Re: (2814) Inertial Compensators
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.]