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Post by goduranus on Aug 21, 2019 11:22:11 GMT
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.
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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.
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Post by cipherpunks on Aug 21, 2019 16:52:39 GMT
This can actually be calculated for, say, stock Gunship under heavy slugs 'fire', or turning with almost empty tanks. Also, do not underestimate carbon allotropes and ultralong-molecule polymers - it seems to me that the ship's structure can be made quite sturdy, for a price. 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?
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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.
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Post by airc777 on Aug 21, 2019 19:59:06 GMT
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.
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Post by dragon on Aug 24, 2019 20:14:59 GMT
Yeah, you make your ship armor out of something like VCS or AC, making it rather sturdy. The crew will typically be the most fragile component.
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Post by cipherpunks on Aug 24, 2019 21:25:43 GMT
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? Answering to myself: it was Endumax UHMWPE fiber with slip knots in it tied by Nicola Pugno as far as 2013; I guess he'd like to tie graphene/carbyne strands now; would be interesting.
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Post by AtomHeartDragon on Aug 25, 2019 9:39:07 GMT
The obvious solution would be CDE actually simulating structural members and what's happening to them, but as it is ship structure is abstracted away.
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Post by airc777 on Aug 25, 2019 11:36:51 GMT
The obvious solution would be CDE actually simulating structural members and what's happening to them, but as it is ship structure is abstracted away. Would probably be a decent nerf to ships with large radiator area and high acceleration.
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Post by AtomHeartDragon on Aug 25, 2019 14:12:01 GMT
The obvious solution would be CDE actually simulating structural members and what's happening to them, but as it is ship structure is abstracted away. Would probably be a decent nerf to ships with large radiator area and high acceleration. Especially hyperoptimized, paper thin BN radiators: *ship abruptly accelerates/turns* *radiators don't*
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Post by airc777 on Aug 26, 2019 15:51:51 GMT
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.
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