Showing posts with label science. Show all posts
Showing posts with label science. Show all posts

Wednesday, March 6, 2024

Mneme Research: What the rotation Speeds actually Look like

SPIN CALC spreadsheet - calcultes degress per frame

this uses blender 4.0 with 60fps 1920x1080 camera. Uploaded the new files and the files that contain the render settings if you want to reproduce this for your game.

One drive link to the Blender file -  240305 600m diamater Spin habitat.blend this is the 46mb file of the rings for the purpose of understanding what it really looks like. 







This is how each spin habitat appears to spin, assuming it is reaching the correct angular velocity or rotation speed to achieve 1G of gravity. 

This emphasizes the following in designing a spin habitat: 

1) that the spinning section is interior and there is a FIXED exterior (relative to the spinning interior). Crucial is that it minimizes resource and design reinforcement by only having less mass spin. 

2) The passageways are either outside the middle or one side. Otherwise, the center cannot be "Fixed." The center, unmoving, can be storage and SHIP docking, a key logistical place. It can also contain all the mass that will not be subjected to 1G—even some farms can be in the 0G interior. 

This rate of spin is such a big deal - it makes all the scifi  shows spin rates look off. 

Thanks to Anders Backman, in the Traveller RPG FB group,  to call out the mistake. 

without line-art

with lineart


Wednesday, May 4, 2022

Companion AI in Scifi

I can imagine settings where digital companies for mental health would be a right. An external memory of who we are - to better process the context of ourselves. 

as well as Various Habitats and colonies in the Sol System as well as outside of the sol system with Digital Companions. 

to imagine if the Adventures of the PCs are in the context of a Digitial Companion Observer. the shades of gray and the trails are framed by the Digitial Companion as though the Player is the Digital Companion to the PCs. 

Imagining a PC who had so much memory loss the Digital Companion rebuilt the PC from what it stored. Overlaying broken memories over assumptions of the Digital Companion. 




Thursday, December 30, 2021

Trade off: Mneme Definitions has to be simple enough for me

 Sadly I cannot simplify enough that its accurate to how professional scientists can use it, while being something I can follow. Reminds me of trying to understand Accounting during our EPRnext migration, and always breaking it down to concepts I can grasp. 

Mneme Definitions of Planet > Dwarf Planet > Minor Planet > Asteroid > Meteor (Still a work in Progress)

When the GM or the Player arrives in a Solar System (another term that needs to be defined in a world builder) they can typically detect a number of Significant Bodies. 

I'm playing with Jump Points being in the L2 of the Second Largest Body (which can be a Companion Star) in a Solar System. And when they Jump into a System they are in the relative stand still in the L2. 

Most of the "Capitals" of a System are Terrestrial Worlds comparable to Earth - what in Mneme defines as a Planet. But some can be dwarf worlds the size of Earth's Moon Luna (because Moon is a category and relationship, defining natural satellites). Its possible to be a Capital on a Asteroid comparable to Ceres. 

When rolling Super-Earths (planets greater than Earth in mass) this triggers a roll on a table that is limited to Asteroid, Dwarf planet, and Planet.  

The Star Determines the Planetary System Roll (how many significant planets can be detected).

Scales are fucked up - When a classification (like Planet, Dwarf Planet, Asteroid etc.) has magnitudes of 1000x different from the next class my brain get confused and cannot process differences of 1000x. So I tried to round off to the closest steps.  

I had to make IN-GAME terms for the sizes because I've simplified it by MASS because mass is the main driver for all of this. By this - how a Solar System is Formed and what determines planets in the Inner and Outer regions. Why Outer regions are exponentially farther out than Inner Planets. 

Note that MASS is the main metric of Ships, Trade, and Delta-V. I am simplifying it in a way that I can follow the science and since I do this part-time - I have to make it easy for me and people I will have to explain to by distilling it to the main factor. 

I'm considering using Heka (hundreds, E+2), Kilo (thousands, E+3), Mega (millions, E+6), Giga (Billions E+9), to scale the mass and transactions. Particularly in measuring Ships, Asteroids, Habitat, Bases and Stations. A helpful metric is remembering 1 ton of water fits in 1 cubic meter of volume, and that as densities go - it has a 1 ton/ m^3. And that scales as 1L of water is 1kg, or 1 ml of water is 1 gram. I love how metric scales easily and makes conversions easy. Especially when we scale up and scale down. Kg of micro meteors damaging kilotons of ship.  Like how cargo vessels are off in the Hundred Kilo Ton scale or Orbiters and shuttles are in the Heka to Kilo ton scale. 

Then consider distances, which are in the Astronomical units, and delta V which are in the m/s. These all scaling properly to avoid miscalculations. 





Thursday, September 2, 2021

Baseline Performance - the Apollo and Space Shuttle Programs.


 The Saturn-V is a great sample rocket. 

Its performance and Stats are readily available and its a great baseline since we want our performance to be compared against this Iconic rocket. 

Things that is not in Wikipedia are the following:

  1. The Total Volume is 414 Dtons or as big as a Fat Trader except that 90% is Propulsion instead of the 10-20% of a Fat Trader is Fuel. 
    1. S-IC first stageS-II second stageS-IVB third stageTOTAL
      HEIGHT42.0 m24.9 m17.9 m
      Diameter10.0 m10.0 m6.6 m
      Volume3,298.7 m^31,953.3 m^3611.0 m^35,252.0 kg
      Dtons233.1 DTON138.0 DTON43.2 DTON371.2 DTON
      Dry Weight131,000.0 kg36,000.0 kg10,000.0 kg167,000.0 kg
      Total Wt2,300,000.0 kg480,000.0 kg119,000.0 kg2,780,000.0 kg
      FULL LOAD2,780,000.0 kg599,000.0 kg119,000.0 kg
      EnginesRocketdyne F-1Rocketdyne J-2Rocketdyne J-2
      Number551
    2. As a Baseline I start modifying the % of propulsion at a given TL. 
  2.  the Acceleration which we can get is 1.3Gs
    1. Thrust (N)35,100,000 N4,900,000 N1,033,100.0 N
      Accel (m/s^2)12.638.188.68
      Accel (G)1.290.830.89
      Propulsion2,169,000.0 kg444,000.0 kg109,000.0 kg
      Kg/s12,910.7 kg1,156.3 kg741.5 kg
      Dtons/S0.9120.0820.052
      Burn/Accel(Dton/G)0.710.100.06
    2. I like how the rocket hovering Illustrated a 1G thrust vs 1G effect = Hovering. 

  3. The Context of how its not the Performance of the Rockets that Improved over time but the Reliability. Their Thrust to Mass Ratio was roughly to 70-80. Comparing the 196B  Shuttle Program 1.4B per launched (135 launches, 2 failures and partial failures) vs  49B Apollo Program with 4.7B per Launch. 

S-IC first stageS-II second stageS-IVB third stageTOTAL
HEIGHT42.0 m24.9 m17.9 m
Diameter10.0 m10.0 m6.6 m
Volume3,298.7 m^31,953.3 m^3611.0 m^35,252.0 kg
Dtons233.1 DTON138.0 DTON43.2 DTON371.2 DTON
Dry Weight131,000.0 kg36,000.0 kg10,000.0 kg167,000.0 kg
Total Wt2,300,000.0 kg480,000.0 kg119,000.0 kg2,780,000.0 kg
FULL LOAD2,780,000.0 kg599,000.0 kg119,000.0 kg
EnginesRocketdyne F-1Rocketdyne J-2Rocketdyne J-2
Number551
Target Height67,000.0 m175,000.0 m
Delta-V2121.1510795262.3864716538.568824
Burn Time168384147
Thrust (N)35,100,000 N4,900,000 N1,033,100.0 N
Accel (m/s^2)12.638.188.68
Accel (G)1.290.830.89
Propulsion2,169,000.0 kg444,000.0 kg109,000.0 kg
Kg/s12,910.7 kg1,156.3 kg741.5 kg
Dtons/S0.9120.0820.052
Burn/Accel(Dton/G)0.710.100.06
Dtons/S




Wednesday, July 21, 2021

Efficiency Curve - I have to make a Chart on the Efficiency Curves.

So the Thrust to Weight Ratio determines an Efficiency Curve for the Mass Ratio (Fuel to total Mass of the Ship). The weaker the engine the smaller the total amount of 

Today I Learned the Following:

  1. Mass Ratio: Payload (cargo, controls, and life support) to Propulsions (engine and fuel) has a steep curve at 1:3 to 1:10. Dont need to exceed 1:10, the sweet spot is 1:3. 
  2. I need More Engines as I start pushing past 1:3 Payload to Propulsion Ratio. 
  3. There is an Efficiency Ratio of Engine to Propulsion. I'm not sure what it is but probably 1:3 - One part engine and 3 parts Fuel at the max. 
  4. The THRUST TO WEIGHT and of course the Specific Impulse (Which is the miles-per-galon or Km per Liter metric of the Engine) - the RAPTOR Engine at 200 T2W ratios is a crucial point before we can hit 5 Kms and above economically. 200 T2W to 2000 T2W is crucial in TL8 to TL9. Before the time we Hit 2000 T2W we will be hitting some additives to fuel - probably suspended metals or other stuff that go boom under the same temp. 
  5. 0G manufacturing - developing new Nano-Built materials will be crucial in the chamber pressure, reusability, heat management, and so many factors in making an engine get more powerful. 





Then I figured out I should Chart by Delta-V and Ratio. 



TL 7


TL8 Engines



TL9 Engines




Sunday, July 18, 2021

Today I learned more about Thrust to Weight Ratio

 


https://en.wikipedia.org/wiki/Thrust-to-weight_ratio

I had to Study the Basics of Thrust to Weight. Sorry I'm juggling a lot, but DO KNOW you can correct me because if you decide to Invest in our book you know I'm also trying to figure it out and what I've come up with is the best at the time. 








Tedious things I have to do for Hard Scifi - BENCHMARK all the rockets so when I make a REACTION DRIVE plugin Cepheus Engine I can also Publish the Spreadsheet for people who will get it. https://en.wikipedia.org/wiki/Comparison_of_orbital_rocket_engines This data set will be used. 



Take Away
  1. I'm getting PRACTICE with working with Newton's Thrust. Also a lot of ways to Double Check my calculations. Other than friends commenting if my numbers look ok, Nicco only who can look at the spreadsheets prior to the book being finished. 
  2. TL6-9 Liquid Rocket Benchmarks will be benchmarked from around a T2W ratio. from 20s to +1000s or more as we go to greater Nuclear Rockets. 

To Do

  1. I have to get the thrust to weight ratio for Turbo/Fan Jet Engines. I plan to do is one of the break throughs of TL9 engines are Flexible Role Engines, engines sacrificing efficiency (T2W) to be able to fly in the atmosphere of Venus, Mars, gas Giant habitats (floating cities on Uranus and Neptune will have a gravity of 0.9 to 1.13 gravities and lower even as these will be at the edge of the stratosphere).  

  2. Have a DENSITY Assumption for CEPHEUS ENGINE ships. 
  3. relearn Burn Time and Mass Flow Rate. Basically Fuel consumption. Because this is TIME to Accelerate which is equal to the Delta-V Budget. 
  4. Cost the Fuel. I don't need to get the REAL World Fuel I just need to Get the Fuel in Cepheus Engine which is 500Cr per Dton or 35Cr per vTon (Volume-Ton  or 1 cubic meter)
  5. Unfortunately, I will be switching over to METRIC instead of the Confusing DTONS with my Cepheus Plug so that People can start getting used to Talking in Mass-Tons Volume Tons and Talking about Size in KiloTons or Heka Tons. 

Friday, July 16, 2021

Today I learned about some basics the Stats of Rockets

 



0G Manufacturing is Nano-Technology

  1. https://rootsofprogress.org/where-is-my-flying-car 
  2. 0G manufacturing is ASSEMBLING and FORMING material before Gravity distorts the structure that will be set or cured. 
  3. Now imagine manufacturing on Orbiting on Luna. With the Moons gravity, a Free-Fall station can be built with almost 0G conditions OR the lower G of Luna would allow some processes and techniques to manipulate the Structure of Aluminum, Steel, Silica, etc... Vacuum also allows energy and forces to act on an object without energy seeping away. 
  4. Now Imagine the Chamber Pressure, Thermals, Wear-and-Tear (reusability) of Materials thanks to being able to shame its nano-structure. 
    1. More Reusable - instead of 20 uses, thousands of uses. 
    2. Higher Chamber Pressure - higher Thrust to Weight Ratio 
    3. Higher temperature and operating efficiency - higher Impulse? 

Sunday, November 8, 2020

Can Science Storytelling be Engaging?

Near Earth Prospects Doing some TRPG musing - How do I run a 2050-2100 TRPG setting without a lot of prep and with believable world-building? 

For feedback. 

0) The goal would be - an immersive world-building of how a new space race gets started and stories of the PCs and how their actions moved nations or a world towards this virtuous cycle.  

1) one objective would be - bringing more and more computational power to detect near-earth objects. the adventure would be breaking down the "projects" the processes into stages and phases where players roll and role-playing key moments of both physical, mental, and organizational challenges that can change the outcome of a project. 

I can frame Projects - the social and organizational physics and anti-patterns like an adventure - i'm just not good with the details of it - I can make guesses. 

From - helping a Politician person pass a bill that would fund the science, to the Technicians launching the new sensor or module.  

2) After all that data (an Arms race of Sensors) - some have detected Near-Earth Approach objects that can be redirected to NE orbit for the future. The Organizational Forces that  

This is where Traveller-like 4 year terms come in handy as a Parallel mechanic of how the PC's year turns out. Players roll up a stable of characters. Sessions are 2-hour sessions role-playing a scenario in this "gold rush" of Near earth object claim staking. 

Scenarios from Espionage (because we don't all see the same objects and likely prospects), to Planning and Preparation - creating the facilities that would capture it, as well as the Conditions by which Claims are agreed. 


3)  The gold rush - this would be assuming (The plot of Delta-V lolz) 

a) a large number of prospects, 

b) the ability to nudge these prospects into accessible reach 

c) details to hold and keep claims and materials

d) the ability to capitalize these materials 


Worldbuilding, even if the Gamers don't have all the time and resources to produce all that research. Just the handy "Pillars"/Rules of thumb of science, logistics, and organizational physics that make a believable (deeply flawed outcomes but the pros are still better than the previous status quo to some but not all; example how the majority of the world think space science is useless and a waste of time and money and have an image of scientists part of a grand conspiracy). 


What would be the List of "Cool" hard science stuff players would like to see in such a game? Where they don't mind the handwaves and just want to imagine characters caught up in it? 

Example. as a 3rd worlder, I'd like to see world-building where now there are more tiers of Technical Specializations brought about the space race. The livelihoods such create means we would be mobilizing so many economies to produce basics as more advanced nations invest in something only they can invest. Advanced economies make Space Infra and the other Economies rush to fill the "comparative advantage". The number of jobs and requirements outpace the fears of Automation. In the storytelling, you still have people demonizing and creating their conspiracy narrative and A LOT of people still believing this - the conflict the PCs encounter. That economic shift raises the education and amount of information a person has access to in the world (Human Dev Index go up).

In such a story, if the GM were to make adversaries it is all the competing interests, special interests, willful ignorance, conspiracy theories, propaganda, monopolistic/rent-seeking parties, who are at odds with the PCs and players. The Status Quo and how lucrative it is and how much more it can be SQUEEZED for maximum profit is the adversary of the PCs and how it taints them and how the PCs may embody these forces. 

Whatever the adversary is - imagine how twisted and complicated the setting can be that they are Cautious Allies or Cooperative Enemies, poisoned gifts, or dangerous stepping stones etc... 

you may observe that my association of concepts are 

Science = Fact-Finding/Understanding = Discovering Cognitive Dissonance /Flaws in Every Concept = But still making sure parties and stakeholders are in a Net Positive = Humanistic Goals. That the flaws and adversaries are not in External Parties but we have such Hipocracies and manage these demons. A lot of gray and neutral tones - but slivers of brilliant colors and darkness. these outline a picture of a world we shape in a TRPG - we rehearse and reinforce for our own closure and understanding. 



 

Friday, October 9, 2020

Daydreaming of TL9 - a game that Spans 2050 to 2200.

  Traveller Games in TL9



2050-2099 

ike Delta-V where freelance Astronauts of various specializations are getting hired and trained for pioneer missions to catch asteroids, comets, and material to bring some of it or all of it back to CisLunar Space. The race to reduce the cost per kg to Cislunar space is the Race to have as much Sensors and navigation equipment to better find Opportunities and Catch material.

  1. Harder Science drawing from Artemis, The Martian, Delta V, Seveneves, and the growing Space Science Literacy like sources from Atomic Rockets. 
  2. An understanding of how we transition from our Current Situation to TL9 - development of Space Infra and all the science and economic changes when we don't fight over Earth resources in Climate Change but try to catch Asteroids and Comets. 
  3. Ice Ships and Sky hooks. Tons of Delta-V conserved with very clever tricks that have become standard operations. 
  4. Your not held hostage by accuracy and precision - get the Science you can handle and run with it. Be kind to GMs and Players who are trying to develop their hard science TRPG legs so that there are MORE of them and they can learn from each other. 

2100-2149 

the Normalization of Material Capture and the Growth of the CisLunar. CisLunar Space and Earths population pushing outward. The Push for Jupiter and Psyche 16. Jupiter with its moons, rings, and low Delta-V cost resources would become its own HUB and development. Experimental Micro Jump Drives discover the Vilani Outposts. Imagine the logistical fleets that were set up to allow megatons of material to Micro Jump all the way to Vilani Outposts

  1. The "mining" that is seen as low-brow in Traveller Golden era is now the Pursuits of Nations and megacorporation as it tries to push the boundaries of Human reach. 
  2. The months-long Travel from Earth to Venus or Earth to the Belt and Jupiter. The jobs are mostly logistics: moving material in these Low-Delta-V places to Processing and Trade. Space is BIG and players soon discover the scale - if they didn't already discover it in CisLunar Space. 

2150-2200 

Commercial Micro Jump Drives. From Jumping from CisLunar Space to Jupiter and then Jupiter to Saturn. Torch Drive Efficiency still has not reached levels dreamed of in the Expanse, but have become much safer. Ion Drive Efficiencies have become very viable to start having hardened Habitat enclosures. 

The later century is marked with the events in Interstellar Wars and the Vilani. Sol micro jump capable fleets against Vilani Jump Fleet with vastly greater Torch and Ion Drive efficiencies. The Crushing Defeat has so many facets and angles.

Demographics have changed drastically as humans live to 200 with major strides in Cybernetics and prosthetics. What makes human survive in space is the same science that makes him live 200 years. The economics of population that can work or a hundred years and the number of families they can sire is quite remarkable.


  1. Electronic warfare - with a level of power only needed to harm sensors and comms. 
  2. Torpedos with Bomb pumped lasers (nuclear warheads that blow up directionally in very narrow cone to make it devastate a hundred of kilometers before it diffuses. 
  3. Repeaters that direct and Obfuscate Drones and weapon Platforms. Diffuse hulled ships carrying megatons of drone weapon platforms carrying torpedos to wage war in ranges of Light mili-seconds. 
  4. The Alien worlds they visit after all that work to get Just one System Away. 
  5. Using the Nearby Space and rolling Procedurally what the Player Encounter!!! Even the GM is surprised lolz.  


Saturday, September 5, 2020

TL9 EMU Suit and its PSD File and Stats


both EMU unit and Crew Suit PSD file. 


TL9 Crew Suit 2200 PSD FILE

  1. Changed the Shadows Layer into an OVERLAY layer. I used the Overlay property on the layer to create the shadow effect that applies to both the BASE COLOR and the STRIPES. you can now change the BASE COLOR without having to recolor the shadows. 
  2. Changed the Highlights Layer into a SOFT LIGHT. Same as the OVERLAY layer, it allows anyone with the PSD to change the BASE COLOR without having to redo the highlights and shadows. 

TL9 EMU SUIT 2200 PSD FILE

  1. This is where I experimented with OVERLAY and SOFTLIGHT and got the workflow you see in the PSD file. 
  2. This is where I got the right level of line size.
  3. This is where I relearned a lot of coloring and basics. 
  • Name: Basic ExtraVehicular Mobility Unit TL9 2200 Model.
    • To differentiate it with the Basic EVA Suit TL9 2200 Model. 
  • Derived from: Extravehicular Mobility Unit
  • Manufacturer: Open Source any Fabrication System TL9 2100 models or older can manufacture the Grade+2 Spare Parts. Spare parts are 60metric tons per 1dton (4metric tons per 1 cubic meter). 
    • Assuming Grade+0 Spare parts are 100KCr per 1dTon 20 metric tons of mass (half the density of aluminum).  5Cr per Kg of spare parts for Grade+0. 
    • Assuming Grade are x3 more expensive every level in quality and value (x3, x10, x30, x100 etc...). 
    • Grade+2 Spare parts for the suit is 50Cr per Kg. or 1MCr per dTon. 
    • Grade+3 Spare parts for the Life Support and Tech at 150Cr per Kg. or 3MCr per dTon
    • Grade+4 Spare Parts for Life support and Tech at 500Cr per Kg. or 10MCr per dTon. 
  • Function: Work in Vaccum for Long Periods, even in extreme periods of work where the worker is in the suit for 40-80 hours. The life support section allows the wearer to curl up in Zero Grav and self-comfort. It's been designed to allow for herculean tasks and these tasks tend to be called for. 
    • Life Support:  40 man-hours of heavy exertion 80 man-hours for light. Can be serviced and supplied in a Vacuum. 
      • Powered Life is 40 hours with powered movement. Unlimited with a power tether. 
      • Work. if a human can produce 300-400wats, the suit can produce around 1000-1200 watts of work for its 40 hours of independent power supply. 
    • Pressure Type: Full
    • Operating Pressure: 101 kPa (14.69 psi) or 1 Atmosphere of pressure. 
    • Work In Zero G. Pressurized Work in this suit is considered light load thanks to the exoskeleton dealing with most of the suits own resistance and mass. 
      • Common add ons Thruster and Cabling Attachments.
      • As well as special Welding Rigs that deal with the large about of heat the process generates.  
    • Work In 1G. considered under a load of 12kg Powered and 90kg Unpowered working in a pressurized suit in 1G. 
    • Special Use: Exercise Rig - for long extended periods of time, the suit can be programmed to allow for exercise by giving resistance to various motions. 
  • Operating Life: 
    • Maintenance: 40 hours of use requires 10 mins of servicing. 
    • Work-Life:  10 years or 120 months of use and replacement parts is as though you bought a whole new Suit. 16KCr / 120 months = 135Cr per month of maintenance. Not counting the Life support Consumables at 2Cr per Man Day.
  • Suit Weight: 40 kg; 6KCr (150Cr per Kg; Grade+2 Parts)
    • Life Support Systems weight: 20kg,  10KCr (Grade+3 Parts; 500Cr per KG)
    • Total Weight: 60kg at 16KCr (12KG load when Powered in 1G; in Micro or No gravity the suit is aided by the exoskeleton)
    • Typical Weight: Carries 40kg to 60kg of supplies. from rations, wipes, 

What can you do with the PSD file:

  1. Change the Color. my son messing around with the colors. Select the base color layer and use HUE, BRIGHTNESS, and SATURATION to manipulate the color. 


  2. Redo. I plan to draw Exo Skeleton Attachment. Thrusters and other Variants. A combat version though will be very far in the horizon.