Coolant [Spaceships]
One of the primary issues with reactionless engines is that they allow for every shuttle to become a WMD, as a SM+6 shuttle traveling at .01c is the equivalent of 100 megaton bomb. One way to deal with this issue is to arbitrarily have a speed limit, which mechanically works but is unsatisfying. Another way to deal with it is to use a consumable to limit the duration of the thrust, either as fuel or as coolant.
I tend to favor coolant because you can use water. For example, a reactionless drive could transform one component of water into steam (which is vented) for every days of thrust × acceleration (a spaceship with 4g acceleration would vent four components of coolant every day). Since the thrust required for sustained acceleration would decrease as mass decreased, coolant would effectively function like reaction mass (for example, 10 components of coolant would allow for 14 days of thrust at 1g). When a spacecraft runs out of coolant, it suffers 10% of HP for every combat turn that it continues to maintain thrust, as the waste heat causes massive damage to the drives. So, would you use coolant to control reactionless drives? Have you used something similar in your games? If so, what was your experience like? |
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Seems like a solution in search of a problem to be honest. Just incorporate some kind of practical lock against high-speed ramming or just say out of universe "No, that's not a thing that fits into the game I'm trying to make."
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If you really want your reactionless drives to have limited delta-V, I'd question why you're using reactionless drives at all.
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Re: Coolant [Spaceships]
Because superscience reaction drives that have high thrust and high delta-v are also WMDs in disguise. For example, a TL9^ nuclear saltwater reactor is continuous nuclear detonation that sprays radiative death as its reaction mass and it is the least dangerous of the bunch. A SM+6 shuttle with a TL12^ total conversion drive converts 3g of matter into pure energy per second, effectively detonating a 60 kiloton fusion bomb beneath it every second.
Coolant avoids both forms of WMD while allowing for a pleasing delta-v. A spacecraft with one component of water could achieve a delta-v of 500 mps while a spacecraft with ten components of water could achieve a delta-v of 7,000 mps. Of course, there may be some abuse still, so changing the duration of coolant to one hour per 1g of acceleration may be better (it still gives 20 mps and 280 mps respectively). At that point, spacecraft can get up to an acceptable delta-v without worrying about WMDs. |
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If I was designing a setting from scratch that had fast space travel I'd consider wormholes or other FTL jumps that started in planetary orbit, so spaceships wouldn't need vast delta-vee to travel quickly, and/or inertialess drives that don't retain pre-engagement vectors (though they have other issues, I'm sure), and just throw out hard physics. |
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Imposing low reaction-stream focus on superscience torches stops them working as long range beam weapons. And at short range that "60 kiloton fusion bomb beneath it every second" isn't actually much like a 60 kiloton bomb - it doesn't stack up the energy into one big pulse, and in an atmosphere the engine is probably destroyed in much less than a second of operation. There is the threat of holding a vacuum habitat hostage at docking ranges, though. (NSW, on the other hand, is ludicrously unsafe at a minimum because it's a continuously-operating dirty bomb that makes Project Pluto look environmentally responsible. When operated as intended! And can be easily or accidentally converted into a nuclear meltdown instead.) Quote:
(Plus that 7000 mps from 10 systems is nearly 0.04c, so if you're considering 0.01 c to be too much kinetic energy to allow, you've failed to produce the desired constraint by more than a factor of 3.) |
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Tungsten heats up too quickly for that to be effective (it needs only .11 J/K/g, meaning that its higher melting temperature only matters if it does not keep heating up). Iron, by comparison, takes four times as much energy to heat up, and has a decent melting temperature and a decent density. A 10 meter long by 1 meter wide rod with a 10 meter long conical cap would mass around 80 meter and would hit with 800 metric tons of force (a third less than a similar tungsten rods). In addition, iron is everywhere on the moon, so you can just make spikes by the millions and use mass drivers to launch them from the moon.
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But when you're talking about mass destruction…. A city is a big enough target not to need terminal guidance to hit it. And it moves in a slow and predictable way that means you don't need sensors to find it. A packet of orbital crowbars or a big long rod from God is going to have an atrocious effect even at "only" 7.8 km/s. That's only 0.000 026 times the speed of light. You don't need relativistic or even 0.001 c impactors to blow a large city off the map. Any thousand-tonne spaceship in or capable of reaching low orbit is a potential seven-kiloton bomb. |
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But anyway, the impracticality of Project Thor is admitted but not important, and spaceships are unlikely to be built out of tungsten. The point was that any spaceship in or capable of reaching low orbit is weapons-grade. It's the very least and most inescapable demonstration of Jon's Law: "any interesting space drive is a weapon of mass destruction". |
Re: Coolant [Spaceships]
Replacing reaction mass with something else that gets used up (typically some sort of energy-producing fuel, but coolant could be an option) can be interesting from a background standpoint, but typically doesn't have a lot of impact on how ships function in the setting (aside from letting you ignore the issue of dangerous exhaust). Coolant can be a particularly interesting variant, because one can (presumably) use it a few different ways. A vessel with resupply readily available nearby can keep itself comfortably cool by venting coolant (probably using heat pumps to shunt heat into a small portion of it, boiling it, then releasing the steam). One that needs to be more conservative is going to tend to get rather warm during engagements and the like, as the coolant keeping the thrusters, power plants, and weapons from melting has no choice but to evenly distribute all that heat throughout the ship, radiating what little heat it can into the vacuum of space passively. In a crisis situation, the captain may have to make the difficult choice between venting coolant to keep important components (like the crew) from overheating or having enough available to be able to get back home in a reliable timeframe (or just have enough to get through the next battle). It may also influence tactics and decision-making from the other side ("Captain, their ship appears to be out of coolant. If we keep pursuing them, they're going to have a complete meltdown of their thrusters; the resulting antimatter explosion will almost certainly kill their hostages.").
What replacing reaction mass with coolant doesn't get you, however, is a useful spaceship that cannot be used as a WMD. For that, you've more-or-less got to break physics - teleportation, pseudovelocity, hyperspace travel, etc. Heck, even those still get you WMD's in the form of orbital drops, so you've got to combine them with the sort of social structures that prevent that. |
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You may be thinking of the heat shielding that is required for spacecraft that rely on aerobraking to shed significant speed. Remember that those are designed and put on trajectories that maximise the transfer of energy and momentum to the air, whereas an orbital-kinetic-energy weapon would be designed and deployed to minimise friction, not maximise it. |
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I still haven't wrapped my head around it completely, but it seems like there is almost a need for a rather strict protocol for spaceship ownership and operation. |
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It you go that way you have to think carefully about what (if anything) you were getting out of letting PC types have ownership or control of spaceships, and how to retain that. Of course one of the possibilities is to ignore Jon's law as a genre convention, to agree that the WMD potential of spaceships will simply not be used or mentioned, to preserve the jolly Star Wars or Traveller vibe. If you're doing that, then in my opinion the best thing is to offer only a simple rationalisation or none. Detail draws attention (especially the attention of SF fans), and you want players thinking about something else. ___________ * The SF RPG I used for that setting, ForeSight, had some grumbling at the beginning of the spaceship design and construction rules along the lines of "What would an SF RPG be without spaceship design and construction rules? I wanted to help you find out, but…". The chapter ended with something like "There you go, then. Yes, they are expensive, aren't they? Fly Galactic, and avoid used-spaceship dealers." |
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As for WMDs, a distinction needs to be made. 'WMD' covers everything from one-kiloton mininukes to R-bombs that can shatter planets. Reasonable mass orbital and interplanetary vessels are certainly WMDs, but they tend to be WMDs on the lower end of the scale. Let's say you've got a 1000 metric ton ship moving at 100 kilometers/sec. That's a nice clip for interplanetary travel, beyond current state of the art. It'll hit with a force of about 1 megaton, if I didn't slip a digit in my BOTEC. OK, that's certainly a WMD. It's as big as a biggish strategic nuke. But the flipside of that is that we already have 1 megaton nukes. We've had them for over half a century. So such a ship doesn't really add anything to the picture that isn't already present, and it would be an inefficient way to deliver a 1 megaton boom compared to a nuke. Such ships would imply very good space traffic control. There would be radar nets and other sensors tracking ships, trajectories would be filed and approved, etc. Ownership could be anything, as long as the operations are prevented from doing damage. But such vessels, which would be fully sufficient for a Solar System wide civilization, would not really change the WMD big picture much. Where Jon's Law really starts to bite is when you start getting up into thousands of kilometers/sec, or ships with enormous masses. |
Re: Coolant [Spaceships]
How much would it help to have rather fragile (and not "streamlined") space ships that would break up in atmospheres? And while real life shuttles are "streamlined" they are still pretty fragile if not deorbited in just the right way so you'll use similar crafts (and elevators etc) to get up and down.
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In September 2001 I was running an SF campaign in which the PCs were involved in counter-terrorism in my usual Jon's-Law-obsessed interstellar SF setting. One of my players was from New York. I had to end the campaign abruptly. |
Re: Coolant [Spaceships]
I tried to at least alleviate the WMD problem by cribbing from Poul Anderson et al:
Drives IMTU (In My Traveller Universe) Quote:
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My plan is to have the m-drive kill your velocity relative to any large mass 'nearby', to avoid tricks involving building up huge vectors some-place else, and then lining up the ship and turning off the m-drive (a trick you can do with 2300AD-style stutterwarps and the like, if you've the patience).
This also gets around questions about matching orbital velocities with planets and adjusting for relative stellar velocities when your main drive doesn't add real velocity. |
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Here's the Earth Impacts Effects Calculator. It's really intended for meteors and asteroid impacts, and if you model spaceships as chunks of ice they don't seem too terrifying. However, your spaceship security has to contend not only with spaceships that are in space deciding to land without retrorockets, but also with spaceships with enough fuel and propellant to fly to Mars deciding to take off into the side of a government building instead of into space. |
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Also in real space factors, the distances of any trip aren't short, and the times aren't all that short as a result. You only need immediate enforcement if somebody is going to plow into something at kps on the same level of immediacy, and you should never have allowed a flight trajectory that would let them abruptly change from 'safe' to 'ramming' in anything close to your reaction times in the first place. Any kind of enforcement of anything needs to be thorough, in proportion to the degree that you actually want to prevent it rather than occasionally using it to justify doling out punishments. You probably do genuinely want to prevent hyper-velocity kinetic strikes, so yeah. And the fact that no modes of interaction between 'talk to them' and 'destroy them' are really possible with a ship at high relative velocity, 'draconian' is the only option on the table. That said, both of these things apply to ATC as well, and they scarcely ever ask for a plane to be shot down and usually are not considered irresponsible in that practice... There is a space where you've got pretty short time-frame problems if you have high-thrust main drives. At some point many ships want to come very close indeed to potentially delicate space habitats. If our 100-ton suicidal shuttle has 1g acceleration and suddenly burns from rest towards a hab 35 km away, it won't be going at ridiculous speeds when it gets there a minute later but 500+ m/s is probably plenty to cause some major damage. Quote:
Although with reasonable information you should be able to judge the total payload mass, you probably can't externally tell whether it's a 100 ton cargo of plastic sheets or a 100 ton tungsten cannonball. Quote:
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No. I would not use coolant. My explanation for why my reactionless engines have an upper speed limit is that interacting with the dark matter that they use for virtual propellant creates drag and at at sufficiently high speed drag equals thrust.
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Found a site with worked numbers. https://space.stackexchange.com/ques...-get-you-there
These are all from earth The Moon / Luna: Closest to Earth (Supermoon): 356,577 km Travel time (at 9.80665 m/s2, no deceleration): 2h 22m 12s Travel time (at 9.80665 m/s2, decelerating halfway): 3h 20m 24s So turnover at 1h 40m gives you 42m to stop it. Should be doable if it isn't a warship with armor and point defenses. Mars: Closest to Earth: 65 million km Travel time (at 9.80665 m/s2, no deceleration): 1d 7h 58m 5s Travel time (at 9.80665 m/s2, decelerating halfway): 1d 21h 13m 1s Turnover at 23h, gives about 9 h to stop it. That all sounds like you can with procedures and pre planned interceptors deal with it. Lots of possibility for complacency, budget cutting and such to make it a PC problem that they have to make do. |
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What about the case where the rogue ship doesnt degenerate?
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the coolant drops the energy part of the equation. Its odd, but I can see settings where it is the right option. |
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The reactionless+coolant causes conservation laws to be breached, certainly, but doesn't actually give the ships different performance from a rocket. (Potentially a very good rocket, but nonetheless.) Also, kinetic energy increasing as the square of velocity doesn't actually pose any problem for rockets, just for people getting confused looking at them. You can derive the rocket equation without making any reference to conservation of energy. |
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In general, if you're using reactionless drives, you're throwing realism out the window, and they also don't actually do a great job of emulating most fictional genres (there are edge cases like The Forever War), so I find it simplest to just remove reactionless drives, and replace with techs that do a better job. The usual candidates are:
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Re: Coolant [Spaceships]
The simplest way to prevent a fast ship from being a WMD is to remove it's kinetic energy entirely. Pull out the psuedo-velocity design switch. This allows you to get from place to place without long periods of down time, but you can't wind a ship up to relativistic speed and wipe out cities.
In my own in-development setting, I'm toying with the idea that the superscience behind reactionless drives is very sensitive to relativistic effects, and their performance drops off drastically as speed increases, before just not working at all at some point. I haven't put anything down on paper (divide by some power of the Lorentz factor, mayhaps?) yet. But, as people have pointed out, there's no real way around the fact that something SM +6 or bigger at orbital velocity is already carrying enough energy to do some real damage. |
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My earnest advice is that an inertialess, reactionless, pseudovelocity, or FTL drive cannot be made convincing, and the more you try the more you draw attention to the exact spot that you want players to look away from. Get over heavy ground as light as you can. Tell players the operational characteristic of your superscience as briefly and baldly as possible, flush the pseudoscientific rationalisation, and pass quickly to some other point of interest, such as technoninjas, pirate catgirls, and the Neo-Confucian Space Empire. Players don't worry about physics problems while their techo-youxia are flirting with the guards on the air-gangway of a pirate-catgirl space-cruiser. |
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The thing that WMD spaceships actually points at is a way more fundamental problem than your ships can kill cities. It is that a space drive that can kill cities is also a power plant comparable to the generating capacity of some nations. A culture so rich people so downscale they are willing to live as adventurers have access to private generators that could power Belgium is so alien to our experience it's tough to tell meaningful stories about it at all. You are *already* ignoring so many other utterly transformative effects of vast amounts of energy being available that ignoring one more (you can use it to build really big bombs....) is basically trivial. It apparently is the one people see it is being ignored most easily, but those others are still there in "reality", it's just nobody is pointing them out. |
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It's superscience...it's all about how creative you can get with the technobabble. FWIW, I do run some of these by a PhD astrophysicist, just to get a feel for how hard I'm shredding real physics. |
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Though to be fair if you don't have FTL as well, traveling far enough from home for that to come up might be prohibitive. |
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Some GMs tell me that they struggle to get players to read more than one A4 side of background material — about 800 words if you use small type.
I am a brutally verbose GM, demand that my players read 9,750 words of introduction to my SF setting, and find that that definitely deters some players who are otherwise keen. How much do you want to ask your players to read? Of that budget, how many words do you want to invest in spinning a tissue of nonsense that sounds like physics? Every word you write about unknown subatomic forces found in meta-stable alloys of super-heavy post transuranic elements is one less word that players will read about Nexus 7 bioroid ninjas. In the player's introduction to my interstellar SF setting, here is the whole text of what I wrote about the FTL drive: An Eichberger drive allows a starship to travel at 1,000 times the speed of light.If a player were to ask me "in what frame of reference?" I would answer "let me tell you about the parahuman elves and dwarves on Beleriand, and why they have orcs." If the player said "relativity, causality, and FTL travel: you can only pick two!" I'd say "I choose causality and FTL travel. Let me tell you about Nahal, the planet where they don't believe in men and women." Right now the PC in my campaign is travelling under cover as a consultant bathyscaphist on a sailing ship on Paradise I, and he has just figured out that the crew are plotting to mutiny after he recovers the McGuffin from the deep. His mission being (1) to make sure that the cabin boy comes to no great harm, and (2) to plant certain fakes among the archaeological material recovered from a wrecked space-ship. The player has things to do that are more fun than picking the holes in technobabble. He would rather figure out why his mysterious bosses care about an innkeeper's orphan on a backwater planet than what frame of reference is privileged in the workings of Galactic Spaceways' liner operations. |
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If I were interested in space opera then I would describe the relevant capabilities of spacecraft, perhaps in terms of some sort of game rules, and still avoid the technobabble. That might involve such statements as "to engage warp, a starship must have enough kinetic energy to be gravitationally unbound, i.e. travelling at system escape velocity" and "when a starship materialises out of warp is is stationary with respect to the barycentre of the system; how close it is to the desired exit point is determined by MoS on the astrogator's skill roll", and "spaceships are built using TL10 limited-superscience fusion torch reaction engines per Spaceships p.23." That sort of thing is the cool content of a game centred on spaceship manoeuvring, its cyber-pirates and techno-ninjas. It is still the case that every word you write about how forcefields allow the fusion rocket to produce exhaust velocities above 9 km/s without temperatures above the sublimation point of graphite comes out of your budget for pirates and ninjas. Besides which, if your experience it anything like mine, all technobabble is either laughable gibberish to the players who studied physics, or else it allows them to drive a gold-plated Rolls-Royce through the loopholes it creates. There is an explanation somewhere of the difference between SF and sci-fi that goes like this: "The hero asks the Professor how her time-machine works. In SF you get a page and a half about relativity, quantum mechanics, and the Garden of the Forking Paths. In sci-fi the Professor says "Sit in this seat here, shut the door, turn the power switch to 'on'. Then set the target date on this dial here, and push the big yellow button." My advice remains that you ought to minimise the technobabble, and write as little as possible about the ways your setting violates relativity etc. A sci-fi setting is a magic trick, and it is best not to draw readers' attention to the sleights of hand. Save your word count for the cool content, and direct reader's attention away from the bits that challenge suspension-of-disbelief. |
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The closest I've ever really come to interest in technobabble was one who thought it was sort of cool that the ship carried water in it's tanks and that it split that into hydrgen and oxygen with the oxygen going to the matter converter in main propulsion while the hydrogen went to make all other required superscience. Of course, that was the player who didn't work with computers. Everyone else does do that to some degree and since i don't I never say anything about how computers work in my SF games. One of those guys did think it was cool that his TL10 wristwatch had an exabyte of storage space. |
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In most games that will range from 'customer' (only cares about the broad results and maybe the price) through 'advanced user' (needs to know the behavior in detail so that they can use or abuse it in special circumstances), with maybe some forays into 'technician' (some knowledge of what's in the box and what happens if you mess with the components). This can vary between different kinds of tech, and different play groups using the same setting are likely to have different priorities. It's probably very rare for a game to actually want to deal with tech, especially superscience tech, at what I might call 'engineer' (advanced knowledge of the effects of all the components, and how they work together to produce the device behavior) or 'scientist' (can explain the principles by which the finest level of components produce their effects) levels. Even if the PCs do work on that level, the people at the table probably won't. |
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Of course, an interesting application would be coolant for FTL. If normal radiators have diminished functionality during FTL, then venting coolant may be the only way to survive FTL travel. Strangely enough, this may also function as a fuel tank multiplier situation if the FTL 'impulse' (and the waste heat) is reduced by the reduction in mass.
If we assume one component of coolant is vented per three parsecs traveled, with a speed of three parsecs per week, then we end up with a situation similar to Traveller (smaller systems allow for slower travel). Coolant depots will be a valued part of any system and any spaceship without refineries will depend on them for survival. Emergency FTL systems would presumably take up one space and include a FTL drive capable of traveling one parsec per day, an emergency power plant capable of powering it, and enough coolant for one week of travel, allowing them to travel up to one parsec. |
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I've had a geography student challenge me about the population of a planet, two linguists go off for months about linguistic diversity, three lawyers argue about details of the laws and court procedures, a statistician calculate the minimum suicide rate among Imperial heirs that could be distinguished from baseline, and an economist engage me in a searching inquistion about the Imperial budget and the financial economics of the Imperial crown. The linguists are a particularly interesting case, because they played happily for years in the setting while it had no representation of multiple languages. But they cavilled sharply when I added a couple of sentences to the history explaining about a couple of centuries of language loss on Old Earth, early colonies getting diverse immigrants with International Standard as their language in common, late immigration from the monoglot Earth of 2350, and the importance of references and recorded materials in Standard during the Age of Isolation. They were happy with a universal language until I tried to explain it. |
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Anyway, when it comes to interest in geeky detail; I've got jsut a couple of people with something like my compulsive reading habits but mostly just for urban fantasy these days. Beyond that and computers that it's pretty much taken as a given that I have more details about "stuff" then anyone else really wants to listen to. |
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Back in my hometown, we have a gaming group at the local college that's almost forty years old, and we still have some of the original members drop in on occasion. With fifty active student members and around a thousand alumni, it is quite easy to get a game. I would run two games a semester and be beating people off with a stick, and I was only the third most popular GM (the most popular was running four games a semester).
Anyway, I think I like the coolant idea for FTL more and more. Combined with a gravitation exclusion zone equal to (40 × [square root] of objects mass in Sols]), you end up with the edge of a system being a very busy place. The majority of the action would occur within 1 AU of the edge of the exclusion zone (to prevent suprise FTL attacks) where the refueling depots would be located due to access to volatiles. Pirates and smugglers would have their own refueling depots in interstellar space, protected by anonymity and by distance, and they would prey on ships as they came out of FTL and run before the authorities could catch them. Of course, the authorities could easily come knocking, so most such depots would be temporary, just operating for a couple of months before relocating a couple of light months away. Abandoned depots, with buried cargo or hidden nanostasis hostages, would be a prime adventure location. |
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If FTL paths are trackable from normal space, and/or FTL journeys can be interdicted it becomes easier for the pirates, of course. |
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But on the other hand...we've had jumbo jets since the 1960s. The use of such as weapons has always been possible in all that time. There are lot and lots of planes in the sky, and have been for many years. (After 911, when air traffic was temporarily grounded, the atmosphere as seen from space was noticeably clearer. There are that many contrails.) In all those decades, with all those planes in play, it took almost half a century for somebody to actually do it on a big scale. There are reasons. Security and air traffic control was good enough to make it a fairly unrewarding goal, it's hard to do it without killing yourself in the process, and most people aren't suicidal, and there are easier ways if your goal is a big disaster with a high death toll. That same sort of consideration, it seems to me, could apply to interplanetary travel. Yes, a fast interplanetary ship is a WMD, but actually using it as such has a number of practical difficulties. It takes a lot of time, it's easy to see coming, etc. My hypothetical 100 kilometer/sec ship would need almost 3 hours to get up to speed at 1G, 30 hours at .1G, 300 hours at .01G. It would be detectable by radar and quite possibly glaringly visible, depending on the drive, in all that time. I'm not sure Jon's Law is that enormous a problem at this scale. Now, if we start getting up to significant fractions of c, or ships with immense mass, Jon's Law starts to bite hard. Once we get north of .1c, we're starting to talk world-wreckers. The hypothetical Daedalus probe, for ex, if it struck a habitable world at its cruise speed of .12c, would be a monster. We're talking many hundreds of gigatons, at least. Probably more power than the combined arsenals of both superpowers at the height of the Cold War (about 60 gigatons IIRC). |
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The vented coolant isn't providing the thrust, it's carrying away the excess heat from the propulsion system. It's a consumable, but there's no reason to assume it's consumed at the rate that propellant would be in a rocket. The rocket equation is specific, it relates mass of propellant, mass of everything else, and exhaust velocity to produce specific results. If you know the exhaust velocity and the desired delta-V, it locks in a particular mass ratio. If you know the mass ratio and the exhaust velocity, it defines a specific delta-V. If 100 tons of coolant keeps the magical drive working for (say) a week, that result isn't required to follow the rocket equation. If the consumption of coolant scales independently of velocity change, you're no longer living under the Tyranny, even if your magic drive is still limited in how long it can run. |
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I also assume that new forces and technologies exist that make standard rockets more efficient, boosting their effective exhaust velocity one way or another. This too has advantages. |
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How worried should I be about all this for a setting with engines that resemble those of The Expanse, which for example appear to be capable of burning at 1G all the way to Saturn and back without refueling, and the ships don't seem to be made of fuel tanks.
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"Since the thrust required for sustained acceleration would decrease as mass decreased, coolant would effectively function like reaction mass (for example, 10 components of coolant would allow for 14 days of thrust at 1g). When a spacecraft runs out of coolant, it suffers 10% of HP for every combat turn that it continues to maintain thrust, as the waste heat causes massive damage to the drives." Yes, applying the Tsiolkovsky rocket equation to the reactionless-but-delta-V-limited drive has the effective exhaust velocity you would use in the equation not actually corresponding to the velocity of anything in the system. But the equation still works exactly the same way. In particular, the coolant consumption, per that quote, does not scale independently of velocity change (whatever you're thinking that might look like) - it in fact is consumed at a rate proportional to the thrust generated, exactly like reaction mass. Now, does that make the idea pointless? Probably, yeah. Lots of us have said so, starting with the first replies to the thread. Myself included... Quote:
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Re: Coolant [Spaceships]
Good book series, terrible science. Oh, we are going to steal energy from the Big Bang to power drives now. Oh, don't worry about causality, the theft will magically not change the present in any appreciable fashion. It would have been better had the drives stolen the energy from hyperspace or subspace, as it would have literally been more realistic (we have a fair idea of what should happen if you mess with the past, we have no idea of what should happen should you mess with another level of reality).
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Re: Coolant [Spaceships]
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5% of c also works if you want to use the same drive to go to Saturn and back under a 1G acceleration. Of course if the numbers end up with a ship that needs only a couple of fuel tanks, usually runs at 0,5G or 1G but can be pushed to 10G or even 20G, and can also be fitted with 5 times as many fuel tanks, then it's possibly a threat. However, that's what 's expected give the setting. |
Re: Coolant [Spaceships]
Just some cases looking at the possible situations that Reactionless Reaction drives:
A) Heat proportional to thrust: Spaceships generally travel at thrust levels that can be managed by their radiators, though are capable of very high levels of thrust in a pinch. Combat focuses on smashing enemy radiators to limit enemy mobility. Ships can accelerate forever. B) Heat disproportionate to thrust, but low heat drives are possible: Clear division between fast moving clippers that need regular coolant refills, and slow moving tugs that rely on radiators. Carrier-Fighter configurations seem reasonable, with Fighters losing high heat drives for maneuverability, and carriers using low heat drives to travel long distances. Ships can accelerate forever. C) Heat disproportionate to thrust, but low heat drives are impossible: Ships are limited to sites that have good supplies of water. Radiators are still relevant as they can increase the efficiency of engines (if you reject even a small fraction of the heat, you can avoid using coolant as fast you would otherwise). Ships cannot accelerate forever, but they still could accelerate really fast depending on effective exhaust velocity. |
Re: Coolant [Spaceships]
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You really do need to ignore the other things a civilization could do with vast energies to make it a center stage threat, probably starting with all the other more efficient ways we haven't thought of yet you could apply vast energies to devastating planets. |
Re: Coolant [Spaceships]
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You don't need to consume a coolant to describe a reactionless thruster in terms of the rocket equation. If it consumes power you can compute a specific impulse in terms of consumption of whatever the power plant uses for fuel. |
Re: Coolant [Spaceships]
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So I think your number is a considerable overestimate even allowingf for larger Soviet warheads. The rating for any c fractional vehicle is easy to calculate. It's the square root of the velocity in %c x the mass in antimatter equivalent. At c it would be 100% antimatter equivalent and you've spent the equivalent of the vehicle's mass in a 100% conversion drive to get there. C is where the Einstein equation (e=mc2) and the KE equation (ke=mv2) intersect. So 12%c gives you 3.46 x the mass in antimatter with every metric ton of antimatter equivalent equalling 43 gigatons of TNT. A quick google on "Daedalus probe" gives a scientific payload of 500 tons so that's 1.73 teratons rather than gigatons. |
Re: Coolant [Spaceships]
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E = mc² {[1/√(1-v²/c²)]-1}That increases without bound as v → c (goes to infinity at c, not to mc²). |
Re: Coolant [Spaceships]
Nothing specific to add, except that Project Thor had one massive flaw:
Project Damocles is a much better name. |
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People sometimes assure me that Tsiolkovsky's equation applies to a hovering helicopter. Not if Δv = v(final) - v(initial) it doesn't. |
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