GURPS O'Neill Cylinder Design
The O'Neill Cylinder is a classic of space station design. The elegant cylindrical outer structure combined with the vast open, air filled surface of the internal structure really captures the imagination. It also helps that these are completely within real physics.
So, how to make one in GURPS Spaceships? First, size and mass. The design for this Island 3 is cylinder 4 miles (6.4 km) wide and 20 miles (32 km) long, with hemispherical end caps giving it a volume of 234.6 mi^3 (960.81 km^3). It has a “flat” area of 16 mi x 12.6 mi (25.6 km x 20.1 km) and end caps with an area of 30.5 mi^2 (78.2 km^2), giving a total internal surface of 231.6 mi^2 (592.9 km^2). Estimates for the mass put it around 4,500 million tons. This gives it a mass based SM between +21 and +22 and a volume based SM of between +25 and +26. I will be going with an SM of +21/25, since it makes some things easier down the line. This touches on one of the tricky aspects of the O'Neill cylinder, it's tremendously low density. While most craft in GURPS Spaceships are roughly analogous to modern watercraft and aircraft, the O'Neill cylinder is more like a metal balloon, mostly air. The O'Neill cylinder is roughly 4 times as dense as air, for comparison water is 816 times as dense as air. I decided to tackle this by calculating the mass of the air and subtracting a proportional number of systems. This gave a mass of air of 1,177 million tons or about 8 (150 million ton) systems. Next, dirt to plant all those trees and grass on. If we presume 1 meter of dirt everywhere, we have 592.9 * 10^6 m^3 of dirt. Wet dirt (good for growing) is about half the density of rock at 1,250 kg/m^3, giving us a mass of 741 * 10^9 kg or 741 million tons, or 5 systems worth of mass. Finally, we have the hull. And SM+21 system will be spread over a SM+25 area. Using the smaller systems rules from GURPS Spaceships 7 (page 4) and following the 1-3-10 progression the dDR will be divided by 100. This handy, because a SM+21 armor system has 10 times the DR of a SM+15 system So just take any SM+15 armor system of your choosing and divide the dDR by 10. Thin skinned, but you can always put a cylinder inside something else, like an asteroid, for extra protection. Some designs include a counter-rotating shell, which could very well be mostly armor systems. Now, presuming we have 3 armor systems, we have 4 systems left for customizing! This habitat is so huge that a single habitat system has 20 million cabins, 10 million with total life support. Devote half those to amenities and you still have comfortable living space for 5 million plus people! This may sound cramped, but the green area and living areas are separate. Spread evenly, those 5 million people would each have a square 12 yards on each side of park all to themselves on top of their personal cabin. This leaves us with 3 SM+21 systems left to customize however we please. Using smaller systems, the station can have a huge variety of functions. |
Re: GURPS O'Neill Cylinder Design
That's great!
How fast can you set it rotating and what G can it attain for the habitat surface? |
Re: GURPS O'Neill Cylinder Design
You might find some matter of interest in this old thread: O'Neill Cylinders. Also perhaps some in this one: Nanocomposite and structural materials.
|
Re: GURPS O'Neill Cylinder Design
Quote:
A rough and ready way to estimate maximum internal gravity would be to take any substitute material for the hull, find out how many times stronger than steel it's tensile strength is, and you have maximum internal gravity. A side note, to avoid motion sickness in the general human population the RPM needs to be kept under 2. This may not apply to aliens or gene modded humans, but here's a handy calculator: https://www.artificial-gravity.com/sw/SpinCalc/ |
Re: GURPS O'Neill Cylinder Design
A classic O'Neill Cylinder is going to mass around 10 billion metric tons when you account for atmosphere, habitation, structure, and shielding, so it will be a SM+22 structure by mass (volume does not really matter for Spaceships). With a 4 km radius, the RPM is 0.47 for 1g.
|
Re: GURPS O'Neill Cylinder Design
Quote:
Disappointingly, SS7 doesn't address what should be the immensely increased SM of a vessel using these systems. Quote:
In fact, that whole article ("Generation Ships," by David Pulver) would probably be helpful. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
An O'Neil is probably going to have six steel armor components, six habitat components, six open space components, and two hanger bay components. It might have other systems, though they will likely be too small to matter much (SM+16 or smaller).
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
The shielding is included in the 10 billion metric ton figure. The shielding cannot rotate at the same rate as the shell anyway, it is usually made from slag and lacks the structural strength, so it must usually rotate independently. Even at 10 billion metric tons though, the density is 0.0062 grams per cubic centimeter, so it is mostly empty space (47 cm of steel for the shell).
|
Re: GURPS O'Neill Cylinder Design
That works out to ~3.6 t/m2. The 1977 NASA/Stanford study (NASA SP-413) recommended (p. 43-46) a minimum of 4.5 t/m2. If anything, our increasing understanding of radiation hazards in space since then suggests that this is too low, not too high.
|
Re: GURPS O'Neill Cylinder Design
Well, the thick atmosphere and the dirt would provide additional shielding. I would personally not mind tripling the mass to provide additional stuff, so SM+23 would not be unreasonable (30 billion metric tons). Anything less than SM+22 would be asking for trouble though.
|
Re: GURPS O'Neill Cylinder Design
Put a layer of factory farms under the main land surface. More production, upper land freed for parks, radiation shielding. Yeah you get some mutated crops or animals, but what could go wrong?
|
Re: GURPS O'Neill Cylinder Design
Quote:
In general I would not recommend trying to emulate a classic O'Neill cylinder and instead design an O'Neill-inspired cylindrical habitat, there are some known issues with the classic O'Neill cylinder. |
Re: GURPS O'Neill Cylinder Design
Quote:
One thing that I recommend not trying to emulate about Island Three is the windows. I calculate that you have to make nearly full used of the strength of steel to support the structure against the centrifugal effect; I don't think it would be practical to either fit windows that bore the radial strain or to support ones that didn't. If you want natural light I think you have to pass it in through the end-caps. Otherwise use artificial light. |
Re: GURPS O'Neill Cylinder Design
Of course, if you aren't using the windows, there's no good reason for the cylinder design in the first place, you're probably best off with a torus or multi-torus configuration, as that vastly reduces the amount of material strength you need to resist internal pressure.
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
The classic O'Neil concept of the habitats building power satellites to pay for themselves is of course nonsensical. Solar power sats probably don't make sense on their own terms, and if you're going to build them, you don't need O'Neil habs, you need the space equivalent of a line shack or an oil rig. For comparison, you don't build a chain of mansions on site if you're starting a mine in a remote region, you build efficient living modules or something along those lines, if the workers are lucky, something less if they're not. It's cheaper. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
Or occasionally some mega-structure like an space elevator or orbital ring. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
SPS is easily achievable at a cost of ~$300,000/ton launch cost and the development of lunar mines. As long as ~99% of the materials are taken from the Moon, the economics are actually fairly good, as it ends up resulting in a wholesale electricity cost of ~$10/MW-h. It is actually much better than contemporary renewable sources when you subtract the tax credits and other subsidies, especially since you do not have to bother with the environmental consequences of mining rare earths.
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
I mean, you probably can still use it as an economic weapon to disrupt your opponent's weather patterns, but that's a slow process that takes time to bear fruit. |
Re: GURPS O'Neill Cylinder Design
Quote:
Quote:
Orbiting gigawatt blasts are better for gaming mind you. |
Re: GURPS O'Neill Cylinder Design
The primary economic advantage of SPS is you need a 1/5th as much solar gathering capacity, plus you do not need the storage capacity for 4x the hourly production as on the surface. In essence, 50% of the time is night and, for the day, you average 50% production, as solar intensities waxes and wanes throughout the day, plus you have cloud cover and storage inefficiencies, meaning that a nation like the USA would need 140,000 square kilometers of solar panels and 80 million metric tons of lithium ion batteries. Since the materials for lithium ion batteries cost $7,500 per metric ton, the material costs alone for the batteries would be over $600 billion, and that it before prices increase due to increased demand.
|
Re: GURPS O'Neill Cylinder Design
A lot of futuristic settings are over populated and/or have expansive nature preserves. Either of those would make reduced land area required for power quite desirable.
|
Re: GURPS O'Neill Cylinder Design
I understand that you can used the land under a large microwave rectenna for other purposes, as the rectennas are rather open structures and block little rain or sunlight, and are light enough to suspend well above the ground.
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
Giant death rays are actually quite hard to build. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
The best use is vegetable and fruit crops actually. The wire mesh can be placed 8' above the ground and they absorb ~100% of the microwaves, though only 80% gets turned into electricity (20% into waste heat). With the waste heat, you can grow vegetables and fruits outside of their normal growing season (while you could also do it with grains, grains are less profitable than vegetables and fruits).
|
Re: GURPS O'Neill Cylinder Design
Quote:
The point is, you can get dual-use out of the land by farming it with whatever works best on that land as well as having the rectenna converting microwaves to power. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
For OP's purposes, having folks in orbit for powersat maintenance is probably sufficient to justify the habitat, but adding powersat security to that is good adventure fodder. Nuke the burrito from orbit, it's the only way to be sure. |
Re: GURPS O'Neill Cylinder Design
If you have SPS arrays, you will likely need lunar mines for the construction materials. Since they would use mass drivers to deliver materials into orbit, you would want substantial security, meaning a decent population on the Moon, which will likely need to go back to experience normal gravity after 6 months on the surface of the Moon. It is cheaper, easier, and safer to send them to an orbital habitat than to the surface of the Earth, so your space habitat would also support your lunar mines.
|
Re: GURPS O'Neill Cylinder Design
Quote:
I'm willing to believe that environmental / artistic / traditionalist concerns could scotch most attempts at mining the near side of the Moon, and that scientific concerns (radio-antenna placement and stability, etc.) might be enough to hinder far-side exploitation. Then you have to have security way out in the Belt, and you've still got rotating stations out there, but it is a different dynamic. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Lunar mines end up being a lot cheaper than asteroid mines due to the ability to use mass drivers for transporting materials into orbit. The close proximity also helps to catch mistakes before too much damage can be done. Of course, asteroids have more easily accessible precious metals, so they would likely exist and would produce industrial metals as a byproduct.
|
Re: GURPS O'Neill Cylinder Design
Quote:
Attempts at lunar mining are going to run into a buzzsaw of opposition from traditionalists who can't imagine tampering with the "Man in the Moon," from romantics who can't imagine blemishing the light associated with countless love songs and poems, and from plain old curmudgeons who don't want an age-old component of human nights altered. In a future with generous space development, asteroidal resources could be relatively cheap, if you don't mind a long delay between when they're ordered and when they arrive. A multi-kiloton "package" equipped with a small, automatic mass driver could gently nudge itself into the inner system over a period of several months. |
Re: GURPS O'Neill Cylinder Design
Well, 8 Flora would be the ideal location for such mines, as it is the closest of the large asteroids at 2.2 AU, meaning that it could supply the entire Inner System with industrial minerals. 20 TW of energy production would require 60,000 square kilometers of solar arrays, which would be 60 million metric tons of materials. At $10 per kilogram of industrial materials, the industrial materials would generate $600 billion in revenue during the 25 years of production.
|
Re: GURPS O'Neill Cylinder Design
Quote:
To make SPS work at all requires substantial reduction in launch costs, even assuming Lunar materials. If you can get the launch costs down that much, I'm not sure the cost of rotating your crews is all that prohibitive. Further, the classic O'Neil plan concept was that the 'colonists', for want of a better word, built SPS systems to provide power to Earth which pays for the construction and maintenance of the habs. The trouble (well, one of several troubles) with the idea is that the resources and time spend building new habs are resources and time not going into building powersats. From an investor POV, it almost certainly makes more sense to focus the full energy of the effort on the powersats directly. (Which is a separate question from whether powersats make sense on their own terms.) Quote:
The advantage of space-based solar is 24 hour sunshine without atmospheric interference. But if you want 24 hour sunshine you need high orbits, LEO gets lots of interruptions. In fact, convenience wise you want geostationary orbit, but that's pretty high and makes power transmission more expensive. It also adds to the cost of servicing and construction and protection. SPS systems would be very vulnerable to attack, basically big kilometer-wide masses of solar cells or the equivalent, and they'd need to be insured, and maintenance costs are not firmly locked down because we don't have enough information to do that. There are also a whole mess of ownership and national jurisdiction issues that would arise. Ground-based solar gets only half a day of power at a time, and the atmosphere soaks up a good chunk of the energy before it reaches your collector. But offsetting that is ease of construction, ease of maintenance, relative ease of protection, ease of access to the power grids, relative ease of protection, minimum of unknown technology required, etc. An SPS system requires a very massive infrastructure to build and maintain. That same infrastructure can be used to built big power collection arrays on the ground. When you consider the amount of land needed for a rectenna array, you could use that same land for solar collectors and get a lot of power. Whenever you see any suggestion that something done in space can be done for cost 'x', you should usually mentally triple it. Space is expensive, and the proposed ways around that (Lunar mines, for ex) have a tremendous amount of expensive engineering and R&D work still to be done before anything definite can be said about their cost. Quote:
|
Re: GURPS O'Neill Cylinder Design
Nothing beats SPS cost for cost when you get the launch cost down to $150/pound to LEO and set up the lunar/asteroid mines. You are talking about $10/MW-h without the government subsidizes of nuclear, surface solar, or wind, and, unlike surface solar or wind, it is always available and never needs battery storage. Unlike coal, natural gas, or oil, it does not release greenhouse gases, so it does not cause climate change. On every level, it is the best energy technology until we figure out fusion, which would only be better if it did not depend on tritium or imported helium-3.
|
Re: GURPS O'Neill Cylinder Design
Quote:
And bringing it back to the topic at hand, I could see Open Systems having the opposite effect, potentially forcing armor systems to cover a higher-than-normal surface area, reducing the effective dDR they provide and increasing the ship's Target DR. You'd need to extend the chart into the “negative Armor systems” range, with each Open Space counting as -x armor systems for the purpose of the overall effect on the spacecraft's surface area. I would design an O'Neill habitat using almost exclusively Open Spaces, taking other systems only when absolutely necessary. There's also rules for Spin Gravity, though they assume that the craft has the gear to quickly spin up or down at will. It tells you have much gravity you can have at a given SM (which would be the Target SM as described above). If the craft is set into rotation by tugboat-like spacecraft instead of on-board gear, there's no need to pay for the Spin Gravity design feature. |
Re: GURPS O'Neill Cylinder Design
In larger objects, the initial spin requires delta-v rather than gearing, so the cost is still applicable in realistic settings.
|
Re: GURPS O'Neill Cylinder Design
Thanks for the reminder on the Spin Gravity option, I'd forgotten about it.
Radiation was mentioned before, so I figured I would take a stab at it. Normal background radiation is 0.15 to 0.35 rads per year, so lets use that as our goal. Cosmic rays are 1 rad/week, or 52 rads per year and divide PF by 100. a PF of 20,000 gets us to our goal without special anti-cosmic ray shielding. Solar flares from Spaceships 5 (page 40) come in a variety of flavors, with small ones up to once every 2 months and big ones every few years. Flares are also fairly non-penetrating, multiplying PF by 20. For the small ones, a total of 900 rads (at Earth orbit) would be reduced to 0.1 rads by a PF of 450. For the big ones, a 6000 rad flare would be reduced to 0.1 rads by a PF of 3000. Now, the radiation protection table on Spaceships 5 page 41 starts following the standard GURPS log progression but then abruptly changes pace and I don't recognize the new progression. So sticking with the standard progression, the O'Neill cylinder in the OP would have a PF of 7,000 per system, giving the inhabitants 3 systems worth of protection in each system between hull armor, dirt and remaining customizable systems, a total of 21,000 PF. Our intrepid space colonists need not worry about glowing in the dark from cosmic rays or solar flares. It was mentioned that the science of space radiation has advanced, so maybe they still need to worry about glowing in the dark. I'm far from up to date on that topic. Side note, I'm assuming the sudden change to progression on the protection factor table is not just a typo, but I don't think I've ever seen it anywhere else so I can't follow it past the edge of the table. If you've seen it elsewhere, let me know. |
Re: GURPS O'Neill Cylinder Design
Woops, I forgot to factor in that the PF would be smeared out over a much larger area, just like the armor would. This reduces the PF of the inhabitants to 210. They are going to need a nice thick shell around their O'Neill cylinder, good anti-rad drugs or maybe a good artificial magnetic field to protect them.
But as far as a nice rocky shell goes, a SM +26 rock shell with the O'Neill cylinder as the "upper stage" spread out as 2 systems from each section rather than all in one section gives it 4 systems of 'free' rock as radiation shielding. This gives you 50,000 PF and 1500 dDR per system. You even have 2 core systems left, good place to subdivide into smaller systems for docking areas and other exposed necessities. |
Re: GURPS O'Neill Cylinder Design
At SM+26 (which is 1 trillion tons), two armor systems per section gives a PF 51,200 (800 for SM+14, doubled for every +2 SM, for a total of six doublings), which gives over 1 million PF against solar flares and 512 PF against cosmic rays. That leaves you with 12 hull systems and 2 core systems and, if you gave the spaceship 4 habitat components and 4 open space components, you would have 24 billion cabins, allowing you to easily support 4 billion people in a single colony. Of course, this makes sense because a SM+26 O'Neill has a spin radius of 20 km and a length of 200 km.
|
Re: GURPS O'Neill Cylinder Design
I'm not quite sure I follow you, AlexanderHowl. This is a SM+21 station, inflated to SM+25 due to it having a density more like a beach ball than a warship, with a SM+26 shell of rock (or more likely a mix of rock, ice, and other useful raw materials.) around it.
Unless you are just pointing out that once the cylinders get large enough, the need for a rocky shell goes away due to sheer bulk. |
Re: GURPS O'Neill Cylinder Design
Or you could have 12 billion luxury cabins, which would closer approximate a home environment, I believe. That would support 24 billion people on an SM+26 station.
Of course, you'd have to have some services which would lower the number of people (sick bays, offices, that sort of thing). It's still a boatload of people, no pun intended. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
However, if you feel like you just _have_ to do this that 1 SM change divides your average density by 3. That 21 to 25 chcnge youam ppear to eb contmeplating divides average density by _100_ and that is probably muhc more than is needed for the effect you want. It would make more sense to me to build this as SM+25 and then just put in lots of Open Space. |
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
Quote:
|
Re: GURPS O'Neill Cylinder Design
It really makes more sense to keep to the mass-based SM, as it avoids confusion. If you are using Open Spaces for habitation, you probably need one area per person, so it probably does not work out. A SM+26 spacecraft ends up with 1 million areas per Open Space, so you could only support 8 million people (assuming eight Open Spaces). The problem is that you need 800 million technicians to maintain the Open Spaces, so you need $4 quadrillion in Total Automation ($500 million/inhabitant).
|
| All times are GMT -6. The time now is 04:46 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.