Re: [Traveller_TNE] Re: Artifical Gravity:

Part of thread: Re: [Traveller_TNE] Re: Artifical Gravity: · 1 reply Re: [Traveller_TNE] Artifical Gravity: — shadow
Hmmm a bit of handwaving here and there but both are "feasable" at this stage of the game... for Joel's version you'll have to think that one through.  If a Navy ship or other working vessel other than a cruise ship, quite often I think you'd be able to see or have ready access to the pipes, cables and such forth...but in the cruise ship/yacht and many other cases variations of the raised floor and drop ceiling could be expected.  So, even if your "available" ceiling is 2.5 meters from the deck that doesn't necessarily count for all available space.  A building I work at 2-3days of the week is going through some extensive mods...one thing I noticed is that the drop ceiling which is about the distance mentioned hides a very extensive "dead space" where they've put cable duct, cable trays, air duct work, some rather large air handlers and who knows what else and could easily have a second floor with drop ceiling and raised floor there.  Contrast this to my apartment where it's about 3+ meters concrete/tile floor to concrete ceiling.  Some rooms additionally are having 2/3 meter (2 foot) raised floors installed to allow cable trays and ducts for fiber optics and the like to be put there as well.  This space would not be otherwise usable for official cargo other normal use but could be there in the design as well.  Because of that you may have additional space to permit the effects you want.  This may require limits in the design of your ships as well due to a minimum distance between elements.
 
I'm having fun designing a vessel that'll predate gravity control but will have the capability to maintain a constant accel/decel so long as it's in normal space...magnetic drive powered by a small Pebble Bed Reactor or equivalent ... Faraday Cages...can they be effectively built to protect an ungrounded structure? (aircraft/spaceship)
Tim
Tom <> wrote:
So the motion of the gravitons create the gravity effect?  Similar to
electricity and magnetic fields?

IMTU: The AG is really a floor and ceiling system.  The ceiling
elements act as a anode for the AG waves and the floor acts as a
cathode.  This projector/absorber system helps explain why the effect
is isolated to a single deck. 

This version pushes everything towards the floor at 1G, which seems
right for "Artificial Gravity" since if it pulled everything towards
the floor it might be too much like "real" gravity.  I really wanted
something that people could feel the difference.  That way as a story
plot if a spacer gets knocked-out in a planet side bar and wakes up
in a ship in space, he is going to "know it" where a character that
has never been on a ship would not.

This also allows me to have a reason for a kind of "space-sickness"
as a plot device.

Of course it would be OK to flip this over and get something that
feels more like real gravity.

I have also toyed with the idea of a low power repulsor in the
ceiling to do the job.  But repulsors seem to be much too large in
traveller for this to be feasible/believable.

--- In , "Joel Callahan" <joel@m...>
wrote:
> Artifical Gravity:
> I've kinda imagined a tube (made of some sort of 'really cool
metal') that
> is filled with densely packed gravitons.
> These particles proprogate throughout the tube in a closed loop.
> I imagine there would be some energy to contain the gravitons in
the tube.
>
> Could this be a source of artifical gravity in starships?
>
> A tube underneath the decks?
>
> Of course, if the ship has multiple decks, then the tubes might
cancel each
> other out or have gravity above and below each deck.
>
> Perhaps the top of each deck could have a charge running thru it,
repelling
> the gravitons coming from above...
>
> Yes, I know it's not hard science, but I'm trying to make a case for
> artifical gravity sound as scientific as I can...
>
> -joel


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