07-29-2014, 10:07 PM | #621 |
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Location: Forest Grove, Beaverton, Oregon
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Re: GURPS Spaceships Design Spreadsheet
Is there a reason my initial ship design doesn't reach 2500 mph from 1 g of jet engine accel, but only reaches 2000 mph?
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07-29-2014, 10:16 PM | #622 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS Spaceships Design Spreadsheet
Top Air Speed for a Turbofan is 2000mph (SS7, p. 10)
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07-29-2014, 10:22 PM | #623 |
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Re: GURPS Spaceships Design Spreadsheet
D'oh. I figured it was something obvious. Thanks.
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08-06-2014, 03:24 PM | #624 |
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Re: GURPS Spaceships Design Spreadsheet
Adjustments to delta V when getting relativistic?
As in Newton says I should get to 76,160 mps, but I know Einstein says that I would be going a bit slower. As a viewer from the starting point would see it of course. Is it just the time dilation ratio in velocity format, or something else entirely?
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08-06-2014, 04:08 PM | #625 | |
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Re: GURPS Spaceships Design Spreadsheet
Quote:
Δv = c tanh(ve ln(m0/m1)/c)Compare that with Tsiolkovsky's equation: Δv = ve ln(m0/m1)Note that the relativistic rocket equation really only applies to acceleration all in the same direction, because relativistic velocities don't add nicely. If you want to add the fuel requirement for accelerating to an interstellar coasting speed and then slowing down at the other end, or to add stages. you have to use rapidities rather than velocities. The formula for the delta or rapidity available to a relativistic rocket is a lot more like Tsiolkoksky's equations: Δr = ve ln(m0/m1) / c For your information, tanh(x) = (e^x -e^-x)/(e^x + e^-x)
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08-06-2014, 05:39 PM | #626 |
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Re: GURPS Spaceships Design Spreadsheet
So no easy way to whip the Spaceships' rules into working just from classical delta V?
I can't quite see at what point the issue becomes big enough to reach its granularity. Would slow acceleration up to 10% to 20% C be big enough, and ball park figure any idea what that adjustment would be? My brain is not working so well to remember my math classes from 20 years ago. I just realized how old that makes me. :) Though, if I could remember enough, Rapidity seems to be what I was fumbling around for.
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08-06-2014, 05:40 PM | #627 | |
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Re: GURPS Spaceships Design Spreadsheet
Quote:
But in general, you can't do relativity without doing relativity.
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08-06-2014, 05:43 PM | #628 | |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Spaceships Design Spreadsheet
Quote:
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08-06-2014, 05:47 PM | #629 | |
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Re: GURPS Spaceships Design Spreadsheet
Quote:
But for delta-v you really ought to use tanh(v/c) rather than gamma(v). There ought to be a tanh button on your scientific calculator. tanh(0.1) is approximately 0.099667994625, so the correction at v = 0.1 c is -0.033% to delta-vee. tanh(0.2) is approximately 0.197375320225, so the correction at v = 0.2 c is -1.312% to delta-gee. Both negligible.
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08-06-2014, 05:53 PM | #630 | |
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Re: GURPS Spaceships Design Spreadsheet
Quote:
But since rapidity for 0.200 C is 0.203, I should use (0.200)(0.200/0.203) to get its real cruising speed of 0.197, right? Thanks for walking me through what's old hat to you.
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design, game aids, gurpsland, program, sheet, spaceships, spreadsheet |
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