Orbital Base Jumping
The backstory to why I'm wondering this is a long story, which I'll share if people ask, but in short: I'm wondering the rough levels of DR/other advantages that'd be necessary to jump from orbit and survive re-entry with little to no ill effects. The drop afterwards and accurately landing are handled; I'm just unsure whether the re-entry itself would be plausible.
The two scenarios I'm looking at are a) A pair of psychics in light spacesuits harnessed together, one providing the shielding and propulsion for re-entry, the other handling the landing after. How much DR would the shielder need to be able to provide, for roughly how long? b) A TL9 battlesuit upgraded to the gills as the signature gear of a one-man-army type character - what DR would be necessary, and is it reasonable for it to be added onto such a suit? Also, would it be possible to 'add' ablative DR, or would it have to be built with it to begin with, thus meaning it'd only get one drop? If I'm looking at it the entire wrong way with DR and there's another, better way to model being able to survive reentry, then please tell me that as well. Thanks in advance! |
Re: Orbital Base Jumping
I think that GURPS: Traveller - Armed Forces has the "re-entry capsule" for an orbital insertion. Sorry I don't have my book right now.
|
Re: Orbital Base Jumping
For that matter Ultra-Tech has "life pods", "drop capsules", and "stealth capsules" (p.232). These have DR 100 ablative armour on the underside (which is noted as "all of which is usually gone after the re-entry") plus DR 20 for the composite body.
Well, strictly speaking it says that only of the "drop capsule", but the others had the same "100/20" listing for their DR. I am a little puzzled. The description of the drop capsule says that it breaks up at an altitude of one mile. Surely the DR 20 from the composite body is just as gone after that happens. With regard to the OP, I note that all of these gadgets use parachutes to enhance aerobraking. They do not kill orbital velocity with skin friction and ram pressure alone. I am far from assured that 100 DR ablative armour backed up by 20 DR is sufficient to survive re-entry. |
Re: Orbital Base Jumping
Yeah, the idea of WH40k-style fast drop capsules is another reason to see the stats. Surprisingly, Spaceships is very vague regarding the damage levels of a 'rough' (i.e. non-engine-assisted, wingless etc.) reentry.
|
Re: Orbital Base Jumping
Quote:
As a very rough approximation, a rough re-entry on Earth involves dissipating a minimum of 31 MJ per kilogram, which for a 70-kg man is 2.1 GJ. Modelled as an impact, that comes to about 5,275d + 1 Cr. |
Re: Orbital Base Jumping
VE2 (for 3e) p.23 says "reentry vehicles should have DR 100+", the sidebar on page 164 gives a more complicated formula, depending on the velocity you have at start and the velocity you want to aerobrake to (a capsule typcally to 0, but something like a shuttle to it´s top air speed).
|
Re: Orbital Base Jumping
Some interesting replies already, thanks all! A little more info
a) WRT aerobraking - one of the psychics is a potent short-range teke, the other is a very talented water/fire elementalist. I had initially considered the teke to be doing all the shielding and the elementalist to pull condensation out of the air to form 'wings' to glide once within atmo. (Forcefield DR for the shielding, and Create Water followed by Control Water with the Wild enhancement to use Flight (Gliding, Winged).) However, I did consider the elementalist might be able to provide some heat shielding - would Control Fire be any good, d'you think, and if so, what would, say, level 4 do to help the teke with shielding? (I figure it's a bit of a gray area - technically one could use Control Fire to -prevent- fire by keeping it down, and I'm presuming it might have some influence on temperature, I'm just not entirely sure how much) b) About the velocity, assuming a psychically controlled (and thus reacting at the speed of thought) glider, what would be top safe speed to decelerate to before making any attempt at steering? Would the flier's advantages and skills have any noticeable bearing? (3D Spatial Sense would be the big one I'm pondering) c) D'you think I ought to put a shark under them? (Orbital base jumping the shark, ha ha I'm so funny. */sarcasm*) Also, no word on the big question about the battlesuit - would it be reasonable to put enough DR on that to survive re-entry, and if so would it be plausible to 'add' Ablative DR to an existing suit or would it need to be built into it? |
Re: Orbital Base Jumping
The orbital re-entry capsule would be the ablative armor required. It is used up and needs to be replaced after each re-entry. But the Traveller marine would not be shooting out of this capsule, he is enclosed in it.
Guess I have to say "Depends on what you want. Starship Troopers (the book) or an Anime version battlesuit?" |
Re: Orbital Base Jumping
Ah, hadn't realized that. My bad. Somehow I got it in my head that was for troop drops and didn't think 'well a battlesuit pilot is just a soldier in really big armor derp'.
I'd like him to be able to put some combat use out before he lands, but he wouldn't have to be firing from the moment the jump started - if the capsule breaks up a mile above the ground, that's plenty high enough for some light air support. (This is initially for an NPC in a sci-fi game - he's the company's heavy hitter, deployed for the really big fights, but knowing my players if they see an NPC do something they'll want to do it too. :P) |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Something like adding the Soft landing system (SS p24) maybe a good idea, if you could add it to a powered suit. it doesn't nessesarily need to be stated for its DR verus re-entry, just that it is used up or discarded after re-entry.
|
Re: Orbital Base Jumping
Quote:
Example build: Code:
TL Spacecraft dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range CostThe ECM helps prevent it from being easily hit. It is assumed that no more than 4 turrets require energy. If none do, you might want to replace the reactor with something. OTOH, if you have cheap/good Reactionless drives, you might want to skip the fuel and maybe buff the reactor. For long-range superscience descent, you may risk replacing an ECM station with a cloaking device, the AM reactor with a Vacuum, and the drive with a Cold Inertialess drive., reducing the heat signature (before entering atmosphere) to a mere +3, which with SM+4 makes the stealth capsule capable of being dropped from somewhere outside the solar system, and only being discovered upon reentry. If you're feeling extra nasty, and know your battlesuits can survive landing in a zone with some fallout, you might want to arm the turrets with AM missiles or bombs, and launch them upon entering atmosphere, thus tying up the planetary defense forces with chasing them instead of you. Now that inspires terror. |
Re: Orbital Base Jumping
That design works scarily well. Not quite what I was after, but I'd argue it fits my needs better if anything - specially since now I think about it, a solo marine in a battlesuit is still gonna get shredded pretty fast... But that, that's something the players can ride in on with a team providing covering fire. (Knowing the squad leader, with Ride of the Valkyries blasting out of a sound system somewhere)
I'd have to tweak it a bit to make it fit TL9^, I think - I forget exactly what TL antimatter reactors come in, but I'm pretty sure TL9 isn't it. Still, very very fun... |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
Also, I tell you again that material that makes an effective re-entry shield doesn't necessarily have any DR at all against bullets or axes. And it is ablative in rather a different sense from GURPS armour. |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
Also, minor nitpick: Switching places of the soft landing system and the ECM makes sense from a safety standard. But that's just me being pedantic. |
Re: Orbital Base Jumping
EM guns have twice the velocity, and thus twice the damage MULTIPLIER compared to conventional (unless you're flying so fast that it doesn't matter, which the pod likely doesn't).
It's hard to tell which hull will be facing upwards anyway: do you engine-break, manoeuvre horizontally, or try to keep the speed fast until you're low enough? |
Re: Orbital Base Jumping
I forgot about EM guns velocity, thanks for catching that. Even a conventional 2cm VRF gun will do 30d(2)pi++ (not dDamage) per hit, that'll cover just about anything that a drop pod should be able to destroy. For everything else there's missiles.
My point with the reorganization of the systems was that you're likely to be taking fire from the direction you heading in (otherwise you're really in trouble) and that that direction is unlikely to be the rear. I wouldn't want the soft landing system in the hull section facing the enemy. |
Re: Orbital Base Jumping
Quote:
Quote:
Quote:
Quote:
The problem with aerobraking high and fast is that you get a lot of heat that way, and less slowing by ram pressure. On the other hand, neither craft nor crew can handle the ram pressure of re-entering any steeper than a couple of degrees, so you just have to solve the problem of the heat. |
Re: Orbital Base Jumping
Quote:
As for slipping in cold, passenger seating gives you life support for 24 hours only. And you only have delta-v to brake from 0.15 mi/sec., which gives you a maximum range of 13,000 miles. |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
I'd also point out that the soft landing system explicitly includes a single use heat shield. |
Re: Orbital Base Jumping
Quote:
Edit: Ninja'd by the snowman. |
Re: Orbital Base Jumping
Quote:
I base the DR100 criterion on the life pods and re-entry capsules in Ultra-Tech. Quote:
There is a box on p.40 (headed "atmospheric flight") that says that any streamlined and winged spacecraft can glide in to a landing without power. I guess you could take that as including braking, but I don't. Since the same box allows a powered landing with an expenditure of delta-v way less than orbital velocity I think I am on firm ground assuming that that box is about landing after any necessary braking. |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Brett: You do realise that with sufficiently precise guidance, its possible to glide in after an aerobrake maneuver lasting many orbits, with very low peak heat load, low enough that passive cooling would be sufficient. Basically it requires crossing skip-reentry with aerobraking. Aerodynamic lift is used to hold the craft at a constant dynamic pressure, with constantly decreasing velocity and altitude.
Thats the idea anyway. In practice, there is plenty of opportunity to mess up the glide by going too high or low. But I put it to you that DR100+ is not necessarily a requirement for re-entry. That the higher the DR/heat shielding, the easier and faster aerobraking is, but that it is not impossible for less well shielded craft. The box on pg 40 has been discussed in the past, and if I remember correctly, the consensus was that 0.1mps was for each landing attempt after the approach to the ground had already been completed. I know that's not what it says, but its the only possible way it makes sense otherwise. Some have said this should be errata'd, but nothing seems to have been done that I've seen. The fact that the passage on vertical landings mentions that streamlined craft can land quicker, to my mind supports the idea that streamlined craft are able to aerobrake/re-enter, otherwise how else is the extra deceleration accounted for? Quote:
Quote:
Finally please don't take my rebuttal personally Brett, I'm mainly just trying to keep the magic alive :). |
Re: Orbital Base Jumping
Quote:
A better solution is probably going to be something along the lines of the drop ships in SS4. |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Tai, the drop capsule is in GURPS: Traveller - Star Mercs.
"...disposable atmospheric reentry capsule for meteoric assaults...allows reentry to take place in 2-3 minutes..." DR 4,000 expensive fireproof ablative, 9 HP |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
The way for the OP to get what he wants would seem to be to use a Drop Capsule (from Ultra-Tech) and some sort of flying capacity such as a flight pack (Ultra-Tech, p.230)) or parawing. The way to get space marines down to the ground with a CAP capacity would seem to be to build a cheap disposable landing bus consisting of passenger seating, a soft landing system, a hangar bay with an 'A'-configured armoured vertol in it, and a cargo bay with gear and ammo. Personally, if I were a space marine I would be saying "if they can't land a lighter to put us down, how are they going to pick us up?", and I would want to land in a drop ship with enough oomph to SSTO. Aerial drones and orbital laser batteries will do me for CAP, thank you, provided that I get a ticket back to up. |
Re: Orbital Base Jumping
Quote:
Send the drones if you aren't sure about being able to CASEVAC, let them secure the LZ, and then I'll be happy to ride a reusable drop ship down. Oorah? |
Re: Orbital Base Jumping
À la Starship Troopers, you use itty-bitty drop capsules and lots of dummies to make the initial assault as confusing and hard to target as possible. The clumsy big transport follows once you've secured the landing zone (good luck!). One-way drops make sense if the orbit-capable recovery vehicles are too vulnerable to risk in the initial assault.
TeV |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
But then, the chances of my being a space marine are kind of slim. |
Re: Orbital Base Jumping
Quote:
The various militaries tend to be tied up in bureaucracy and diplomatic treaties that prevent them from mobilizing as quickly as they could, so the mercs often get first-response as a deniable resource if something goes down - and given there's a TL10^ cyborg zombie army using hit and run tactics, things go down often enough to keep profits high. For this reason, it's not entirely unexpected to have to drop into a ground war with no way back out until it's over - their job is to end it, or at least pave the way for conventional forces/the military to enter the fray. They'd rather -not- do it simply because of the likelihood of fatalities, of course, but if the price of saving a few lives in the company is the entire population of the colony... Plus, knowing these players, if I leave them on a planet in a warzone with no rescue, within ten minutes one of them will have built a new ship, another will have shot down two more in repairable condition, the third will have convinced the zombies to give her another, and the fourth will be piloting them all simultaneously somehow ¬.¬ |
Re: Orbital Base Jumping
Quote:
Quote:
Quote:
NPC marines still hate meteoric drops. |
Re: Orbital Base Jumping
Quote:
Anyway, now I'm wondering what this thing of Molokh's is going to land on. Nice flat playa? A lake? Or does it stall out at below 0.15 mi./sec. and land on its dinkyrocket? |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
The engine is not meant for loiter, it was meant for minor course corrections in an emergency, such as during Dodges or if launched on a suboptimal trajectory outside an atmosphere. It has wings and a Control Room, which is required for air manoeuvres. I would rather replace the engine with a superscience one if I knew which ones are available. As for life support, shouldn't Spess Mehrines Be Don't Afraid Of No Oxygen? Or, more seriously, shouldn't they have more life support in the battlesuits? Tai, you mentioned TL9. What superscience systems are available, if any? Which weapons are? |
Re: Orbital Base Jumping
Quote:
How should one go about constructing a WH40K drop pod otherwise? The three ECM stations (and/or a Cloaking Device, TL^ permitting), and occasionally streamlining are there to be harder to hit too. Another consideration is that turrets don't need to see the LZ to do clearing suppression fire of said LZ, they just need to know the coordinates. This seems to be the SOP of drop pods in Tiberian Sun/Firestorm, where pods simply always shoot where they land to clear the area. Of course, whether you can afford to do that depends on what weapons are in the turrets. |
Re: Orbital Base Jumping
Quote:
However, Spaceships is way too granular for that sort of consideration, going in this case with more of a capable/not-capable approach, in which case I would argue for a much wider range of craft being able to make a reentry, regardless of what kind of entry profile is used (because such things are below the level of detail in the game). |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
Quote:
A meteoric drop usually mean that some naval officer had decided that the needs of the many outweighed the needs of a few marines, and that it was time to shut up and soldier. In fact, I don't think that a PC marine has ever undergone a meteoric drop in a FLAT BLACK adventure. In backstory, yes: on camera, no. |
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
|
Re: Orbital Base Jumping
Quote:
TeV |
Re: Orbital Base Jumping
Quote:
Quote:
|
Re: Orbital Base Jumping
Quote:
Basically, all guns are TL8, but melee weapons and ammo are TL9, so any TL9 improvements for ammo cost or which weapons can handle which rounds are counted. Engines, anything TL9 that isn't reactionless superscience or a warp drive is available. (I seem to recall an electric reactionless engine that wasn't superscience? Though that wouldn't be much use for these purposes) The reason for this is primarily plot-based - the prime BBEGs are using TL10^ tech including energy weapons, reactionless drives, and their own warp engines, while the other races are using TL9 gear with a warp gate network limiting their mobility. I imagine if scientists could get their hands on an Amovorc ship in one relatively intact but not actively-trying-to-kill-them piece, combined with existing experiments into reactionless drives and one of the races being geniuses with reverse-engineering the council would have their own versions inside of two to five years, the only issue would be manufacturing enough to retrofit. Reactors, again, most anything TL9^, and psychotronic reactors are available; and at least among the merc companies, they get enough psychic or psionically-gifted people that they could probably assign one to a ship as a power source without too much shuffling at any given time. (One of the players is a high-level teke, and another is a low-level ESPer - and the presence of two psis on one team isn't considered unusual in the slightest.) If you want me to give an itemized list, let me know and I'll try to throw one together for you, though off the top of my head I don't recall any explicit deviations from the above - my idea for allowing most superscience was that collaborating with other races has pretty much meant things we assumed impossible are now almost routine, simply because we had no idea how to do it. Much like it never occurred to, say, the Yskzvani to develop guns, simply because they never developed the tech to allow for it or thought about it. (Considering they're a race of psis, their answer to 'Gee, I really wish this piece of metal was in that bugger all the way over there but I just don't want to walk that far' was generally to fling it at him via teke. Or give it to someone to give to their brother who's been paid off to get close enough to fling it at him as a distraction while another assassin hits from a different angle - Yskzvani make Xanatos Speed Chess look like their national sport) |
Re: Orbital Base Jumping
Quote:
I you, very theoretically, can still fit a 24kT nuke into a missile turret if you want to provide the priority targets for the enemy, you'll need your suits to be rad-proof and the stuff will be overpriced. So, more likely to just use conventional guns with self-guided warheads, or simple missiles. Either way, you can ditch the reactor now. Quote:
Quote:
Quote:
Quote:
All in all, the thing just got very, very impractical. Now it's essentially a slightly self-guiding space parachute for 10 marines. Now, regarding the rough landings: A crash-landing inflicts a 0.1mps collision randomly on either the front or the central hull. That's 6d × 3 × 15 × 0.1 == 6d×4½ dDamage, or 95.5 dDamage on average - enough usually completely destroy it. So, Now, vertical landing requires 0.1mps per attempt per planetary gravity, and takes 20/(Acc-G) minutes, halved for a streamlined craft in atmosphere. So the two choices for engines are HEDM (2G, 0.5mps) and Chemical (3G, 0.15mps). For landing on Earth, this produces the respective results of: HEDM: 10 minutes, 2 rolls, and 1/5 of a fueltank per attempt. You need two successful rolls in a row, and can retry 4 times per tank. Chemical: 5 minutes, 1 roll, but 2/3 of a fueltank per attempt. You need just one successful roll, but if you fail that roll and don't have a second fuel tank, you're back to the winged landing, which if you fail again, you die. Of course, you can also ditch the three ECMs and the reactor, put in 5 HEDM rockets, 1 fuel tank in the core, and have instead: HEDM, 1.1 minute, 1 roll. Choose whether you prefer being harder to hit, or having less time in the vulnerable spot. It is not quite clear whether you waste all your MPs per attempt though - SS-41 says 0.1MPs per planetary gravity per attempt, and doesn't mention multiplying by the number of drives. I wonder if this is because engaging several drives simultaneously has a higher net efficiency in fighting gravity. |
Re: Orbital Base Jumping
I seem to recall a TL9 powered armour/battlesuit which was primarily a strength booster with heavy armor and the ability to add stuff like a jetpack and such? I'm seeing it more as bridging the gap between infantry and armour than anything else.
And yeah, these guys are kinda nasty. The only reason the Amovorc haven't completely taken over the galaxy is lowish numbers and an apparent unwillingness to try - they hit colonies, take things and people, and usually leave fairly quickly. They only dig in for big targets or if extraction isn't reasonable - the one big victory the Council got against them was forcing them to dig into a mid-sized city which they proceeded to nuke to hell and back. (Which was kind of a pyrrhic victory since the city was still occupied by their own side's civilians...) |
Re: Orbital Base Jumping
Quote:
I'm treating weight as a bad thing because it is a strain on logistics. |
| All times are GMT -6. The time now is 06:11 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.