Thread: Re: [Traveller_TNE] Re: Artifical Gravity:

7 posts.

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


---- LSpots keywords ?>---- HM ADS ?>

__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com ---- LSpots keywords ?> ---- HM ADS ?>


YAHOO! GROUPS LINKS



On 13 Jul 2005 at 21:18, Joel Callahan 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.

Sorry, but gravitons can't affect you if they are confined to the
tube.

Gravitons "do" gravity by being exchanged between two bodys,
resulting in the bodies being attracted to each other.

> 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...

Then avoid getting overly specific...

--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com


---- LSpots keywords ?>

SPONSORED LINKS
Traveller Role playing games Individual
Gdw Conde nast traveller Travellers insurance


YAHOO! GROUPS LINKS



Shadow, thank you for your expatiation of your understanding of the
theory of gravity. You know that gravitons don't really exist right? 
Gravitons are theoretical particles that MIGHT explain how gravity
works, but it is just a theory (one of many).

Joel's theory of gravity seems to work like electric current and
magnetic fields.  Which is just as reasonable as any other writers'
version.  Now if he had call them "super-dense particles"
or "Energized Cubane(C8)" instead of gravitons would you have had any
issue?


While you could have actually offerd some kind of suggestion, you
elected to attack someone's concept. Why? Was your last comment
really necessary?  Did you send these same kinds of flip remarks to
the writers of StarTrek since they can't even keep their technobabble
straight in the same episode?

Joel has put some thought and effort into his idea where you clearly
did not put any effort into your reply.  In my playbook that makes
Joel smarter than you.  (It is clear that the only reason you would
have made a post like this is that you wanted to show that you were
smarter than Joel.)

Give the rest of us a break.
Try to add to the creative efforts - not throw water on them.



--- In , shadow@s... wrote:
> On 13 Jul 2005 at 21:18, Joel Callahan 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.
>
> Sorry, but gravitons can't affect you if they are confined to the
> tube.
>
> Gravitons "do" gravity by being exchanged between two bodys,
> resulting in the bodies being attracted to each other.
>
> > 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...
>
> Then avoid getting overly specific...
>
> --
> Leonard Erickson (aka shadow)
> shadow at shadowgard dot com


---- LSpots keywords ?> ---- HM ADS ?>

YAHOO! GROUPS LINKS



On 13 Jul 2005 at 23:55, Tom wrote:

> Shadow, thank you for your expatiation of your understanding of the
> theory of gravity. You know that gravitons don't really exist right? 
> Gravitons are theoretical particles that MIGHT explain how gravity
> works, but it is just a theory (one of many).

Thing is, if they exist, they are "exchange particles" that (as
virtual particles) carry a force. As such, they *cannot* work as
described.

Particles that did work as described wouldn't be gravitons.

> Joel's theory of gravity seems to work like electric current and
> magnetic fields.  Which is just as reasonable as any other writers'
> version.  Now if he had call them "super-dense particles"
> or "Energized Cubane(C8)" instead of gravitons would you have had any
> issue?

It's possible to generate gravity like forces by rapid movement of
very dense masses. We can't do it, but nothing says it won't work and
lots of stuff says it will.

But that has its own problems. The late Dr. Robert Forward went into
that sort of thing in great detail in many articles and papers.

We've already got "mesons" that don't act like mesons in Traveller.
We don't need yet another example of swiping the name of a "real"
particle for something that acts in ways the "real" one wouldn't.

>
> While you could have actually offerd some kind of suggestion, you
> elected to attack someone's concept. Why?

Because I was tired, and didn't have *time* to go into more detail.

And I *did* make a suggestion. Giving *unnecessary* details *always*
comes back to haunt you. Using technobabble unnecessarily does so
doubly.

> Was your last comment really necessary?

Yes. It's a concise *accurate* statement of the single most basic
rule in SF.

> Did you send these same kinds of flip remarks to
> the writers of StarTrek since they can't even keep their technobabble
> straight in the same episode?

It wasn't a "flip remark".

> Joel has put some thought and effort into his idea where you clearly
> did not put any effort into your reply.  In my playbook that makes
> Joel smarter than you.  (It is clear that the only reason you would
> have made a post like this is that you wanted to show that you were
> smarter than Joel.)

No. I made it because I wanted to stop him from doing something that
could make him look silly to any player who knew about gravitons.

> Give the rest of us a break.

Sure. And why don't *you* quit *assuming* attacks are being made.

> Try to add to the creative efforts - not throw water on them.

I've added quite a bit to the creative efforts on the TML *ever since
it started* (and elsewhere, I've had a pro SF writer thank me for
some help I gave him on stuff that eventually became part of his
first book).

I pointed out a serious "oops". And might post some ideas when I have
the spare time. Assuming I don't get flamed so much by folks who
can't see that a "that particle doesn't work that way" *is* a
contribution that I decide it's not worth my time.

I've got tax problems, money problems, *several* ongoing stories that
people are after me to finish, and that's just the top of the list.

Just because someone points out a problem, that doesn't mean they are
"sniping" or belittling or trying to show how smart they are.

Pointing out *bugs* is just as important as coming up with ideas.
Hell, ask any writer. The ideas are easy. It's the writing that's
hard. And part of that is having folks point out where you got it
wrong or it "looks wrong".

>

Next time find out what is going on *before* flaming.


--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com


---- LSpots keywords ?> ---- HM ADS ?>

YAHOO! GROUPS LINKS



A few words from the list admin (even though Shadow is quite capable of defending himself).....
 
Tom,
 
I can vouche for Shadow's usefulness to this ml. He's been on this list for a year and a half and, in that time, has provided solid technical info. While I have disagreed with him on stuff, he hasn't done anything worthy of Flaming, and he typically backs up what he says. He may come across as a little gruff from time to time, but email has that effect, especially when smileys are left out. :)
 
His comment, "Then avoid getting overly specific..." is dead on. "The devil's in the details" as it were. It seemed to me that Joel's intent was to see if his idea for explaining AG to players was valid. It didn't seem to be an attempt at a roundtable discussion to try and work out AG. Therefore, instructing Joel not to try to explain how AG works, is a valid suggestion. They won't be able to point out the flaws in an idea if you don't give them any information to go on.
 
I also have to agree with this: "The ideas are easy. It's the writing that's hard. And part of that is having folks point out where you got it wrong or it 'looks wrong'. "  I'm working on my first novel, and the sticking points are always the finer details, the minutiae. And it's not just tech, but the setting as well. Getting the details wrong can sink a story, even if it's a good one. If someone reads a passage and his/her reaction is, "No way. Not possible" then that writer has not only lost that person from any future book sales, but quite possibly all that person's friends as well. "I read this book by so-and-so and man did it suck. He didn't get blah blah right."
 
I like to keep Flames to a minimum (they'll always exist, I know). I think I err on the side of free speech, but I won't hesitate to pull the plug on someone's membership if they go too far. I don't want this ml to become another TML.
 
And who cares about Star Trek? This is a Traveller ml. ;)
 
\_/
DED
TNE @ Yahoo ml Admin

==============================
> <FLAME ON>
> While you could have actually offerd some kind of suggestion, you
> elected to attack someone's concept. Why?

Because I was tired, and didn't have *time* to go into more detail.

And I *did* make a suggestion. Giving *unnecessary* details *always*
comes back to haunt you. Using technobabble unnecessarily does so
doubly.

> Was your last comment really necessary?

Yes. It's a concise *accurate* statement of the single most basic
rule in SF.

> Did you send these same kinds of flip remarks to
> the writers of StarTrek since they can't even keep their technobabble
> straight in the same episode?

It wasn't a "flip remark".

> Joel has put some thought and effort into his idea where you clearly
> did not put any effort into your reply.  In my playbook that makes
> Joel smarter than you.  (It is clear that the only reason you would
> have made a post like this is that you wanted to show that you were
> smarter than Joel.)

No. I made it because I wanted to stop him from doing something that
could make him look silly to any player who knew about gravitons.

> Give the rest of us a break.

Sure. And why don't *you* quit *assuming* attacks are being made.

> Try to add to the creative efforts - not throw water on them.

I've added quite a bit to the creative efforts on the TML *ever since
it started* (and elsewhere, I've had a pro SF writer thank me for
some help I gave him on stuff that eventually became part of his
first book).

I pointed out a serious "oops". And might post some ideas when I have
the spare time. Assuming I don't get flamed so much by folks who
can't see that a "that particle doesn't work that way" *is* a
contribution that I decide it's not worth my time.

I've got tax problems, money problems, *several* ongoing stories that
people are after me to finish, and that's just the top of the list.

Just because someone points out a problem, that doesn't mean they are
"sniping" or belittling or trying to show how smart they are.

Pointing out *bugs* is just as important as coming up with ideas.
Hell, ask any writer. The ideas are easy. It's the writing that's
hard. And part of that is having folks point out where you got it
wrong or it "looks wrong".

> <FLAME OFF>

Next time find out what is going on *before* flaming.<<

---- LSpots keywords ?> ---- HM ADS ?>

YAHOO! GROUPS LINKS



On 15 Jul 2005 at 0:16, Joel Callahan wrote:

> Secondly, ShadowCat is a very knowledgable person. Reading his
> reply, I thought it a bit terse, but I did ask for opinions and what-
> not.

Shadow. I know a ShadowCat on LJ but *she* isn't much like me. :-)

> I prefer a Hard SF Universe, and that will probably mean no fake
> gravity. However, I wanted to come up with an idea on how it might
> be created/used in a Universe that had it.

Well, my take goes with the "gravity is just the curvature of space"
model. Give that jump drives seem to care about that sort of thing
(and use it) it's not unreasonable.

It's also rather more workable than the "graviton generator" in that
it's "easier" to have things happen that match stuff from canon (or
"assumed" so long that it's effectively canon.

But you can use graviton/antigraviton generators and still have much
the same principles.

Working principles:

1. the internal gravity of the ship is generated somehow and
*adjustable* on a very *local* basis (there are references to being
able to adjust the gravity of a cabin)

2. The gravity doesn't extend outside the ship. This avoids a number
of problems. It also introduces a few "interesting" effects.

3. "inertial compensation" is "just" a tie in between the "grav
plates" (or whatever) and the drive. Have the ship going at 6 g in
one direction and the grav system imposes a 6g force in the
*opposite* direction. Resulting in a net acceleration of zero.

Ok, the acceleration due to gravity is a function of the "slope" of
the gravity well, not the depth. The "energy" tied up in a gravity
well *is* tied to the depth. So this is a plus.

Principle 1 means that the gizmos responsible for gravity
(hereinafter referred to as "grav plates") will be a very distributed
system. Probably built into every deck and overhead.

Principle 2 means that the net effect on the universe has to be zero.
Which means that the plates are going to be paired, and there will be
odd effects at the "edges".


empty space -----------------

                  /\
Ship's field ----/  \  /-----
                     \/

Or something like that. Some day, I'm going to do up a graphic for
this and put it up on the web. The two sections angled this / way
should be *much* steeper and the section angled this \ way should be
shallower.

The field will reverse near the top and bottom of the hull. And where
it reverses, you are going to have "interesting" tidal effects.

The most "extreme" version would have the / sections vertical, and
the transitions at true angles. Which would result in some problems
with infinite gradient changes. So the transients are problem
"curves". With the "tightness" of the curve being proportional to the
strength of the tidal effects.

Expect warning labels near the transitions. They are probably
"inside" the plates (which are probably a lot more complex than the
word "plate" implies).

Other likely details. Establishing a field takes power. And if the
plates are working, lowering it *gets* energy back. Minus losses of
course. Sort of like charging a capacitor.

This makes for the lovely arcing wires and the like that folks are so
fond of if a plate takes damage and the energy can't go back into the
power system. Also makes working on an active grav plate more than a
bit nerve wracking. Between the tidal forces and field reversals
inside, the thing could practically blow up in your face if you
accidentally kill the power.

Power to maintain the field will likely be low (ideally it'd be
zero). But any time anything *falls*, the energy for the fall has to
be supplied by the plates (Energy = force times distance travelled).
Lifting things puts energy back into the field. Don't forget losses
both ways.

Knock over a large object (say a stack of cargo containers in the
hold) and there *will* be a big drain on the grav plate power feed.

The plates in the "middle" of a ship with multiple decks may be
"idling" with just the ones at the top and bottom of the hull doing
the work. If an area is set to different gravity than the rest of the
ship the plates at the top and the bottom of the area will be doing
the work to maintain the difference.

That's likely the typical civilian setup. The "intermediate" plates
are only used for varying gravity from ship standard, and in
emergencies when the "main" plates at the top and bottom of the ship
are knocked out.

Military setups are likely to have all the plates "hot" and working
to maintain the field(s). They'll take down a section for maintenance
(with the attendant higher load on the plates above and below them)
but keep the others hot. Working on the ones in the top and bottom of
the hull gets "interesting" because puts part of the ship (the next
deck inward from those plates) in zero g if they are in space.

Knocking out a plate will probably greatly weaken the field in the
area. Unless plates above and below it can compensate.

Oh yeah, crossing between areas with different gravities is going to
be hazardous. Going from a low g to high gee area will "instantly"
supply you with the difference in potential energy. As downwards
velocity. Going the other way will require *you* to supply the energy
difference.

So for both practical and safety reasons, I expect field boundaries
to be kept to walls. And to have safety interlocks with the doors. If
there's an airlock, it'll have a plate of its own so that it can be
used as a "grav lock".

Oh yeah, those energy requirements. They mean that that favorite anti-
hijack game "grav pong" requires a *lot* of power shuffling. And may
be hard on the grav plates. Which provides a much needed reason to do
it sparingly. :-)

I'm sure creative GMs can come up with all *sorts* of ways to make
life miserable for their players based on the above.

Details of *how* the plates bend space or generate/absorb gravitons
are best avoided as some player, sometime will find a way to make you
regret them.

Oh yeah, doing the inertial compensation as in principle 3 means that
if the ship takes a hit, you'll still feel it. You just won't feel
acceleration due to the main drive.

> "Sir! We've taken a hit to Engineering. They report that..."
>
> "...that the power plant has taken damage. Very well. Direct Damage
> Control Teams to that systems and give them top priority" the Captain
> directed.

Actually the "floating away" is unlikely to happen. *If* gravity
could just be shut off, there'd be no force holding things down,
true. But it'd still *take* a force to (for example) move the coffee
cup up from the table.

Movies use the "float up" bit to show the audience that zero-g is in
effect. :-)

So it's sort of a cliche.

But consider the fun if the inertial compensators go. Or at least the
link to the drive. Picture the compensators stuck at some level. And
you need to use a different level.

Compensators pulling you towards the nose at 6 g, but you have to
drop the drive to 3 g. Oops.

Losing grav plates means rerouting power to compensate or dealing
with areas of the ship that are isolated due to differing G settings.
Not a good thing if you are trying to do damage control.

At least a *failed* plate means that the transition to the zero (or
at least lower) g is gradual. Which will feel like a *real* steep
slope.

--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com




YAHOO! GROUPS LINKS



Very interesting shadow,
To help things along in the "interesting" department I envision a 'return' to the days of having to do extensive, very extensive, nerve-wracking, pain-staking, micro...nay nano adjustments to various circuit card assemblies in the control, power, etc sections of said "plates" truely evil, Evil, EVIL!  Says I, who is well acquainted with doing similar adjustments on things designed and built in the 60s and 70s.  None of this built in automated test junk...you have to have a ...feel for it...
Back in the bad/good old days pre-90s we had some equipment 10 MHz bandwidth capable modems, Cryogenically cooled low noise amplifiers (paramps) and liquid cooled transmitters using TWTs (traveling wave tubes) 3 - 5kw depending on the tube each was a stone cold bitch to adjust and align for various reasons...
 
The MD 1002 modem had an upper and lower section to do a complete alignment would require several procedures (smaller alignments) that would take you to both sides and have you attempting to adjust several different points on a card and often on more than one card.
The average tech could align one in about a week, maybe.  A real good tech would take about 3 days...an excellent tech maybe 2 days.
 
The Paramps, required periodic alignments that a good tech could do in a day, but were often touchy and require 2 or 3 days.  Replacement required pumping the new assembly down to vaccuum and then connecting to He2 and starting the refrigeration unit...cooling would proceed relatively slowly until a point, I forget what it was, was reached when that happened the temperature would cascade downward rather quickly to the operational temp of liquid helium.  It was essential taht the helium be pure.  Hydrogen didn't work very well and trashed the equipment.  After that you could start the new unit and after another 8-24hrs you could attempt to align it...the test loop included frequency generators in the gigahertz range, spectrum analyzers, cables, step attenuators and the like.  Part of the problem was that bumping a cable that was perfectly good in most respects could cause a major change in your test results and you'd have to stabilize it and start over....rule 1 was to not touch the cables...
 
The transmitter had three racks which were about 6 feet tall (tad less than 2 meters) by about21 - 22 inches across (19 inch wide component - US standard) the coolant was under pressure, the quick release valves would always spill/squirt some of it around when you were attempting to change the tube.  If you were lucky it wasn't too much.  Because of the high voltages and amperages involved you had to be sure it was dry before turning it on...trichloroethane was preferred to get that accomplished, it's out of favor now due to EPA and health reasons...(those wouldn't go away in a spaceshp environment neither hmmm) All sorts of drawers and shelves had to be open during the alignment procedure so there you are bending over a high voltage drawer (13kv ps for magnet) so you can tweak a couple of components in the back ... did I say you were on your tiptoes to do this?  Capacitator and TWT failures could be dramatic and give all the special effects wanted for the next Star Trek episode... Oh yeah, the sequence that the alarms came on was important so standard practice was to turn on the busted transmitter to see which lights came on when.
 
Take all that kind of stuff and apply it to your grav plates,  your grav-tech might fit in with your mobile assault types in a geeky sort of way...
Tim 
wrote:
On 15 Jul 2005 at 0:16, Joel Callahan wrote:

> Secondly, ShadowCat is a very knowledgable person. Reading his
> reply, I thought it a bit terse, but I did ask for opinions and what-
> not.

Shadow. I know a ShadowCat on LJ but *she* isn't much like me. :-)

> I prefer a Hard SF Universe, and that will probably mean no fake
> gravity. However, I wanted to come up with an idea on how it might
> be created/used in a Universe that had it.

Well, my take goes with the "gravity is just the curvature of space"
model. Give that jump drives seem to care about that sort of thing
(and use it) it's not unreasonable.

It's also rather more workable than the "graviton generator" in that
it's "easier" to have things happen that match stuff from canon (or
"assumed" so long that it's effectively canon.

But you can use graviton/antigraviton generators and still have much
the same principles.

Working principles:

1. the internal gravity of the ship is generated somehow and
*adjustable* on a very *local* basis (there are references to being
able to adjust the gravity of a cabin)

2. The gravity doesn't extend outside the ship. This avoids a number
of problems. It also introduces a few "interesting" effects.

3. "inertial compensation" is "just" a tie in between the "grav
plates" (or whatever) and the drive. Have the ship going at 6 g in
one direction and the grav system imposes a 6g force in the
*opposite* direction. Resulting in a net acceleration of zero.

Ok, the acceleration due to gravity is a function of the "slope" of
the gravity well, not the depth. The "energy" tied up in a gravity
well *is* tied to the depth. So this is a plus.

Principle 1 means that the gizmos responsible for gravity
(hereinafter referred to as "grav plates") will be a very distributed
system. Probably built into every deck and overhead.

Principle 2 means that the net effect on the universe has to be zero.
Which means that the plates are going to be paired, and there will be
odd effects at the "edges".


empty space -----------------

                  /\
Ship's field ----/  \  /-----
                     \/

Or something like that. Some day, I'm going to do up a graphic for
this and put it up on the web. The two sections angled this / way
should be *much* steeper and the section angled this \ way should be
shallower.

The field will reverse near the top and bottom of the hull. And where
it reverses, you are going to have "interesting" tidal effects.

The most "extreme" version would have the / sections vertical, and
the transitions at true angles. Which would result in some problems
with infinite gradient changes. So the transients are problem
"curves". With the "tightness" of the curve being proportional to the
strength of the tidal effects.

Expect warning labels near the transitions. They are probably
"inside" the plates (which are probably a lot more complex than the
word "plate" implies).

Other likely details. Establishing a field takes power. And if the
plates are working, lowering it *gets* energy back. Minus losses of
course. Sort of like charging a capacitor.

This makes for the lovely arcing wires and the like that folks are so
fond of if a plate takes damage and the energy can't go back into the
power system. Also makes working on an active grav plate more than a
bit nerve wracking. Between the tidal forces and field reversals
inside, the thing could practically blow up in your face if you
accidentally kill the power.

Power to maintain the field will likely be low (ideally it'd be
zero). But any time anything *falls*, the energy for the fall has to
be supplied by the plates (Energy = force times distance travelled).
Lifting things puts energy back into the field. Don't forget losses
both ways.

Knock over a large object (say a stack of cargo containers in the
hold) and there *will* be a big drain on the grav plate power feed.

The plates in the "middle" of a ship with multiple decks may be
"idling" with just the ones at the top and bottom of the hull doing
the work. If an area is set to different gravity than the rest of the
ship the plates at the top and the bottom of the area will be doing
the work to maintain the difference.

That's likely the typical civilian setup. The "intermediate" plates
are only used for varying gravity from ship standard, and in
emergencies when the "main" plates at the top and bottom of the ship
are knocked out.

Military setups are likely to have all the plates "hot" and working
to maintain the field(s). They'll take down a section for maintenance
(with the attendant higher load on the plates above and below them)
but keep the others hot. Working on the ones in the top and bottom of
the hull gets "interesting" because puts part of the ship (the next
deck inward from those plates) in zero g if they are in space.

Knocking out a plate will probably greatly weaken the field in the
area. Unless plates above and below it can compensate.

Oh yeah, crossing between areas with different gravities is going to
be hazardous. Going from a low g to high gee area will "instantly"
supply you with the difference in potential energy. As downwards
velocity. Going the other way will require *you* to supply the energy
difference.

So for both practical and safety reasons, I expect field boundaries
to be kept to walls. And to have safety interlocks with the doors. If
there's an airlock, it'll have a plate of its own so that it can be
used as a "grav lock".

Oh yeah, those energy requirements. They mean that that favorite anti-
hijack game "grav pong" requires a *lot* of power shuffling. And may
be hard on the grav plates. Which provides a much needed reason to do
it sparingly. :-)

I'm sure creative GMs can come up with all *sorts* of ways to make
life miserable for their players based on the above.

Details of *how* the plates bend space or generate/absorb gravitons
are best avoided as some player, sometime will find a way to make you
regret them.

Oh yeah, doing the inertial compensation as in principle 3 means that
if the ship takes a hit, you'll still feel it. You just won't feel
acceleration due to the main drive.

> "Sir! We've taken a hit to Engineering. They report that..."
> <everyone on the Bridge begins to lift against their seat belts>
> "...that the power plant has taken damage. Very well. Direct Damage
> Control Teams to that systems and give them top priority" the Captain
> directed.

Actually the "floating away" is unlikely to happen. *If* gravity
could just be shut off, there'd be no force holding things down,
true. But it'd still *take* a force to (for example) move the coffee
cup up from the table.

Movies use the "float up" bit to show the audience that zero-g is in
effect. :-)

So it's sort of a cliche.

But consider the fun if the inertial compensators go. Or at least the
link to the drive. Picture the compensators stuck at some level. And
you need to use a different level.

Compensators pulling you towards the nose at 6 g, but you have to
drop the drive to 3 g. Oops.

Losing grav plates means rerouting power to compensate or dealing
with areas of the ship that are isolated due to differing G settings.
Not a good thing if you are trying to do damage control.

At least a *failed* plate means that the transition to the zero (or
at least lower) g is gradual. Which will feel like a *real* steep
slope.

--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com


__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com

SPONSORED LINKS
Traveller Role playing games Individual
Gdw Conde nast traveller Travellers insurance


YAHOO! GROUPS LINKS