Re: Fusiondrive Control Incorporated
In reply to #5607 Re: Fusiondrive Control Incorporated by Bertil Jonell
> From: Bertil Jonell [email removed] writes: > Wildstar: > > Granted, but my idea doesn't depend on a something-for-nothing effect; > > it still works fine no matter how much energy the CG requires > Yes, going down. But how about going up? Standing on the ground you have > zero potential energy (if the ground is zero) and zero kinetic energy. Well, I *have* assumed that the CG lifters can lift the ship a nonzero distance off of the ground (just as they can for an air-raft or a grav bike). Presumably, they will require energy input appropriate to the work being done (but knowning GDW, I'm not going to count on it). Until someone can tell me a good reason why not, I'm going to use the following rationale in my campaigns: ContraGravity devices can manipulate the local gravitational field, effectively producing a force exactly opposed to local gravity, with a magnitude anywhere between 0 and 2 times (inclusive) of the local gravitational force. Therefore, the maximum upward velocity that can be produced is the world's escape velocity, and the maximum downward velocity that can be cancelled is also the escape velocity. In my campaigns, the CG will be completely umable to produce any forces in any direction other than directly against the vector of the local gravitational force. The energy input to a CG device will be proportional to the work being done (and the constant of proportionality will be greater than 1 ;) so that perpetual motion machines are still impossible. While some of the above will probably be invalidated by the Technical Architecture Manual (or even detailed analysis of the vehicles in T:TNE), the above at least makes sense to me, and doesn't grossly violate any of the laws of physics. [email removed] - -------------------------------------------------------------------------- Science-Fiction Adventure in the Far Future