Recent Changes for "Space Travel and Future Tech" - SF Journey Creationshttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_TechRecent Changes of the page "Space Travel and Future Tech" on SF Journey Creations.en-us Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-13 18:12:15Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=<span>(</span>(M+<span>.5)*(</span>m+.<span>5</span>)<span>)^.4</span> * (&lt;jump number&gt; <span>* .20 </span>+ .<span>8</span>) </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs<span>&nbsp;</span>=<span>&nbsp;ln</span>(M+m+<span>2</span>.<span>1</span>) * <span>ln</span>(&lt;jump number&gt; + <span>2</span>.<span>1</span>) </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-13 13:15:25Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 64: </td> <td> Line 64: </td> </tr> <tr> <td> <span>- === Spinning Wheel Space Stations ===<br> - Because humans and most of other animals prefer to have gravity. Space Stations are made to simulate gravity with centrifugal force. Space ships use constant acceleration at one G.<br> - The minimum radius of a space station is 900m because this prevents motion sickness you would get from having your head spin faster than your feet.<br> - <br> - Mulder's constant is the perception threshold for angular acceleration.<br> - At first thought to be two degrees per second in man (acceleration x<br> - duration of acceleration), it has been shown to vary by up to fifty percent<br> - depending on the axis of rotation (3 for roll, 2.6 for pitch and 1 for yaw).<br> - <br> - The threshold for detection is 0.001G-0.03G.<br> - After five seconds of stimulation some adaptation occurs, but the disjoint<br> - between vestibular and visual cues can still cause significant motion<br> - sickness. This is minimized by good space station design.<br> - <br> - The centrifugal acceleration is proportional to (the rate of spin)^2 and the<br> - distance from the axis of spin.<br> - R = meters from axis:<br> - g = R*(pi*rpm/30)^2/9.81<br> - or<br> - R = 9.81*g/(pi*rpm/30)^2<br> - <br> - Acceleration on a cylinder (space colony, etc.) of radius r and<br> - rotation period t:<br> - <br> - a = 4 pi**2 r / t^2<br> - <br> - </span> </td> <td> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-10 18:15:59Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 19: </td> <td> Line 19: </td> </tr> <tr> <td> <span>-</span> Fantasy Tech is anything that can not be easily explained using modern science. </td> <td> <span>+</span> Fantasy Tech is anything that can not be easily explained using modern science.<span>&nbsp;I try to limit it as much as I can and still have a fun game that the computer can run.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-09 14:00:48Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 64: </td> <td> Line 64: </td> </tr> <tr> <td> </td> <td> <span>+ === Spinning Wheel Space Stations ===<br> + Because humans and most of other animals prefer to have gravity. Space Stations are made to simulate gravity with centrifugal force. Space ships use constant acceleration at one G.<br> + The minimum radius of a space station is 900m because this prevents motion sickness you would get from having your head spin faster than your feet.<br> + <br> + Mulder's constant is the perception threshold for angular acceleration.<br> + At first thought to be two degrees per second in man (acceleration x<br> + duration of acceleration), it has been shown to vary by up to fifty percent<br> + depending on the axis of rotation (3 for roll, 2.6 for pitch and 1 for yaw).<br> + <br> + The threshold for detection is 0.001G-0.03G.<br> + After five seconds of stimulation some adaptation occurs, but the disjoint<br> + between vestibular and visual cues can still cause significant motion<br> + sickness. This is minimized by good space station design.<br> + <br> + The centrifugal acceleration is proportional to (the rate of spin)^2 and the<br> + distance from the axis of spin.<br> + R = meters from axis:<br> + g = R*(pi*rpm/30)^2/9.81<br> + or<br> + R = 9.81*g/(pi*rpm/30)^2<br> + <br> + Acceleration on a cylinder (space colony, etc.) of radius r and<br> + rotation period t:<br> + <br> + a = 4 pi**2 r / t^2<br> + <br> + </span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-29 22:16:23Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=((M*m)^.<span>6</span> * (&lt;jump number&gt; * .20 + .8)<span>&nbsp;)</span> </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=((M<span>+.5)</span>*<span>(</span>m<span>+.5)</span>)^.<span>4</span> * (&lt;jump number&gt; * .20 + .8) </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-29 09:54:52Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>Light Ye</span>ars=(Mm)^.<span>3</span> * (jump number * .<span>1</span>0 + .<span>9</span>) </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>P</span>ars<span>ecs</span>=(<span>(</span>M<span>*</span>m)^.<span>6</span> * (<span>&lt;</span>jump number<span>&gt;</span> * .<span>2</span>0 + .<span>8</span>)<span>&nbsp;)</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-29 09:41:32Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>P</span>ar<span>sec</span>s=(Mm)^.3 * (jump number * .10 + .9) </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>Light Ye</span>ars=(Mm)^.3 * (jump number * .10 + .9) </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-25 12:59:55Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=(Mm)^.3 </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=(Mm)^.3<span>&nbsp;* (jump number * .10 + .9)</span> </td> </tr> <tr> <td> Line 57: </td> <td> Line 57: </td> </tr> <tr> <td> <span>- *What is the maximum jump number or range? This depends on the masses of the stars in question.</span> </td> <td> <span>+ *What is the maximum jump number or range? This depends on the masses of the stars in question, the technology level of the jump engine and the rating of the engine. Jump Engines can be rated from 0 to infinity with the max being dictated by the tech level of the manufacturer, real numbers are used.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-25 10:22:25Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m? Parsecs=(Mm)^.3<br> <span>-</span> *How far apart are our stars anyway?<br> <span>-</span> *What is the maximum jump number or range? </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m<span>&nbsp;(in sun masses)</span>? Parsecs=(Mm)^.3<br> <span>+</span> *How <span>often do jump lanes change? That is based on the average mass of the 2 stars (In sun masses). The number of days until you check if the lane changes = 100/(M+m)/2. There is a 2 in 6 chance it will change.<br> + *How </span>far apart are our stars anyway?<span>&nbsp;On average there is about 50% chance of a star per parsec.</span><br> <span>+</span> *What is the maximum jump number or range?<span>&nbsp;This depends on the masses of the stars in question.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-25 07:22:12Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 23: </td> <td> Line 23: </td> </tr> <tr> <td> <span>-</span> The Jump drive works based on Jump Energy that gathers around high gravity wells. This energy then arcs over to other wells. The stronger the gravity the farther it can arch. The ships travel by jumping into this energy and following an arcs to a new star. It is easy to jump into this energy when it is very thick, in the gravity wells but very hard to get out of when it is thick. The arcs are not constant and jump from star to star in a random pattern. This jumping happens on average every 100 days. Less often for smaller stars but more often for bigger ones. </td> <td> <span>+</span> The Jump drive works based on Jump Energy that gathers around high gravity wells. This energy then arcs over to other wells. The stronger the gravity the farther it can arch. The ships travel by jumping into this energy and following an arcs to a new star. It is easy to jump into this energy when it is very thick, in the gravity wells but very hard to get out of when it is thick. The arcs are not constant and jump from star to star in a random pattern. This jumping happens on average every 100 days. Less often for smaller stars but more often for bigger ones.<span>&nbsp;See chart. (note to self, 10 days for O types about 300 days for G2V stars)</span> </td> </tr> <tr> <td> Line 35: </td> <td> Line 35: </td> </tr> <tr> <td> <span>-</span> For ships to jump they must have a jump drive, jump sensors and jump navigation systems. <span>War</span>p engines do not use reaction mass and hence do not need to be mounted on the surface of the ship. </td> <td> <span>+</span> For ships to jump they must have a jump drive, jump sensors and jump navigation systems. <span>Jum</span>p engines do not use reaction mass and hence do not need to be mounted on the surface of the ship.<span>&nbsp;Jump Engines create a sphere of energy that allows the ship to transition into and out of jump space. This sphere shape can be modified by the use of jump nodes on the surface of the ship or at least close to it. Jump engines use large amounts of power.</span> </td> </tr> <tr> <td> Line 48: </td> <td> Line 48: </td> </tr> <tr> <td> <span>-</span> * Miss jump. Gate closes as you jump. Ship comes out at wrong star and you can't go to the star you <span>w</span>a<span>n</span>ted. </td> <td> <span>+</span> * Miss jump. Gate closes as you jump. Ship comes out at wrong star and you can't go <span>directly back </span>to the star you <span>st</span>a<span>r</span>ted<span>&nbsp;from</span>. </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one? </td> <td> <span>+</span> *How far can a ship jump at jump one<span>&nbsp;between two stars of mass M and m</span>?<span>&nbsp;&nbsp;Parsecs=(Mm)^.3</span> </td> </tr> <tr> <td> Line 67: </td> <td> Line 67: </td> </tr> <tr> <td> <span>- Artificial gravity is used because programming for everything floating around is very time consuming and non-intuitive for the players. With AG players can walk about in a ship doing high gee maneuvers without felling the effects.</span> </td> <td> <span>+ Artificial gravity is not used because it takes to much magic to make it work and this is hard SF with the exception of Jump Tech. Most ships pull one G at all times to give the feeling of gravity on the ships. Others rotate for this reason.</span> </td> </tr> <tr> <td> Line 70: </td> <td> Line 70: </td> </tr> <tr> <td> <span>- Star to Star Communications is done using a sideline of Jump Tech. It is instantaneous and requires the use of a large amount of energy and is thus expensive. At the rate of about 1 credit per 1000 bytes of data. It travels from one Beacon to the next Beacon and from there at the speed of light to anyplace in a system. This also implies that the communications might be intercepted by the Beacon stations.</span> </td> <td> <span>+ Star to Star Communications is done using a sideline of Jump Tech. It is instantaneous and requires the use of a Beacon or jump ship it the system. It travels from one Beacon to the next Beacon and from there at the speed of light to anyplace in a system. This also implies that the communications might be intercepted by the Beacon stations.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-25 06:58:28Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 22: </td> <td> Line 22: </td> </tr> <tr> <td> <span>- Jump drive will work instantaneously or there abouts. It will go from a place of high gravity in the near of the surface of a star to an area of low gravity, about 1/2 the distance to the stars termination shock and on a beacon. Jumping from N-space to J-space is best done in an area of very high "gas" density and thus there is a Beacon maintained at the jump in point too, this allows for much lower energy jump-ins. Jumping in and out releases a large amount of energy in the visible spectrum and looks like a very bright white flash.</span> </td> <td> </td> </tr> <tr> <td> Line 24: </td> <td> Line 23: </td> </tr> <tr> <td> <span>- Jumping out of an area without an out Beacon means having to search until you find an area where you can break into the J-space. This search can take up to one week to find the best spot, with powerful ships the search time may be cut down about 700%. Once found it is easy to follow the point around as it drifts but if lost you must start all over and re-find it. Jumping into a system without a beacon means that your point of arrival will be from 1/2 the distance to the stars termination shock to 3 times the distance and might mean jumping into a solid body(not good).</span> </td> <td> <span>+ The Jump drive works based on Jump Energy that gathers around high gravity wells. This energy then arcs over to other wells. The stronger the gravity the farther it can arch. The ships travel by jumping into this energy and following an arcs to a new star. It is easy to jump into this energy when it is very thick, in the gravity wells but very hard to get out of when it is thick. The arcs are not constant and jump from star to star in a random pattern. This jumping happens on average every 100 days. Less often for smaller stars but more often for bigger ones.</span> </td> </tr> <tr> <td> Line 26: </td> <td> Line 25: </td> </tr> <tr> <td> <span>- Beacons use up a large amount of energy and thus are often space stations. Beacons send and receive transmission through jump space and then retransmit to the system that they are in. Even if the wisps are not strong enough for ship travel between stars they are always there and allow for communications between Beacons. The best points for a Beacon in a system tends to drift with time and they must be moved from time to time. Finding if new routes are open can only be done by trying them. This is the job of a specially trained group of ships and pilots called Scouts or Ranges.</span> </td> <td> <span>+ Jump drive will work instantaneously or there about. It will go from a place of high gravity in the near of the surface of a star to an area of low gravity, about 1/2 the distance to the stars termination shock and on a beacon. Jumping from N-space to J-space is best done in an area of very high "gas" density and thus there is a Beacon maintained at the jump in point, this allows for much lower energy jump-ins. Jumping in and out releases a large amount of energy in the visible spectrum and looks like a very bright white flash.</span> </td> </tr> <tr> <td> Line 28: </td> <td> Line 27: </td> </tr> <tr> <td> - J<span>ump only wor</span>ks because there is a "gas" in jump space that clusters around points of high gravity in normal space. When this "gas" is of high<span>t</span> density it is possible to jump into jump space and travel along wisps of this "gas" that exist for periods of time between stars. To jump back to normal space you need to be in an area of thin "gas" because the "gas" tends to hold objects in Jump space. Sometimes the whips break and reform to other local stars. There are potential connections to all stars within about 6 parsecs of the central star. These connections once formed tend to last about 1 year and then switch to a new star. At any given time about 50% of the local stars are connected. The relation of jump space to normal space is not one to one and seems a bit random, thus the need for beacons to come out at the right place. </td> <td> <span>+ Jumping out is very easy but knowing where you are when doing it is not. To solve this problem jumping out of J</span>-<span>Space is done with a beacon also. These beacons allow for communications through</span> J<span>-Space and also let ships </span>k<span>now when the areas is clear for a jump in.<br> + <br> + Setting up a Beacon is a talk for the Stellar Rangers. To set one up you much jump into a new system and search for the right place to set up the Beacon. This search can take up to one 30 days to find the best spot, with powerful ships and the right equipment the search time may be cut down to about 3 days. Once found it is easy to follow the point around as it drifts but if lost you must start all over and re-find it. Jumping into a system without a beacon means that your point of arrival will be from 1/2 the distance to the stars termination shock to 3 times the distance and might mean jumping into a solid body(not good).<br> + <br> + Beacons use up a large amount of energy and thus are often space stations. Beacons send and receive transmission through jump space and then retransmit to the system that they are in. Even if the wisps are not strong enough for ship travel between stars they are always there and allow for communications between Beacons. The best points for a Beacon in a system tends to drift with time and they must be moved from time to time. Finding if new routes are open can only be done by trying them. This is the job of a specially trained group of ships and pilots called Stellar Ranges.<br> + <br> + Jump only work</span>s because there is a "gas" in jump space that clusters around points of high gravity in normal space. When this "gas" is of high density it is possible to jump into jump space and travel along wisps of this "gas" that exist for periods of time between stars. To jump back to normal space you need to be in an area of thin "gas" because the "gas" tends to hold objects in Jump space. Sometimes the whi<span>s</span>ps break <span>or thin to the point of uselessness </span>and reform to other local stars. There are potential connections to all stars within about 6 parsecs of the central star<span>&nbsp;or even farther with massive stars</span>. These connections once formed tend to last about 1 year and then switch to a new star. At any given time about 50% of the local stars are connected. The relation of jump space to normal space is not one to one and seems a bit random<span>&nbsp;due to scientists not yet fully understanding it</span>, thus the need for beacons to come out at the right place. </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-01-11 16:48:56Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 22: </td> <td> Line 22: </td> </tr> <tr> <td> <span>- Jump drive will work instantaneously or there abouts. It will go from a place of high gravity in the near of the surface of a star to an area of low gravity, about 1/2 the distance to the stars termination shock and on a beacon. Jumping into a system without a beacon means that your point of arrival will be from 1/2 the distance to the stars termination shock to 3 times the distance and might mean jumping into a solid body(not good). Jumping from N-space to J-space is best one in an area of very high "gas" density and thus there is a Beacon maintained at the jump in point too, this allows for much lower energy jump-ins. Jumping in and out releases a large amount of energy in the visible spectrum and looks like a very bright white flash.</span> </td> <td> <span>+ Jump drive will work instantaneously or there abouts. It will go from a place of high gravity in the near of the surface of a star to an area of low gravity, about 1/2 the distance to the stars termination shock and on a beacon. Jumping from N-space to J-space is best done in an area of very high "gas" density and thus there is a Beacon maintained at the jump in point too, this allows for much lower energy jump-ins. Jumping in and out releases a large amount of energy in the visible spectrum and looks like a very bright white flash.<br> + <br> + Jumping out of an area without an out Beacon means having to search until you find an area where you can break into the J-space. This search can take up to one week to find the best spot, with powerful ships the search time may be cut down about 700%. Once found it is easy to follow the point around as it drifts but if lost you must start all over and re-find it. Jumping into a system without a beacon means that your point of arrival will be from 1/2 the distance to the stars termination shock to 3 times the distance and might mean jumping into a solid body(not good).</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-01-04 22:21:04Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 24: </td> <td> Line 24: </td> </tr> <tr> <td> <span>-</span> Beacons use up a large amount of energy and thus are often space stations. Beacons send and receive trans<span>itions</span> through jump space and then retransmit to the system that they are in. Even if the wisps are not strong enough for ship travel between stars they are always there and allow for communications between Beacons. The best points for a Beacon in a system tends to drift with time and they must be moved from time to time. Finding if new routes are open can only be done by trying them. This is the job of a specially trained group of ships and pilots called Scouts or Ranges. </td> <td> <span>+</span> Beacons use up a large amount of energy and thus are often space stations. Beacons send and receive trans<span>mission</span> through jump space and then retransmit to the system that they are in. Even if the wisps are not strong enough for ship travel between stars they are always there and allow for communications between Beacons. The best points for a Beacon in a system tends to drift with time and they must be moved from time to time. Finding if new routes are open can only be done by trying them. This is the job of a specially trained group of ships and pilots called Scouts or Ranges. </td> </tr> <tr> <td> Line 29: </td> <td> Line 29: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + A normal trip from star A to star C via star B is done like this.<br> + 1. Travel in normal space from the planet to the inner Beacon.<br> + 1. Get the jump routes that are open and pick one.<br> + 1. Charge jump engines and then jump.<br> + 1. Arrive at star B in 0 time at outer Beacon.<br> + 1. Refuel needed for next jump from ether Beacon or a planet or from a comet or from a gas giant. Perhaps jump takes some special fuel in addition (dilithium crystals?)? This could serve to limit jumps if need be.<br> + 1. Fly in normal space to inner Beacon and repeat jump.<br> + 1. Come out at planet C at outer Beacon. Fly to habitable planet and sell goods and buy new ones.<br> + <br> + Luckily these disasters are very rare! Most common listed first.<br> + * Ship loose Beacon signal. Your ship comes out at the star but perhaps a long way out.<br> + * Miss jump. Gate closes as you jump. Ship comes out at wrong star and you can't go to the star you wanted.<br> + * Bad jump. You come out at wrong star.<br> + * Really bad jump. You come out is deep space with no way to get home and starve to death.<br> + * Ship blows up due to bad repair, bad part or sabotage.<br> + <br> + Major question.<br> + *How far can a ship jump at jump one?<br> + *How far apart are our stars anyway?<br> + *What is the maximum jump number or range?<br> + *Where exactly should the inner and outer Beacons be located?<br> + *How far is this for each star type?<br> + *How much time does this mean for normal travel?<br> + *What speed is the maximum for ships?<br> + *What is the maximum acceleration for the ships?</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2007-12-16 12:34:26Douglas.ERenamed from "Space Travel and Future Tech Debate" <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Space Travel and Future Tech =<br> + [[Image(image.jpg, right, 500, thumbnail, "There are a lot of Stars in our galaxy, Credit open source but I don't know whom.")]]<br> + The basic debate is what is Hard Science Fiction and what should be used because it improves game play?<br> + <br> + For Example and to start off, going from space to the surface of the planet? The best to me would be taking a little ship off the big ship and doing a reentry and watching the grown come up and then landing and getting out and walking around. BUT! Programming this is a really big pain in the butt plus very intensive for the computer! So just like star trek maybe we should use a transporter. Thus you are in your ship and then you are on the ground in a building. Programming wise this would take just a little bit of time. Also what is lost with this method? I say lets have transporters!<br> + <br> + Next Question!<br> + Should we have jump engines and how should they be done? If your friend is on the next star can you talk with him or does the email take one week to get there? For players it would be better, maybe, to have it all instant email and to be able to know if their buddy is online, but for programming (think, keeping the servers small and separate) and realism maybe it is better to make it take a week. Taking a week makes for better planing and also makes for keeping the players locked up in a small section of space or one spaceship. If players spread out to much then it is boring.<br> + <br> + Other Questions,<br> + Pysonics?<br> + Robots?<br> + AI (not talking the real world type but the in game type. IE fictional?<br> + Should Warships really be limited by having humans in them and running them? Can they only make 7g turns?<br> + Nano tech.<br> + Very high tech VS very low tech?<br> + <br> + == Fantasy Tech in the game. ==<br> + Fantasy Tech is anything that can not be easily explained using modern science.<br> + <br> + === Jump Drive ===<br> + Jump drive will work instantaneously or there abouts. It will go from a place of high gravity in the near of the surface of a star to an area of low gravity, about 1/2 the distance to the stars termination shock and on a beacon. Jumping into a system without a beacon means that your point of arrival will be from 1/2 the distance to the stars termination shock to 3 times the distance and might mean jumping into a solid body(not good). Jumping from N-space to J-space is best one in an area of very high "gas" density and thus there is a Beacon maintained at the jump in point too, this allows for much lower energy jump-ins. Jumping in and out releases a large amount of energy in the visible spectrum and looks like a very bright white flash.<br> + <br> + Beacons use up a large amount of energy and thus are often space stations. Beacons send and receive transitions through jump space and then retransmit to the system that they are in. Even if the wisps are not strong enough for ship travel between stars they are always there and allow for communications between Beacons. The best points for a Beacon in a system tends to drift with time and they must be moved from time to time. Finding if new routes are open can only be done by trying them. This is the job of a specially trained group of ships and pilots called Scouts or Ranges.<br> + <br> + Jump only works because there is a "gas" in jump space that clusters around points of high gravity in normal space. When this "gas" is of hight density it is possible to jump into jump space and travel along wisps of this "gas" that exist for periods of time between stars. To jump back to normal space you need to be in an area of thin "gas" because the "gas" tends to hold objects in Jump space. Sometimes the whips break and reform to other local stars. There are potential connections to all stars within about 6 parsecs of the central star. These connections once formed tend to last about 1 year and then switch to a new star. At any given time about 50% of the local stars are connected. The relation of jump space to normal space is not one to one and seems a bit random, thus the need for beacons to come out at the right place.<br> + <br> + For ships to jump they must have a jump drive, jump sensors and jump navigation systems. Warp engines do not use reaction mass and hence do not need to be mounted on the surface of the ship.<br> + <br> + === Beaming Transport ===<br> + Beaming transport must be done from a large sending device to a large receiving device. The range is short, about 1500 km. The energy required is high and thus the costs are high, roughly equal to the costs of a Seattle to Tokyo plane flight. The main reason for this is to avoid the programming needed for planet landings and ship to ship transport.<br> + <br> + === Artificial gravity ===<br> + Artificial gravity is used because programming for everything floating around is very time consuming and non-intuitive for the players. With AG players can walk about in a ship doing high gee maneuvers without felling the effects.<br> + <br> + === Star to Star Communications ===<br> + Star to Star Communications is done using a sideline of Jump Tech. It is instantaneous and requires the use of a large amount of energy and is thus expensive. At the rate of about 1 credit per 1000 bytes of data. It travels from one Beacon to the next Beacon and from there at the speed of light to anyplace in a system. This also implies that the communications might be intercepted by the Beacon stations.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2007-11-19 20:25:30Douglas.EUpload of image <a href="http://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech?action=Files&do=view&target=image.jpg">image.jpg</a>.