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Post by srbrant on Nov 16, 2016 20:48:33 GMT
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Post by srbrant on Nov 16, 2016 20:28:13 GMT
Well the impulse drive is based around a single question in the context of my story: How can a ship have maximum Delta-V with minimum reaction mass? My idea is that they're magnetoplasmadynamic (that's a mouthful) engines powered by helium-4 reactors. I've read that helium-4 reactors can power both the ship and the engines.
As for radiators, they don't tend to glow orange or yellow-hot because of advances in cooling systems. They may be smaller as a result as well or be folded up during re-entry. Heat can be transmitted to power the engines, but I'm not sure how. In fact, the ships tend to resemble birds or fish because of how the radiators are designed!
There are Alcubierre Drives to act as FTL travel, although they are very advanced versions of the system that scarcely resemble NASA's proposal. They also generate quite a bit of heat, so expect wing-like radiators.
Another thing about the ships are that gravity generators are standard issue, so there are ships with decks that are arranged vertically or horizontally depending on how old or new the generators themselves are. Don't expect big windows and huge open ballrooms, however. Space is still at a premium, so a lot of things need to be travel-sized without turning the interior into a sardine can (Fallout 4: Vault-Tec Workshop has proven to be an excellent source of inspiration for this particular concept). And viewports are impractical weak spots, replaced by beta/alpha-wave free videoscreens. The "habitat sector" of the ship is tucked behind several other modules in the heart of the ship.
I've even considered making a catalog of items and systems for shipwrights and helionauts alike, a la SkyMall.
Like Star Trek, there are energy shields in addition to Whipple shields, but the reason they were invented is not just for combat, but for Kessler syndrome as well.
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Post by srbrant on Nov 16, 2016 15:45:44 GMT
I do, actually. Thing is, I need something that answers some particularly specific questions and without having to solve hopelessly complex e quations (I'm really bad at math).What hopelessly complex math are we talking about here? A lot of the equations needed to calculate things like mass, propulsion, delta-V. I handwave that stuff in my story by using an impulse drive not unlike in Star Trek. The thing is, how to make it plausible or at least believable.
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Post by srbrant on Nov 15, 2016 23:31:49 GMT
You can also check the website atomic rockets (http://www.projectrho.com/public_html/rocket/) and the blog tough sf (http://toughsf.blogspot.com/) for more information. Or the website of high frontier for realistic space colonies (http://highfrontier.com/). I do, actually. Thing is, I need something that answers some particularly specific questions and without having to solve hopelessly complex e quations (I'm really bad at math).
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Post by srbrant on Nov 15, 2016 20:53:13 GMT
Hello,
I'm writing a science fiction novel series called Kemono, which can best described as the following formula:
Bojack Horseman + Dune + Star Wars + Spec Ops: The Line + Zootopia + AKIRA + Evangelion + Venture Bros.
So yeah. But the reason why I'm here is for your help. Children of a Dead Earth is a godsend for an aspiring SF writer such as I, but even it has its limitations.
You see, the novel takes place in the year 5525 AD, so while I stick to realism in terms of starship design, there are plenty of liberties taken such as warp drive, artificial gravity, new materials, etc. So with that in mind, there are some experimental designs that my story has which cannot be replicated and need more in-depth analysis with various questions needing answers. There will be forthcoming sketches of what I am talking about, so that should help things.
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