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#1 | |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Quote:
------------------------------------------ With leaving the fusion plant on -- leaving a fusion power pant running without supervision sounds quite scary. Particuarly if I'm counting on it running in order to survive. I suppose if you have a good enough automated system you could wake the tech's up if there is a problem, but still --- I'd prefer to find a way to turn the thing off.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#2 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Power Points in Spaceships aren't realistic. Most non-nuclear plant should give at most 1/10 PPs, while Solar should give 1/100 PPs.
There are ways to squeeze out efficiency from RTGs, but you'll never get more than half the thermal output of the radioactives, about 0.5 kW/kg for Pu 238. But Plutonium 238's half life of 87.7 years gives a nice long usefulness.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#3 | |
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Join Date: Aug 2007
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This would have RTGs producing less than 1 pp per 5% of ship's mass in Spaceships if being fully realistic (which Spaceships isn't always about marginal power plants and drives). Refreshing my memory the Ve2 rule of thumb was that a RTG's power output dropped 10% per period of 14 years. Old Ve2 hands tended to install RTGs large enough to power the life support systems as emergency/back up power plants. Not only can rtgs run for long times but they have no moving parts or even much in the way of weakpoints in their structure. They are ideal for long term/emergency uses that don't have high power requirements. I once gave the PCs a ship that had an RTG that was 120% of what was needed for life support when new. That meant it produced enough power for 42 years. Their ship was older than that though and the back up RTG was only capable of powering 90% of life support. :)
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Fred Brackin |
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#4 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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I do love bulkier petering out generators bought on the cheap for those not willing to process its purity back up.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. Last edited by Flyndaran; 03-20-2015 at 07:26 PM. |
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#5 |
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Join Date: Aug 2007
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That's still worse than fission/fusion at the same TL and a _lot_ less reliable than the ones with no moving parts. Appears like a solution looking for a problem to me.
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Fred Brackin |
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#6 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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But true, chasing high efficiency can lead to over designing an old technology making it less effective in the one niche it out performs newer techs.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#7 |
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Join Date: Mar 2013
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One thing I've got to work out is how fast the original colony ships went. Depending upon how much boost I give them (Which is partly dependent upon TL) I'm getting figures ranging from 550 years at the high end, right down to 37 years at the low end
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#8 |
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Join Date: Sep 2007
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Well, if your definition of "huge" includes objects that are cylinders some 22 cm in diameter and 40 cm long, weighing about 300 kg. It doesn't really take much demand for electricity before fission reactors are more efficient than RTGs.
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#9 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Quote:
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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| Tags |
| space, spaceships |
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