starrangers:available_technology
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starrangers:available_technology [2015/06/28 17:59] – [Stardrives/Travel between stars] weby | starrangers:available_technology [2018/07/31 23:23] (current) – external edit 127.0.0.1 | ||
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* TL 11: 1.5-4.5 parsec/day. | * TL 11: 1.5-4.5 parsec/day. | ||
* Typical starship accelerations, | * Typical starship accelerations, | ||
- | * 1g=84.9hr(1527 | + | * 1g=84.9hr(1527 |
- | * 2g=42.4hr(763 | + | * 2g=42.4hr(763 |
- | * 3g=28.3hr(509 | + | * 3g=28.3hr(509 |
- | * 4g=21.2hr(381 | + | * 4g=21.2hr(381 |
- | * 5g=17hr(305 | + | * 5g=17hr(305 |
- | * 6g=14.1hr(254 | + | * 6g=14.1hr(254 |
- | * 7g=12.1hr(218 | + | * 7g=12.1hr(218 |
- | * 8g=10.6hr(190 | + | * 8g=10.6hr(190 |
- | * 9g=9.4hr(169 | + | * 9g=9.4hr(169 |
- | * 10g=8.5hr(152 | + | * 10g=8.5hr(152 |
- | * 20g=4.2hr(76 | + | * 20g=4.2hr(76 |
- | * 30g=2.8hr(50 | + | * 30g=2.8hr(50 |
* Jumpdrive: The earliest form of interstellar travel is really not used anymore. It uses another dimension that is closer to our dimension than hyperspace. | * Jumpdrive: The earliest form of interstellar travel is really not used anymore. It uses another dimension that is closer to our dimension than hyperspace. | ||
* The jump space is a place of " | * The jump space is a place of " | ||
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* Technically the Jumpdrive is fairly easy to do with TL 7 technology, but getting to the jump points and traveling between such is difficult at such low TL. Lowest practical TL is 8. | * Technically the Jumpdrive is fairly easy to do with TL 7 technology, but getting to the jump points and traveling between such is difficult at such low TL. Lowest practical TL is 8. | ||
* Life pods, people in space suits, | * Life pods, people in space suits, | ||
- | * The new built imperial [[Message drone]]s use jump space as hyperspace navigation is not possible for computers alone, but given a map of jump routes | + | * The new built imperial [[Message drone]]s use jump space as hyperspace navigation is not possible for computers alone, but given a map of jump routes |
+ | * It it also still used by huge unmanned bulk cargo carriers to move very low priority cargo al rock bottom prices. | ||
+ | * A jump drive system is a -1 SM system for starships and costs as -2 SM stardrive. | ||
* Stargates: Fold space temporarily to make two places be the same for an instant. | * Stargates: Fold space temporarily to make two places be the same for an instant. | ||
* Available TL 11 | * Available TL 11 | ||
* They are limited by the total tonnage and the tonnage/ | * They are limited by the total tonnage and the tonnage/ | ||
- | * The only current implementation is based on mini black holes and The imperial versions have maximum transit capacity and capacity/ | + | * The only current implementation is based on mini black holes and The imperial versions have maximum transit capacity and capacity/ |
* They work between any two such gates at a distance of slightly over 300 parsecs. | * They work between any two such gates at a distance of slightly over 300 parsecs. | ||
* They must be located far from significant gravity sources and cannot send things though such, thus they tend to be built at about 2 times the hyperspace threshold to minimize the blocking effect of the star. | * They must be located far from significant gravity sources and cannot send things though such, thus they tend to be built at about 2 times the hyperspace threshold to minimize the blocking effect of the star. | ||
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* By 5g(*5 cost) and 10g(*25 cost) at TL 11. | * By 5g(*5 cost) and 10g(*25 cost) at TL 11. | ||
- | Reactionless drives come in three main types: | + | Reactionless drives |
* Cold reactionless drives; Late TL 9:Have acceleration of 10g*their mass(0.5g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. At TL 10 their efficiency is doubled. | * Cold reactionless drives; Late TL 9:Have acceleration of 10g*their mass(0.5g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. At TL 10 their efficiency is doubled. | ||
* Hot reactionless drives; Late TL 9:Have acceleration of 20g*their mass(1g in the standard 5% of ship mass base). They are fairly inefficient and create a significant heat signature. At TL 10 their efficiency is doubled. | * Hot reactionless drives; Late TL 9:Have acceleration of 20g*their mass(1g in the standard 5% of ship mass base). They are fairly inefficient and create a significant heat signature. At TL 10 their efficiency is doubled. | ||
* Improved reactionless drives: Available TL 11: Have acceleration of 200g*their mass(10g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. Normally limited to 10g due to the limited gravity compensation available, some fighter craft have up to 30g acceleration, | * Improved reactionless drives: Available TL 11: Have acceleration of 200g*their mass(10g in the standard 5% of ship mass base). They are fairly efficient and do not create significant signature. Normally limited to 10g due to the limited gravity compensation available, some fighter craft have up to 30g acceleration, | ||
+ | |||
+ | They are limited in the total % of light speed they work at, The first generation reactionless thrusters could not quite make the 0.01c hyperspace limit and early hyper ships had to carry a reaction thruster to reach the last 1-2% of th threshold. But by mature TL 9 technology they could reach it, but would start to loose efficiency at about 80% of that and dropping to no acceleration at about 120%. Typical TL 10 thrusters keep full effect to the hyper threshold but start to lose efficiency quickly after that dropping to no acceleration by 2% of speed of light. By TL 11, they only start to lose efficiency at about 2% dropping to no acceleration by 3%. Badly tuned drives start to lose effectiveness much earlier, but do not tend to lose as much maximum speed. | ||
+ | |||
===== Medical ===== | ===== Medical ===== | ||
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* They have a limited use time until the collected heat/ | * They have a limited use time until the collected heat/ | ||
* These limitation cause most scout ships, warships and similar to also have chameleon surfaces, radar stealth and similar things. | * These limitation cause most scout ships, warships and similar to also have chameleon surfaces, radar stealth and similar things. | ||
- | * They are harder and hard to build as the size protected increases. | + | * They are harder and hard to build as the size protected increases. |
* Due to construction all electronics are considered hardened for purposes of resisting surges getting +3 HT for such purposes and you cannot select the separate hardened option. | * Due to construction all electronics are considered hardened for purposes of resisting surges getting +3 HT for such purposes and you cannot select the separate hardened option. | ||
===== Other ===== | ===== Other ===== | ||
- | * Faster than light communications exist in the form of Gravity ripple comms, but they are fairly short range(maximum of about 5 light seconds), expensive and very slow transmission speed. | + | * Faster than light communications exist in the form of Gravity ripple comms, but they are fairly short range(maximum |
starrangers/available_technology.1435514353.txt.gz · Last modified: 2018/07/31 23:23 (external edit)