Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   [Spaceships] Homebrew - Alternate Contragrav (https://forums.sjgames.com/showthread.php?t=112149)

DaltonS 06-24-2013 10:59 AM

[Spaceships] Homebrew - Alternate Contragrav
 
Another new design switch suggestion for GURPS Spaceships:
Force Screen Variant

Gravity Screen: Provides no DR (although it does affect Tractor Beams[1] and Graviton Guns[2]) but instead lessens the gravitational effect of outside masses on the ship. Read "dDR" as the divisor applied to a planet's gravity to determine its effect on the ship*. You can have both a gravity screen and another force screen.

* The ship's mass remains the same however, so the rate of ascent in a vertical take-off would be A-G/dDR where A is the spacecraft’s drive acceleration in G, G is the world’s gravity and dDR is the gravity divisor. To find the effective escape velocity of planet while using the screen, divide its natural escape velocity by the square root of the dDR. (FWIW: The solar escape velocity from a planet's orbit is that planet's mean orbital velocity times sqrt(2).)
Example: An SM+10 (10,000 ton) ship with a gravity screen installed has an effective weight of 66 2/3 tons on a 1G planet. If that planet is Earth, its effective Ve would be 6.96/sqrt(150)=0.568 mps.
While not a defensive system, the gravity screen does have an effect on gravity-based weapons:
  1. Tractor Beams: The force applied to a target with a gravity screen is divided by the screen's dDR.
  2. Graviton Guns: Gravity screens protect with 1/10 dDR.

Dalton "treating this with the appropriate gravity" Spence

Proteus 06-24-2013 01:06 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Should it be a high-powered component?

(Not with my books, so I don't remember whether that's already true of force screens.)

Phantasm 06-24-2013 01:24 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Quote:

Originally Posted by Proteus (Post 1602089)
Should it be a high-powered component?

(Not with my books, so I don't remember whether that's already true of force screens.)

Yes, force screens are already high-powered components.

Anthony 06-24-2013 01:31 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Why is it a force screen variant? It's just a contragravity variant, and there's no reason the effect would scale with the size of the ship.

ericthered 06-24-2013 01:42 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Quote:

Originally Posted by Anthony (Post 1602109)
Why is it a force screen variant? It's just a contragravity variant, and there's no reason the effect would scale with the size of the ship.

its a little of both: it protects against a class of weapons and counter-acts gravity. In some universes its a very effective shield.

As for why it scales in size, the generator seems to effect things not based on the mass of what it effects, but a large area determined by the size of the generator.

That said, In a setting with this, I'd probably get a 1/3 or 1/10 one for my ship, because there is very little punishment for going undersized unless graviton beams are a dime a dozen. Its very effective at any size.

DaltonS 06-29-2013 11:59 AM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
FWIW, I worked out the effect of the Gravity screen on effective escape velocities (and thus orbital ones). Multiply the velocity by the modifier below.
Code:

Escape Velocity Modifier
 SM  TL11^    TL12^
 +4  0.25820  0.22361
 +5  0.22361  0.18257
 +6  0.18257  0.14142
 +7  0.14142  0.11952
 +8  0.11952  0.10000
 +9  0.10000  0.08165
+10  0.08165  0.07071
+11  0.07071  0.05774
+12  0.05774  0.04472
+13  0.04472  0.03780
+14  0.03780  0.03162
+15  0.03162  0.02582

For SM+16 and greater, divide the modifier for size-12 by 10. An important feature here is that this make geosynchronous orbits at a lower altitude possible. (I haven't worked out the table for that yet. )
Dalton “who didn't get his birthday card from the Illuminati” Spence

David Johnston2 06-29-2013 01:01 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Quote:

Originally Posted by ericthered (Post 1602118)
its a little of both: it protects against a class of weapons and counter-acts gravity. In some universes its a very effective shield.
.

Against a weapon nobody would use considering that this would be a standard propulsion system if available. Actually I'd suggest making it effective against missiles as well, but not beam weapons.

Flyndaran 06-29-2013 05:04 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Quote:

Originally Posted by David Johnston2 (Post 1605270)
Against a weapon nobody would use considering that this would be a standard propulsion system if available. Actually I'd suggest making it effective against missiles as well, but not beam weapons.

Just curious, but what would be your in game reasoning / techno-babble as light is just as effected by gravity as matter?

Anthony 06-29-2013 06:35 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Quote:

Originally Posted by Flyndaran (Post 1605368)
Just curious, but what would be your in game reasoning / techno-babble as light is just as effected by gravity as matter?

Well, sort of. Gravity is generally more relevant to slow objects. A lot of 'gravity'-based drive systems are likely to have boundary conditions that would be problematic for low velocity projectiles, though I'm not sure why this particular system would.

David Johnston2 06-29-2013 07:26 PM

Re: [Spaceships] Homebrew - Alternate Contragrav
 
Quote:

Originally Posted by Flyndaran (Post 1605368)
Just curious, but what would be your in game reasoning / techno-babble as light is just as effected by gravity as matter?

No, not just as. My explanation is that the higher the mass the greater the effect.


All times are GMT -6. The time now is 05:59 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.