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Old December 29th, 2008, 12:56 PM
Major B Major B is offline
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Default Black Globe Capacitors

Does anyone remember a reference to the cost for installing capacitors to hold the energy absorbed by a black globe?

There is nothing in the MT design tables covering the capacitors. In the starship combat section of the RM there is a mention of how much energy a kiloliter of capacitor can hold (650 MW) and the formula for determining how much energy the J-Drive sinks can hold. I can't find the cost for installing the capacitors anywhere though.

I'll draft an errata entry for Don's next update, but rather than take a SWAG, I'd like to convert from another canon source if there is one. My knowledge of other versions is sketchy at best, so I'd appreciate any help.
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Old December 29th, 2008, 03:55 PM
Andrew Boulton Andrew Boulton is offline
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HG says MCr4/ton.
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Old December 29th, 2008, 04:10 PM
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Quote:
Originally Posted by Major B View Post
Does anyone remember a reference to the cost for installing capacitors to hold the energy absorbed by a black globe?
It's in High Guard.
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Old December 30th, 2008, 01:00 AM
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Quote:
Originally Posted by Andrew Boulton View Post
HG says MCr4/ton.
And the HG dton holds 36 EP's, and "A ship without additional capacitors installed has capacitors (for the jump drive) equal to 0.5%MJn." HG p.42.
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Old December 30th, 2008, 09:26 AM
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That sound you hear is me smacking my forehead - don't know why it didn't occur to me to check LBB5. I just assumed the answer was in a later version. Thanks for the reference.
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Old December 30th, 2008, 09:39 AM
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Since HG uses 14 kl per Td I'll use that...

4 MCr per Td is .2857 MCr per kl -> but smaller installation should probably round up on the cost so .3 MCr per kl sounds right.

From what I read on page 31, the jump drive's ability to store energy is in addition to the energy stored in the additional capicators you can purchase.

Now I need to figure how many to install in the re-done Kinunir... and draft the errata entry for the MT RM.

Thanks again for referring me to the right place.
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Old December 30th, 2008, 10:29 AM
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Use 250MW-Turns per EP & 13.5kl per TD; that's the baseline that GDW/DGP used in making the MT power plants. My Bk5 is elsewhere; how many PP/Td? if it is 36/Td as per T20...

That puts capcitors at a whomping: 666.667 MW-Turns/kl and MCr0.3/kl.
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Old December 30th, 2008, 04:10 PM
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Quote:
Originally Posted by aramis View Post
Use 250MW-Turns per EP & 13.5kl per TD; that's the baseline that GDW/DGP used in making the MT power plants. My Bk5 is elsewhere; how many PP/Td? if it is 36/Td as per T20...

That puts capcitors at a whomping: 666.667 MW-Turns/kl and MCr0.3/kl.
The MT RM says 650 MW per kl of capacitor so almost a dead-on transfer from CT. I'll draft up an errata entry for Don to put in his next update so this information is in the design tables where it should be.

But that leads to the reason I posted this question in the first place...

The Kinunir described in Adventure 1 and High Guard does not mention any capacitors so it can only hold as much energy as the J-Drive sinks will allow - and that's not much. But the description of the loss of Allamu at Two Suns says the ship withstood four hours of bombardment before the screens collapsed, implying that there had to be some additional capacitors installed.

Assuming the description is accurate, any ideas on what amount would be enough to install in the MT conversion?
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Old December 30th, 2008, 05:06 PM
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Quote:
Originally Posted by Major B View Post
But that leads to the reason I posted this question in the first place...

The Kinunir described in Adventure 1 and High Guard does not mention any capacitors so it can only hold as much energy as the J-Drive sinks will allow - and that's not much. But the description of the loss of Allamu at Two Suns says the ship withstood four hours of bombardment before the screens collapsed, implying that there had to be some additional capacitors installed.

Assuming the description is accurate, any ideas on what amount would be enough to install in the MT conversion?
Depends on what the Kinunir was doing for that four hours. What flicker rate was the BG set at? What energy bleeding did the Kinunir do for it's part during that four hours? It's likely no simple equation but a complicated dance of absorb and bleed, but with always a little more going in then out, until eventually the capacitors are full. So just go with it, four hours and the basic capacitor load allowed by the jump drives, and figure they took some damage (using flicker) and pumped some out. IIRC it doesn't take long to overload capacitors when you're taking nuclear missile hits.

I did my own rebuild of the Kinunir several times, probably did a MT one too but don't know where it is or how I approched it. I seem to recall finding the CT version somewhat buggy though. I'm almost certain I posted one version on these forums somewhere.

BTW, iirc from my long ago electronics hobby days, the thing about capacitors, real world anyway, is there is no way to know exactly how full one is, or even exactly how much any one can hold before it's full.

The best you get is a rated capacity based on testing a sample group until they blow, and rating them a safe margin below that. So I've long felt a little unknown range should be allowed and that helps explain exploding BG capacitors. They are rated for the noted capacity but in a battle some commanders will gamble (blow up or be blown up) and go over the rated capcity. Some will hold, some will blow. Sometimes the extra shots diverted won't make a difference anyway.
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Old December 30th, 2008, 05:10 PM
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The description in the Kinunir is also based more on how black globes work in HG first edition
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