An airlock is a device which allows movement from one kind of environment to another, while maintaining separation between the two. By the time of the New Diasporia airlocks have been in use for hundreds of years. Most spacecraft will have some form of airlock to allow people and objects in the shirtsleeve environment inside the craft to get outside the craft without completely depressurizing it.
The most elementary form of airlock consists of a room with two doors. Each door opens into a different environment. In the case of a spacecraft one will open into the hostile environment outside the ship and the other into the human standard environment inside the ship. Some primitive ships in the Wilds still use this technology.
More modern airlocks use much more sophisticated technology. Modern small craft, especially low tonnage commercial craft use an Airlock Containment Unit. An ACU is a device which is primarily mounted under the deck of a vehicle adjacent to the egress door. The ACU contains the air recovery system and a containment made of smart material. When the unit is in the stowed position it is out of the way and can be walked across like any other section of deck. When deployed the smart material expands to lock into the assembly mounted in the overhead and along the bulkhead. The overhead assembly usually contains a decontamination system. ACUs are available in a number of sizes, with the smallest just big enough for a single person. The ACU has no second door. Its user steps into the delineated square and activates the device which causes the walls to expand and isolate the area. The air is pumped out and the outer door to the vessel opened to allow egress. Most are controlled directly by the vessel's computer, although most also have an emergency power source and manual controls.
A more conventional airlock system for a larger craft consists of a multi-layered airlock system. The typical external airlock door consists of a blast door or safety shutter, which is normally closed during ship operation. Around the external door is typically a docking ring of compressed smart material which can be extruded to create a passage tube between vessels.
Behind the blast door is typically an airlock membrane. Membranes are v-branes which are selectively permeable. That means people and object can pass through them, but atmosphere can't.
A more advanced airlock consists of an opening with a brane which will allow vehicles or individuals to pass through while retaining atmosphere. An airlock planer force field acts as an emergency barrier should the brane fail.
A typical airlock on the most advanced vessels consists of a set of walls which form the airlock each with its portal protected by a brane, with an emergency planer force field and backup blast doors.
While the normal method of airlock control is through the ship's computer most airlocks have control stations located inside the airlock and at each portal. The inner control station typically has a touch panel which will have controls for both sets of doors and for the planar force field. An interlock will prevent de-energizing both planar force fields at the same time. If a force field goes down the blast doors will close.
The station inside the airlock has controls for both the inner and outer portals. Emergency handles allow the brane to be manually deployed and emergency buttons can activate the force field and shut both sets of blast doors.
The outside control station typically has a communication terminal to allow a visitor to "knock" at the airlock door if the blast door is closed. It is possible to set the brane to keep out anyone not recognized as having authorized access, which is typically established using a wireless transponder or RFID tag.
An atmospheric testing station, which monitors the environment outside the outer door and in the airlock itself is also typically available, usually on the same touch panel as the controls. In normal operation the inside of a modern Tech A airlock is at ship's pressure, even during use. Should the brane fail if the planer force field deploys properly there should be little or no drop in pressure. If the force field should fail the airlock can be cycled in emergency mode from any of the three control stations.
A biofilter field in the brane can selectively keep out dangerous microbes and macropests. Still almost all serious airlock systems include a decontamination system and a dust recovery vacuum system to protect the vessel interior.
Airlocks can also be located between compartments of a ship, but it is much more common for a modern ship to have planer force field projectors installed to allow the ship to be segmented. Men 'O War typically supplement damage control force fields with pressure doors. Each pressure door consists of a pair of heavy sliding hatches with a small compartment between them. brane curtains, which will be activated by falling pressure, even without ships power, provides a final line of defense in preventing catastrophic depressurization. Segmenting barriers always include pressure displays to indicate the pressure on the door's far side.
Closed doors can be remotely overridden using the ship's computer, provided one has the proper access. They can be manually overridden only with the proper tools. If air is rushing past an open door it will automatically re-close unless disabled.
New Diasporia is a Catholic Christian science fiction RPG. In it there is true Good and true Evil and a billion billion normal sinful human souls some attempting to attain holiness, some just trying to survive what the universe throws at them. The science is speculative hard. That means its more like Traveller than like Farscape or Lexx. The theology is Catholic/Orthodox.
Saturday, September 3, 2011
Friday, September 2, 2011
Of Saints and sinners.
In discussing character attributes it was mentioned that one of the goals of Characters in New Diasporia should be the quest to sainthood. It is not a goal every Player Character will attain to, but it is one to which some PC's should, if New Diasporia is to be different from every other space based science fiction RPG.
As was discussed every Character starts out with a level of holiness. The default starting level for any baptized character should be initially high, based upon their lifestyle. In what way do I mean? If the character is a Christian, and by design most characters will be Catholic Christians of one of the rites, East or West, then they must be what is commonly called a practical Catholic.
What is a practical Catholic? A practical Catholic is someone who follows the precepts of the particular rite of the Church to which they belong. So if they are a Roman Catholic they will abstain from meat on Fridays, attend Mass on Sundays and Holy Days of Obligation, and at least make their Easter duty of going to Reconciliation and receiving Communion. If they are members of one of the Eastern rites during Lent they will follow the strict fasting of Pure Monday and Great and Holy Friday. On Wednesday and Fridays in Lent they will keep the simple fast.
And they will adhere to the teachings of the Church on matters of faith and morals.
It is likely that in the course of their adventures that most Player Characters will fall. It is a component of the human condition and a Player will really want to have his character become a Saint to take the hard road. Becoming a martyr, when you've spent a good time building a character is not any more pleasant than the thought of real life martyrdom, though of course no where near as painful. So most characters will now and then take the easy way out.
Does that mean their quest is over? Not at all. As in real life a character can seek out a priest to receive confession.
So how is the game master ne referee ne storyteller to know where the lines are for characters? It's quite simple really. If the PC is following the authentic teaching of the Church then they are good. If they are going against it, even for good reason then they are not.
The difference between disciplines and dogma are discussing in broad terms here. Beyond that, look to the Catechism of the Catholic Church, in this matter it is your rulebook. (Don't be afraid to apply it outside the game too.)
As was discussed every Character starts out with a level of holiness. The default starting level for any baptized character should be initially high, based upon their lifestyle. In what way do I mean? If the character is a Christian, and by design most characters will be Catholic Christians of one of the rites, East or West, then they must be what is commonly called a practical Catholic.
What is a practical Catholic? A practical Catholic is someone who follows the precepts of the particular rite of the Church to which they belong. So if they are a Roman Catholic they will abstain from meat on Fridays, attend Mass on Sundays and Holy Days of Obligation, and at least make their Easter duty of going to Reconciliation and receiving Communion. If they are members of one of the Eastern rites during Lent they will follow the strict fasting of Pure Monday and Great and Holy Friday. On Wednesday and Fridays in Lent they will keep the simple fast.
And they will adhere to the teachings of the Church on matters of faith and morals.
It is likely that in the course of their adventures that most Player Characters will fall. It is a component of the human condition and a Player will really want to have his character become a Saint to take the hard road. Becoming a martyr, when you've spent a good time building a character is not any more pleasant than the thought of real life martyrdom, though of course no where near as painful. So most characters will now and then take the easy way out.
Does that mean their quest is over? Not at all. As in real life a character can seek out a priest to receive confession.
So how is the game master ne referee ne storyteller to know where the lines are for characters? It's quite simple really. If the PC is following the authentic teaching of the Church then they are good. If they are going against it, even for good reason then they are not.
The difference between disciplines and dogma are discussing in broad terms here. Beyond that, look to the Catechism of the Catholic Church, in this matter it is your rulebook. (Don't be afraid to apply it outside the game too.)
Thursday, September 1, 2011
Pentaids, sensor probes and ECM drones.
Pentaids (Penetration Aids) are basically 500mm missile modified by having their warhead replaced with jammers. They have the ability to spoof targeting systems so as to make a single missile appear to be multiple missiles or a single flight of missiles appear as multiple flights. The purpose of Pentaids is to cause anti-missile missiles to expend themselves uselessly against targets which do not exists.
Pentaids are fired from standard missile launchers and expend themselves quickly, that is they are meant to travel at standard missile accelerations (1000Gs) and have a duration no longer than the missiles they are based upon.
They are very effective against the terminal guidance systems of anti-missile missiles, but somewhat less effective against ship based sensor platforms.
Sensor Probes are modified 250 mm missiles. The warheads are removed and smaller engines are installed. Some retain their normal energy cells, others are outfitted with Nuclear Power Units (NPUs) which give them longer endurance. For some purposes their laser communicators can be replaced with standard encrypted EM communicators, An advanced compact robot computer is installed. The sensor packages used are very much weaker than those available to a spacecraft, but the purpose is to get the probe in close without detection. To this purpose they have the ability to operate independently, following very complex program guidelines to reduce the likelihood they would be compromised.
Most probes use sensor packages optimized for a specific purpose. All have some level of PESA capability, but beyond that they may be either primarily passive platforms or primarily active platforms.
Large numbers of probes can be deploy to create a passive sensor net. Active probes can be combined with passive probes and passive shipboard sensors systems to create pseudo-passive sensor nets. These nets operate very much the way the human eye does, or the way sonar buoys do. The active probes send out an EM wave pulse which reflects off of targets. The reflected waves are picked up by passive sensors disclosing information about the targets, just as the human eye sees objects illuminated by the sun or another light source. The enemy can attempt to take out the broadcasting active sources, but cannot detect the passive receivers.
Drones are also based on 500mm missiles, but not only have their warheads been removed, but they have smaller engines and NPU (Nuclear Power Units) rather than Energy Cells. This allows them greater endurance. Drones are used to spoof enemy sensors by jamming, distortion, or projection. A drone can make a Battlerider appear to be a Dreadnought, or making a destroyer seem to be a whole squadron of destroyers.
Pentaids are fired from standard missile launchers and expend themselves quickly, that is they are meant to travel at standard missile accelerations (1000Gs) and have a duration no longer than the missiles they are based upon.
They are very effective against the terminal guidance systems of anti-missile missiles, but somewhat less effective against ship based sensor platforms.
Sensor Probes are modified 250 mm missiles. The warheads are removed and smaller engines are installed. Some retain their normal energy cells, others are outfitted with Nuclear Power Units (NPUs) which give them longer endurance. For some purposes their laser communicators can be replaced with standard encrypted EM communicators, An advanced compact robot computer is installed. The sensor packages used are very much weaker than those available to a spacecraft, but the purpose is to get the probe in close without detection. To this purpose they have the ability to operate independently, following very complex program guidelines to reduce the likelihood they would be compromised.
Most probes use sensor packages optimized for a specific purpose. All have some level of PESA capability, but beyond that they may be either primarily passive platforms or primarily active platforms.
Large numbers of probes can be deploy to create a passive sensor net. Active probes can be combined with passive probes and passive shipboard sensors systems to create pseudo-passive sensor nets. These nets operate very much the way the human eye does, or the way sonar buoys do. The active probes send out an EM wave pulse which reflects off of targets. The reflected waves are picked up by passive sensors disclosing information about the targets, just as the human eye sees objects illuminated by the sun or another light source. The enemy can attempt to take out the broadcasting active sources, but cannot detect the passive receivers.
Drones are also based on 500mm missiles, but not only have their warheads been removed, but they have smaller engines and NPU (Nuclear Power Units) rather than Energy Cells. This allows them greater endurance. Drones are used to spoof enemy sensors by jamming, distortion, or projection. A drone can make a Battlerider appear to be a Dreadnought, or making a destroyer seem to be a whole squadron of destroyers.
Friday, August 26, 2011
Blue Highways
Blue Highways are the secondary subspace routes of the Highlands. Blue Highways are routes which do not have hypercable communication stations seeded along their route. Beacon stations are located farther apart and the Department of Roads does not have as many gravitational weather stations located along the route. This makes travelling along the Blue Highways marginally more dangerous than along the Major routes. Travel is also generally slower. This is reflected in the subspace quality factor. Blue Highways generally have had less spatial stabilization. Portal Gates generally tend to be located outside the 100 diameter limit, in orbit around the stellar primary. This is less convenient.
Waystations are also fewer and farther between. A greater majority of travel along the Blue Highways consists of commercial traffic. Hypertrains do not run along these routes, so most passenger traffic goes by hyperbus, a much less comfortable mode of travel. It also much slower than hypertrain travel as there are stop overs every few days at the waystations that do exists.
Most cartage goes by hyperlorries.
The lack of hypercable means that information travels no faster than the Courier vessels of the Grand Postal System. Worlds on the Blue Highways are often thought of as a little behind the times by the inhabitants of the population centers on the Major Routes. The Church tends to be fairly strong on these worlds, its clerics and orders often receiving news via the Church's own couriers before it is delivered by the Post.
Many religious orders and lay organizations provide both help to travelers and relief to natives.
The Shelta, itinerant trader/technicians travel the Blue Highways in their caravans of hypershuttles. Most are devout sons and daughters of the Church, though often accused of having odd interpretations of some of the commandments (most especially the sixth and seventh,) on worlds where their travelling lifestyle is looked on with suspicion. On many worlds their talents with machinery and technology are welcomed. They often seem to have the right materials and design specs for hard to get spares and some seem to be almost able to talk to technology. They are often associated with the Grey Friars of the Renewal, who often seem to travel with the Shelta caravans, both seeing to their spiritual needs and smoothing over problems with locals. Along with hyperlorries and HUVs, they are a common sight on the Blue Highways.
Outside the Highlands almost every route could be considered a Blue Highway. Most of these routes are toll roads, either privately owned or short routes joining the worlds of a petty collection of worlds. Some few are extensions of the Grand Human Union, expanding into the Midlands.
Within the Highlands the Department of Roads in constantly upgrading existing Blue Highways to Major Routes, stringing hypercable stations along improved spacial structures in subspace. Likewise the Blue Highways themselves are extended to otherwise disconnected worlds, previously only open to traffic with hypershunting capability. Even so some worlds will never be connect via Blue Highways, and some that are will never get hypercable.
Waystations are also fewer and farther between. A greater majority of travel along the Blue Highways consists of commercial traffic. Hypertrains do not run along these routes, so most passenger traffic goes by hyperbus, a much less comfortable mode of travel. It also much slower than hypertrain travel as there are stop overs every few days at the waystations that do exists.
Most cartage goes by hyperlorries.
The lack of hypercable means that information travels no faster than the Courier vessels of the Grand Postal System. Worlds on the Blue Highways are often thought of as a little behind the times by the inhabitants of the population centers on the Major Routes. The Church tends to be fairly strong on these worlds, its clerics and orders often receiving news via the Church's own couriers before it is delivered by the Post.
Many religious orders and lay organizations provide both help to travelers and relief to natives.
The Shelta, itinerant trader/technicians travel the Blue Highways in their caravans of hypershuttles. Most are devout sons and daughters of the Church, though often accused of having odd interpretations of some of the commandments (most especially the sixth and seventh,) on worlds where their travelling lifestyle is looked on with suspicion. On many worlds their talents with machinery and technology are welcomed. They often seem to have the right materials and design specs for hard to get spares and some seem to be almost able to talk to technology. They are often associated with the Grey Friars of the Renewal, who often seem to travel with the Shelta caravans, both seeing to their spiritual needs and smoothing over problems with locals. Along with hyperlorries and HUVs, they are a common sight on the Blue Highways.
Outside the Highlands almost every route could be considered a Blue Highway. Most of these routes are toll roads, either privately owned or short routes joining the worlds of a petty collection of worlds. Some few are extensions of the Grand Human Union, expanding into the Midlands.
Within the Highlands the Department of Roads in constantly upgrading existing Blue Highways to Major Routes, stringing hypercable stations along improved spacial structures in subspace. Likewise the Blue Highways themselves are extended to otherwise disconnected worlds, previously only open to traffic with hypershunting capability. Even so some worlds will never be connect via Blue Highways, and some that are will never get hypercable.
Space Combat Missile Design
As for all New Diasporia technical game rules missiles are designed using GURPS 3rd Edition rules from VE 2nd Edition, modified for the New Diasporia Universe. If you use another system either just import the operating statistics into your ruleset or design your own, based upon what ever design rules that ruleset uses.
Standard missiles (250mm & 500mm) were designed using the vehicle rules from VE2 and using GURPS Vehicle Builder, a program which I believe is still available from SJGames. I created a custom Barnes-Gutierrez Engine Module for GVB. Basically it is a Gravity Drive with a low power deflector representing the Barnes Manifold Interface. It was created at TL12 and improves over the next two TLs per standard GURPS Tech Level rules.
Viper anti-missiles were created using the space missile design rules on VE2 p122. The P factor has a progression which goes from TL4 to TL11+. This progression discounts the fact that according to GURPS Reactionless Thruster (and Gravity Drive) rules a drive becomes 1000 times more efficient (that is its weight to thrust ratio is a thousand times greater at TL13+ than it is at TL9.) By increasing setting P=P*1000 to reflect this progression, I got a very high acceleration, but short endurance, anti-missile missile.
X-Ray Laser warheads use damage from GURPS Traveller rather than Gurps Space Third Edition, that is they do 9dx200(2) damage. Note divide by 2 only against Armor, not force fields. As can be seen at that level of damage a flight of 10 missiles could damage even a dreadnought, even with an operating force field. 10 flights of them could easily do in even such a first rater as a super dreadnought.
Missiles with X-Ray warheads are not susceptible to typical point-defense weapons (lasers and rail guns) nor to nuclear dampers at the ranges they deploy at. Anti-Missile Missiles are the best defense against them. Typical ranges of Vipers is 1 million miles (or 100 hexes if using the Traveller 10,000 mile hex based combat system.)
Point-defense weapons typically are only effective when missiles get within 3,000 miles of the target, or within the same hex. X-Ray Lasers detonate at ~10,000 miles from the target or just within the same hex.
Nuclear dampers are only effective in the < 100 mile range. Since nuclear tipped missiles are effectively contact weapons this is more than adequate. Even an active force field will not protect against the 12dx20,000 damage from a 250mm warhead or the 12x2,000,000 damage of a 500mm warhead.
I'll cover more about New Diasporia space combat philosophy in another post.
Standard missiles (250mm & 500mm) were designed using the vehicle rules from VE2 and using GURPS Vehicle Builder, a program which I believe is still available from SJGames. I created a custom Barnes-Gutierrez Engine Module for GVB. Basically it is a Gravity Drive with a low power deflector representing the Barnes Manifold Interface. It was created at TL12 and improves over the next two TLs per standard GURPS Tech Level rules.
Viper anti-missiles were created using the space missile design rules on VE2 p122. The P factor has a progression which goes from TL4 to TL11+. This progression discounts the fact that according to GURPS Reactionless Thruster (and Gravity Drive) rules a drive becomes 1000 times more efficient (that is its weight to thrust ratio is a thousand times greater at TL13+ than it is at TL9.) By increasing setting P=P*1000 to reflect this progression, I got a very high acceleration, but short endurance, anti-missile missile.
X-Ray Laser warheads use damage from GURPS Traveller rather than Gurps Space Third Edition, that is they do 9dx200(2) damage. Note divide by 2 only against Armor, not force fields. As can be seen at that level of damage a flight of 10 missiles could damage even a dreadnought, even with an operating force field. 10 flights of them could easily do in even such a first rater as a super dreadnought.
Missiles with X-Ray warheads are not susceptible to typical point-defense weapons (lasers and rail guns) nor to nuclear dampers at the ranges they deploy at. Anti-Missile Missiles are the best defense against them. Typical ranges of Vipers is 1 million miles (or 100 hexes if using the Traveller 10,000 mile hex based combat system.)
Point-defense weapons typically are only effective when missiles get within 3,000 miles of the target, or within the same hex. X-Ray Lasers detonate at ~10,000 miles from the target or just within the same hex.
Nuclear dampers are only effective in the < 100 mile range. Since nuclear tipped missiles are effectively contact weapons this is more than adequate. Even an active force field will not protect against the 12dx20,000 damage from a 250mm warhead or the 12x2,000,000 damage of a 500mm warhead.
I'll cover more about New Diasporia space combat philosophy in another post.
Wednesday, August 24, 2011
Space Combat - Missiles
In the New Diasporia Universe, at TL A at any rate, space combat is dominated by the missile. Energy weapons, especially among the largest ships, are formidable weapons with very great ranges. In single ship actions, especially between relatively small vessels at very close range, energy weapons are very effective. In fleet actions missiles are the deadliest weapons.
The Legion has standardized on offensive missiles in 2 standard sizes, 250 mm 6 cf missiles and 500 mm 30 cf missiles. Other armed ships inside the Union tend to use these same missile sizes. Because much of the weapon technology of the nearer Midland worlds tends to originate in the Highlands these sizes are also common there,
The typical light missile is a kinetic kill weapon, primarily a heavily stealthed B/G engine with a mass of collapsed matter for a warhead and a brilliant compact computer guided by a sensor targeting array. Topping out at 700G acceleration and with an endurance of 15 minutes and a range of almost 2 million miles light missiles are formidable weapons, even against a target with a force field, if you throw enough of them at it.
Heavy missiles are even more versatile. Topping out at 1000G acceleration and with an endurance of 18 minutes and a range of 3 miles heavy missiles can carry a variety of payload packages, including nuclear and X-Ray laser warheads.
Viper anti-missile have a crushing 10,000G acceleration, but only have a 3 minute endurance, but they can still have a range of a million miles of powered flight. A heavy missile can deliver 10 Viper anti-missiles, extending the usable range of these lethal fire and forget weapons. They can also be fired from a gravity pulse launcher, which conveys an even higher initial acceleration, extending their range. Vipers typically contain a force field warhead which gives them an intersection cross section larger than their own size.
Unlike Vipers, light and heavy missiles are a combination of guided and fire-and-forget technology. Each missile contains a long range laser receiver that allows it to be controlled from its firing vessel or any other platform with the proper access codes. When the missile gets withing close range of its target an on board computer uses the missile's own sensor package to guide it to its target. A self-destruct charge allows the remote operator to destroy the missile at need.
Modified heavy missiles can be used to control other missiles in its flight allowing one laser guidance transmitter to control a barrage of missiles.
There are versions of both light and heavy missiles which have been converted into surveillance drones, ECM drones and even delivery systems for smart bombs, glide bombs and deadfall ordnance.
There are a variety of different sensor packages that can be used for guidance. Passive systems include radscanners, which can be used for Anti-Radiation Missile Homing (ARM), ladar homing, and neutrino homing, and PESA, good for Infrared imaging, Radar homing, and even optical homing. Multiscanners can be used to target particular targets based on human occupation or even to avoid them, as well as working in radscanner mode as above. In chemscanner mode particular ship locations or economic targets can be chosen. Gravscanner homers can lock onto force fields or the Barnes Manifold of a B/G engine.
For the cost in weight of a laser transceiver a missile can send telemetry data back to its mother ship. This slightly reduces its payload.
Because they can be remotely controlled missiles can be seeded in a location and be activated later. A missile's engine can also be turned off to allow it to drift further extending its range, though ballistic missiles are easy targets for lasers or railguns.
The Legion has standardized on offensive missiles in 2 standard sizes, 250 mm 6 cf missiles and 500 mm 30 cf missiles. Other armed ships inside the Union tend to use these same missile sizes. Because much of the weapon technology of the nearer Midland worlds tends to originate in the Highlands these sizes are also common there,
The typical light missile is a kinetic kill weapon, primarily a heavily stealthed B/G engine with a mass of collapsed matter for a warhead and a brilliant compact computer guided by a sensor targeting array. Topping out at 700G acceleration and with an endurance of 15 minutes and a range of almost 2 million miles light missiles are formidable weapons, even against a target with a force field, if you throw enough of them at it.
Heavy missiles are even more versatile. Topping out at 1000G acceleration and with an endurance of 18 minutes and a range of 3 miles heavy missiles can carry a variety of payload packages, including nuclear and X-Ray laser warheads.
Viper anti-missile have a crushing 10,000G acceleration, but only have a 3 minute endurance, but they can still have a range of a million miles of powered flight. A heavy missile can deliver 10 Viper anti-missiles, extending the usable range of these lethal fire and forget weapons. They can also be fired from a gravity pulse launcher, which conveys an even higher initial acceleration, extending their range. Vipers typically contain a force field warhead which gives them an intersection cross section larger than their own size.
Unlike Vipers, light and heavy missiles are a combination of guided and fire-and-forget technology. Each missile contains a long range laser receiver that allows it to be controlled from its firing vessel or any other platform with the proper access codes. When the missile gets withing close range of its target an on board computer uses the missile's own sensor package to guide it to its target. A self-destruct charge allows the remote operator to destroy the missile at need.
Modified heavy missiles can be used to control other missiles in its flight allowing one laser guidance transmitter to control a barrage of missiles.
There are versions of both light and heavy missiles which have been converted into surveillance drones, ECM drones and even delivery systems for smart bombs, glide bombs and deadfall ordnance.
There are a variety of different sensor packages that can be used for guidance. Passive systems include radscanners, which can be used for Anti-Radiation Missile Homing (ARM), ladar homing, and neutrino homing, and PESA, good for Infrared imaging, Radar homing, and even optical homing. Multiscanners can be used to target particular targets based on human occupation or even to avoid them, as well as working in radscanner mode as above. In chemscanner mode particular ship locations or economic targets can be chosen. Gravscanner homers can lock onto force fields or the Barnes Manifold of a B/G engine.
For the cost in weight of a laser transceiver a missile can send telemetry data back to its mother ship. This slightly reduces its payload.
Because they can be remotely controlled missiles can be seeded in a location and be activated later. A missile's engine can also be turned off to allow it to drift further extending its range, though ballistic missiles are easy targets for lasers or railguns.
Tuesday, August 9, 2011
Celestial Architecture
Celestial Architecture is the art and science of designing spacecraft. In the New Diasporia universe this typically means shunt capable vessels as opposed to space vehicles capable of using the Major Routes or Blue highways. The design of the smaller, mass produced vessels used on these routes is typically called Aerospace Engineering.
While small spacecraft are designed based on both aesthetic and practical engineering considerations, large space vessels are almost totally designed based on practical engineering design factors. This leads to a uniformity of design practices. That is, vessels of similar purposes will almost always be designed to the same constraints, and will look and perform similarly.
So for example, men o' war are almost always spherical in shape. This is because force fields which are spherical rather than conformal are lighter, cheaper and require less power. The size and strength of the field required by a hyper utility vehicle is small enough that the difference between maintaining a spherical or conformal field does not result in a great enough limitation to constrain the design. Other considerations, such as parking convenience and ability to utilize transmat portals are more important. For heavily armored war craft though, the spherical shape is the most efficient one.
Smaller vessels, like the pinnace, schooner and corvette are typically cylindrical or saucer shaped, depending on their size.
Unlike craft propelled by reaction engines a vessel which uses a Barnes-Gutierrez Engine is not constrained to a single axis of movement. A B/G engine can thrust equally well in any direction. In all but the smallest craft the control room, or as it more properly known, the bridge, is typically centrally located in the vessel rather than at the "front." Most modern vessels will typically thrust so that the vessel's motion is perpendicular to the main deck, with "down" facing the direction of origin. Since it is not required to change the orientation of the engine to change its direction of thrust vessels do not "flip" to decelerate. On larger vessels not all decks necessarily are oriented to the same direction. Such vessel are never meant to land on a planetary surface and provide their own gravity anyway. There is no reason they should maintain a consistent "down" direction, and often it is more convenient for them not to.
Radial designs have many benefits and most modern vessels which are not spherical use a radial design. The very smallest craft; brakes, HUVs and hypertrains are the exception.
While small spacecraft are designed based on both aesthetic and practical engineering considerations, large space vessels are almost totally designed based on practical engineering design factors. This leads to a uniformity of design practices. That is, vessels of similar purposes will almost always be designed to the same constraints, and will look and perform similarly.
So for example, men o' war are almost always spherical in shape. This is because force fields which are spherical rather than conformal are lighter, cheaper and require less power. The size and strength of the field required by a hyper utility vehicle is small enough that the difference between maintaining a spherical or conformal field does not result in a great enough limitation to constrain the design. Other considerations, such as parking convenience and ability to utilize transmat portals are more important. For heavily armored war craft though, the spherical shape is the most efficient one.
Smaller vessels, like the pinnace, schooner and corvette are typically cylindrical or saucer shaped, depending on their size.
Unlike craft propelled by reaction engines a vessel which uses a Barnes-Gutierrez Engine is not constrained to a single axis of movement. A B/G engine can thrust equally well in any direction. In all but the smallest craft the control room, or as it more properly known, the bridge, is typically centrally located in the vessel rather than at the "front." Most modern vessels will typically thrust so that the vessel's motion is perpendicular to the main deck, with "down" facing the direction of origin. Since it is not required to change the orientation of the engine to change its direction of thrust vessels do not "flip" to decelerate. On larger vessels not all decks necessarily are oriented to the same direction. Such vessel are never meant to land on a planetary surface and provide their own gravity anyway. There is no reason they should maintain a consistent "down" direction, and often it is more convenient for them not to.
Radial designs have many benefits and most modern vessels which are not spherical use a radial design. The very smallest craft; brakes, HUVs and hypertrains are the exception.
Friday, August 5, 2011
Gravity Drives
The Barnes-Gutierrez Hyperspace Engine is a form of gravity drive. A gravity drive is a type of propulsion engine which operates by manipulating space-time. A gravity drive produces a "bubble" which is gravitationally isolated from the rest of space-time. This produces a number of effects which define the operational characteristics of the Barnes-Gutierrez Hyperspace Engine.
The interface or topological surface produced by the B/G engine is called the Barnes Manifold. Mass inside the Barnes Manifold is accelerated by the engine without translating the resultant inertial force to the the field's interior. In other words, inside the Barnes Manifold the usual acceleration force is not present. As a matter of fact vehicles and spacecraft which use Barnes-Gutierrez Hyperspace Engines require an artificial gravity web to maintain a comfortable gravity field, else the occupants would be weightless. This means that a passenger in a vehicle using a B/G Engine will feel neither acceleration nor deceleration. This allows such vehicles to perform hairpin turns, rapid changes in acceleration, and high speed stops, without fear of injuring the occupants. This also means that a spacecraft utilizing a Barnes-Gutierrez Engine can provide thrust in any direction without the vessel changing orientation.
The strength and permeability of the Manifold Interface is a function of its size and differential interaction with outside space. So micro B/G Engines, such as are used by smart ammunition, have very weak Barnes Manifolds even though they accelerate at >200,000 Gs. A full size space vessel, accelerating at only dozens of Gs will have a substantial, and well defined Barnes Manifold. The Manifold Interface acts as a buffer between particles outside the field and those inside the field. That means that even without a force field, a craft with a Barnes-Gutierrez Hyperspace Engine provides it's own radiation shield and protection against particulate radiation and even micrometeorites. The higher the acceleration the better the protection. The lower the acceleration the less protection.
Most spacecraft using reaction engines accelerate for approximately one half of a trip through space and then turn over to use their engines to decelerate for the second half of the journey to arrive at their destination with approximately zero residual velocity. Because a Barnes-Gutierrez Engine can produce thrust in any direction it is not required for a spacecraft equipped with one to "flip" during a typical journey. Most spacecraft that use reaction drives will adjust pitch and yaw through the use of small reaction engines. A vessel equipped with a Barnes-Gutierrez Engine can control its facing by manipulating the slip along the Barnes Manifold Interface such that the vessel can easily be set to any heading.
Because facing is not terribly relevant for a large vessel using a Barnes-Gutierrez Hyperspace Engine many are spherical with a fore and aft section designated more for reasons of tradition than from need. Such vessels typically maintain a single heading during a voyage, changing the vector of their thrust rather than their heading.
Because it is a form of gravity drive a Barnes-Gutierrez Hyperspace Engine behaves differently in subspace. On the gravitational topology of subspace too much gravitational thrust will actually result in a contra-gravitational force causing a vessel to lose velocity rather than gain it. To allow a vessel to move through subspace a Barnes-Gutierrez Hyperspace Engine must be adjusted to match local gravitational conditions. The vessel will then move at a more or less constant velocity unless affected by local gravitational eddies.
With proper modification a Barnes-Gutierrez Hyperspace Engine can open a temporary conduit to subspace. This is called shunting. A Barnes-Gutierrez Engine cannot provide both acceleration and open a shunt at the same time. This is a limitation of the nature of space-time and not of the engine itself. No one foolish enough to attempt to operate two engines in the same vessel, in different modes at the same time has survived to explain the result.
Engines operating in acceleration mode can easily coexists, though two vessels operating at high accelerations, with well defined Barnes Manifolds will have problems trying to dock. The effects will not be catastrophic, the vessels will simply tend to push each other away. This makes it easy to launch battleriders or shuttles even at high acceleration, but difficult to recover them without moving at a constant velocity.
Most spacecraft using reaction engines accelerate for approximately one half of a trip through space and then turn over to use their engines to decelerate for the second half of the journey to arrive at their destination with approximately zero residual velocity. Because a Barnes-Gutierrez Engine can produce thrust in any direction it is not required for a spacecraft equipped with one to "flip" during a typical journey. Most spacecraft that use reaction drives will adjust pitch and yaw through the use of small reaction engines. A vessel equipped with a Barnes-Gutierrez Engine can control its facing by manipulating the slip along the Barnes Manifold Interface such that the vessel can easily be set to any heading.
Because facing is not terribly relevant for a large vessel using a Barnes-Gutierrez Hyperspace Engine many are spherical with a fore and aft section designated more for reasons of tradition than from need. Such vessels typically maintain a single heading during a voyage, changing the vector of their thrust rather than their heading.
Because it is a form of gravity drive a Barnes-Gutierrez Hyperspace Engine behaves differently in subspace. On the gravitational topology of subspace too much gravitational thrust will actually result in a contra-gravitational force causing a vessel to lose velocity rather than gain it. To allow a vessel to move through subspace a Barnes-Gutierrez Hyperspace Engine must be adjusted to match local gravitational conditions. The vessel will then move at a more or less constant velocity unless affected by local gravitational eddies.
With proper modification a Barnes-Gutierrez Hyperspace Engine can open a temporary conduit to subspace. This is called shunting. A Barnes-Gutierrez Engine cannot provide both acceleration and open a shunt at the same time. This is a limitation of the nature of space-time and not of the engine itself. No one foolish enough to attempt to operate two engines in the same vessel, in different modes at the same time has survived to explain the result.
Engines operating in acceleration mode can easily coexists, though two vessels operating at high accelerations, with well defined Barnes Manifolds will have problems trying to dock. The effects will not be catastrophic, the vessels will simply tend to push each other away. This makes it easy to launch battleriders or shuttles even at high acceleration, but difficult to recover them without moving at a constant velocity.
Sunday, July 31, 2011
Subspace Transition
The Fabury Gate is located in planetary orbit far inside the planet's shunt limit. Besides the obvious convenience of having the gate just above the planet this location also means that no raiders or other enemies can simply shunt in to attack the gate, though this far inside the Highland such attacks are almost completely unknown.
As Trinity approached the man made interface between real and subspace gate control requested the craft follow a specific vector and set its autopilot on the far-side beacon. Through the gate the swirling photon field of subspace shown like an abstract masterwork. As the schooner penetrated the interface her measured forward velocity seemed to be reduced, as if she had dived into a body of syrup. Darvis reconfigured the drive for subspace service, reducing its output until the vessel sprang forward.
Outside, the tunnel like aspect of the conduit, the hyperdrill stabilized gravity structure which allowed vessels to reach the orbital gate-portal without being torn apart by the gravitational shear plane generated by Faury's planetary plateau, surround the vessel. Darvis could see another vessel ahead. The gravscanner showed two more vessels beyond his vision, hidden in the fog like photon field of subspace.
The VORN showed the conduit end-beacon as the schooner left the conduit behind. The beacons for St. Pilimon up road and Grendmouth down road blinked on the display, as the automatic piloting computer awaited his verification. Darvis acknowledged the Grendmouth beacon icon and the Trinity's pilot computer turned the ship to follow the series of beacons. The counter showed 6 days estimated flight time until Grendmouth.
The gravscanner showed the gravity plateau of Fabury falling behind, and the very much larger plateau of Fabury's primary beyond the curved display of the routing beacons. Below and above the shear planes of subspace waited for anyone unwary enough to leave the well marked Major route.
Darvis made sure the computer was monitoring the DOR storm watch channel, broadcast from the hypercable links on the beacon stations. He then left the bridge computer to its work.
As Trinity approached the man made interface between real and subspace gate control requested the craft follow a specific vector and set its autopilot on the far-side beacon. Through the gate the swirling photon field of subspace shown like an abstract masterwork. As the schooner penetrated the interface her measured forward velocity seemed to be reduced, as if she had dived into a body of syrup. Darvis reconfigured the drive for subspace service, reducing its output until the vessel sprang forward.
Outside, the tunnel like aspect of the conduit, the hyperdrill stabilized gravity structure which allowed vessels to reach the orbital gate-portal without being torn apart by the gravitational shear plane generated by Faury's planetary plateau, surround the vessel. Darvis could see another vessel ahead. The gravscanner showed two more vessels beyond his vision, hidden in the fog like photon field of subspace.
The VORN showed the conduit end-beacon as the schooner left the conduit behind. The beacons for St. Pilimon up road and Grendmouth down road blinked on the display, as the automatic piloting computer awaited his verification. Darvis acknowledged the Grendmouth beacon icon and the Trinity's pilot computer turned the ship to follow the series of beacons. The counter showed 6 days estimated flight time until Grendmouth.
The gravscanner showed the gravity plateau of Fabury falling behind, and the very much larger plateau of Fabury's primary beyond the curved display of the routing beacons. Below and above the shear planes of subspace waited for anyone unwary enough to leave the well marked Major route.
Darvis made sure the computer was monitoring the DOR storm watch channel, broadcast from the hypercable links on the beacon stations. He then left the bridge computer to its work.
Wednesday, July 27, 2011
Proximity Detectors
Proximity Detectors are short range, commercial grade, gravscanners which are used by light spacecraft for the purpose of collision avoidance and subspace navigation. The range of proximity detectors is much lower than even the lightest gravscanner. A proximity detector does not have an active mode.
Proximity Detector | Volume(cuft) | Mass | Cost | Power | Scan | Range |
Proximity Detector/D | 1000 | 25 | 11 | neg. | 35 | 10,000 |
Proximity Detector/C | 2000 | 50 | 20.4 | neg. | 39 | 50,000 |
Proximity Detector/B | 2000 | 50 | 20.2 | neg. | 42 | 100,000 |
Subscribe to:
Posts (Atom)