07-19-2022, 01:23 PM | #51 | |
Join Date: Mar 2013
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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As for problematic I mean that in a social sense, these templates are kind of sexually objectifying |
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07-19-2022, 08:44 PM | #52 |
Join Date: Aug 2007
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Re: [Spaceships] Getting A Few Thousand Extra MPS
If there are no dubious characters doing unsavory things the possibilities for adventure are greatly reduced. It also might not be that realistic.
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Fred Brackin |
07-20-2022, 01:00 AM | #53 | |
Join Date: Mar 2013
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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Re: radiation, well I was both playing with the design today and had the radiation rules in SS5 and it's not going to be an issue, the crew will be in a core system with at least 4 system worth of shielding on an SM+8 spacecraft, that means they get PF400 during the voyage. |
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07-20-2022, 02:28 AM | #54 |
Join Date: Nov 2015
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Re: [Spaceships] Getting A Few Thousand Extra MPS
Kemonomimi are always a good idea.
The ship I had in mind for the STL voyage was about SM+12 or 13, with a PF for the Habitats and other potentially manned systems of about 2400 or 3600 if I remember well... And I was still concerned about radiation |
07-20-2022, 07:48 AM | #55 | |
Join Date: Aug 2007
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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TL10 Antirad would help because it directly reduces radiation damage and doesn't take the cosmic ray divisor.
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Fred Brackin |
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07-21-2022, 05:58 AM | #56 | |
Join Date: Mar 2013
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Re: [Spaceships] Getting A Few Thousand Extra MPS
Cat girls only, I figure that there's enough women who have grown up wanting to be sexy cat girls to justify it being profitable to offer people the chance to make their daughters into them, but not anything else.
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But I'm limited to SM+10 because I'm at early TL10 and using a Mag-Sail for some stuff. Specifically the way ships normally get about the system is with a Mag-Sail and to move inwards or another direction where the solar winds doesn't move the ships particle accelerators are used for thrust. In the case of these mission they're planned to pass by multiple of these accelerators getting them a velocity before engine ignition of 3,750 mps. But fuel is also a problem, these are supposed to be return missions, currently I'm using Anti-Matter Plasma Rockets because they get more mps, but enough A/M for there and back costs $200 Trillion (My plan is to haul all the A/M needed to the system and get re-fueling hydrogen in system) Nuclear pallets for a Fusion Pulse Drive would be a lot cheaper, but I don't think you can make them in system, which presents me with a problem of how the crew is supposed to get home. Problem is how long is that shelf-stable but? 100 years or more? Saying that the Mag-Sail can be re-configured into what is a very primitive Force Screen to protect the crew works better in my opinion (This is a setting that will one day have standard Sc-Fi superscience, so adding this in early isn't breaking my rules) |
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07-21-2022, 08:54 AM | #57 | |
Join Date: Aug 2007
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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Honestly, I think you're better off ignoring radiation than you are to keep going off towards non-solutions. Yes, that means that even an actual Force Screen would just be more PF to be divided by 100.
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Fred Brackin |
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