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Emergency thrust!

Carlobrand

SOC-14 1K
Marquis
I will preface this by stating clearly that it departs from canon. Be thou warned! Heresy follows! :devil:

So, the typical free trader has a 500 Mw power plant and uses the bulk of that for drives that push it along at 1G. By canon, that goes into a - do I call that a reactionless thruster? A maneuver system that imparts momentum to the ship without needing reaction mass. If I understand the math, I think it's very roughly a 4% efficiency, if we assume that a 200 dT ship masses somewhere in the rough vicinity of 2000 metric tons? Presumably the life support and other ship's systems are using some power, but the fact is, we pay a high premium for the privilege of being able to move without resorting to Newton. Still, well worth the price considering the alternative.

(They're working on some microwave-based vacuum drive that's supposed to do that as well. Might just work, although the numbers are low enough that it could still be a testing error.)

So I'm thinking - I've brought this up before, I want to shape it a bit more - that's very nice, but there's all that power, and in a pinch the traditional way of doing things is way, way more efficient, under the right circumstances. You've got a fusion plant. Your fusion plant is putting out enough energy to give you 500 Mw. That can make for one wicked lot of jet thrust. In an atmosphere, you use the atmosphere itself for a working fluid. Of course, as you climb higher, the atmosphere thins and you lose your working fluid. Still, that extra thrust could make the difference between life and death -

- if for example you erred on a fuel scooping run and found yourself past the point of no return and descending into a gas giant. Such a system would at least give you thrust to maintain altitude down where the atmosphere got thick enough to be worthwhile, while you hollered for help and waited for rescue to arrive.

The other idea is, with great reluctance but it beats dying, to use your hydrogen fuel as reaction mass through the same jet system, to use it to give you the thrust you need to get yourself out of that sucking gravitational trap and back into space, and you figure you'll just deal with the spent fuel problem once you're sure you're going to survive.

Plan A is to assume this capacity is inherent in existing drives, an emergency feature for those moments when that extra boost is life. (I warned you it departed from canon. Not the slightest hint of such a feature, and a few adventure incidents where it would be very useful but is noticeably absent. Heh heh. :CoW: )

Plan B is to design a system that could be added "after market", so to speak.

Nearest prototypes I can see are the Hard Times Fusion Rocket and the Striker HP rocket with a fusion drive power plant (odd how they do that, but OK).

From Striker, I get 32,500 tons thrust out of a 500 Mw plant, at a rate of 75000 l/h (about 5 1/2 dTons per hour). Plant baffles me - it has to be designed to do the job rather than added on, so we'd have to presuppose a plant able to fill either role, either that or add a second power plant of the same size designed to behave like a reaction drive. On the other hand, 32,500 tons of thrust is something like 16 Gs, which is a bit excessive. If we want to add a separate fusion drive, one about 30% the size of a PP1 yields a 5G boost at a fuel rate of 1.7 dTons per hour (for our free trader). A bit bulky and very fuel hungry, but maybe worth it in a pinch, especially if you could get it to use the atmosphere as reaction mass instead of your hydrogen when down in an atmosphere. For around 6% the size of the PP1 (0.36 dTons at TL9), you've got a 1G booster consuming a third of a dTon per hour.

From MegaTrav, I'm going to with that 1G boost: there I need a 10 cubic meter fusion rocket (about 3/4 dTon), and it's burning 2000 l/h, or about 0.15 dTons per hour. Twice the size but a bit better than half the fuel consumption. If I want 5Gs, I need 5 such drives and consume 5 times as much fuel. But, again, handy to have if you're in atmosphere and can use atmosphere as you reaction mass.

Since they are at their core fusion drives, I can't really think of them being part of the maneuver drive system, but it is possible to think of the fusion plant as possibly being duel role, constructed to provide additional emergency thrust when the need is urgent. Or they could be installed as a separate back-up emergency drive taking some of the ship's volume. I'm leaning toward the latter because, while the fuel use is severe, it's still low enough to permit something like letting a free trader hit 6G for a few turns while desperately evading the pirate and trying to make planetfall. There should probably be some price for that interesting benefit.
 
I think the idea of some kind of fusion afterburner is a good and viable one. Dangerous as heck if something goes wonky with the injection or coil containment, but I'd say its as within the realm of possibility as, say, a magic reationless drive.

HG uses the whole "emergency" acceleration rule for determining what those ships are capable of in a pinch - but that also leaves the ship defenseless since it diverts all the energy from the PP into the drives. And of course you have to have the drives capable of that speed, too. Some system for dumping a certain percentage of raw fusion plasma (Xplasma as a percentage of available fuel per 1G required to move the mass) into a special containment bottle, let it go critical, and then venting it explosively would do the trick. And be spectacular to see. Like an Orion drive, only no bombs. In the Mayday rules there was something about how you could use the M-drives as a short range weapon of last resort before the canon was settled on reactionless gravity drive. Maybe this would be similar?

I would make it a separate system available for installation, except for small craft under 100 tons. It is reasonable to assume those craft may already have something for that effect as an emergency boost for just those sorts of situations you described. For military warships - the big ones - jeez, I would think the amount of fuel required for a short hard burn like that would be prohibitively high in something like a 50k ton destroyer, but again, small craft like fighters and gunboats used for patrol and bombing runs would benefit a lot. It could add a DM bonus for defense if used while trying to disengage from the enemy or for helping to run a blockade.
 
There probably should be a measure for failure and even catastrophic failure. If you're shoving the mass of a Free Trader at a sudden acceleration of 6G I would suspect there would be a lot of strain on the ship as well as the potential for something awful to happen with the afterburner system.

It would give the engineer something to roll for, though, and most of the time things would work as advertised, but with a 60 year-old ship run on the raggedy edge of bankruptcy and compromise it might be risky. Not that that is ever a bad thing.

Also, you'd need to factor in things like the gravity well and how far in it you were, the kind of computer you have (for timing...timing can be everything), and any damage to particularly the hull. But the engineer skill would be essential for those, "Scotty , we need maximum power in 5 minutes or we're all dead." scenarios.
 
I'd throw option 'A' out. Unless it's designed into the system (at a cost of space, volume and a lot of money) not to mention structural concerns (where's the exhaust?) it couldn't be done ad-hoc anymore than strapping wings to a nuclear power plant turns it into a nuclear powered aeroplane.

Option B has potential for fun and profit. Sort of reminds me of the tale of strapping JATO rockets to your car.... :eek:

On edit: In the SSOM you had the option to 'overdrive' your M drive. You could wind it up to 130% for a few hours or to 400% output for a few minutes - at the risk of something nasty happening if the engineer messed up the roll.
 
There probably should be a measure for failure and even catastrophic failure. If you're shoving the mass of a Free Trader at a sudden acceleration of 6G I would suspect there would be a lot of strain on the ship as well as the potential for something awful to happen with the afterburner system.

It would give the engineer something to roll for, though, and most of the time things would work as advertised, but with a 60 year-old ship run on the raggedy edge of bankruptcy and compromise it might be risky. Not that that is ever a bad thing.

Also, you'd need to factor in things like the gravity well and how far in it you were, the kind of computer you have (for timing...timing can be everything), and any damage to particularly the hull. But the engineer skill would be essential for those, "Scotty , we need maximum power in 5 minutes or we're all dead." scenarios.

Your point about sudden acceleration of 6G on a Free Trader (noramly used to less obviously) got me wondering....how much stress/strain does going to jump introduce to the ship???? I would imagine a few extra G's would be fine for the ship based on what engaging the jump drive does to it.......I may be wrong of course...
 
I don't think Jump Drives work that way in canon. They don't accelerate the ship to FTL speeds but instead allow passage through jump space, the nature of which allows for travel between stars at FTL type speeds by other means. The jump bubble itself seems to play a part in maintaining or at least protecting the integrity of the hull.

I dunno....IMTU jump works a little differently and has no "jump bubble" so your mileage may vary. My impression of of a sudden 6G lurch on a very old Free Trader is that it might risk stressing parts of it. Not always catastrophically (that should be very, very rare or no one would use an afterburner system) but it might knock something loose, overstress some engineering systems, etc.. A newer ship - or more importantly one that is designed from the start with something like this in mind like a small craft that has it as a standard component, would accept the stresses more easily.

Player ships being what they often are, if they get a Free Trader it might already be 20, 30, 40+ years old and with an iffy history of maintenance and repairs. The engineer could look her over and tell what she could or couldn't take for stress like that. And 6G acceleration may not be what is called for in any case - the afterburners could be rated at different scales (or one size fits all as a percentage of mass and the rating depending purely on how much fuel you want to blow out the burner can. Some ships, depending on size, may not even have enough fuel for the desired burn so that's something else to consider before using this system in-game.

Plus, we haven't even considered lateral acceleration and how that would affect an emergency burn like that - can you only continue on your present vector? Obviously that isn't going to be desirable if you're using it to escape a gravity well or pirates. What sort of stress does it put on a 2G ship that already has, say an 8G vector in one direction and then wants to suddenly and violently change that vector by 6G? Normally it couldn't do that - what would it do to the crew - would the acceleration damping systems be able to handle that or are they rated only for the size drives the ship has installed and so the crew would need to be strapped in and possibly risk injury or black-out from a sudden lateral burn?

As with all such things I tend to prefer to give the players more to do and worry about whenever adding something more to the game. Risk makes it more fun than just saying "OK, you hit the big red button and rocket away to safety".
 
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