04-04-2019, 12:43 PM | #11 |
Join Date: Nov 2013
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Re: [Spaceships] Dealing with Cheap World-Killers?
Isn't it easy enough to simply say that the engine isn't 100% efficient like pretty much any other machine humanity have ever made. If it produce even a fraction of a percent in waste heat it gets more detectable and much easier to force to not go 100% all the time since it will simply melt the machine/space craft without rediculous radiators that would likely not be stealth treated.
Last edited by exalted; 04-04-2019 at 12:50 PM. |
04-04-2019, 12:49 PM | #12 | ||
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Spaceships] Dealing with Cheap World-Killers?
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Every particle is surrounded by a roughly spherical blob, a virtual line in space; anything beyond that line can never interact with that particle. Normally, that blob is around the distance of the Hubble horizon, a few dozen billion lightyears away. A more familiar such horizon is the event horizon of a black hole. Any time a particle accelerates in one direction, say to the left, then the horizon 'behind' it draws up more closely, so there's more space within the particle's horizon to the left than to the right. There are a couple of different ways to explain the next part - some involving the uncertainty principle, some involving virtual particles, etc - but with more open space to the left, there is more 'pressure' pushing the particle back to the right. Depending on which horizons are closest, that force is experienced as inertia or as gravity. By using some clever trickery, machinery can be made that arranges for one of the very few particular sets of circumstances in which horizons can be consistently drawn closer on one side of the generator than on another, creating a long-term force towards that closer horizon; said force then being applied to any of several standard electricity-generating machines. Usually those circumstances involve extremely high accelerations of good numbers of extremely small particles; think more along the lines of 'strangely-shaped capacitors and vacuum tubes stuck inside MRI machines' than 'perpetual-motion bowling-balls and magnets'. But that's mostly just background. (If any of the proposed tests for quantized inertia pan out, it may even be /true/ background, which is a bonus. :) But for plot purposes, it's mostly there to avoid the problem of relying on any "reverse the polarity of the neutron flow" sense-free technobabble.) (Oh, one other possible solution to the world-killer problem has come to my mind: "those people who commit such acts rapidly find themselves removed from the genepool and noosphere", leading to a certain kind of evolutionary pressure. I might be able to handwave that once any initial batch of such people has been removed, the problem becomes the much smaller one of maintaining widespread sanity than converting an unknown number of unknown insane people. There are, of course, certain problems with this approach, but I'm offering it for any further inspiration it might, er, inspire.) Quote:
(Edit: And I have some errands I can't put off longer; I'll prolly be back in a few hours.)
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." Last edited by DataPacRat; 04-04-2019 at 12:57 PM. |
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04-04-2019, 02:36 PM | #13 | |
Join Date: Aug 2007
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Re: [Spaceships] Dealing with Cheap World-Killers?
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So at SM+12 it has 300 dHP and 3300 would destroy it completely. It might still leave soem solid debris but I suspect that isn't a difficult amount of damage to reach. Collision damage is 6Dx3 x the smaller unit's dHP x V where V is velocity in miles per second. 90% of lightspeed is about 168,000 miles per second. 63 x 20 x 168,000 is ......something more than 200 million pts of d-scale damage or perhaps more than 600x the amount of damage needed to take it to -10x dHP. So even if this rapidly expanding ball of plasma does retain its' original amount of KE it's going to quickly be very widely dispersed. Chemical explosions produce particle velocities of thousands of meters per second. We should be looking at hundreds of thousands of meters per second at the least. Let's call it 500 kilometers per second. In just 10 seconds the plasma cloud will be larger than the Earth. You would want the distance of interception to be as large as possible but you can use something smaller than the SM+4 or 5 that's the smallest Spaceships will let you build easily. So you have a shell of interceptors around your target planet. Exactly how many and how far out is an engineering questyion but it realy ought to be doable.
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Fred Brackin |
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04-04-2019, 03:39 PM | #14 |
Join Date: Feb 2016
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Re: [Spaceships] Dealing with Cheap World-Killers?
The problem is not necessarily taking out the 0.9c spacecraft. It is taking out the automated bombers that it launches at 10 AU from its target. At SM+12, the spaceship can carry 2400 SM+4 automated bombers, each which can carry 120 16cm bombs, meaning that they can deploy 288,000 16cm bombs. Each 16cm bomb masses 30 kg, meaning that they will have kinetic energy equal to 1 EJ each (265 megaton of TNT). Each automated bomber can also ram a target with a kinetic energy of 200 EJ (56 gigatons of TNT). The carrier never needs to approach within 1 AU to wreck the planet.
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04-04-2019, 05:23 PM | #15 |
Join Date: Apr 2005
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Re: [Spaceships] Dealing with Cheap World-Killers?
You're setting up a scenario that pits extremely potent superscience power and propulsion, allowing for trivially easy relativistic attacks, against completely mundane sensor tech. Reliable defense is going to be extremely difficult because the scenario is so massively biased towards the offense. You're basically blindfolding a person, handing them a fist-sized rock, and telling them to block an incoming rifle bullet with it.
If you're going with GURPS Spaceship rules, the way you defend from it is... well, I guess you spend the thousands of quadrillions of dollars building a network of those far out enough from any inhabited planet to both detect and intercept a world-killer coming in through their sector of space (And the further out you put the stations, the smaller their covered sector of space!), and load it up with high-performance interceptors. Then you hope you get lucky. And while you're at it, you can hope your enemies don't spend a mere 0.001% of the money you spent on defense and send a hundred of these missiles per defensive station. That, or you engage in some sort of extreme and absolute control over the technology, since every single person with a ship can turn it into a relativistic missile. Or require every single ship to adhere to approved flight plans, and launch kinetic-kill interceptors against any that deviate (With no FTL, I'm assuming these impactors came from somewhere in the system, which means they would have been easily observed leaving the system and trivially tracked from there on). Basically, you're not overcoming the huge advantage offense has, short of going full totalitarian and controlling everything. I wouldn't buy social engineering being the 100% success-rate that you'd need, unless you're literally turning people into mindless drones. If this tech disparity exists, I'd have a hard time buying that it hasn't been successfully used, and probably repeatedly. You're literally handing every single ship pilot a WMD and trusting them not to use it. A fed-up pilot of some singularity-drive ship could turn their 100,000+ ton vehicle into a kilometer-per-second missile in just three minutes. That may not be a planet killer, but it's a city killer (A bit shy of Little Boy). Or more likely, an orbital killer, since the atmosphere would probably tear the ship apart before hitting the ground. And when you've got ships going around with infinite 0.5+ G acceleration, the difference between an optimal deceleration burn and a nuke-level impact is alarmingly small. I'd add that part of the problem might be that the Spaceship detection rules seem rather pessimistic compared to reality (Possibly by several orders of magnitude). Unfortunately, even detecting it early may not help. Intercepting an object moving at 0.9c means you're trying to hit a target for which you only ever have outdated information; six seconds from passing, you know how it was maneuvering one minute ago. You get to guess. A second later, you've found out what it did over its last ten seconds. If you guessed wrong, it may already be outside your maneuver envelope. The only good news is that you might have multiple interceptors to make multiple guesses, and that massive relative speed means even one small interceptor should do the job. Just hope that world-killer isn't packing its own missiles, or you're probably losing just about every orbital structure in the system, too. And then the next absurdly cheap world-killer comes into the system unopposed. |
04-04-2019, 06:22 PM | #16 | |
Join Date: Aug 2007
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Re: [Spaceships] Dealing with Cheap World-Killers?
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Fred Brackin |
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04-04-2019, 06:29 PM | #17 | |||||||||
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Spaceships] Dealing with Cheap World-Killers?
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(As a related aside, according to Spaceships, TL10^ Singularity Drives have a minimum size of SM+12, which is an option I'm likely to keep in place. An SM+11 ship with a couple of oversized drive-units would thus likely be the smallest craft with a reactionless drive, unless there's some rule that lets doubly-oversized systems be spread across multiple ship-sections.)
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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04-04-2019, 06:54 PM | #18 |
Join Date: Aug 2007
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Re: [Spaceships] Dealing with Cheap World-Killers?
The TL9 Very Large Gravscanner on p.63 of UT can be built without Superscience. It speaks of detecting million ton spacecraft rather than your mere 100,000 tonner but the .9c might make up for that. :)
Then there's using two of them for large scale gravitic interferometry or similar techniques.
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Fred Brackin |
04-04-2019, 08:21 PM | #19 | ||||
Join Date: Apr 2005
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Re: [Spaceships] Dealing with Cheap World-Killers?
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STL interstellar travel also kills the more totalitarian solutions, such as strictly controlling all in-system traffic and shooting anyone who deviates. All you need is someone outside your direct control deciding to buck the rules, and the WMDs are loose. Information and equipment control becomes impossible in the grand scheme, and you're entirely down to terminal detection and interception, which you're heavily disadvantaged at. Quote:
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04-04-2019, 08:46 PM | #20 | ||||||
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Spaceships] Dealing with Cheap World-Killers?
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Still - a TL10 gravscanner has +12 to detection, costs $500k, and weighs a half-ton (as much as a single SM+4 ship's system). If we assume that it scales similarly to a Spaceships sensor array, a SM+16-system version would cost $500B, and have a Scan bonus of +24. Since it seems unlikely that non-superscience cloaking would affect such a scanner, I figure that the SM+16 gravscanner would autodetect a SM+12 ship at 700 light-seconds out... twice as far as the SM+31 sensor array, at a millionth the cost. That actually seems to come within reasonable distance for a planetary defence budget. For a first approximation, let's say that said anti-world-killer defence budget works out to $1T of hardware (plus, longer-term, the maintenance and upkeep of said hardware), and that a first approximation is $500B on the scanner and another $500B on 75,000 16cm missiles. Is that enough to handle the reference problem, of the 100k-ton rock coming in from at least 0.75 ly out at 0.9c? If so, how much would a potential attacker have to spend to break through? Quote:
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Does that level of oddity open up any possible solutions that you'd previously ruled out? Quote:
(The technobabble I'm using implies that the drive we're dealing with is about as thermally detectable as an MRI being used for a physics experiment - that is, not very.)
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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