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#1 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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I prefer a two-tier system.
A bunch of "wormhole"-connected systems, where travel takes a normal sublight engine. There may be anywhere from three to three-hundred systems in each "network," and any particular system may have one to five or more "wormholes." (More along the lines of the "Lost Fleet" universe than the "Starfire" universe. Not instantaneous like Starfire, but not as long as the Lost Fleet.) And a "jump drive" that allows jumps of medium-range distances, taking about a week. (Think "BattleTech" or "Star*Drive.") Thus, stellar empires will tend to grown quickly through the "wormhole networks," but there's the possibility of "jumping" to a nearby network. "Jumpships" would have to carry additional systems (batteries and jump drive and what-not), so would either have unarmed "carrier" ships, or weak combat capabilities. |
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#2 | |
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Join Date: Oct 2004
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Quote:
b) Only that it is a canonical jump drive that does not need jump points. |
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#3 |
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Join Date: Oct 2008
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In my own scifi setting there are actually 3 types of FTL travel in use.
The normal travel distances are quite long with distances of hundreds of pc between inhabited worlds being normal. Jump gates: These are huge structures consisting of huge powerplants and capacitors due to high power requirement. They allways work in pairs and have a 30pc maximum range. The need to have the large gate at both ends makes these the feature of the "main routes" where they are in chains. Benefits: -Move to target instantly -No FTL drive needed in the ships traveling Disadvantages: -Need the huge structures. (Smallest possible gates are 20 000 tons) -The huge energy demands put a limit on mass transmitted at one time and mass transmitted over a given time period for given gate. Warp(microjump) drives: Are the drives used by most exploration and military craft. They are bulky,heavy,Very expensive and very mass sensitive but capable of moving the ships at 5pc/day(typcical heavy warship) to 20pc/day(fast courier/scout). Also used in the main ship to ship weapons as that is the only thing capable of catching a warp drive ship.. Benefits: -Move fast where there are no gates. -Huge combat advantages from ability to move at FTL speed in combat. -Can operate at FTL speeds anywhere outside atmospheres. Disadvantages: -Require huge machinery(about 20% mass for a heavy warship 80% mass for a fast courier) -Very expensive due to manufacturing difficulty. Hyper drives: These are used by everything else. They are small(typical requirement 0.2-1% of ship mass) and fairly cheap. They can move ships at 0.2pc/day to 1pc/day depending on the generation of the drive. They cannot be used close to large masses. They are used in places where the gates do not go and for bulk non persishable cargoes even along gate routes as transporting things that way basically costs nothing except time. Also most military craft have hyper drives as backup and even military smallcraft routinely have hyperdrives. Benefits: -Very Cheap -Does not take much space/weight. Disadvantages: -Slow -Easy to track. The source and target vectors of any jump is detectable for weeks afterwards in most cases from quite far away. (Military craft, pirates and smugglers can activate several hyperdrives at same time confusing the track a lot, making it very hard, but not impossible) -You cannot change destination or see outside when traveling. (Though you can drop out of hyper anywhere along the plotted route) FTL communication along the Jump gate route is very fast. The gates have constant high bandwith link between them. Thus messages travel at maybe 300pc/second along such routes. Elsewhere the speed is slower: -the high bandwith communications and imaging FTL radar travels at 10pc/day -Low bandwith communications and FTL radar travels at 30pc/day. The low bandwith communication is basically only good for simple text messages(think telegrams). The high bandwith is enough for several channels of HD video. FTL communication ranges are long though, a (large)backpack sized communicator can reach 100pc(high bandwith)/1000pc(low bandwith) shipboard systems way further. |
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#4 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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But they have unlimited delta-V. They're a better investment in the long run. Thus they should somehow be worse elsewhere. As of now, they aren't terribly expensive, yet they seem better than reaction drives in all areas.
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#5 |
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Join Date: Dec 2007
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#6 | |
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Join Date: Jul 2008
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Quote:
High thrust is another thing, though. A high thrust water-burning fusion torch gets 3g per system. The delta-V is a bit limited at TL10, but the thrust ratio is hard to beat (you'd need a high-thrust Orion or a high thrust water-burning antimatter plasma torch). Since high-impulse is usually what matters for trade, the only place I can see fusion torches beating any kind of reactionless much is for ships that need planetary take-off capability. |
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#7 | |
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Join Date: Sep 2004
Location: Manchester, UK
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Quote:
__________________
Always challenge the assumptions |
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#8 | ||
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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I'm designing a space setting for my next campaign, so these are questions that have been on my mind lately. :-)
Quote:
The suggestion to use pseudo-velocity can help, of course, but pseudo-velocity has its own issues for me - I don't like the image of space combat it creates, with ships stopping instantly when they hit a pebble, or colliding with each other without effect. In my setting, I'm using reactionless thrusters, but I'm also allowing force screens. I'm just assuming that anything too big to dodge a relativistic rock will have extensive force screens in an anti-kinetic "Whipple" configuration, capable of stopping most impactors. Quote:
Last edited by Kelly Pedersen; 05-21-2009 at 04:46 PM. |
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| Tags |
| ftl, hyperspace, spaceships, technology |
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