What magic? Where do you think the radiation that builds up on the stutterwarp coils comes from?Originally posted by robmyers:
</font><blockquote>quote:</font><hr />Originally posted by BMonnery:
Assuming magic heat disipation (another discussion)
More seriously, is this the old reactor cooling problem? Can't the ship just leave the heat behind when it jumps?
I've just had a thought. What happens if a SW ship tries to warp through a dust cloud?
- Rob. </font>[/QUOTE]The problem is that in space conduction and convection don't work, so we need to get rid of waste heat via radiation. The formula isn't kind and at reasonable temperatures we need about 600 square meters of radiator per MW of waste heat.
Once this scientific reality sunk in I wrote these house rules:
I've been trying to work out heat numbers for the 2300AD universe.
For those not familiar with it, it uses a "reactionless" drive, using
quantum tunnelling to move ships at a few % of light speed in real
space. For those familiar with it, the Star Cruiser scale is known to
be broken, so I've kept the scale (2 ls hexes) but upped the turn
time to 20 minutes to fit.
The ships of 2300AD do not have large extendable radiators. Making a
few leaps, I used the hull as a radiator, allowing it to heat upto
about 400K ISTR, the upshot was you dumped 1MW of heat per 600 m2 of
hull, or 12 hull points (assuming hull points = material value of the
hull).
For storage, it's known that the power plants also include the heat
loops etc. I just mandated a % of the power plant was coolant. The
other heat management system (only found on warships) were hull
radiators. These reduced signature by selectively radiating the heat
away from the enemy. The upshot was you got 1MW-turn of heat storage
per 2.5 m3 of power plant and 0.5 m3 of radiator.
This leads my to an example, the American Kennedy class Missile
Cruiser. The reactor can generate 150MW, she can store (5000/2.5
+450/0.5 = ) 2900 MW-turns of heat, or about 19 turns at full power
before saturating the storage capacity. She can radiate out about 5
MW per turn.
Now, once this is reached making some assumptions I got the number
that each MW of power will heat the ship 1 degree per 40 tons of
total ship. Thus a Kennedy will heat up by about 5 degrees per turn
once the heat storage capacity is reached.
I then needed a table of the effects of the heat. Since obviously
heating up the ship effects the crew, passive sensors (which need
cooling), electronics and capacitors, I devised this table:
Heat State Effect
+5 degrees CQ reduced by 1
+10 degrees -1 to hit, passive sensors reduced to 3/4
+15 degrees -2 to hit, CQ reduced by 2, passive sensors reduced
to 1/2
+20 degrees -3 to hit, passive sensors reduced to 1/4
+25 degrees no energy weapons may be fired, CQ reduced by 3,
passive sensors do not function
+30 degrees crew incapacitated
+40 degrees crew killed
Does this look about right?
Also, how throttlable is a fusion plant? Can I bring it back to the
3% needed for the Kennedy to cruise at 5MW (about warp 1.5)?
Comments?
Re: dust clouds, since the charge seems to be caused by concident matter, a dust cloud would increase the charge to cross that area (adventure seed?)
Bryn
PS Yes, I know I've assumed 100% efficiency.....