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#1 |
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Join Date: Jun 2016
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Do you mean the tidal stresses from the gravity wells? A pulsar’s radiation emission? The radiation emitted by a black hole’s accretion disc?
Neutron stars (including pulsars) have a ridiculous magnetic field strength—and then there’s magnetars which are even higher! There could be an induction hazard from moving a metal object through that field. Neutron stars also have such intense gravity that they bend the light from their far side. You can observe 3/4 of their surface from one side! |
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#2 | |||
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Join Date: Nov 2004
Location: Niagara, Canada
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Anything potentially lethal to the ship's pilot Lensman, which can be reduced at least in part by the shields. Quote:
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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#3 |
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Join Date: May 2005
Location: Oz
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I don't think that's right. With the Bergenholm on your intrinsic velocity away from the gravitating mass ceases to have any effect, and all that matters is the resultant of vector addition of your thrust and gravity. A spaceship with inertia will in general orbit around a massive body, safely except for tidal strain. A free one will instantaneously acquire a superluminal velocity directly towards it. Go free wherethe gravity points towards a planet and you will near-instantly but harmlessly hit the ground. Do it where the gravity points towards a star or such and then, unless you are very quick to acquire some thrust, you will near-instantly contact its surface or come to a buoyant equilibrium within it, subject to terrible tidal strains and quiet possibly in a graviational field too strong for your motor to get you out of.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#4 | |
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Join Date: Nov 2004
Location: Niagara, Canada
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Of course, that's only dealing with gravity - I don't know any rules-of-thumb for such bodies' radiation, magnetic, or other characteristics.
__________________
Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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#5 | |
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Join Date: May 2005
Location: Oz
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Any gravitational field stronger than the 324 gees of drive is a trap, though. If you are quick you can turn off the Bergenholm and blast laterally as hard as the passengers can take while inert: Sir Ike will prevent a collision so long as you have angular momentum, and any fall in will turn into falling out after periapsis. Tides I'm not sure about. I think that maybe tidal strain can't affect you if you're free. That might leave you "damned if you do and damned if you don't" when it comes to the gravitational fields of nearby massive objects.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#6 |
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Join Date: Feb 2016
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In general, there is not much you can do about black hopes except stay far away from them. The energy released by the workings of the accretion disk is around 50%, so a 10 Sol-mass black hole surrounded by a 1 Sol-mass accretion disk that will last 1 billion years will release an average of 1,000 times as much energy as Sol, all in hard gamma rays. At 1 AU, that roughly translates to over 100,000 rads per second (if I am doing the math right), meaning that you would need a PF of 10,000,000 to survive for an appreciable amount of time. At 0.1 AU, it is 10 million rads per second. At 0.01 AU, it is 1 billion rads per second.
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#7 |
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Join Date: May 2005
Location: Oz
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The shields on spaceships in the Lensman universe make them immune to weapons with beams far more intense than that. The wall-shields on a speedster cope easily with particles of dust and molecules of interstellar gas impacting at 120 parsecs per hour.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#8 |
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Join Date: May 2009
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The black hole at the center of the galaxy isn't anywhere near solar size. It's a lot bigger than that.
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#9 | |
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Join Date: Nov 2004
Location: Niagara, Canada
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I'm wondering at what point that detail no longer holds true - where the radiation becomes stronger than, say, five hundred thousand d6 damage per second.
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I've been eyeing 4e's Spaceships 5, page 40, which contains a table describing how much dDmg a STL ship takes from ablative dust-grains. However, that damage appears to scale with the Lorentz factor of how fast the ship is going, which kind of breaks down when an FTL drive is in play. Still, it gives some potentially useful numbers. At 0.9c, the Lorentz factor is 2.294, and a ship suffers 48 dDR per year. (Or 48*3d=144d6 dDmg, if dDR runs out.) That would mean that at Lorentz 100, at 0.99995c, a ship would ablate 4,000 dDR per year (or 12,000d6 dDmg, or 120k d6 dmg per year, or about 48 dmg per hour). I just might be able to work up some further numbers for denser-medium relativistic impacts based on that. I seem to recall some mention that damage-scales were tweaked between GURPS 3e and 4e, something about squares versus cubes. Does anyone know what the factor of change (if any) was?
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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#10 | ||
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Join Date: May 2005
Location: Oz
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Spaceships beam damage table. Treat as a neutral particle beam. Four by ten to the nineteenth MJ. Nineteen powers of ten from 3 MJ => nineteen doublings from 3 dice decadal damage. Three million d6 of damage going "dink!" every second. Quote:
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 02-16-2020 at 03:54 AM. |
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| Tags |
| astronomy, gurps 3e, lensman, space |
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