Quote:Original post by teamonkey * I'd say that rotating any ship in the opposite direction would be much more effective than adding reverse thrusters. You'd save a lot more mass that way. The only problem might be if the ship's got a rotating section as it will resist that change (think spinning top etc.).
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Yes, or spinning bicycle wheel. I thought this could be represented quite simply by making a delay between when the section(s) stopped rotating and when you could start manuevering.
Quote: * In the same way, you wouldn't need to stop the rotating section to thrust, only if you needed to change orientation.
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The only excuse here would be stress on the rotational assembly. It's designed, say, to get up to 1 G in a particularly direction, perhaps using maglev rails. Putting 8Gs on it laterally then would be a very bad idea, and hence it would need to be secured or would be damaged.
This may be FAR too anal. But my suspicion is that adding things like this actually makes the world come alive, because it imposes quirky limits that flesh out the world. (It's like commonly used "mages can't wear knight's armor" rules that technically don't make sense but give the world more gravitas).
Quote: * In any case, if a ship was built where the apparent direction of gravity changes for whatever reason, the insides of the ship would take that into account. For example, if the ship will mainly accelerate and decelerate, then floors and ceilings must be interchangable. Walls too, maybe. Some features might have to appear on both the floor and the ceiling (e.g. stoves in the galley, and what about toilets?) which might be another reason to limit that sort of thing as much as possible.
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The core ships in the game, the highrunners (think Millenium Falcon or Cowboy Beebop) have to land on planets, accelerate and decelerate as well as manuever aggressively in combat. Most are belly landers in order to distribute the weight of the ship.
This means that the average ship has between 2 and 3 directions, not including aggressive thrust (in which case everything is secured).
To handle both belly landing and constant, long term acceleration, I see a kind of laddered design: Tables in a galley, for instance, would come connected to the floor, and the floor, table and chairs would be suspended as one piece between two pillars. Stations and things like beds or toilets would actually be boxed pods capable of also rotating while mounted to the wall (though you wouldn't want to be using them while the ship was hard accelerating or jinking [grin])
Quote: * If a ship were to change direction the change might be imperceptable near the centre of the craft (well, you'd turn, but air resistance in the ship might make you turn with it, making it less pronounced), but might manifest itself as a force several times that of Earth gravity further out.
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Yes. I'm thinking that this, along with defensive reasons, might be why sensitive equipment and the ship's bridge would be in the center of most ships. (Who needs windows when you have viewscreens).
Quote: * If you can create a force that can simulate gravity, you can also use that force to cushion against unwanted gravitational effects. |
Agreed. I'm cheating here a bit because a central feature of surviving a crash landing are crashwebs, which generate brief inertial field at the moment of impact (crashlanding may be a side effect of high-G FTL manuvering / racing around planets).