Reaching orbit with Air-raft
Various canon Traveller sources state that Air-rafts can reach orbit and in my Traveller campaign precisely that situation arose during my weekend session with my kids. I assume here that the ship we want to match orbit with is in Low Earth Orbit (LEO). The problem is much simpler if the ship is hovering on its contragrav above the planet but that is not what the canon sources say; 'orbit' does not mean outside the atmosphere, it means outside the atmosphere with enough speed for centripetal forces to match gravity.
Has anyone playing a fairly realistic Traveller ran into this problem and how did you solve it (ruling out air-raft to orbit is one solution)? If you dig into the problem there are lots of complications that crop up: Problems with the vehicle: An open topped vehicle is hardly built for vacuum as this costs a lot extra, so I guess the instrumentation, upholstery etc will break in vacuum. Another problem is that an air-raft produces something like 0.1 G thrust for propulsion which mean (ballpark calculations here) that to reach say 5 km/s orbital velocity they must accelerate for over an hour (ca 5000 seconds). Problems with the calculations: To match the orbit of a ship the air-raft driver must eyeball the ship and vector (yes, LEO ships can be seen at dusk or dawn by the human eye) and then match that orbit by hand with the air-raft over a more than an hour long acceleration phase. The air-raft will have no instrumentation for orbit matching and the like, just an accelerometer based (Traveller vehicles does not rely on the crude GPS system we use) absolute positional instrument that also indicate height as well as speed gauges. Calculating the orbital mechanics and driving the air-raft to comply is in my opinion a really hard problem for a spaceship pilot and impossible for mere grav-jockeys. If you think orbit matching is a piece of cake try it yourself with the free PC space simulator Orbiter. IMTU: My TL progression differs from canon and GURPS Traveller and this causes even more problems: (I don't add gravtech until TL 10, so I can have cultures with jumpdrives without grav and floorfield, 'Hard-SF with jump' if you will) Jumpdrives TL 9 Floaters TL 10 Floorfield TL 11 Gravthrust TL 12 Floater gravbelts TL 13 Reactionless drives TL 13 Gravbelts TL 14 Tractor beams TL 15 Presser beams TL 16 Rattlers (high freq tractor weapons) TL 17 Floaters are grav 'thrusters' that can only negate gravity, they can never create upwards or lateral thrust, just negate the downward pull of gravity. Floaters and gravthrust have 'thrust' proportional to local gravity so a 1G (Thrust = mass) floater will negate gravity on all planets, regardless of gravitation (simplifies designing gravvehícles and 'explains' why gravthrust is useless for interplanetary travel). Floaters come at TL 10, are much cheaper and require much less power per 'thrust' than regular gravthrust. Regular gravthrusters produce floating at the cost of x1/10 thrust (a 1G gravthrust would use 0.1 G for floating and 0.9 G for propulsion for example). My air-rafts are so cheap they use floaters powered by a fuelcell for lift and turbojet for thrust (both the fuelcell and turbojet are hydrogen powered and need an atmosphere with oxygen to work). So IMTU the air-rafts cannot reach orbit at all, they cannot even operate in anything near vacuum, fitted with compressors they can work in Very thin atmospheres, but that's it. |
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There are certainly situations where this is an intractable problem (uncooperative ship above an uninhabited world), but in most cases the orbital mechanics are the least of your problems. Do your gravitics allow floaters to reach orbit at all? If so, does anyone want to spend multiple hours in a vacc suit to get there? |
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/facepalms
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Canon already has a tech level with JDrives but without gravitics. The GT mangling of Tech Levels to fit GURPS rendered missing.
In actual GDW Traveller, not GT nor MgT, TL 9 has no artificial Grav nor gravitic thrust, but has Jump 1; gravitics come in at TL 10. This not appearing to exist in GT is simply an artifact of GT's tech level compression past TL 8. |
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MA Lloyd: My floaters merely negate any and all gravity from all directions so none of the problems you depict occur. 'Floaters' break the law of momentum conservation as does reactionless thrusters, you cannot really say that one is worse than the other. When air-rafts where built using Megatraveller design system or Fire Fusion and Steel they didn't put radars etc needed for matching a ship in orbit. I am pretty sure that the air-raft in GURPS Traveller (built using GURPS Vehicles?) didn't have the needed instrumentation and sensor either. I'm sorry if I offended anybody by pointing out some, in my opinion, unrealistic stuff from old canon. I am actually a bit surprised at the strong reaction, especially from mr Lloyd - is this the same Lloyd who wrote the awesome additions to Vehicles with audio signatures and realistic falloff for communicators and sensors, way back? |
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Various historical inventions appear all the way up to TL 7. After that they invent fusion, grav etc at TL 8, jump at TL 9 and from then on only small increment in capabilities occur. |
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I have been toying with the idea to have the population limiting what one can produce: 1 million inhabitants and they can produce items that cost 1 MCr in local currency, everything more expensive has to be imported or 'hand built' ie much more expensive. The population limit would not apply to Industrial planets, they are the heavy lifters of industrial production in Traveller. |
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All it proves is that TL8 air rafts are possible, not that they are gravitic at that TL. (Tho', digging through striker errata says yes, TL8 gravitic lift.) They might be fusion powered vectored thrust. Along with G-Carriers. (Much like what we see in Blade Runner or Albedo.) It's sloppy. MT is explicit, however, No Artificial gravity until TL10. TNE as well, plus no compensation til TL10. |
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Hans |
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Do the math Sir! |
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I would assume that air/rafts are typically enclosed, simply vs. weather. Much like modern cars out here in the real world.
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For the Sol system the effects we can account for are fairly low (the centripetal force of the rotation of the Earth is about 0.03 m/s^2, for the orbit about the sun 6x10^-3 m/s^2, for the galaxy about 2x10^-10 m/s^2; and 3x10^-5 m/s^2 for the moon) but of course that doesn't have to be the case in other star system - many worlds in Traveller have shorter days or are a lot closer to their primaries. And isn't really negligible here on Earth either, leave your contragravity on an hour and 0.03 m/s^2 has given you a 250 mile per hour velocity in some direction you didn't intend to go. This isn't terrible for a vehicle, though you have to have an engine you can run constantly and which can thrust in all directions, on a continuously changing basis to compensate for it, but it isn't negligible. And it does pretty well simplify the reach orbit with the air-raft problem. Turn off the compensating thruster and in a couple hundred hours you'll have reached a point your inherent velocity puts you in some sort of orbit, then you turn off the contragravity. Admittedly it'll probably be a pretty elliptical orbit. |
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Regards, Ewan |
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Reaching orbit from centripetal forces alone won't work either. The air-raft would have the same rotational speed as it had on the ground so it would be in orbit in the same sense as you and I are in orbit ie not at all. The air-raft would simply fall back onto the planet when turning off the Floater. Circular orbit means the kinetic energy is equal to the potential energy and this tell us that the higher up you are the MORE velocity is needed to stay in orbit. If my take on Floaters are bothersome (negating gravity completely), just posit them as gravthrusters that can only thrust along the gravity gradient vector. That way they'd behave like my Floaters yet be immune to the insane million gravity homogenous fields posited by mr Lloyd. They would still behave the same visavi centripetal forces of course. So, at TL 10 we can make gravthrusters that thrust along the gravity gradient only, at TL 11 we can have gravthrusters that can thrust in any direction as long as there is a gravity gradient and at TL 13 we get the reactionless thrusters that can thrust without relation to gravity (the relativistic rock generators, if you will). The lesson here: A drive that magically nullifies gravity in all directions through electric power breaks no more laws of physics than a drive that magically creates thrust from electricity alone; conservation of momentum and conservation of energy are broken in both cases. Breaking the two most fundamental laws of nature means that we know for certain there will be problems as there always is when one adds this amount of handwavium but I think I have shown that we are equally frakked with the gravthrusters. We also learn that the small forces values of centripetal acceleration are present on all bodies; ballooons, helicopters, floaters and gravvehicles alike and as we don't bother with them for the real owrld versions we don't have to bother with the fictious ones. |
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If you lower the gravity of the Earth to that 0.03 m/s^2 (or equivalently had a "partial contragravity" device that reduced the effect of gravity by 99.7% so that weight was reduced to that) then objects at the Equator *would* be in a circular orbit - try it youself, figure the orbital velocity around something with the necessary mass to reduce gravitational acceleration to that and compare it to the speed of the rotation of the Earth. This pretty well ought to prove to you that you can reach an orbit with a contragravity device capable of 100% negation, if you pulsed it on and off on say a 99.7/0.3 millisecond duty cycle, it turns into approximately a 99.7% weight reduction and you are in a circular "orbit" right away. Quote:
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Also note that the gravthrust vehicle would be able to do EACTLY the same feat. My problem basically was that using an air-raft to dock with an orbiting ship would be very hard to do in the reality of Traveller, something the short, canon, paragraph about air-rafts had led me and probably other referees to believe. I'm sure most other agree as the air-raft design for GURPS Traveller lack the neccessary instrumentation, I don't even thiink they have paid for vaccuum proofing the vehicle. I stand by my statement that Floaters and Gravthrusters have the same problems with reality. When we disagree so much on even fundamental assumptions such as what 'orbit' really means, whether or not there are huge gravitic fields from cosmology pulling on us etc that there is very little knowledge we can gain from each other in this discussion - I think we can bury it by that. We are like fantasy roleplayers arguing what magic system is more realistic. |
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Okay, just to chime in here...
GURPS Traveller, 2nd Ed. by Wiseman, pg 147 (ISBN 1-55634-408-2) Air/Raft, Open Topped (TL12) ...This vehicle (and its close-topped cousin) is one of the most commonly produced TL12 vehicles within the Imperium, and innumerable variants are produced.... ....Long-range radio comm; low-res imaging radar; PESA; terrain-following radar; small computer, complexity 6.... ...Aerial top speed 160 mph, aAccel 2 mph/s...aDecel 20 mph/s... ...sAccel 0.08 Gs. Most air/rafts can reach orbit (this one would require vacc suits be worn), but are rarely used for such. I know, we aren't talking TL12, but here is a GURPS reference that may aid in the discussion. Looks like this text has enclosed versions with a decent computer and can reach orbit. Guess it comes down to your hand-waving of the science. |
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You need to be able to reach orbit with an open-topped air raft so that you can re-create Marc Miller's commute.
(And even though the link-dumping has died down a bit, I'll still add that the link is really to YouTube, the intro scene from Heavy Metal. Thus spoiling the joke, but rules is rules.) |
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Actually closed and ragtop air/rafts have been around since MegaTraveller and TNE has the default as "ragtop" with a "hardtop availabel"
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However, my first Traveller which was TNE, which had an illustrated closed-top one. (And I didn't actually read the entry, which states that the top isn't enclosed, until years later. So IMTU closed-top air/rafts are standard, just as closed-top cars are standard in the real world. The difference is that ground-cars would never need to be pressurized.) |
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Air-rafts posed several headaches with real design systems. They were open-topped yet capable of reaching orbit. Unless one had a separate lift system with much less powerconsumption and cost than the one producing thrust, it was really hard to come up with an excuse for why they were so damned slow (110 km/h cruisng speed or something like that).
That was my real excuse for adding the 'gravity nullifier' / 'can only thrust along gravity gradient' lift system. Set the TL for air-rafts so low that one could only build Lift systems and needed to supply thrust by propellers, turbofans etc. At higher TLs the grav vehicles would be much fatser and therefore also enclosed for the comfort of the occupants. |
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see http://en.wikipedia.org/wiki/Weightl...n_a_spacecraft Quote:
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Furthermore, I recognise the term "powered orbit" for trajectories in which the object is not in free fall, but is accelerating continuously. |
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See e.g. http://en.wikipedia.org/wiki/Free_fall Quote:
An "orbit" that goes completely around an planet is essentially "a path that keeps missing the ground". It's not unlike when they say in the Hitchhikers books that "flying is throwing yourself at the ground and missing" ;). I may sound like I'm being pedantic, but these things have specific meanings, and saying that they mean something else is only going to confuse people. |
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Actually, all orbits eventually either intersect the orbited body or result in tidal locking, given enough time. That said, an orbit that intersects the body orbited must take it around at least one full time around that body; if it's less than one full time around, it's suborbital.
Almost all satellites are in orbits which will decay and eventually intersect earth. |
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An orbit will only decay if there is drag on it, or if other perturbations change it so that it intersects the planet - otherwise it'll be stable forever. Satellites in low orbits close to the atmosphere may decay as things like heating from solar flares can change the height of the atmosphere and cause unanticipated additional drag. Satellites orbits that are higher up, beyond the range of an extended atmosphere will not decay though. Also, orbits do not necessarily end in collision or tidelocking - given enough time, the orbiting body may be forced outwards by tidal evolution so far that it orbits the sun instead of the planet. Even though the moon is tidelocked to face the Earth, orbital evolution is continuing to push its orbit outwards, and will continue to do so until either the earth's rotational period is equal to the moon's orbital period, or until the moon is lost into a solar orbit (whichever happens first. Either won't happen before the Sun expands into a red giant, which might render the whole thing moot if it engulfs the earth/moon system). |
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And until tidelock, the orbiting body and body orbited both produce drag on each other due to gravity effects. In the case of tiny satellites, negligible effect on the orbited, and much more profound on the satellite. |
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For something orbiting a planet, it's simply not an issue. You may as well raise "all things will eventually decay into photons" as if it were a valid point. Quote:
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If you are in in (unpowered) orbit implies that you are in freefall, being in freefall does NOT imply that you are in orbit. If you jump off a trampoline you are in free fall but certainly not in orbit.
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I'd think the tidal and magnetic drag would be pretty signficant on anything not in geosynchronous orbit too, and signficant lunar perturbations on anything not co-orbiting with the moon. Ancient artifacts that have been sitting in close stable orbits around planets for a few million years may well be science fantasy. |
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No, those Ancient things should be parked ON asteroids, moons etc to be credible - or better yest; inside complicated cave labyrinths guarded by monsters, just like magical items of D&D does. |
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