Hey all.
At this point I think I kind of mislabelled the post. Its not a technology but a way of explaining the speed system.
I'm noticing we make a big deal out of the difference between the speeds a thing can reach in atmosphere, verses how quickly it goes in space. The SARP breaks down into what seem to be three neat brackets:
If I'm not mistaken, some systems are used to weaken the friction space has, letting things go faster than 0.01c -- but its still the other big engines that do all the heavy lifting, just with less resistance letting the thing go faster: effectively playing hopscotch with space -- and more importantly, accelerate to those fractional sublight velocities VERY quickly.
In almost all cases, this cubed law game seems to have a theoretical ceiling, where the amount of energy invested stops giving you meaningful losses in spacial friction or spacial drag.
Depending on the quality of the device, you usually ceiling out somewhere around 0.356c. -- and if you're okay with having huge stress on your power systems that could destroy them and on your hull, you can overboost to something like 0.700c for a short time.
I'm also noticing that these systems usually don't work all that well in atmosphere -- or more specifically in conditions where there is an atmosphere (interfering with the system) and a huge amount of concentrated mass, which is why we don't seem to get terrorists using this technology as a luminal rod from god to pelt planets to death. This also applies in FTL: They just come to cold stops.
The alternative to making yourself "slippery" is technically not to move through space but to make space move through you, using bubbles of space and packet universes instead of compressions of space.
It helps to imagine yourself on a big coordinate chart with lots of numbers in all direction -- with every box filled with a number. All numbers affect all other numbers through a simple set of rules. When you compress space, you draw a big box around yourself with the rule "nothing outside affects anything inside", which is why these bubbles are inertialess (you are not in motion) and do offer limited protection from attacks.
What this box actually does is change the numbers in the boxes around its boarders. In doing so, your apparent location changes on the system because the coordinates which say "where you are" around your boarders have changed but the ones on the big world chart say you're elsewhere. Eventually the numbers around those numbers change. And the numbers around those numbers change. And thus, while you're not moving, you ARE travelling.
Now, here's where it gets interesting: there comes a point where the speed you can change your boarder numbers at isn't fast enough to go faster. Fractional lightspeed comes with one boarder of changed boxes around you in a pocket universe driven system. Post-C comes with more than one boarder.
I'm not sure if I'm making sense. But with some help, I would like to write a generic article explaining these three speed systems for new players, so they don't get confused and so they understand not only that there are theoretical ceilings but the constraints as to why they exist.
We can probably explain almost all the different sublight and light-speed propulsion systems using these kinds of metaphors and produce a lot of easy to understand explanations for the generics.
Thoughts?
At this point I think I kind of mislabelled the post. Its not a technology but a way of explaining the speed system.
I'm noticing we make a big deal out of the difference between the speeds a thing can reach in atmosphere, verses how quickly it goes in space. The SARP breaks down into what seem to be three neat brackets:
- Standard speeds, measured in mph/kph
- Fractional Sublight, which like 0.35c, 0.15c, etc
- Faster than Light (2,500c, 100c, etc)
If I'm not mistaken, some systems are used to weaken the friction space has, letting things go faster than 0.01c -- but its still the other big engines that do all the heavy lifting, just with less resistance letting the thing go faster: effectively playing hopscotch with space -- and more importantly, accelerate to those fractional sublight velocities VERY quickly.
In almost all cases, this cubed law game seems to have a theoretical ceiling, where the amount of energy invested stops giving you meaningful losses in spacial friction or spacial drag.
Depending on the quality of the device, you usually ceiling out somewhere around 0.356c. -- and if you're okay with having huge stress on your power systems that could destroy them and on your hull, you can overboost to something like 0.700c for a short time.
I'm also noticing that these systems usually don't work all that well in atmosphere -- or more specifically in conditions where there is an atmosphere (interfering with the system) and a huge amount of concentrated mass, which is why we don't seem to get terrorists using this technology as a luminal rod from god to pelt planets to death. This also applies in FTL: They just come to cold stops.
The alternative to making yourself "slippery" is technically not to move through space but to make space move through you, using bubbles of space and packet universes instead of compressions of space.
It helps to imagine yourself on a big coordinate chart with lots of numbers in all direction -- with every box filled with a number. All numbers affect all other numbers through a simple set of rules. When you compress space, you draw a big box around yourself with the rule "nothing outside affects anything inside", which is why these bubbles are inertialess (you are not in motion) and do offer limited protection from attacks.
What this box actually does is change the numbers in the boxes around its boarders. In doing so, your apparent location changes on the system because the coordinates which say "where you are" around your boarders have changed but the ones on the big world chart say you're elsewhere. Eventually the numbers around those numbers change. And the numbers around those numbers change. And thus, while you're not moving, you ARE travelling.
Now, here's where it gets interesting: there comes a point where the speed you can change your boarder numbers at isn't fast enough to go faster. Fractional lightspeed comes with one boarder of changed boxes around you in a pocket universe driven system. Post-C comes with more than one boarder.
I'm not sure if I'm making sense. But with some help, I would like to write a generic article explaining these three speed systems for new players, so they don't get confused and so they understand not only that there are theoretical ceilings but the constraints as to why they exist.
We can probably explain almost all the different sublight and light-speed propulsion systems using these kinds of metaphors and produce a lot of easy to understand explanations for the generics.
Thoughts?