times 100 to make it permanent. And GURPS never gives discounts for tiny spells.
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