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[TML] Overpowering Reactionless Drives
Richard Aiken
(05 Aug 2026 03:28 UTC)
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Re: [TML] Overpowering Reactionless Drives
Alex Goodwin
(05 Aug 2026 11:57 UTC)
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Re: [TML] Overpowering Reactionless Drives
Richard Aiken
(06 Aug 2026 03:24 UTC)
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Re: [TML] Overpowering Reactionless Drives Alex Goodwin (06 Aug 2026 08:05 UTC)
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Re: [TML] Overpowering Reactionless Drives
Richard Aiken
(07 Aug 2026 13:14 UTC)
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Re: [TML] Overpowering Reactionless Drives
Jeffrey Schwartz
(06 Aug 2026 13:05 UTC)
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Re: [TML] Overpowering Reactionless Drives
Richard Aiken
(07 Aug 2026 13:44 UTC)
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Re: [TML] Overpowering Reactionless Drives
Christopher Sean Hilton
(07 Aug 2026 23:59 UTC)
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Re: [TML] Overpowering Reactionless Drives
Richard Aiken
(10 Aug 2026 02:38 UTC)
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Re: [TML] Overpowering Reactionless Drives
Christopher Sean Hilton
(10 Aug 2026 23:16 UTC)
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On 6/8/26 13:23, Richard Aiken - raikenclw at gmail.com (via tml list) wrote: > Dear Alex Goodwin, > > Thank you very kindly for the detailed math. I had a vague feeling > that it wouldn't be that simple, which is what prompted me to ask. 😇 > > So I think I will aim at keeping the spirit of the idea while hiding > the actual math (which I confidently expect would only bore my > prospective players, who all come from a D&D background). > > I will rate drive fuel in hours of endurance at the ship's standard > rated acceleration. This burn rate yields the travel times on the > chart. If they want to reach Wherever faster than this, they can > overpower their drives, to wit: for every hour less travel time for > that particular journey, the hours of endurance expended will increase > by TWO hours. The maximum reduction via this method is 30% of the > original journey time. > > NOTE: In the setting that I am planning (a version of Fading Suns), > ships have substantial fuel tanks (~25% of ship volume) but it all > goes exclusively to their (fuel-hog) fusion cores. The standard > endurance is a nice round 1000 hours (~6 weeks). FTL travel is > accomplished through instantaneous jumpgates (self-powered and built > by the setting's Ancients). What makes star travel slow is that > jumpgates orbit their system primaries at 100 AU - tilted 90 degrees > off the elliptic - and only activate if transit is attempted at very > low relative velocity. > > Richard Aiken > > "Never insult anyone by accident." Robert A. Heinlein > "I studied the Koran a great deal. I came away from that study with > the conviction there have been few religions in the world as deadly to > men as Muhammed." Alexis de Tocqueville > "We know a little about a lot of things; just enough to make us > dangerous." Dean Winchester (fictional monster hunter portrayed by > Jensen Ackles) > "These men with me are here to vote. They care a lot less about dying > than you do." Newton Knight (as portrayed by Matthew McConaughy, to a > set of Redeemer poll watchers) > ----- Richard, It was a bunch of approximations. I showed the working so someone else (not necessarily you) could check my work - it boiled down to "reduction in trip time of half of the percentage boost to acceleration". Under that, a 60% boost to acceleration would be a 30% reduction in trip time, a 40% boost to acceleration would be a 20% reduction, 20% boost gives 10% reduction, etc. As long as you've figured out something you can use in your game, all good. Alex