But then I don't play or hang with hard core, hard sci-fi Travellers either, mine are more D&Ders who let me test stuff on them.
Yeah, I was like that too, but then I started studying engineering. I may have been ultimately spared, choosing software engineering, but then I found
Atomic Rocket(*), and there was no turning back
Yeah, the Wikipedia entry seemed to be explain an ultra-gyroscope from what I could tell. But then I just design ships, I let other people do the engineering. :smirk:
And speaking of which,
this will give you the best short summary about it - with the EM Drive as a bonus! You'll understand my reaction finding it in a hard-SF work (T5's words!)
Actually I think it makes an awesome planet cracker, since it uses grav drives as it gets closer to the target world the faster it can accelerate in the terminal phase. Nasty stuff, but all too possible.
And that's the problem - it's a bit like giving ICBM to the Hittites, and to every tribe around. As is, there is nothing that can stop it, and you'll never be sure some other side fired theirs already. And anything that can stop it, your bronze-age infantry won't stand a snowball's chance on Venus against it. So either absolute offence (aka everybody's dead Dave) or absolute defence (aka boring). It is game-breaking, in some of the most literal way possible.
The top of
this same page will sum it well.
Still, I think there are ways to neutralize it with careful application and recalibrating of handwavium, and it illustrates well one of the problems I would try to fix there. The fact that those aren't quite true reactionless drives may help.
Nipped Drive, from the original technical term for it, Nuclear Pulse Detonation. Most people in the later ages thought it was the name of the inventor. Just a thought.
I was thinking about Pulse Drive, but Nipped Drive is a pretty good one!
It is also in the section on in atmosphere flight, reentry and boosting to orbit. But while I can see your point, not many players I know want to fiddle with it that much.
Atmospheric effects are external effects, though they would indeed play a role in managing waste heat.
The interesting thing is, well done, it is both interesting gameplay, a new twist in how to play space combat, and it makes it feel (and be) more believable, more grounded in reality. (The challenge, of course, is the "interesting gameplay" part).
For examples of successful (as in, interesting) waste heat management in other media, I recommend the Attack Vector: Tactical wargame, as well as the excellent Human Reach SF books.
For details on waste heat, why it is such a fundamental issue and what can be done, see
here. (Yes, establishing a pattern here

)
I'm actually pretty sure there are very interesting things to do with it gameplay-wise, though that wouldn't be a small endeavour.
I
will have to start a thread for all that...
(*) Seriously people, read it. No, I'm not sorry.