T. L. Hayes · 15 November 1990
BAD NEWS!!!
Earlier I posted a "if it ain't broke don't fix it" warning. This is
a "if you can't fix it leave it alone" warning. During lunch today I took
to playing with some numbers. From an earlier post I got some figures for
a scout/courier (I don't have books at work so I have to trust these numbers)
that said:
Displacement - 100 tons
Unload Mass - 1084.0707 tons
Acceleration - 2G
Now the amount of energy obtained from the fusion of 1 ton of hydrogen
into helium is 2.58 E6 Joules (roughly). This assumes all the mass
difference between 4 hydrogen and 1 helium is converted to energy. Since
this is not true, the actual energy output will be lower.
A scout ship accelerating at 1G for 1 hour will cover a distance of
63568.8 km and be travelling at a speed of 35.3 km/s or 127,137.6 km/hr.
The amount of energy consumed during the hour will be 6.76 E14 Joules just
to propel the ship. This is equivelant to 2.62 E8 tons of hydrogen!
Clearly manuever drives are going to violate physics or they will not
work. Notice this makes no assumptions about how you move the ship the only
assumptions made are its mass and acceleration and that it starts from rest.
Energy must be conserved.
ANOTHER TOPIC
I read in (1766) black globes by Paul Baughman -
Why can't it maneuver? With reactionless thrusters which don't emit anything
to be absorbed by the field, you should be able to maneuver all you want. Of
course, you can't *SEE* where you are going, and running into an asteroid
(after you drop the field) could ruin your day, but what is the handwaving-
pseudo-technical explanation for why you can't maneuver?
END OF EXERPT -
Correction - you emit energy. In order for the ship to move it MUST exchange
energy with the "rest of the universe" which it can not do while in a
Black Globe. Reactionless (imho) means that it does not generate the force
by expelling matter out the exhaust.
The deeper I look into Traveller's physical problems (prompted in
part by all the talk on the lists) the more I find that many of the places
that violate physics do so because its more intertaining and playable (and
more like the movies and books we've all read). Places I've seen that may
not be fixable include Jump Drive, Maneuver drives, Anti-Gravity, repulsor
or tractor beams, and nuclear dampers. Some of these can be talked around
using pseudo-physics and handwaving at least to the point that they're not
glaring problems.
Then there are the places where the physics is easy enough to fix but
do we really want to. An example of this kind of problem is the travel
times between planets in a single star system. The problem is these
calculation assume you go straight from planet A to planet B accelerating
half way, decelerating the other half. Aside from being EXTREMELY energy
inefficient, this is not possible. All movement will be effected by the
gravity of the two planets and the sun(s) forcing the craft to fly some
sort of hyperbolic (or parabolic) path at least near the planets. You
simply can not "warp out of orbit" in a straight line no matter how much
thrust you ship has let alone with merely 1 - 6 G's. Now we can fix this
but the travel times may become unacceptably long and, even though this
is a violation of the laws of physics, it doesn't really impact on the
game (that is it doesn't NEED to impact on the game).
It bothers me when games ignore physical laws blatantly but I am coming
to see that it is often neccessary if we are to have the games reflect
the kind of science fiction movie/book settings we've come to expect.
Interstellar travel and trade, huge fleets battling for control of the
empire, robots, technical wonders, and heros and heroines fighting for
noble causes (or greed).
I hope this didn't spoil your day!
TLH
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T.L.Hayes |
MIT/Lincoln Laboratory |
Lexington, MA |