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Old 01-27-2009, 07:27 PM   #1
Trachmyr
 
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Location: Florida
Default [Spaceships] Variant Fusion Reactors

I'm posting my variants on Reactors for a TL9 Hard-science game set in the Epsilon Eridani system. The locations are primarily within an asteroid belt, where hundreds of small colonies have been founded. The ‘government’ (EFC- Eridani Futures Committee) relies and subsidizes private traders to maintain the flow of resources and police the region from numerous pirates.

One of the three terrestrial planets, Cania, is a large world with a very dense atmosphere of Helium. This has propelled advancement in Fusion power systems, lowering costs and making these the “only real choice” for colonies and starships.

Below are the basics on my variant reactors, propulsion systems obviously benefit as well. If anyone has suggestions, feedback or can spot major problems with these statistics… please let me know. I am trying to keep this bound to a “hard-science” genre, so if any of these seem implausible… please let me know.


Class I Reactors
These reactors use internal Deuterium fuel, producing Tritium as a radioactive byproduct. These reactors are designed to ‘trap’ the Tritium internally. The amount of energy required to produce fusion is substantially less than in a Class II reactor, but the liberated energy is also substantially less. These reactors can be installed in a SM+6 or larger craft, have one-half the cost of a Class II reactor but only produce 1 Power Point. Class I reactors can run for 50 years on their internal supply of Deuterium fuel.

Class II Reactors
These reactors use internal Deuterium and He3 as fuel, producing Helium (He4) as a byproduct. The amount of energy required to produce fusion is substantially more than that of a Class I reactor, requiring a facility two orders of magnitude larger. However, the liberated energy is greatly increased. These reactors can be installed in a SM+9 or larger craft, and produce 2 Power Points. Class II reactors can run for 50 years on their internal supply of Deuterium and He3 fuel.
Derated Class II reactors are available that produce only 1 Power Point, but they have half normal cost, and can run 100 years on their internal supply of Deuterium and He3 fuel.

Quote:
SM . . . . . . . . +9 . . . +10 . . +11 . . +12 . . +13 . . +14 . . +15
Workspaces . . 0 . . . . 1 . . . . 3 . . . . 10 . . . 30 . . . 100 . . 300
Cost ($) . . . 20M . . . 60M . . 200M . . 600M . 2B . . . 6B . . . 20B

Also related…

Tritium Betavoltaics (TBV)
These generators use an internal supply of Tritium, and generate power by converting the electrical energy in electrons ejected by radioactive decay. Cost are low as fuel is abundant, and the device components are mass produced. They supply a constant stream of power that slowly reduces in strength as the radioactive material decays. The generator provides 1 Power Point for 12 years, after which the power levels fall below usable amounts. Tritium Betavoltaics cannot be refueled, the entire device must be replaced. The value of the core and remaining fuel supply covers the additional retrofit costs. Betavoltaics cost the same as a Fission plant one SM smaller than itself, but require no Workspaces.
Note: If using split modules and partial power points, apply the following rules. A Tritium Betavoltaic produces 1 Power Point for six years, 2/3 a power point for an additional six years, and 1/3 a power point for an additional 12 years. A “split module” small generator provides 1/3 a power point for six years, then it must be replaced. A six year old Tritium Betavoltaic can be traded in to cover retrofit costs and 50% of the cost of a new generator. A six year old generator can be purchased for 65% cost.

Capacitors (TBV)
These high capacity batteries store three power-point hours of energy, and can power up to three power point at a time. For example, capacitors can provide 1 power point for three hours, 2 power points for ninety minutes or three power points for sixty minutes. Capacitors are recharged in a similar fashion, using excess power to replace their spent energy, but cannot recharge faster than 3 power points per hour. Capacitors cost the same as a Fuel Cell of the same SM, but require no Workspaces.

Thanks for reading through this and any feedback you may have...

Last edited by Trachmyr; 01-27-2009 at 09:38 PM.
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