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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
Probably the easiest solution to resolving many paradoxes emerging due to FTL technologies in Space/Spaceships is to simply ditch relativity. However, this cannot pass without consequences. So . . . this leaves some holes to be patched. Here are some that I figured out:
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#2 |
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Join Date: Aug 2004
Location: traveller
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Orbits mostly decay due to drag from the atmosphere, however tenuous. Stellar wind pressure and other subtle effects (e.g., Yarkovsky) accumulate over long (~Myr) timeframes to shift orbits around. So far as I know, these dominate any relativistic effects.
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#3 |
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Join Date: Mar 2005
Location: The deep dark haunted woods
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Ditch relativity and what you have left is what is called "Classical" physics - i.e. what they used to think before Einstein showed up. I suggest you look up GURPS Steampunk, which has a section devoted to Classical physics and it's dearest child, the luminiferous ether.
__________________
"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall |
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#4 |
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Join Date: May 2008
Location: CA
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You can ditch one single aspect of relativity (the no special frames of reference one) and still have the normal stuff that relativity gives you but also have FTL via a non-relativity-sensitive hyperspace type thing.
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#5 | ||||||
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Join Date: May 2005
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Since relativity is the true depiction of what actually goes on in our Universe, a universe without relativity would need completely different fundamental physics (i.e. quantum field theory) tuned to give the same "classical" effects. But that's okay, since quantum field theory is pretty much offstage in any game (while relativistic effects can be quite important).
To get a self-consistent classical nonrelativistic world, you pretty much just need to add one thing: a luminiferous ether. For the points you mentioned: Quote:
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Well, it means a complete rewrite of the laws of quantum mechanics as well. You're basically replacing the existing laws of nature with a completely different set that gives some of the same classical effects, and you have some freedom to choose which ones to mimic. For instance: do nuclear reactions exist in your universe? Maybe, maybe not, or maybe there are completely different reactions in their place; the underlying mechanisms would be different. Without E=mc^2 they would not be associated with a change in the "rest mass" of the constituents. Antimatter and total conversion make no particular sense without relativity. Etc. TeV |
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#6 |
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Join Date: Dec 2007
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...sure it can. If it doesn't it is no longer the easiest solution.
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#7 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The easiest solution is to introduce a privileged reference frame (which is used by FTL) and leaving all other equations the same. This violates the principle of locality, so it's effectively ditching relativity, but it does so in a fairly innocuous way.
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#8 | ||||||
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Join Date: Jun 2006
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-- MA Lloyd |
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#9 |
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Join Date: Dec 2007
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#10 |
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Join Date: Aug 2004
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GURPS Lensman (Well, the Lensman stories) had stats for a relativity bypass. 100% real world workable IF repeat IF you can separate mass from inertia.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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| Tags |
| ftl, relativity, space, spaceships |
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