08-19-2011, 04:01 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] VDS Came Early
Assuming non-air breathing engines; air breathing engines have variable performance depending on speed and scale as the cube root of power / area. Not sure how plausible the constant term is, there.
Square root, actually, unless dealing with a water breathing engine, which has variable performance based on speed. Also, the constant should be much different (given relative densities, assuming the 2500 above is correct, 3). |
08-19-2011, 04:23 PM | #12 | ||
Join Date: May 2008
Location: CA
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Re: [Spaceships] VDS Came Early
Quote:
Good point about it needing to be cube root, though - I'll see if I can come up with formulas for air-breathing engines and non-water breathing engines. Quote:
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08-19-2011, 04:32 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] VDS Came Early
It's probably correct for matching the Pyramid article. That doesn't make it actually correct.
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08-19-2011, 04:49 PM | #14 |
Join Date: May 2008
Location: CA
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Re: [Spaceships] VDS Came Early
Good point, Anthony.
Anyways, here's some new formulas. Hopefully they'll be 'more correct'. Not sure. Max Air Speed (Non-Air Breathing): SQRT ( 20000 * Acceleration * Length ) Max Air Speed (Air Breathing): CubeRoot( 2800000 * Acceleration * Length ) Max Water Surface Speed: ???? Max Underwater Speed (Non Water-Breathing): SQRT( 20 * Acceleration * Length ) Max Underwater Speed (Water-Breathing): CubeRoot( 100 * Acceleration * Length ) Supercav Threshold (No Bubble Generator): SQRT( 225 * (Length/15 + 4) ) Supercav Threshold (Bubble Generator): SQRT( 225 * (Length/30 + 2) ) Max Supercav Speed (Non-Water Breathing): SQRT( 100 * Acceleration * Length ) Max Supercav Speed (Water Breathing): CubeRoot( 1000 * Acceleration * Length ) Also, here's a TL10 supercavitating aerospace/underwater fighter (based on one from an old proposal for a TV series or something like that called Deep Angel), and some design features: Front Hull [1] Armor, Nanocomposite (dDR 5, Hardened, $300K) [2] Armor, Nanocomposite (dDR 5, Hardened, $300K) [3] Tactical Sensor Array (Array Level 6, $300K) [4] Defensive ECM ($300K) [5] Defensive ECM ($300K) [6] Control Room (Emergency Ejection, C6, S/C 4, 1 Control Station, $560K) Central Hull [1] Armor, Nanocomposite (dDR 5, Hardened, $300K) [2] Armor, Nanocomposite (dDR 5, Hardened, $300K) [3] Weapons, Medium Battery (Hidden, 2x VRF Laser Turrets, 1x Missile Launcher, $225K) [4] Weapons, Medium Battery (Hidden, 3x Missile Launchers, $225K) [5] Submarine Ballast Tank (0.5 Tons, 5mps Delta-V, $12K) [6] Submarine Ballast Tank (0.5 Tons, 5mps Delta-V, $12K) [Core] Submarine Ballast Tank (0.5 Tons, 5mps Delta-V, $12K) Rear Hull [1] Armor, Nanocomposite (dDR 5, Hardened, $300K) [2] Armor, Nanocomposite (dDR 5, Hardened, $300K) [3] Defensive ECM ($300K) [4] Maneuver Enhancement ($50K) [5] Fusion Torch (1.5G, Ram-Rocket, Water-Fueled, $3M) [6] Fusion Torch (1.5G, Ram-Rocket, Water-Fueled, $3M) [Core] Fusion Reactor (1PP, 400 Year Endurance, $150K) Features: Winged, Supercavitating Hull, Bubble Generator, Stealth Hull, Dynamic Chameleon Hull Code:
TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Notes 9 UF-8 Peacemaker 200 0/4 12 3G/15mps 30 0.1 +5 1SV 100 - $11,376K [1], [2], [3] Air 1/4 30/1000 Air 1/4 30/3000 1500 miles [2] Underwater 0/4 30/36 Supercavitation 0/4 30/77 Supercavitation 0/4 30/212 100 miles [2] [1] Minimum Supercavitation move is 24 [2] When using water in ballast tanks for fuel rather than ram-rockets. [3] Crush Depth of 3,300 yards New Design Features: Supercavitating Hull: Allows you to supercavitate if you have a high enough move while underwater, increasing your maximum speed significantly. Cost is twice that of the Winged feature. Bubble Generator: Lowers your Supercavitation Threshold. Supercavitating Hull required. Cost is twice that of the Winged feature. Requires 1/3 of a Power Point. Code:
Supercav Threshold (in Yards per Second - double to get MPH) SM 4 5 6 7 8 9 10 11 12 13 14 15 No Bubble Generator 32 34 35 37 41 44 49 56 62 73 92 107 Bubble Generator 23 24 24 26 29 31 35 40 44 52 65 75 Last edited by Langy; 08-21-2011 at 08:20 AM. |
08-19-2011, 05:59 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] VDS Came Early
So, since I've been poking at this for a while, I put together a google docs spreadsheet that does aerodynamic calculations for winged flight. I made it shared but non-editable (sorry), but you can download it and edit from there. Find it here.
For a SM +4 vehicle with a mass of 30T, 1G of deceleration occurs at 364 m/s (about move 400) and requires 107 megawatts of power (minimum). Last edited by Anthony; 08-19-2011 at 06:09 PM. |
08-19-2011, 06:26 PM | #16 |
Join Date: Oct 2006
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Re: [Spaceships] VDS Came Early
I think I've noticed a bit of a problem with the rules in Pyramid 34. I've been trying to design a submarine that has a comparable performance to a U-Boat. So I looked up a U-Boat in my copy of GURPS WWII : Motor Pool and I found a crush depth of 330 yards. Using the formula provided for crush depth, I can't get anywhere close to 330 yards without using force fields! Using the formula of dDR * 150 / (hull length in feet) = Crush Depth, I can't begin to approach 330 yards, or any reasonable crush depth at all. I'm not sure what the mistake is, but I'm pretty sure there is one. Can someone who knows more about this crunchy stuff help me?
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12-13-2011, 03:48 AM | #17 |
Join Date: Aug 2004
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Re: [Spaceships] VDS Came Early
I would put one more tweak in play:
When using the Armor Facings option, you don't get to put your armor systems wherever you feel like. Instead, Forward and Rear armor systems must go in the fore and aft sections; and half of each of the remaining armor systems must go in the middle section, with the remaining half split evenly between fore and aft. The other option would be to redistribute the vehicle spaces with three spaces in each of six facings instead of six spaces in each of three sections. The space combat rules would need some adjusting to this new layout; but I suspect that could be done without too much trouble. The main complication that would arise from this is that the option that lets you declare the fore section to be a spaceship unto itself wouldn't translate properly: the existing mechanism relies on the fact that one step down the Size scale has one-third of the mass. I've also been working on a house rule that let's you fine-tune a vehicle's size, by allowing fractional Sizes for most purposes — specifically, Size can be decreased by 0.2, 0.4, 0.6, or 0.8, reducing the mass to 80%, 65%, 50%, and 40%, respectively. These same reductions apply to just about everything: anything that follows some sort of 1-3-10-30… progression gets the same reduction, while anything that follows a 1-2-5-10… progression gets more lenient reductions: 85%, 75%, 65%, and 55%, respectively; and anything that follows the even slower 1-1.5-2-3-5-7-10… progression (such as HP) gets an even more modest reduction: 90%, 85%, 80%, and 75%, respectively. Tabulated: Code:
Progression Size Fast Mod Slow -0.0 100% 100% 100% -0.2 80% 85% 90% -0.4 65% 75% 85% -0.6 50% 65% 80% -0.8 40% 55% 75% -1.0 30% 50% 70% When using this in conjunction with the option of more compact heavily armored ships found in Pyramid 3/34, you might want to revise the latter rule's table to allow for fractional Size reductions, which would of course be cumulative with the above size reductions: ships with up to six spaces of armor would still get no reduction in Size; but each step after that on the Armor and Size Table would be good for -0.2 Size. Likewise, you could use this option in conjunction with the facings-based spaces option above to handle the possibility of the front or top being a separate craft: but instead of that craft being -1 Size, it would be -1.6 Size. |
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