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6G ship acceleration limit

In CT, is the 6G acceleration limit caused by an inability of gravitics to compensate for any greater acceleration?

I imagine this limit could be hard physics, or just a practical one due to money and/or energy expense.

Even without gravitics, modern fighter pilots can pull 7G, at least in g-suits.

Hmm. Maybe this could be GM'ed as a Solomani racial advantage - the ability to tolerate 7G, when the Vilani and Zhodani can only handle 6G.

What other Traveller versions is the 6G limit present in? What are the other versions limits, if any?
 
I was focusing on the human body's ability to withstand G forces. We can definitely make vehicles that can accelerate faster than 7G, but people can't seem to take any more and remain functional.

My point is that even without gravitics, the upper acceleration limit for human ships ought to be 7G, not 6G. I am asking if there is a 6G limit to the effectiveness of ships' internal gravitics.


Also, it isn't air resistance pushing the pilot down into the seat, at least not directly. It's centripetal ("centrifugal") force. The plane's control surfaces are moved, which use air resistance to change the direction the plane is moving, which then applies centripetal force to the pilot's body.



The 7 Gs you refer to is due to the breaking effect of air resistance, nothing to do with engines...
 
In CT, is the 6G acceleration limit caused by an inability of gravitics to compensate for any greater acceleration??

I like the old rule from White Dwarf, back before Book 4 came out, that says a ship's M-Drive pulls double duty maintaining the inertial dampening field and the acceleration of the ship. Under this rule, it'a all a matter of which way the subatomic particals spin, pushing and pulling.

Therefore, the G rating of an M-Drive not only describes the max acceleration, but it also describes the max G field within the vessel.

If a ship with a 3G drive wants to maintain a 1G field inside the ship, then 1G is devoted to that field while the ship can travel at a max of 2Gs velocity.

A ship with a 1G drive must have the crew strap in and be in zero G.

This makes for some interesting role playing situations aboard ship. I've always liked the idea of a 3G vessel having everyone strap in, going to a zero G environment, as the ship performs combat maneuvers at 3Gs.





Another, similar, alternate rule is to coniser the direction of thurst. A ship accelerating at 1G should maintain 1G inside the vessel, according to the direction of thurst. Thus, "down" would be toward the drive room. Consider this when you build the decks of your star ships (wouldn't work with most canon Traveller ship designs, except a vessel like the Azhanti High Lightning, where the decks are vertical to the equator of the ship, not horizontal with it).

Thus a 1G vessel has no problem. It accelerates at 1G, and that thurst makes the 1G field in the ship. When the drives switch off, and the ship coasts through space at present velocity, the M-Drive can be used to produce a 1G field inside the vessel--but this necessarily makes for course corrections, and the vessel can not travel in straight lines. It must always compensate for the time spent using the internal 1G field. So, if a 1G vessel were to shoot for the nearest gas giant, the ship's navigator would plot a course several degree "above" the GG's north pole, based on the use of the G field inside the ship.

I like this type of thing, too, because it adds some detail to space flight. Puts some meat on the believability bones, so to speak. Standard format Traveller ships require people to be strapped in while the drive is in operation, or the ship's construction would have the decks made so that the main drive was "below" ones feet. That way, walking is permitted.

Better drives can be used as a canceling effect on thrust. Thus, a ship with a 3G drive can use 2Gs acceleration and 1G inside the vessel to cancel the effect, putting the crew in a 1G field in the direction below their feet, towards the drive. Or, 2Gs can be used inside the ship, and 1G used for acceleration, so that the "down" position is ventral, and the ship still travels at 1G.

This is probably a bit persnickety for most Traveller GMs, but I think it's kinda cool to mess with.

Plus, maybe some lower tech worlds use drives such as these while higher tech ones use standard Traveller drives.

Heck, maybe you could start a war over one world going after the "inertial compensator", which is an almost magical device, allowing a 3G ship to move at 3Gs while the crew rests comfortably in a 1G field.

Just stuff to think about...
 
The human body can withstand high G forces for short lengths of time - like your fighter pilot enduring minutes at 7G. However, even 2G for a week (like interplanetary travel) would be fatal to many people and sustained 3G would be universally fatal. The heart and veins can't pump against the force - reduced blood flow produces unconciousness, coma and death.

The CT 6G limit has often been assumed to be a limit on inertial compensation - a 7G maneuver and the captain spills his coffee.

I would suggest 1-6G MD for long term cruising and add on a reaction drive for short bursts of combat maneuvering - but strap in first.
 
However, even 2G for a week (like interplanetary travel) would be fatal to many people and sustained 3G would be universally fatal. The heart and veins can't pump against the force - reduced blood flow produces unconciousness, coma and death.

I don't think there has been any conclusive research into this, though these sound like reasonable guesses. What do you have to back these figures up?
 
The magic of the acceleration compensators built into Traveller ships decouple the crew from feeling anything but the artificial gravity produced by the ship's internal grav plates.
No lateral g-forces etc are felt by the crew at all.

By the way the g-ratings quoted for air combat aren't really gravity field generated, they are the result of inertia not gravity - two very different physical principles but confused by the use of the term g when discussion the forces on the airframe/crew.
 
I don't think there has been any conclusive research into this, though these sound like reasonable guesses. What do you have to back these figures up?

NASA published their centrifuge data; 3G in a centrifuge is tolerated only for a few hours before respiratory distress.

3 posititive G's sustained towrds feet results in dizziness, tunneling of vision, dimming of vision after a few seconds, plus physical exhaustion rapidly.

Front to back, 2G's tolerable up to 24 hours; 3G should be tolerable for up to about 3 hours; 4G tolerable for less than 10 minutes...

note that 1.5G is tolerable up to 6 months or more; animal subjects in fact had increased tolerance after 6 months in centrifuge, which lasted for several months post centrifuge.

http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19930020462_1993020462.pdf has lots of good tables; it's a set of data interpretation to determine limits for spaceflight from 1992.
 
NASA published their centrifuge data; 3G in a centrifuge is tolerated only for a few hours before respiratory distress.

http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19930020462_1993020462.pdf has lots of good tables; it's a set of data interpretation to determine limits for spaceflight from 1992.

Yeah, what he said. ;)

I have a copy of a chart from the Apollo Era that lists tolerance to G-LOC in various orientations in g-minutes. It gets ugly very quickly.

Plus I read a summary from some NASA report that concluded that sustained 2G adaptation might be possible for physically fit (ie. military types) but would prove fatal for some commercial customers, and 3+G was concidered non-viable. I believe the context was a conference on Mars.
 
I wonder about what the effects of high-G maneuvers might be on a ship's frame, quite apart from what's happening to the crew. A small craft pulling high Gs is one thing - A vessel the size of a skyscraper's quite another. Something that big has to be pretty resilient if it's not going to have bits falling off all the time!

That's something that always kinda rubbed me the wrong way with High Guard: not that I had a beef with the big ships, but that they could be so much more agile than much smaller craft.
 
The problem with big ships is the same as with skyscrapers: at some point, the loads exceed the strength of the structure.

Exact numbers? can't figure them myself, but I'll say that FF&S at least gave the appearance of accouting for it. The issue under FF&S was that of radiator space. Namely, the big agile ships may need more radiator and HEPlaR Exhaust space than they have surface area, due to the power plant sizes...
 
Again the magic tech of Traveller probably protects the big ships from having to worry about hull stress during high g maneuvers.

Traveller is not exactly hard science - the maneuver drives are magic, the acceleration compensators are magic, the grav plates are magic, and that's before you even get to the magic of jump drive. The fusion power plants are a bit suspect as well =)
 
OR, inertial compensator's actually compensate for ... inertia :oo:

I'd always envisioned shipboard inertial compensation to be an interior feature, an adjunct to the artificial gravity, rather than something encompassing the entirety of a ship's hull, which seems a little too magick-y to me.
 
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