kilemall
SOC-14 5K
So, been trying to come to grips with the whole idea of how the HG power plant can suddenly turn Superman, charge up a jump capacitor faster then a speeding meson, burn through tons of fuel doing so, then go back to being a mild mannered Clark Kent fusion workaday Joe.
To use a Type S example, the average Type S power plant produces 2 EP a turn. The jump-2 drive has 1 ton allocated as a jump capacitor, storing 36 EPs to expend all at once for the jump.
That means the little putt putt power plant can suddenly generate 18x the power output at 20 tons of fuel and charge that capacitor up within a turn, and this is routinely done for jumps.
SO why can't this be weaponized?
Gedanken example, let's scale up to a 10,000 ton 'light' cruiser, mounting a type F spinal PA, with a PP of 8 yielding 800 EPs, enough for the 600 EP spinal plus other systems.
If I ran this power plant up for a Jump-2 let's say at the PP 2 level, it would consume 20% of the mass of the ship in jump fuel and charge the 100 tons of jump capacitor, or 3600 EPs. This is 'normal'.
So why couldn't I add in another 50 tons of capacitor tied into the weapons instead of the jump drive, crank up the PP to 'just' jump-1 levels of output at 10% mass jump fuel, generate 1800 EPs which I route to the extra capacitors, and then fire my 600 EP spinal mount an extra three times that turn? Sounds like the Black Globe capacitors can drain off power by firing things, why not my extra power up?
Puts a whole new spin on those L-Hyd tanks if you can use them to multiply your big gun firepower multiple turns, doesn't it?
Secondly, the Type S example shows he can charge the capacitor up in approximately 6 hours (assuming 2 EPs per turn charging a 36EP capacitor and no maneuver or firing). Capacitors don't blow up until they are overcharged, last I read.
So, if I don't need to run all this cooling/hyperactive fusion plant to get critical jump power, why do I have 20 tons of fuel usage? Jump bubble?
I have ideas as to Expository Engineering (fluffy state), but I'd like to hear your takes and explanations on these rules conundrums.
To use a Type S example, the average Type S power plant produces 2 EP a turn. The jump-2 drive has 1 ton allocated as a jump capacitor, storing 36 EPs to expend all at once for the jump.
That means the little putt putt power plant can suddenly generate 18x the power output at 20 tons of fuel and charge that capacitor up within a turn, and this is routinely done for jumps.
SO why can't this be weaponized?
Gedanken example, let's scale up to a 10,000 ton 'light' cruiser, mounting a type F spinal PA, with a PP of 8 yielding 800 EPs, enough for the 600 EP spinal plus other systems.
If I ran this power plant up for a Jump-2 let's say at the PP 2 level, it would consume 20% of the mass of the ship in jump fuel and charge the 100 tons of jump capacitor, or 3600 EPs. This is 'normal'.
So why couldn't I add in another 50 tons of capacitor tied into the weapons instead of the jump drive, crank up the PP to 'just' jump-1 levels of output at 10% mass jump fuel, generate 1800 EPs which I route to the extra capacitors, and then fire my 600 EP spinal mount an extra three times that turn? Sounds like the Black Globe capacitors can drain off power by firing things, why not my extra power up?
Puts a whole new spin on those L-Hyd tanks if you can use them to multiply your big gun firepower multiple turns, doesn't it?
Secondly, the Type S example shows he can charge the capacitor up in approximately 6 hours (assuming 2 EPs per turn charging a 36EP capacitor and no maneuver or firing). Capacitors don't blow up until they are overcharged, last I read.
So, if I don't need to run all this cooling/hyperactive fusion plant to get critical jump power, why do I have 20 tons of fuel usage? Jump bubble?
I have ideas as to Expository Engineering (fluffy state), but I'd like to hear your takes and explanations on these rules conundrums.