I remember the game tutorial or such telling me to put crew modules in the center, cuz if the ship is sent spinning, the front and back ends of the ship would be subject to centrifugal forces. Although, having given it a bit of thought, I don't think this is really necessary. This is because most crewed ships in game are meant to handle at most 1-2 Gs of compression from the main thrusters, plus a bit of shear from the thrust vectoring, I think they are probably not able to handle any tension at all. So the ship itself would break apart way before spinning fast enough to generate 5+ Gs to incapacitate the crew.
Post by walterscientist on Aug 21, 2019 16:07:48 GMT
I think average ship wouldn't even get to the part of "spinning fast". Being spun up suddenly would exert extreme forces on load-bearing structures of the ship. Some joint would give pretty soon because of leverage and then the whole ship would crumble or break apart.
I do not know how the game models frame/truss tensions (possibly it's just abstracted aluminum, like in many other modules), but - given what's stated above - I, for one, would be ok with sane amount of handwavium in this respect.
For the crew, there are graphs of G-tolerances for trained and untrained personnel on the net; would be good that the game actually modeled that, but I guess only qswitched would know.
edit: while on it - someone please remind me what was that material that had tensile strength even better than some CNT-composites after tying series of simple knots in each filament?
Post by AtomHeartDragon on Aug 21, 2019 19:25:17 GMT
Mind you that tension is easier than compression and that many ships tend to be largely woven from various high-strength fibers. Sure I have seen many interesting spins in CDE that should have instantly disintegrated the spinning ship, but I think that between the ship and crew the ship will win here.
I've had linear acceleration deaths in tanker ships when nearly empty. If the ships capable of pulling 1 G fully fueled and there is a very high ratio between the mass of the fuel and the mass of the unfueled ship its entirely possible to accidentally pull more then a dozen Gs. It's not necessarily impossible to have whatever safeguards in place meant to prevent that fail.
Could see adding a radiator deploy speed variable and it playing a significant role in combat encounter planning for very high powered ships.
>Railgun ships engaging at megameter ranges. >Ships fire at will for a few seconds. >Ships then frantically fold away the battle sails, then full burn the NTRs to get out of the way of the incoming metal rain. >Blast launcher assisted radiator deploy as the ships race to bring their weapons to bear again.