I'm probably a complete piece of garbage for watching my own thread, but not replying to it. I wanted to see exactly how people interpreted what I said before I got into anything further. Granitecosmos seems to understand what I am trying to do here. I am trying to get the community to add to the lore, and if we are satisfied with the end product, we run it over to suggestions where Tynan or the other really happy guy who's name I can't seem to recall at the moment, can take a look at it and do what they will with said information.
I will propose a variety of things now, some in the realm of science-fiction, some in the realm of science-fantasy. I am taking some liberties with some of the things I will be posting here, and would like some feedback on what I am writing down. I will be following five rules whilst "creating" some of these technologies and solutions, and would ask that those who wish to contribute to follow the same rules. Not mandatory, as I don't really care as long as we are contributing ideas to one another.
1. Keep it interesting.
2. Stretching a current scientific theory can be played with.
3. Have fun, be creative, but stay somewhat realistic.
4. Nothing can go at, or faster than, the speed of light.
How do we get from Point A to Point B?
I had some fun with this one, and it may also explain why crashes are so common. Follow with me as best you can, as I combine a few ideas together here, for maximum fun. My method for achieving maximum velocity is simple, I cannot do the math on it, as it is far beyond my realm of understanding, however you might get what I mean. Highly theoretical stuff going on here, but not disproven (yet!).
Combining both the Oberth Effect, and the theoretical Aerogravity Assist, in addition to the primary engine being one of the anti-matter variety. The general function would work as follows, an asterisk will denote times when failure of a flight is relatively high.
1. Ship departs using chemical rockets to escape gravity.
2. Chemical rockets are shed, falling back to the planet.
3. Human crew activates the A.I., shuts down all non-critical systems, and buckles up for the long-sleep.
4. A.I. takes over command of the ship, and proceeds to chart a course to the desired destination.
5. Ship approaches the local star, gaining velocity for the gravity assist.
6. Upon reaching maximum speed gained, the anti-matter rocket lights off in a pulse-jet fashion, this allows for maximum velocity to be attained for system exit, the anti-pulse jet then continues to fire until a velocity of .05c-.15 is reached.
7. A.I. calculates the location of an ideal harvest-ground to acquire additional anti-matter, this is typically in the Van Allen belts of planets with magnetic fields. (Gas giants are ideal for this.)
8. Upon approach to the harvest ground, the A.I. prepares to compensate for another Oberth maneuver, whilst "collecting" anti-matter (using a method that I have yet to think of, given the speeds involved.)
9. Oberth maneuver executed, and additional anti-matter is collected, while the anti-matter pulse jets fire, allowing additional velocity, this is done with as many planets in a system as the A.I. considers possible. Allowing for the maximum velocity to be reached. (Variable, ideally .30c-.40c)
10. Interstellar travel.
11. System approach expected, A.I. analyses system, and given the data acquired, extrapolates a flight-path to the ideal location. At this point, the ships speed is mostly unchanged, and the A.I. will bleed speed through various reverse-oberths, and aerogravity assists when possible, using the outer atmosphere of a planet to provide lift, and drag slowing the ship.* (Imagine a stone skipping on water. Where the stone is a ship, and the water is this atmosphere.) The ship, once reaching a targeted velocity, will depart to it's intended destination, or will land. Occasionally, the ship is torn to pieces by the extreme forces involved in some aerogravity assists.
The next question is why would humanity use a system so prone to failure?
My solution is in the following, in 2100AD when humanity first left the Sol System, it was due to extreme resource starvation. Humanity had to depart, or die. This method allowed for acceptable speeds from system to system, but also resulted in a system that was somewhat flawed in that not all ships would make it to their final destination. Perhaps better methods were devised later, but given the separation and diffusion of humanity, this remains the most common system.
Why does this fit with game mechanics so well?
Traders come and go, perhaps using the aerogravity method to slow down in preparation for a different maneuver, and in that brief window until the desired speeds are reached, they are open to trade, when the desired speed is reached, they depart. This would also explain the core concept of RimWorld which is ship crashing onto planets.
Some of these people don't actually make it, some die from being burned alive in a gas-giants atmosphere, or from being spaced when the ship rips itself apart, some happen to land on perfectly habitable planets. These are the lucky ones, these are our pawns. The A.I. sensing failure of the hull would immediately awaken the crew to eject them.
Sometimes they get ejected over nice rimworlds.
Sometimes they get ejected into a blazing atmosphere the hellish likes of cannot even be spoken of here.
All their family died long ago.
Nobody alive knows them.
They are forgotten.
Tell me what you think! Feedback is appreciated as always, guys!
I know my formatting is garbage. I tried though, I swear!
I will propose a variety of things now, some in the realm of science-fiction, some in the realm of science-fantasy. I am taking some liberties with some of the things I will be posting here, and would like some feedback on what I am writing down. I will be following five rules whilst "creating" some of these technologies and solutions, and would ask that those who wish to contribute to follow the same rules. Not mandatory, as I don't really care as long as we are contributing ideas to one another.
1. Keep it interesting.
2. Stretching a current scientific theory can be played with.
3. Have fun, be creative, but stay somewhat realistic.
4. Nothing can go at, or faster than, the speed of light.
How do we get from Point A to Point B?
I had some fun with this one, and it may also explain why crashes are so common. Follow with me as best you can, as I combine a few ideas together here, for maximum fun. My method for achieving maximum velocity is simple, I cannot do the math on it, as it is far beyond my realm of understanding, however you might get what I mean. Highly theoretical stuff going on here, but not disproven (yet!).
Combining both the Oberth Effect, and the theoretical Aerogravity Assist, in addition to the primary engine being one of the anti-matter variety. The general function would work as follows, an asterisk will denote times when failure of a flight is relatively high.
1. Ship departs using chemical rockets to escape gravity.
2. Chemical rockets are shed, falling back to the planet.
3. Human crew activates the A.I., shuts down all non-critical systems, and buckles up for the long-sleep.
4. A.I. takes over command of the ship, and proceeds to chart a course to the desired destination.
5. Ship approaches the local star, gaining velocity for the gravity assist.
6. Upon reaching maximum speed gained, the anti-matter rocket lights off in a pulse-jet fashion, this allows for maximum velocity to be attained for system exit, the anti-pulse jet then continues to fire until a velocity of .05c-.15 is reached.
7. A.I. calculates the location of an ideal harvest-ground to acquire additional anti-matter, this is typically in the Van Allen belts of planets with magnetic fields. (Gas giants are ideal for this.)
8. Upon approach to the harvest ground, the A.I. prepares to compensate for another Oberth maneuver, whilst "collecting" anti-matter (using a method that I have yet to think of, given the speeds involved.)
9. Oberth maneuver executed, and additional anti-matter is collected, while the anti-matter pulse jets fire, allowing additional velocity, this is done with as many planets in a system as the A.I. considers possible. Allowing for the maximum velocity to be reached. (Variable, ideally .30c-.40c)
10. Interstellar travel.
11. System approach expected, A.I. analyses system, and given the data acquired, extrapolates a flight-path to the ideal location. At this point, the ships speed is mostly unchanged, and the A.I. will bleed speed through various reverse-oberths, and aerogravity assists when possible, using the outer atmosphere of a planet to provide lift, and drag slowing the ship.* (Imagine a stone skipping on water. Where the stone is a ship, and the water is this atmosphere.) The ship, once reaching a targeted velocity, will depart to it's intended destination, or will land. Occasionally, the ship is torn to pieces by the extreme forces involved in some aerogravity assists.
The next question is why would humanity use a system so prone to failure?
My solution is in the following, in 2100AD when humanity first left the Sol System, it was due to extreme resource starvation. Humanity had to depart, or die. This method allowed for acceptable speeds from system to system, but also resulted in a system that was somewhat flawed in that not all ships would make it to their final destination. Perhaps better methods were devised later, but given the separation and diffusion of humanity, this remains the most common system.
Why does this fit with game mechanics so well?
Traders come and go, perhaps using the aerogravity method to slow down in preparation for a different maneuver, and in that brief window until the desired speeds are reached, they are open to trade, when the desired speed is reached, they depart. This would also explain the core concept of RimWorld which is ship crashing onto planets.
Some of these people don't actually make it, some die from being burned alive in a gas-giants atmosphere, or from being spaced when the ship rips itself apart, some happen to land on perfectly habitable planets. These are the lucky ones, these are our pawns. The A.I. sensing failure of the hull would immediately awaken the crew to eject them.
Sometimes they get ejected over nice rimworlds.
Sometimes they get ejected into a blazing atmosphere the hellish likes of cannot even be spoken of here.
All their family died long ago.
Nobody alive knows them.
They are forgotten.
Tell me what you think! Feedback is appreciated as always, guys!
I know my formatting is garbage. I tried though, I swear!