> From: [email removed]
> Subject: (2709) Yet more High Speed Projectiles
>
> Houston, we have a problem...
Ok, I admit that using real physics on an SF RPG is a rather dirty trick:)
> If Bertil is correct in his calculations (No I'm not going to double check)
I did one error, but it has only minor effect on the results.
> If you look at it from a total energy avaliable perspective, I would question
> the basis of the equations you use for available energy. If you base it upon
> the megatraveller power plant output, then you are questioning the very basis
> of the power plants. But remember, the power plants were designed (by GDW)
> to account for the performance of non existant forms of locomotion.
A scoutship weighs about 1350 tons, Ignoring relativistic effects (which I
suspect are of marginal effect at 0.1c, and in any case they will just make it
*harder* to reach 0.1c), it's kinetic energy at 0.1c is mv^2/2:
1.35e6 * 3e7^2 / 2 = 6.075e20 Joules.
The total energy contained in the mass of the ship is mc^2:
1.35e6 * 3e8^2 = 1.215e23 Joules.
So the energy equals 1/200th of the ships total mass. (Not 1/14th as I said,
but that's what happens when I play physicist, stupid me <kick!> <ouch!> :)
1/200th of the ships mass is 6.75 tons, ie about 100kl of hydrogen, but
fusion gives far less energy than total mass->energy conversion so it is still
unlikely that the fuel will contain enough energy.
(Yes, ok, the calculations contain errors, the relativistic effects for one
thing, and the ship will become lighter as it uses fuel, thereby requiring less
energy, but I think these effects are minor.)
> But, I might point out that in order for traveller engines to work, we must
> accept the fact that
> 1 The scout ship has 2G capable engines.
> 2 The fuel volume is capable of lasting 30 days.
There is one way out of this dilemma, and that is to assume that the engines
are *not* reactionless but that they have exhaust and that exhaust has a certain
speed. Their acceleration will (If I understand it correctly) decrease as the
ship comes closer to that speed.
That way the ship will still mostly have a 2G acceleration in it's typical
envelope (planet to 100diameters, in-system transfers etc) but if someone
tries to take it outside that envelope by for example going full tilt for
more than a week, the acceleration will decrease.
This will unfortunately mean that all calculations of acceleration, range and
time will become very complex....
> If as you suggest a ship has only 1/14th the required energy to reach .1c
> then the ship should only be able to accelerate at 2/14 G's (1/7 G) and
> so the scout chip can not perform as it is required to perform.
Every time you double the speed, the energy required quadruples. So it is
quite possible to have a ship that can do 2G in a low speed interval but can't
do more than 1/200th G in a higher speed interval.
> Ah well, It seems to me it just comes down to what brand of metaphysics
> you prefer. How many ancients can dance on the head of a pin?
That depends on if the pin is made of monadium, and on how many ancients
there are left that are able to dance, and on if the coyns say that dancing is
a good idea:)
> Mr. Scott
- - -bertil-
- - --
"Med ett sjyst ja"rnro"r sla^r man va"rlden med ha"pnad!"