Ok, then, explosion risk for the capacitors when charged?In human time scales, capacitors will hold the charge unless there is a path for the charge to move through, be that moist humid air or the hand of a careless technician (RIP). Dry non-ionized air, not so much, vaccuum, never. Spoken as an Electrical Engineering Technician of nearly 50 years of experiance. I never shorted a capacitor through my body, but I have had parts of screwdrivers vaporized as I checked that the capacitor was discharged before touching it. Unplugging the device does not discharge the capacitors.
I believe that LBB5.80 mentions something along those lines when the jump capacitors get "more charge than they can handle" put into them ...Ok, then, explosion risk for the capacitors when charged?
Ya the ship explodes, but that’s overcharging. I’m talking about leaving it in a charged state near the maximum.m for extended periods of time.I believe that LBB5.80 mentions something along those lines when the jump capacitors get "more charge than they can handle" put into them ...
Apparently, it's not a problem ... or LBB5.80 (or some subsequent publication) would have mentioned it as a hazard (somewhere, somewhen).I’m talking about leaving it in a charged state near the maximum.m for extended periods of time.
That’s what I was thinking, might be an extra ship killed option like a magazine going up. But I was asking more about trickle/power loss.So in a static system where the capacitor has already been charged up and is holding the charge, there is only external factors that will make the capacitor go BOOM! That being among others kenetic penators physically shorting out the plates, (vaporizing the penatrator and likley the capacitor depending on energy density). So engaging a ship in combat that is holding the capacitors for jump in readiness for jump is a good way to get a kill.
If a jump capacitor has 1+EPs stored in it, getting a Jump Drive Destroyed or a Jump Drive damaged to code: 0 will be sufficient to engage the "black globe rule" and vaporize the craft.So engaging a ship in combat that is holding the capacitors for jump in readiness for jump is a good way to get a kill.
I don’t know that I would have it be any charge. That seems a bit harsh.If a jump capacitor has 1+EPs stored in it, getting a Jump Drive Destroyed or a Jump Drive damaged to code: 0 will be sufficient to engage the "black globe rule" and vaporize the craft.
Spoiler Alert (5m 21s): 354 Wh/kg ... a +30% energy density increase over current 4680 cells (theoretically).
Ya several of the Striker hard numbers have not aged well.
* IF * the reporting is to be believed, a battery with an energy density of 820wh/kg has been developed in Japan, but it is nowhere near ready for mass production to be used in commercial products. There's apparently a goodly about of engineering work remaining to do around battery degradation/cycle life to improve longevity, etc. but that energy density is incredibly high.
820 * 3600 = 2.952 megawatt-seconds per kg
CT Striker Book 4, p10 Battery Table:
TL=8 ... 1.25 megawatt-seconds per kg
TL=9 ... 2.25 megawatt-seconds per kg
TL=10 ... 3 megawatt-seconds per kg
So that 820wh/kg number is just shy of TL=10 battery energy density, according to CT Striker.
To be fair, Striker was written in the late 70s/early 80s when computers were still mostly room sized installations, rather than desktop machines.Ya several of the Striker hard numbers have not aged well.
I wouldn't consider "the local star" to be a "portable fusion generator" per se ...Yes, and a few years ago Skunk Works reported they had a portable fusion power generator that would be ready for market in 24 months...