Morning PDT,Science fiction is traditionally an extrapolation of known science.I agree that there is a lot we do not know about gravity. Albert Einstein back in 1916 predicted the existence of gravity waves. In 2014 an article came out stating that scientists had detected gravity waves and there have been updates for the past two years.Gravity waves have been included in a number of science fiction novels, I think the Lensmen series has technology based on gravity waves, unfortunately my books are stored a way in boxes so I cannot verify my memory.We can manipulate magnetic fields as proven by magnetic levitation used in high speed trains. Again a number of science fiction novels have maglev vehicles long before we built the first one.Extrapolating what we know about magnetic manipulation someone applied the knowledge, pushed by player comments without a doubt, to contra-gravity and reactionless thrusters. The jump drive is also a guess based on theories we have not been able to prove about other systems like the warp drive.Most of the science programs I watch have commented on what new technologies have done to improve our knowledge. Many of the new discoveries have altered what we thought was a hard scientific fact.In another thread someone mentioned throwing pixie or fairy dust, a lot of technology of today fell into that category.Tom RuxFrom: "C. Berry" <xxxxxx@gmail.com>
To: "TML" <xxxxxx@simplelists.com>
Sent: Tuesday, August 29, 2017 10:07:30 AM
Subject: Re: Landing vs hovering (was Re: [TML] What class of Port is this?)And that's just it. CG, thruster, and jump power requirements are determined by game-design decisions, not by physics. None of those technologies are consistent with physics as we understand them, so there's no way to do any reality-based calculation that will yield a power requirement. The Traveller design sequences were reasonably well crafted to support the desired background without creating glaring consistency problems in typical situations, which is more than good enough for a game. It's similar to the relationship between video-game physics and real physics; if the game feels enough like reality, people can immerse themselves in it easily, even if it fails in every way to embody key conservation laws and the like.On Tue, Aug 29, 2017 at 9:56 AM, <tmr0195@comcast.net> wrote:Morning PDT,There is more than one Traveller design sequence that requires the drive train/suspension to have a
design power requirement.CT Striker Book 3 p. 8, MT Referee's Manual pp. 65-66, TNE FF&S Chapter 10, and GURPS Traveller Starships p. 40. I'm not sure but I believe that T4 Core Book QSDS, T4 Book 2 Starships, and T4 book D FF&S have have power requirements.In CT Striker Book 3 p. 8 each .02 m^3 of grav generator provides 1 ton of thrust and requires .1 megawatts of power from the power plant. On p. 11 a grav vehicle's requires 1G, determined by dividing the grav generators thrust in tons by the vehicles' weight in tons, to keep the vehicle in the air, hovering. If the thrust is less than 1G the vehicle cannot move, I think this means the vehicle is sitting on the ground. Any thrust in excess of 1G is used for movement.Tom RuxFrom: "Tim" <xxxxxx@little-possums.net>
To: "TML" <xxxxxx@simplelists.com>
Sent: Monday, August 28, 2017 8:32:42 PM
Subject: Re: Landing vs hovering (was Re: [TML] What class of Port is this?)On Mon, Aug 28, 2017 at 03:49:12PM -0500, Grimmund wrote:
> On Thu, Aug 17, 2017 at 10:00 PM, Tim <xxxxxx@little-possums.net> wrote:
>
>
> > Does Traveller contragrav employ a means that requires constant power
> > input? We don't know.
>
>
> That seems to be a given. If it has a power requirement to operate, that
> implies that lacking such power, it will no longer operate.In one of the vehicle design sequences, drivetrain/suspension has a
design power requirement also. This does not mean that the wheels
fall off when the power is not supplied (i.e. no longer supports the
vehicle), it just means that without power the vehicle won't
accelerate and that there is a limit to how much power it can handle
without breaking something.
- Tim
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