This is a multi-trav item, so don't zone out on the next sentence, this DOES apply to you.
Item 1: As I recall, in the initial FFS1 or FFS2 design sequence, they included radiators as part of the needs for a hull, whereas I believe they are not needed in any other version. I think they were later completely eliminated. As a side note, in the hard-science game Aurora, the designer also had radiators, but acknowledged that the radiators were insufficient to truly cool a ship of more than about 10,000 metric tons.
Item 2: Other, non TNE/T4 ships have large fuel requirements for powerplants, like the suckers are BURNING hydrogen instead of fusing it. TNE gives us the unique maneuver drive that sucks down the go-juice as a replacement for reactors that barely need to be fueled at all.
Item 3: Jump drives use a cubic butt-ton of fuel. Why? SoM (the beloved, yet banned book of perfection that it is) theorizes that most of the fuel is actually ballast, dumped over the side over the course of a jump, whereas I think every other game just assumes that it is used, again, burned instead of fused, considering the amount of energy that would be produced. Further, a ship in jump gets rid of its heat... how?
Thoughts: All these things add up. Firstly, a Traveller ship, no matter what rendition, devotes about half its space to fuel, give or take. Using a few formulas from the real world physics books, we can easily see that these ships carry WAY too much fuel for the amount of energy they use. Plus, where does all that waste heat go?
Answer: The large fuel reserves are actually a heat sink. We all know water can absorb a lot of heat energy. Now, I haven't whipped out my calculator, but I am reasonably sure that a ship devoting half its volume to water, starting at 1 degree celcius (or below if we add some really effective anti-freeze in small quantities) will be able to hold quite a lot of megajoules of energy until it hits 99 degrees celcius (or more, if we also have some very effective anti-steam), and that over the course of a typical 7-10 day journey, during which we have no other way to really rid ourselves of the waste heat (though maybe we'll carry retractible radiators for mergency purposes) we can probably have plenty of heat-storage capacity; enough to get us between destinations.
At the destination world, you can either have somebody power your water cooler for you (real ships run on shore power when they're in port), or you can trade your hot water for their cold water.
Frontier refueling means splashing into an ocean or grabbing an ice-asteroid. The starport can make money swapping out water. The hot water would raise local temperatures, but this can be balanced by building a solar shade around part of the planet, and it's not like all those reactors of industry aren't doing the same or worse as it is. Other things, such as liquified methane or perhaps liquid hydrogen can be used when skimming gas giants, assuming their thermal properties would allow them to store similar amounts of energy.
I would like to know if you guys think this is realistic, AND if you think it is canon-worthy, and I wouldn't mind a bit if the ideas expressed here were expounded or expanded upon a bit if it is a useful idea.
It seems to me that if this works, it means we can have reactors, Thruster plates, and jump drives, all with inconsequential fuel needs, but have our endurance limited by the amount of coolant we carry. Kind of like heat management from Battletech, in a sort of way, except the heat doesn't go away, and you have a lot more capacity for it. It also means we have a solid, realworld reason why we have cool-looking ships. My primary worry is that there won't be enough heat storage capacity to allow for deep space missions, but I guess that's what radiators are for.
Ok, your turn.
Item 1: As I recall, in the initial FFS1 or FFS2 design sequence, they included radiators as part of the needs for a hull, whereas I believe they are not needed in any other version. I think they were later completely eliminated. As a side note, in the hard-science game Aurora, the designer also had radiators, but acknowledged that the radiators were insufficient to truly cool a ship of more than about 10,000 metric tons.
Item 2: Other, non TNE/T4 ships have large fuel requirements for powerplants, like the suckers are BURNING hydrogen instead of fusing it. TNE gives us the unique maneuver drive that sucks down the go-juice as a replacement for reactors that barely need to be fueled at all.
Item 3: Jump drives use a cubic butt-ton of fuel. Why? SoM (the beloved, yet banned book of perfection that it is) theorizes that most of the fuel is actually ballast, dumped over the side over the course of a jump, whereas I think every other game just assumes that it is used, again, burned instead of fused, considering the amount of energy that would be produced. Further, a ship in jump gets rid of its heat... how?
Thoughts: All these things add up. Firstly, a Traveller ship, no matter what rendition, devotes about half its space to fuel, give or take. Using a few formulas from the real world physics books, we can easily see that these ships carry WAY too much fuel for the amount of energy they use. Plus, where does all that waste heat go?
Answer: The large fuel reserves are actually a heat sink. We all know water can absorb a lot of heat energy. Now, I haven't whipped out my calculator, but I am reasonably sure that a ship devoting half its volume to water, starting at 1 degree celcius (or below if we add some really effective anti-freeze in small quantities) will be able to hold quite a lot of megajoules of energy until it hits 99 degrees celcius (or more, if we also have some very effective anti-steam), and that over the course of a typical 7-10 day journey, during which we have no other way to really rid ourselves of the waste heat (though maybe we'll carry retractible radiators for mergency purposes) we can probably have plenty of heat-storage capacity; enough to get us between destinations.
At the destination world, you can either have somebody power your water cooler for you (real ships run on shore power when they're in port), or you can trade your hot water for their cold water.
Frontier refueling means splashing into an ocean or grabbing an ice-asteroid. The starport can make money swapping out water. The hot water would raise local temperatures, but this can be balanced by building a solar shade around part of the planet, and it's not like all those reactors of industry aren't doing the same or worse as it is. Other things, such as liquified methane or perhaps liquid hydrogen can be used when skimming gas giants, assuming their thermal properties would allow them to store similar amounts of energy.
I would like to know if you guys think this is realistic, AND if you think it is canon-worthy, and I wouldn't mind a bit if the ideas expressed here were expounded or expanded upon a bit if it is a useful idea.
It seems to me that if this works, it means we can have reactors, Thruster plates, and jump drives, all with inconsequential fuel needs, but have our endurance limited by the amount of coolant we carry. Kind of like heat management from Battletech, in a sort of way, except the heat doesn't go away, and you have a lot more capacity for it. It also means we have a solid, realworld reason why we have cool-looking ships. My primary worry is that there won't be enough heat storage capacity to allow for deep space missions, but I guess that's what radiators are for.
Ok, your turn.