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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!
It's not my first attempt, and not my first request for aid either. I think I learned some things from the previous attempts and previous advice, and perhaps I'll have better luck this time. So, I want to a coherent stat-up of how reactionless drives (and, by necessity, pseudovelocity) work in a setting. I know they're TL^, and that means that the best I can hope for is to minimize the damage to the setting in the process. So far, setting-breaking consequences that I would like to avoid the most:
Relativity is an acceptable casualty, and in fact an etheric/hyperdynamic cosmos with some sort of frame-dragging by highly-massive celestial bodies is a suitable outcome. I'm not quite sure how much trouble the setting gets into due to breaks in conservation of momentum (angular and/or linear), but I realise that this is hard to avoid if invoking PV. The intended effectiveness range of the drives is roughly 1G of 'pseudo+real' acceleration at 1 Power Point of 'normal' work, though I'm guessing that there might be a need to make a drive consume more power while pulling out of a gravity well (as per the potential energy delta relative to the well . . . I think that should be affordable, but I'm not sure yet). What other things need to be done and adjusted in order to make it a reasonably playable technology that doesn't break settings? Thanks in advance! |
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#2 |
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Join Date: Sep 2008
Location: near London, UK
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My mental model of pseudo-velocity drive is something like 2300AD's stutterwarp, or the drive used in Poul Anderson's Polesotechnic League stories.
In that case, the energy cost of moving from point A to point B needs to vary with gravitational potential difference. If you move your 100-ton ship "up" by 100 metres from Earth's surface, that costs you the same 100MJ or so that you would have needed to feed into an electric motor (though the inefficiency level will be different). So the standard perpetual motion setup, where you jump something upwards and let it fall down, is circumvented. In game terms what this will mean is that outward acceleration drops off sharply when you're in any sort of gravity well. It may even be that ships can't use this drive near planets at all, and need rockets or something else for surface-to-orbit. Is this a useful starting point?
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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#3 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Pesudovelocity drives usually seem to work by means of rapid short-distance teleports. You need to consider what the movement speed is during the teleport, the maximum rate of the teleports and their maximum distance. These considered together will give you a limiting speed for the drive.
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#4 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#5 | |
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Join Date: Jul 2008
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EDIT: Which actually gives me the thought that 'inertialess' technology along the lines of the Lensman books might give you results usefully similar to pseudovelocity without actually using reactionless drives.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#6 | |
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Join Date: Aug 2007
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I'd also have objects in drive bubbles stop when encountering normal masses but rather slide past them frictionlessly. While you are de-coupled you interact with the hyper-dimension and use that for propulsion and maneuvering while becoming limited to a maximum speed based on hyper-drag. Probably whatever maximum speed gives you the travel times you want. I think the last time I did this I settled on 2 million miles an hour. This made it 1 day to Mars on close approach and 2 days to near the sun. I had jump points (or rather entry points for jump lines) be near solar masses rather than way out past Pluto Sending ships way the heck out into the outer solar system has all sorts of implications for defending solar systems and long range stealth kinetic strikes even using hard science drives. The thing about the de=-coupler drive is that when you de-couple your potential energy is "lost" (or it would be if potential energy was real which it isn't in the present tense). When you re-couple you get a new set of potential energy "normal" to the nearest frame-dragging body. All energy "lost" or "gained" comes from or goes to that universal inertial-gravitic reference frame. There is no "intrinsic" velocity either. That goes away and you get anew one when the drive shuts down. This cuts way down on bookkeeping. As to Perpetual motion machines" the universe is full of things that have potential energy compared to planets and there is little to no good way to harness that. All you need to prevent the creation of perpetual motion machines is to make them inferior in cost per unit of output to other possible power sources. Most of the proposed designs for potential energy harvesters I have seen would be terribly expensive and give poor yield per unit of mass or volume. You could say hydroelectric dams are efficient but that's because you don't pay anything for the energy that goes into raising the water vapor to a higher location. It wouldn't really matter economically if you could violate conservation of energy while raising your mass to be harvested if it still cost money. So even if a thing is technically sort of possible it wont affect your setting if there's no sane reason to do it. As to those micro-jump drives they are reactionless and do accumulate kinetic energy but I wouldn't call them pseudovelocity or especially not hyperdynamic in the way Star Wars is.
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Fred Brackin |
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#7 | |
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Join Date: Feb 2007
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The Bergenholm is a setting breaker, if applied in ways Smith carefully doesn't talk about, but which players might well tend to do. For ex, you can use the Bergenholm to turn an ordinary construction brick into a WMD, and a very powerful one at that. Yet Boskone never tries to blow up Prime Base with a construction brick. The best way to get around the velocity problem, IMHO, is to assume that the trip happens outside normal spacetime entirely. |
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#8 | |
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Join Date: Aug 2007
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After several shenanigans involving undetectable speedsters everyone is running a massive overlap on their electros and either free you'll see the mini-bergenholm on the brick detected or the naked brick at near c will be detected by the ionization as it flies through interplanetary medium of normal density. This is not to say that something rather more elaborate than that wouldn't make a planetary fortress-cracker and I did do away with intrinsic velocity wit my de-coupler drive.
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Fred Brackin |
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#9 | |
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Join Date: Jul 2008
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But you probably don't want to simply replicate those anyway, because they're more than a bit ridiculous. A generator that lets you downshift your ship's inertial mass, though, doesn't need to partake of the sillier aspects.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#10 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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| pseudovelocity, pseudovelocity drives, reactionless drive |
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