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 Post subject: Re: Hard Space
PostPosted: Wed Apr 13, 2016 3:08 pm 
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Though I'm tempted to add a brown dwarf between Sol and Alpha Centauri/Barnard's Star to create a Jump-1 Main so that Jump-1 ships will be relevant on the interstellar level as well (no empty-hex jumping in this setting in order to have a "topography" and "arms" of expansion).

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 Post subject: Re: Hard Space
PostPosted: Wed Apr 13, 2016 4:31 pm 
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Golan2072 wrote:
Though I'm tempted to add a brown dwarf between Sol and Alpha Centauri/Barnard's Star to create a Jump-1 Main so that Jump-1 ships will be relevant on the interstellar level as well (no empty-hex jumping in this setting in order to have a "topography" and "arms" of expansion).


You might want to make it a rogue planet. I think the certainty there is not a brown dwarf within 1 parsec of SOL is nearly 100%.

Another option is to allow jump-1 to not be 1 parsec but < 1.5 pc (and then there would be a jump-0 possibility that is < 0.5 pc).


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 Post subject: Re: Hard Space
PostPosted: Wed Apr 13, 2016 4:52 pm 
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A rogue planet might fit well with the horror/harshness theme of this - a dark, cold, eternal place. A horrid place to serve a stint at...

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 Post subject: Re: Hard Space
PostPosted: Wed Apr 13, 2016 8:07 pm 
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ffilz wrote:
Golan2072 wrote:
Though I'm tempted to add a brown dwarf between Sol and Alpha Centauri/Barnard's Star to create a Jump-1 Main so that Jump-1 ships will be relevant on the interstellar level as well (no empty-hex jumping in this setting in order to have a "topography" and "arms" of expansion).


You might want to make it a rogue planet. I think the certainty there is not a brown dwarf within 1 parsec of SOL is nearly 100%.

Another option is to allow jump-1 to not be 1 parsec but < 1.5 pc (and then there would be a jump-0 possibility that is < 0.5 pc).


Depends if the BD is very old (if so, and it's low mass, then it could be pretty cold. Given that we're not certain if Planet Nine exists yet and that's a lot closer, I think the possibility that there could be an old, cold, low mass BD within 1 pc is not too unrealistic. But yeah, a rocky planet, jovian, superjovian, or small old BD could work.

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 Post subject: Re: Hard Space
PostPosted: Wed Apr 13, 2016 8:33 pm 
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Updated map.

Sheol is a moon of superjovian rogue planet, which does give some radiation and heat by itself, but only very little. The place is VERY cold and VERY dark but is an essential waypoint from Sol to the Solar Main.

This way we have a very long J-1 main accessible from Sol.

Image
Hard Space-13-APR-16 by golan2072, on Flickr

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 Post subject: Re: Hard Space
PostPosted: Fri Apr 15, 2016 8:52 am 
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Cyborg IM1 wrote:
Actually, if you go back and read LBB 1-3, it never quite says that the M-Drive is a gravitic drive. It doesn't have fuel or anything, but it doesn't specifically state Gravitic either...
That might also make sense for why the thrusts are so low. 1G or 2G is as high as you are going to go without special equipment. Acceleration Couches will let you get a couple more G's sustained. 6G sustained probably requires very expensive support equipment and isn't done except in combat.

Similar to the Warp Drive on Star Trek, the ship can go to Warp 10, but often just travels at Warp 1 or Warp 2 (see the end of every episode).

I suggest that most ships don't have artificial gravity, but they have constant gravity. Fusion drives don't use any fuel, it is absorbed within the PP fuel (most of which is needed to power the M-Drive). Constant Thrust means "towers" for ships, not airplanes, so almost none of the deckplans will work - but LBB 1-3 don't have deckplans anyway...

I seem to remember something from the 1st Edition that the M-Drive produced a weapon equivalent to a Beam Laser or something ...



Decisions regarding spacecraft and starflight in this setting:

1) In this setting, there are no empty-hex jumps. You need a gravity well to jump from or jump to, though being too deep in a gravity well is risky as usual. This gives space a "topography".

2) M-Drives are not reactionless Magneto-Gravitic drives but fusion engines. The "power plant fuel" is actually M-Drive fuel/propellant. The power plant actually has a reserve of hydrogen (or even He3) enough for decades. What you need LHyd for is the M-Drive. This produces constant thrust, giving the ship constant gravity - it is built as a "tower" with the engines on its "bottom" - though without inertial damping this means that you usually don't go over 1G unless in emergencies and combat, and then you need to be strapped into an acceleration couch. I know very well that the fuel consumption and thrust here are a handwave - in reality you will need MUCH more propellant and you'd usually avoid constant acceleration due to limited propellant - but its still a much smaller handwave than that required for gravitics...

3) As a result of the lack of gravitic technology, most starships don't land on planets. Instead, they use interface craft. Most ships thus carry small craft for landing purposes. Heavy freighters usually travel from high port to high port - as loading an unloading with shuttles could be unwieldy - and thus rarely appear on the frontier. The exceptions are Scout/Couriers and Free/Far Traders, which are "flying saucers" with their engines on their "bottom". When they enter an atmosphere and gravity well, they turn off their fusion drive and use interface drives to fly like aircraft, but the floor remains in the same direction, only now using local gravity instead of acceleration-based "gravity".

4) I am using Book 2/Book 3 drives and drive TLs: heavier ships are slower and ships are usually small.

5) As interface craft would now take some serious tonnage on most starships, I am increasing the TL from TL10 to TL11 in order to accommodate larger ships - up to 2,000 tons on a Solar Main only ship.

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 Post subject: Re: Hard Space
PostPosted: Tue Apr 19, 2016 1:49 pm 
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If I am reading your map correctly, worlds within 3 hexes of a Gen2 world have been visited for Gen3. I would think that GL667 and Wolf 718 would be colonized. GL667 is a world known to have planets now, so it might be a priority for expansion.

Also, the five systems to Spinward/coreward of WISE0855 would likely have been visited. At least GL570 and Wolf 499. XI Bootis would be another high priority Gen3 world, so ships should be moving in that direction.

Another Comment: Wolf 424 is going to be a VERY important Gen2 world. Water with FOUR water worlds to Spinward. This world should be a boom-town; with lots of prospectors and surveyor (scouts) etc. moving through.

To Trailing - Epsilon Indi will be a priority Gen3 target.

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 Post subject: Re: Hard Space
PostPosted: Tue Apr 19, 2016 3:54 pm 
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Thanks for the suggestions! I'll incorporate them into the next version of the map.

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 Post subject: Re: Hard Space
PostPosted: Tue Jun 14, 2016 1:16 pm 
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Cyborg IM1 wrote:
I suggest that most ships don't have artificial gravity, but they have constant gravity. Fusion drives don't use any fuel, it is absorbed within the PP fuel (most of which is needed to power the M-Drive). Constant Thrust means "towers" for ships, not airplanes, so almost none of the deckplans will work - but LBB 1-3 don't have deckplans anyway....

A question about constant acceleration - what do you do when in orbit? Can you stay in orbit and still keep constantly accelerating? Otherwise instead of constant acceleration, you will need spin habitats which will greatly complicate the deckplans.

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 Post subject: Re: Hard Space
PostPosted: Tue Jun 14, 2016 2:31 pm 
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No you can't. When you are in orbit you are in micro-gravity (ala the Space Station). Thus the need for all those Zero-G skills (in CT it is subsumed within the Vacc Suit skill I think).

If you have artificial gravity, every space station will have it and only specialists would need zero-g skill.

So a ship accelerates into a stable orbit and shuts off the M-Drive and the ship goes Zero-G until it leaves.

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