Re: Amazing new ship design philosophy.
In reply to #517 Amazing new ship design philosophy. by Hans Rancke-Madsen.
In a posting Hans Rancke writes: > [Talk about that fuel is enough to power ALL ships systems for 30days] > Now, that's not really a reasonable assumption, is it? Come to > think about it, fuel consumption calculations also assume that > the maneuver drive is going full blast for the entire 30 days. > But traders usually spends 1 week of every 2 in jump space, > where you can't use the maneuver drive, and several days more > on the ground or in orbit loading and unloading passengers and > goods. On an ordinary landing and takeoff a ship with a 1G > drive would use the drive for less than 20 hours (this assumes > a word size of 10). A refueling run would take longer, but the > ship would be getting more fuel at the same time! So actually, > many traders freighters could make do with 1 day's maneuvering > fuel. There really is a precedent in this question, In the GDW boxed module "Beltstrike" there is a table on fuelconsumption when going less than maximum acceleration, (On the other hand, the same module also stated that the manueverdrive made a forcefield (:^)) that protected the crew from the hazardous cosmic radiation. In MegaT this is accompliced with lots of shielding (This is the reason why all exo-atmospherical craft must have a Armor of 40 or more)). A resonable way of handling this is to compute the Kilolitres of H/hour/MW and then use the maximum energyconsumption during an hour as the consumption for that hour. The systems that can be assumed to be operating at all times are the environment, the computer, the controls & the sensors. During jump only the environment and the computer needs power, When at normal flight the drives (at normal Gee or less), the comp, the controls, the environ and the sensors, And in combat: Everything (including agility). This assumption also raises interesting questions regarding vehicle design. One trick i've thought of (and used in a number of designs) is to power weapons with a high energy demand from energy stored in zuruchai crystals (jump-energy-sinks, see "Starship Operators Manual by DGP"), Take for example that you want to power an 100MW weapon with a ROF of 10, but the only Powerplant that fits the hull only have 50MW to spare to such entertainment. To solve the problem you install Z-crystals capable of storing 50MJ (Mega Joule, measure of energy, if you have 1 joule you can power something that demands 1 watt for one second) The storagecapacity of 13.5 kl of z-crys os about 600MJ (deduced from MegaT & old HighGuard) so you should install around 1-2 kl of crystals, The contraption will function like this: Half the time the PP will load the z-crys with energy (50MJ) and the other half of the time this energy and the 50MW that the PP outputs this period combines to make 100MW for the weapon! (The ROF will be halved to 5 because the weapon can't fire 50% of the time) The biggest disadvantage is that z-crys can't store energy more than a couple of minutes, Then they'll start to decompose and the energy will be released in an uncontrolled form (heat mostly). 50MJ in close proximity is certainly an health hazard :-) (A quick calculation gives that the energy released is roughly compareble to 11kg (22lb) of TNT) But, all in all, the old system of computing energy consumption *is* somewhat oversimplifyed, and a more complex system could ease the burden on the ship and vehicle designers. > Hans Rancke > University of Copenhagen > [email removed] - -- Bertil K K Jonell @ Chalmers University of Technology, Gothenburg NET: [email removed] VOICE: [phone removed] / +46 300 61004 "Don`t worry,I`ve got Pilot-7" [address removed] (Famous last words) "GOOD DEEL ON - SLIGHTLY USED CRANE" The Abyss