03-01-2020, 06:24 AM | #91 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Coolant [Spaceships]
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
03-01-2020, 10:08 AM | #92 | |
Join Date: Aug 2007
|
Re: Coolant [Spaceships]
Quote:
Hyperbole even if only used for effect doesn't help these arguments.
__________________
Fred Brackin |
|
03-01-2020, 11:03 AM | #93 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Coolant [Spaceships]
Quote:
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
03-01-2020, 11:08 AM | #94 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Coolant [Spaceships]
Quote:
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
03-01-2020, 01:15 PM | #95 | |
Join Date: Aug 2007
|
Re: Coolant [Spaceships]
Quote:
For example and using Spaceships numbers a ship with such a drive that was 50% fuel tank would run dry in a little over 38 weeks (though it is nearing c). Compare that to Anthony's numbers of the 250 MW reactor running all year on 2 kg. A ship that used no reaction mass but didn't violate conservation of energy might be not really much more interesting to adventure writers than a hard scicne one that did use reaction mass.
__________________
Fred Brackin |
|
03-01-2020, 02:17 PM | #96 |
Join Date: Sep 2007
|
Re: Coolant [Spaceships]
I think having caveats on reactionless drives is kinda nice because it gives flavor to how they work and dress up some of the setting to be more than just spheres eerily pushing themselves through space.
Like, I've thought of the whole "why do reactionless drives need/have clear thruster-like modules on all these artworks?" and the justification that I came up with in my mind is that while the drives are reactionless, they are directional (in that they create a "thrust") and that they radiate a waste or something similar that is better off ejected out the back of the ship, even if it's just waste heat. Voila, now you have nice glowy engines. Just thinking about coolant as a limiting factor is interesting as well and is a neat justification for having variable thrust reactionless drives and a cost/benefit tradeoff for higher accelerations. After all, if a drive has a thrust of say 1g then there's little reason not to run it at max cruising thrust all the time. Giving players choices is fun though! Consider a classic GURPS reactionless drive that can cruise at 0.1g by default. Under the hood as it were, this is enabled by a coolant cycle that keeps the engine operating at equilibrium. Dump heat via radiators or whatever. No need to take anything special into consideration, go at 0.1g in a direction. Say the players want to go faster? Ok! Bump up that acceleration to 0.5g and now your endurance before you have to stop and cool off is, say... I dunno, 24 hours. Crank it up to a full 1g of acceleration and you've got 12 hours before it hits that shutdown threshold. Savvy engineers can monkey with this equation to get more out of the engine, push that red line farther, and maybe get an edge on the cooling efficiency from a stock system. At the very simplest, you just need to inform the players that they can cruise at 0.1 for as long as they want, and go faster for limited sprints. A little more complex, the engine can cool off 10 units of heat/hour and produces 10 units of heat per 0.1g of acceleration. The ship's heat sinks can handle up to 100 heat units before they're topped up and have to cool. I'll admit that nothing stops this from being a WMD, but on top of the problem of any fairly heavy object moving at speed being capable of varying degress of destruction, WMDs themselves have something of a mental block to being used by all but the exceptionally psychopathic villains. On that point, having the players working to STOP an exceptionally villainous villain from doing such a thing is an excellent story beat. Kind of like other exhibitions of wanton villainy, a player that posits using a fast-moving spaceship to smash a (typical inhabited) planet would probably call for a pause of the game and a sidebar about what's going on man. Especially if that's the response to some non-existential problem. It's a hell of an escalation! It's like getting some McDonald's, the fry order is wrong, and concluding that the appropriate response is to set fire to the restaurant. |
03-01-2020, 02:55 PM | #97 | ||
Join Date: May 2005
Location: Oz
|
Re: Coolant [Spaceships]
Quote:
An asteroid 7 miles across would have a radius of 4.8 × 10³ m and a density of maybe 2 200 kg/m³, for a total mass of 1.0 × 10¹⁵ kg. The relativistic expression for kinetic energy is E = mc² {[1 / √(1- v²/c²)] - 1}. Substituting v = 0.99 c we get E = 6.09 mc², and that works out to 5.48 × 10³². That's close enough for government work: Fred might have been assuming an ice asteroid instead of an asteroid composed like Ceres. Quote:
I think it's better to focus on the idea that its probably very difficult to fit a reactionless drive to anything vast enough to actually destroy the Earth. The destruction of Earth as an object is hyperbole. The devastation of a large city is not.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
||
03-01-2020, 03:23 PM | #98 | |
Join Date: May 2005
Location: Oz
|
Re: Coolant [Spaceships]
Quote:
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
|
03-01-2020, 03:32 PM | #99 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Coolant [Spaceships]
Quote:
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
03-01-2020, 03:52 PM | #100 |
Join Date: Sep 2007
|
Re: Coolant [Spaceships]
I suppose when it really comes down to it, it's probably best dealt with by labeling it "Atrocity-not-appearing-in-this-game".
Or, reserved for the really evil villain's villainous plot that the players stop. Why hasn't anyone done it before? Because it's an act so heinously vile that no one seriously considers it. Until this baddie. That you're going to stop, heroes. Get to it. |
Tags |
sci fi, spaceships |
|
|