Re: Jumps, energy and black globes
In reply to #275 Jumps, energy and black globes by Adrian Hurt
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- #289 Jumps, energy and black globes by Adrian Hurt
The Jump "Drive" is a very high-power fusion plant which charges the "Zuchai Crystal Energy Sink Array". These crystals fortunately are the only devices capable of storing the great energy quanties needed for jump. Also, they have a "memory" of the energy as it was placed in them; this allows discharging at the same rate as charging, but also makes them prone to input power fluctuations. The electrical energy from these is then gated into the "Lanthanum Hull Net", in a peculiar ordering of segments, which is controlled by the "Jump Governor". The Hull Net is first "warmed up", with about 20% of the stored energy, and then strongly energized by the crystal's energy to rend the orientation of the ship in the multispace and transition it into the alternate jump dimension. The hull net remains energized at a low level throughout the trip to maintain a little pocket of "our" universe around the ship. Should there be a hole in the net, a finger of the jumpsace will poke into the ship. Should much of the net be destroyed prior to jump, it would not be possible to achieve the initial insertion into jumpspace, and no jump would have taken place. > Ah yes. These fellows also think gauss guns are silent. Which they are, if > they > fire projectiles at subsonic velocities, and so have penetration comparable to > airguns - or if they fire in vacuum, in which case anything is silent. Actually, wouldn't they be about as silent as a pistol with a silencer? The only noise is from the round flying through the air; there is none of the "report" due to the hot gasses escaping from the end of the muzzle at high pressure. > Yep. You can use this energy. At least, according to High Guard, which I > quote: > "If a ship absorbs enough energy to make a jump, and is supplied with > sufficient fuel, it may jump at the end of the turn." The Starship book doesn't mention anything about Black Globes or alternative charging methods in the Jump Drive chapter. I haven't completed the Weapons and Defenses chapter yet, so I don't know if the practice is reported there. Given the technology reported in the book, it would seem *possible* to gate energy from the Black Globe (if it can be issued in an even stream of sufficient quantity) into the Crystals. In practice, this would seem risky by the new technological explanation. A related example, unrefined fuel can occasionally cause the Jump Drive's Fusion plant to hiccup, causing a dip or surge in output. This dip or surge is stored in the Crystals and cannot always be detected (strange...) or compensated by the Jump Governor when the Ship is transitioning into jumpspace. Result -- misjump! With possible system damage, temporal or spatial displacement. Get this book. It's fun for people interested in Technology and Engineering. On the other hand, it's probably a little too technical for people who rarely wonder why things work. Talking about extra capacitors, anyone ever design a ship which has piles of extra capacitors? I designed some ships which would burn the reserve capacitor energy to feed infrequently-used things like weaponry and active defenses. This allowed my power plant's excess capacity to be burned on needed agility to run away. The ships may not have had much stamina, but boy could they evade! By the explanation given of Zuchai Crystals, they will break down after 2-3 hours of storing charge, so a less-dense method of charge storage would now have to be selected for this design strategy to work. - ------------------------------------------------------------------------ James T. Perkins Traveller Mailing List Administrator Tektronix Digital Systems Division "Load Auto/Evade, Beowulf!" - ------------------------------------------------------------------------ INTERNET: [email removed] CSNET: @RELAY.CS.NET:[email removed] UUCP: {uunet,decvax}!tektronix!dadla.la.tek.com!traveller-request