[3e] Statting a spaceship radiator
So, my crazy mind has decided to give me more things to do (damn plot bunnies being like their namesake), and one of them is cored around Transhuman Space and Sins of a Solar Empire, of all things, with elements from Tomrrow's War and Traveller. [looks at self in confusion, yes, my brain can scare me at times]
Now, I was prototyping a spaceship (the Alen T Shepard class Corvette), which had been designed in a time period like Transhuman Space instead of the usual 'ignores heat'/'super-efficient hull radiators' that sci-fi usually uses (in-setting, those come in later). This means it'll need radiators... and I haven't found much in converting it to Vehicles 2e, just a blurb in GRUPS THS (3e) and some references to a GURPS 4e Space radiator rule. Is there a way to convert that, or am I forced to ignore radiators? |
Re: [3e] Statting a spaceship radiator
What stats do you need? If we assume radiators operating at a reasonable-ish 500F, and 40% efficient reactors (pretty high, but this is SF), you need about 2 square feet of radiator area per kilowatt of power plant, which will rapidly turn into giant wings if you're powering high power components.
Note that the big energy consumers on a spaceship are drives and weapons, which may have their own methods of cooling. Low specific impulse drives can use their exhaust as coolant (this is why chemical rockets don't melt), nuclear pulse and Orion type rockets produce most of their heat outside of the ship where it directly escapes into space. For weapons, their use is often intermittent enough that expendable heat sinks are the way to go. |
Re: [3e] Statting a spaceship radiator
A quick-and-dirty method is to just steal 4e Spaceships' handling of it - assume systems that require radiators include a retractable main radiator array as part of their mass. While extended, said radiator can be targeted as though it were the same SM as the vehicle if engaging from side-on (where its profile is largest) but at SM -5 from if engaging from the front or back. So long as the radiator is extended and functional, the vehicle can function normally; if retracted or disabled, the relevant systems will overheat and shut down in 30 minutes (coolant can extend this; coolant equal in mass to the system is consumed every 30 minutes to keep the system from overheating).
Or if you'd rather actually stat them out with Vehicles, Anthony's numbers should work. I'm not sure about how much they'd weigh, but you could probably do worse than assuming they have the same density as solar panels. |
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Note that realistic radiators rapidly turn into "your spaceship is completely immobile on a tactical timescale".
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[most of the common fission reactor designs made by players tend to be in the 2000K range in terms of external coolant heat... usually via sodium] EDIT: Using GVB, and assuming that the old fission reactor is TL8 and using long-term access, a 1-space old fission reactor is a 1090kW reactor, a 4-space old fission reactor is a 7340kW reactor, and an 8-space old fission reactor is a 15,660kW reactor. According to the radiator appendix in THS's original book, you'll need 1,000sf per 8-spaces of old fission reactor and fission drives. Assuming new fission reactors are at least TL9 and using the long-term access option, a 1-space new fission reactor is 7,350kW, a 2-space new fission reactor is 15,700kW, and a 4-space new fission reactor is 32,300kW. With these and the old fusion reactors, you'll need 1,000sf per 4 spaces of reactor and engine. Now, if CoaDE taught me anything, this suggests that we're dealing with radiators spec'ed to high temperatures (likely 2000 Kelvin) as a whole with very high-end materials (a radiator that I 'quick build' on CoaDE using 3D-Graphine can radiate GIGAwatts of heat for 53173.71745855sf using 60-degree tapering fore and aft) or consist of things like liquid droplet radiators. |
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I don't know how many kilowatts the habitats of a manned vessel would have, but considering they need to maintain around 300K, then it's probably around 4 square foot per kilowatt? |
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However, with the RAW of THS's radiator construction rules, we're probably looking at a ratio of between 15.66kW:1sf and 32.3kW:1sf, depending on the tech level. |
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Quick question: What is a radiator's radiance when the temperature is 1200K, 1500K, or 2000K, respectively? Because that could explain a lot. |
Re: [3e] Statting a spaceship radiator
I believe this may be a useful source, though it's very, very dense. Our own Anthony Jackson is quoted quite frequently too, for what it's worth. Atomic Rockets. Winston suggests you design your radiator for 3/4s of the temperature of your heat source or do the scary maths.
Now, one cool thing is that at tl10, I think it's reasonable to assume room temperature super conductors. With those, you could create pretty powerful magnetic fields. If you then heat up an iron based solution to a certain point, it will lose it's magnetic properties and be expelled in a cloud into space. While in space, the iron dust will radiate away the heat really effectively, cooling enough to become magnetic and be caught in the magnetic field and recollected. You now have a really efficient radiator with a lot of extra neat things. Due to consisting of a diffuse cloud of iron dust in magnetic fields, it's rather resilient and rugged, so long as the magnets have power. A related idea is to use a magnetic field to contain some sort of plasma in a "bubble". In space, this could be used as a mag-sail, and would also make communication(and identification) with the ship quite difficult, if not nearly impossible, without shaping the magnetic field to provide some sort of window(which is likely possible) in the plasma bubble. In an atmosphere, this plasma bubble could be used as a sort of air foil and thermal barrier for the ship. In either case, the bubble will tend to swell to the limits of it's magnetic field, so it's inherently "adjustable", and it will tend to capture charged particles. Visually, I think this works out to ships having rather small "active" parts, and then the vast bulk of the ship being a sort of ephemeral latticework supporting magnetic fields for fusion rocket nozzles, plasma sails and radiators. |
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THS is generally 'technically doesn't violate known physics but implausibly optimistic'. |
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To be honest, some would say I'm ripping off Mass Effect radiator designs (though the idea of droplet radiators isn't Mass Effect; you know how the general populous perceives things). |
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So, using the equation you gave me, P = A * ε * σ * T^4, I'm assuming 0.85 in this example because Atomic Rockets says anything less than 0.8 is a horrible radiator. A= 32887.67616m^2 / 354000cf - based on THS's radiator area rules for a 708 Space septuplet (7) HePlaR rockets ε = 0.00000005670373 σ = 0.85 T = 1500K So, P = 32887.67616 * 0.00000005670373 * 0.85 * 1500^4, which goes to P = 32887.67616 * 0.00000005670373 * 0.85 * 5062500000000. If I did the math correctly, then P = 0.0018648539093040768 * 4303125000000, ending with P = 4,303,125,000,000 (or 4.303125 PW). ... and I feel like I messed up somewhere here. |
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I will, however, observe that HEPlaR is not a THS term, and TNE HEPlaR is superscience. |
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In addition, I assumed that TL10 fusion rockets are 1000sf/2 Spaces, 708/2 = 354, and multiplying that by 1000 means 354000sf, which, when converted to square meters (via a unit converter), is 32887.67616m^2... Also, thanks for checking my math. :) |
Re: [3e] Statting a spaceship radiator
Note that a droplet reactor must operate at temperature where the vapor pressure of your droplets is very low, or the droplets will just boil in the vacuum and spread out all over the place, rather than being captured for recycling. That makes sodium a non-option at 1,500K (there are other options, but most of them are pretty awkward to actually use). Also, any form of droplet radiator makes maneuvering inordinarily difficult.
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... oh boy. |
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