Well, the loophole with solar panelling is channelling the captured energy into a battery, which than is used to energize the jump drive.
In other words, ANNIC NOVA.
Well, the loophole with solar panelling is channelling the captured energy into a battery, which than is used to energize the jump drive.
Ole Annie could store 'em for 60 days, first time 'round.We have batteries, and they have a distinct function of storing energy, for all intents and purposes, permanently.
Collectors appear to be harvesting exotic particles, and storing them temporarily.
And at the 5.2AU orbit of Jupiter it would be 48W/m2, which at 750,000m2 amounts to 0.144EP/second (or 1EP per 7 minutes/8.64EP per hour).Assuming the AN is in a Sol like star system at the orbit of the Earth then it receives 1.3kW per square metre.
At the 1 AU orbit of Terra, it would be 1300W/m2, which at 750,000m2 amounts to 3.9EP/second (or 234EP per hour).
Collectors got nerfed in the rewrite.
On purpose, if I recall. "Exotic particles" (perhaps unlike midichlorians) were added in order to not destroy the balance of play. Rule 2.I don't think you can measure the energy potential of exotic particles, in this particular case, since they're a substitute for hydrogen.
COLLECTORS
The Collector is an alternative Power Source. It extends a Canopy which gathers energy (a combination of photons and exotic particles) radiated from stars and gas giants.
The time to charge a Canopy (in years) = (10/ Failure Rate) + Flux.
["Failure Rate" is just a usage countdown which begins quite high: 500]
The other issue (and I'm not sure if anyone really touched on it back then) was that given the canon example (Annic Nova), the canopy area could theoretically support the power requirements for Jump if it were a perfectly-efficient energy absorber (and had some way to store that energy) -- but only under LBB2 '77. The implied power requirement to sustain the Jump field during the week in Jump that comes out of the '80 and later "Pn=Jn" rule makes that impossible. At the stated size, the canopy simply does not intercept enough stellar radiation to provide for a week's worth of power at Pn=Jn.On purpose, if I recall. "Exotic particles" (perhaps unlike midichlorians) were added in order to not destroy the balance of play. Rule 2.
Let's see if my email box has any of that discussion (doubtful).
ACS draft, 8 February 2010.
All the discussions I see is over how to resolve canopy degradation. There must have been a conversation over the Collector charging near a star (as in the above draft), but by 2011 that connection was dropped and the Collector became an anywhere device.
On purpose, if I recall. "Exotic particles" (perhaps unlike midichlorians) were added in order to not destroy the balance of play. Rule 2.
Quite so. In the end, it's about Loren's Three Laws.Technobabble for "magic". There are no "exotic particles" with enough energy to harvest in outer space.
But then we have psionics...
Not necessarily. Traders & Gunboats came out at the very tail end of 1980, and the '81 rules revision was released in the first half of the next year. I would guess that some version of the '81 rules were already being used in house at GDW by the time the first XBoat specs came out, even if we hoi polloi out in the hinterlands were unaware of it at the time.It was pointed out to me today that "Book 2" back then meant 1977 Book 2.
I am always struck by the implication that the two versions of jump drive installation appear to imply two different in-universe approaches to jump theory application. In Book 2, each drive creates a field whose jump distance is associated with its relative strength in comparison to the apparent mass that it is encompassing, with the higher the ratio, the further you can go (to a point). In High Guard, however, the drive (and its field) are built to fit the ship. One allows for much speedier FTL at lower Tech Levels, but is fuel hungry and peters out very quickly in regards to how big you can build your ships at any Tech Level (and/or how far they can go), while the other is much more technologically restrictive as per jump level, but is also better at fuel consumption and comes with the obvious advantage of being able to field much larger -- and more powerful -- FTL vessels.The X-boat network sheds light on the ship's ability to jump fewer than 4 parsecs. It still takes all 40 tons of fuel, of course.
Which is maybe why they called it an XBoat.Therefore the x-boat is not a starship since it lacks a maneuver drive and a power plant.
There's a fallacy of thinking involved there. Allow me to highlight it.The implied power requirement to sustain the Jump field during the week in Jump that comes out of the '80 and later "Pn=Jn" rule makes that impossible.
A power plant uses fuel equal to 1% of the ship's tonnage every four weeks, regardless of actual power drain; this usage is primarily to maintain the fusion bottle and other housekeeping functions. Other fuel requirements are considered inconsequential.
For simplicity (I assume) fuel consumption is not related to power consumption. The power plant is always on and has the same fuel consumption regardless of current power draw.
HG'79, p17-18:
Wait. Read literally, that says fuel consumption (in HG1) is 1%/month regardless of Pn.A power plant uses fuel equal to 1% of the ship's tonnage every four weeks, regardless of actual power drain; this usage is primarily to maintain the fusion bottle and other housekeeping functions. Other fuel requirements are considered inconsequential.