Re: (2814) Inertial Compensators

By William Henry Timmins ·

TML message #2816From bundle 230Read the whole thread (2 messages)All messages with this subject

In reply to #2814 Inertial Compensators Cites: #2814
Although I don't use MT, the way I handle inertia-less drives (which
seems like what the compensators do) is by creating an acceleration
field with no propogation.

ie- The 'inertia-less' drive in my SF games AREN'T truly inertia or
acceleration-less, they only seem that way on a macroscopic scale
because velocity is increased for all atoms simultaneously. The
acceleration one can use depends on the fineness of this velocity field,
as too high acceleration will start fusing atoms...

In the world where I first developed this idea their first field dumped
KE to every atom simultaneously. This had one huge problem- acceleration
of each atom was inversely proportional to it's mass... so at very high
accelerations, you would get a chromotogram of a ship... hydrogen in
front, scaling down to heavier atoms in back... :)

The ships of that period used massive cylinders of some pure substance
(usually iron, for a variety of reasons) attached by heavy struts to the
rest of the ship. Acceleration depended on the strength of the struts,
and had none of the useful effects of 'inertia-less'.

It was, however, reactionless. Or at least seemed that way. In reality,
it emited something like anti-gravity, with a propagation about light
speed, which pushed or pulled nearby bodies. Again a bit limiting.
Combinations of the technologies created reaction drives of ultra-high
efficiency, kinetic shields, which propogated impacts as ship-wide
accelerations, etc.

- -Me
[Pooh Bear incarnate.]