06-03-2020, 09:12 PM | #21 | |
Join Date: Mar 2013
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Re: TL7 Spaceship Design
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Take NERVA and compare it to the F-1's powering the Saturn 5, it gets a thrust to weight ratio of 1.38 to their 94.1, but gets more then twice the delta-v per unit weight of fuel. |
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06-03-2020, 09:59 PM | #22 | |
Join Date: Jul 2008
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Re: TL7 Spaceship Design
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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06-03-2020, 10:38 PM | #23 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: TL7 Spaceship Design
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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06-04-2020, 12:50 AM | #24 | |
Join Date: Jul 2008
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Re: TL7 Spaceship Design
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(Not by irradiating the air, but by shedding radioactive particles from its exposed core and/or direct irradiation by said core. Neither of which is likely to have much noticeable impact in an environment where the nuclear ramjet drone bombers are flying but nonetheless it always comes up. And frequently, as here, is the reason for Pluto being brought up in the first place.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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06-04-2020, 09:28 AM | #25 | |
Join Date: Aug 2007
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Re: TL7 Spaceship Design
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At any rate, the Cinemaitc Gadgeteer in question is going to be a lot closer to Tony Stark than anyone seen in Verne or even H.G. Wells. If your setting is a lot more like TL9 with TL7 (or TL5) military weapons than TL5+2 Steampuunk all of this might make more sense.
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Fred Brackin |
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06-04-2020, 10:44 AM | #26 |
Join Date: Jun 2020
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Re: TL7 Spaceship Design
One SSTO method that'd be very in genre for Steampunk would be airship-to-orbit a la JP Aerospace. 12 fuel tanks + NTR + 4 gasbags (from SS7) gives you 5.04 mps (more than the 4.67 required here) and 3 more systems to play with - cram things in with Smaller Systems if need be. This isn't actually any more than you'd get with chemical, but you have a bit more delta v in orbit and can save on the need for a soft landing system by braking very slowly at high altitude. Since thrust isn't too important you can use a Smaller Systems NTR for a bit more payload as well.
Pretty sure TL7 material science wouldn't really be up to the task, but it's TL 5+2 with magsails and it's at least feasible in game. Last edited by Geomax; 06-04-2020 at 11:41 AM. |
06-04-2020, 04:22 PM | #27 |
Join Date: Feb 2016
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Re: TL7 Spaceship Design
Spaceships with gasbags should really be treated as unstreamlined for Air Performance calculations because of their massive surface area. Additionally, they should tear apart over 250 mph.
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06-07-2020, 08:14 AM | #28 |
Join Date: Dec 2017
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Re: TL7 Spaceship Design
Spaceships seems to make no adjustments for atmospheric density, yet a denser atmosphere means more lift for wings/parachutes for landing. On the other hand, thinner air means a faster speed of sound--useful for the gadget below.
Another option that seems very steampunk-like: There is a long and wide track on the ground, and the ship rides on a rail vehicle--probably electrically powered--that provides the first boost--almost a first stage that doesn't leave the ground. That has the plot issue, for good or ill, of a long object that needs to be protected from baddies. |
06-07-2020, 10:26 AM | #29 |
Join Date: Feb 2016
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Re: TL7 Spaceship Design
That would need to be a really high TL rail. For example, a first stage disposable chemical booster would give 3.12 mps of delta-v. A train would need to accelerate at 5g for 102 seconds to reach that level of velocity. Assuming an equal amount of line for deceleration as accleration, the train would need a rail 511 kilometers. You would want it to crest at a height of 50 km at 255 km (maximum velocity), in order to reduce air resistance.
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06-07-2020, 03:52 PM | #30 |
Join Date: May 2005
Location: Oz
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Re: TL7 Spaceship Design
Does it? I seem to remember back in freshman physics deriving a result that the speed of sound in a gas depends on its temperature and mean molecular mass but not on the number of molecules per unit volume.
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