NationStates Jolt Archive


FYI: Future Technology.

Cam III
30-10-2004, 17:10
I'm sure no one has done this before, I hope.
I think that some future technology needs to be explained, so I thought I should do this thread. If there are any comments or additions, please post and I will add or take into account. Also if there any minor spelling mistakes don't bother posting (Its annoying.). But if there are major ones, then please inform me.
Thanks.

Energy Weapons:
Energy weapons fire invisible energy beams at lightspeed. The visible "bolt" is a glowing pulse that travels along the beam at less than lightspeed. Therefore, targets can explode instants before the "bolt" actully arrives. The light given off by visible bolts depletes the overall energy content of a beam, limiting it's range. Turbolasers gain a longer range by spinning the energy beam, which reduces waste glow. A gun's range also depends on its aiming precision and the time-lag required to detect and anticipate target motion at a distance. For example, a massive warship mounts small pont-defence guns that trade power for quick aim, while heavier guns are effective against slow, distant, large targets.

Power Sources:
Low-power, domestic machines run on portable chemicalm fission and fusion reactors, which consume a variety of fuels depending on local resources. Most starships use fusion systems that confine more-powerful hypermatter annihilation cores. The interiors of the mightiest war vessals are dominated by hugh reactor cores and ultra-dense fuel silos, which enable them to perform massive planetary bombardments and sustain hours of thousand-G accelerations before refuelling.

Antimatter power cores:
Takes antimatter and releases plasma for a very large and efficient AM reaction that is easily controlled and maintained. The core can sometimes be ejected and/or used as a large bomb. Sometimes refered as a "warp core" in the Star Trek universe. Thanks to Crazed Marines

Hyperspace:
Hyperdrives allow voyages through an eerie realm called hyperspace - i.e. the ordinary universe viewed from a ship travelling faster then the speed of light. Hyperdrives adjust faster-than-light "hypermatter" particles to allow a jump to light-speed without changing the complex mass and energy of the ship. In addition to hyperdrive travel, an equally wondrous technology exsits, called hyperwaves: supralight signals for real time transgalactic communications through public relays. Hyperwave transceivers require almost stellar-scale power, yet signals can be blocked by nearby massive odstructions or by deflector sheilding.

Space Fold Drives (Phalanix version and posibly other verisons):
The fold drive eminates a feild that begins to suround the ship much like a bubble. It can be made to exend a set distance or be drawn in so it only coveres the very outerlayers of the ship. Once the fold is activated it "blinks" the ship into a fold dimension. There the dimension will allow the ship to travel faster than it would in normal space. Once the ship reaches where it wishes to go it "blinks" back into normal space. In that dimension the gravety is far diffrent form the normal gravety that we know of. Thanks to that the ship's crew do not suffer form any rapid G problems.
Phalanix fold drives each make a unique fold dimension that ends at the location they wish to exit. Rarely will the same dimension be opened twice. Thanks to Phalanix


FTL Jump Drives:
These actually work differently from most FTL engines. These build up a combination of gravitons and energy on the surface of either the ship or the shield, all the while modulating both to a certain wavelength (the wavelength determines the distance travelled). The result is a bending of space/time that effectively "slingshots" the ship to its destination. This is not an exacting method of travel, as the actual location a person ends up in tends to have a certain degree of error. Also, some versions are easily interfered with by ion storms and powerful gravitational forces, such as large stars and black holes. This is not the same as subspace, hyperspace, hyperdrive, or other systems. This relies entirely on real space.Thanks to DemonLordEnigma

Sublight Drives:
Nightfall-class high thrust fusion motors: Your basic fusion rocket. The fusion reactors onboard the vessel produce high energy wastes as a by-product. As well as using them to pruduce electrical and other energy for the vessel it is vented out as reaction mass providing propulsion. This particluar class of motor produces very high thrust, allowing for much higher accelerations. It is used primarily on fighters and small civilian vessels. Thanks to Xessmithia

Daybreak-class NPA thrusters: Using the Negativity Projector Array ships can use it to create two negative fields, one close to the ships hull the other further out. The two opposing negative fields repel each other. And since both are being created and maintained at a fixed distance by the ship the resulting repulsion propels the ship. It is a form of reactionless thruster. This allows for great acceleration and maneuverability as the fields can be configured anywhere around the ship very quickly. Thanks to Xessmithia

FTL Drives:
Tachyon Drive: Tachyons are superluminal particles. As such they have negative mass and energy. A tachyon drive produces tachyons and focuses them to warp space-time. Space-time in front of the ship is contracted, while space-time behind the ship is expanded. This allows for overall FTL speeds without locally ever using anything but sublight drives. The tachyon drive is also used to produce artificial gravity on board vessels when not actively warping space or during combat. Thanks to Xessmithia

Tachyon Coil Generator (TCG) Gate: These structures use a Tachyon Coil Generator, a relative to the tachyon drives on starships only much to massive to be practical stardrive platforms, to produce a form of extremely high energy tachyons which are used to create a tachyon hypertunnel between two points in space. These hypertunnels allow FTL velocites of at least several hundred light-years per hour. However these tunnels can't be targeted with much accuracy, as such two gates are constructed with each serving as a hypertunnel anchor to ensure easy navigation. These gates can maintain an open hypertunnel indefinately with little power input, however opening it in the firts place takes tremendous amounts of energy. The current Xessmithian TCG gate network is rated at 1000 ly/hr. Thanks to Xessmithia

Gravity Technology:
Modern galactic civilization manipulates gravity confidently. Gravity-altering devices include repulsorlifts that allow unpowered antigravity flotation, tractor-beam projectors for remote application of force and acceleration compensators that prevent pulverization of starship occupants during maneuvers. The gravitoactive constituents of these devices are subnuclear knots of space-time made in enormous, unmanned power refineries encompassing black holes.

Shields:
Conventional shield technologies use a range of force-field effects. Ray shields, for example, deflect or break up energy beams, while particle shields forcefully retard high-velocity projectiles. Normally, shield intensities diminish gradully with distance from the generator or projector. However, shields projected in an atmosphere tend to have a defined outer surface. Such a boundry becomes super-hot when left still, and mirage-like effects are seen. Shields surrounding a moving airbone vessal are less visible, but can impact on aerodynamic performance. When a shield absorbs large energy blasts, the momentum can surge back to the ship and affect its motion. Shields do not operate without cost: Constant power is required to dissipate the energy from impacts.

Sensors:
Electromagnetic scanners: These are your basic EM scanning devices. They're both active and passive, while not all ships have full-spectrum abillities for both active and passive scans. It consists of radio antennas, microwave dishes, IR telescopes, optical telescopes, LIDAR, RADAR, Gamma-ray emitters and detectors and so on. They are of course limited to light-speed. Scan cycles, ranges and accuracy vary on the ship. Thanks to Xessmithia

Tachyon Sweep FTL scanners: These scanners emit and receive tachyon particles. It is primarily an active system, but can act as passive to serve as a FTL early warning on ships coming out of FTL travel. Thanks to Xessmithia


Tachyon Mass Detectors: These scanners use a different type of tachyon that are deflected by the curvature of space-time caused by mass. These tachyons are emiited, deflected, and recieved. The differene in trajectories tells the ship where the mass is and how massive it is. It has limited range and can be used to detect cloaked ships. Thanks to Xessmithia


THANKS:
Xessmithia
DemonLordEnigma
Crazed Marines
Phalanix
DemonLordEnigma
30-10-2004, 17:24
FTL Jump Drives- These actually work differently from most FTL engines. These build up a combination of gravitons and energy on the surface of either the ship or the shield, all the while modulating both to a certain wavelength (the wavelength determines the distance travelled). The result is a bending of space/time that effectively "slingshots" the ship to its destination. This is not an exacting method of travel, as the actual location a person ends up in tends to have a certain degree of error. Also, some versions are easily interfered with by ion storms and powerful gravitational forces, such as large stars and black holes.
Wazzu
30-10-2004, 17:25
Your post is a good example of common beliefs concerning the Star Wars universe.

That is, it is pretty much limited to Star Wars (not Star Trek, Babylon 5, or any other of a host of sci-fi movies, series, books, comics, and even radio broadcasts). Note also: "common beliefs." That is, material pulled straight out of SW books written by authors who often have little concept of real physics...or who deliberately disregard real physics (in order to keep the SW universe consistant).

There is nothing wrong with your post, but you should realize that it does not cover all of NationStates.

NationStates is a massive free-form RPG. There are thousands of active role players here who take material from many sources and often make up their own ideas.

So while you might use the Star Wars "hyperdrive," other people use warp, space fold, wormholes, slipstream, starburst, one of any number of variations on "hyperspace," subspace, and many other things.

The same is true of everything you have posted here, from shields to energy weapons to power sources.

So please keep in mind that other people use other technologies.

Enjoy!

-The Cardboard Avenger Returnith!

PS: If you want to look at the "physics" of Star Wars, and have a couple good laughts (I highly reccomend reading on the "Ewok Holocaust"), take a look at: www.theforce.net/swtc
Cam III
30-10-2004, 17:29
Your post is a good example of common beliefs concerning the Star Wars universe.

That is, it is pretty much limited to Star Wars (not Star Trek, Babylon 5, or any other of a host of sci-fi movies, series, books, comics, and even radio broadcasts). Note also: "common beliefs." That is, material pulled straight out of SW books written by authors who often have little concept of real physics...or who deliberately disregard real physics (in order to keep the SW universe consistant).

There is nothing wrong with your post, but you should realize that it does not cover all of NationStates.

NationStates is a massive free-form RPG. There are thousands of active role players here who take material from many sources and often make up their own ideas.

So while you might use the Star Wars "hyperdrive," other people use warp, space fold, wormholes, slipstream, starburst, one of any number of variations on "hyperspace," subspace, and many other things.

The same is true of everything you have posted here, from shields to energy weapons to power sources.

So please keep in mind that other people use other technologies.

Enjoy!

-The Cardboard Avenger Returnith!

PS: If you want to look at the "physics" of Star Wars, and have a couple good laughts (I highly reccomend reading on the "Ewok Holocaust"), take a look at: www.theforce.net/swtc

I totatly understand where your coming from, and as I said: If there are any comments or additions. That applys to 'other' space techs. If you have anything to add, post and I will add. Simple.
The Parthians
30-10-2004, 18:15
Hmm, most interesting.

Though, I have a slight query about future tech...

Is it ok to RP with the same nation as future tech in future tech RPs, or in other words RP with the nation in both modern and future techs?
DemonLordEnigma
30-10-2004, 18:16
No. Your tech must be consistant.
Crazed Marines
30-10-2004, 18:22
But you CAN blend tech between tuff like Stargate, SW, and such. You could also RP with MT people IF you maintain a MT force like I do.

Antimatter power cores- Takes antimatter and releases plasma for a very large and efficient AM reaction that is easily controlled and maintained. The core can sometimes be ejected and/or used as a large bomb. Sometimes refered as a "warp core" in the Star Trek universe.
CoreWorlds
30-10-2004, 18:23
No. Your tech must be consistant.
Actually, yes, you can do that. It's freeform, after all.

I do it all the time with my nation, since I have mod-tech territory on Earth.
Phalanix
30-10-2004, 18:26
Space Fold Drives (Phalanix version and posibly other verisons)-
The fold drive eminates a feild that begins to suround the ship much like a bubble. It can be made to exend a set distance or be drawn in so it only coveres the very outerlayers of the ship. Once the fold is activated it "blinks" the ship into a fold dimension. There the dimension will allow the ship to travel faster than it would in normal space. Ocne the ship reaches where it wishes to go it "blinks" back into normal space. In that dimension the gravety is far diffrent form the normal gravety that we know of. Thanks to that the ship's crew do not suffer form any rapid G problems.
Phalanix fold drives each make a unique fold dimension that ends at the location they wish to exit. Rarely will the same dimension be opned twice.
DemonLordEnigma
30-10-2004, 18:32
Actually, yes, you can do that. It's freeform, after all.

I do it all the time with my nation, since I have mod-tech territory on Earth.

I consider it to be the same thing as changing the geography of your nation each time you roleplay just to suit the roleplay: A form of godmoding. And I'm not going to pull my punches on this one.

Having a nation that is a mix of modern and future is a different thing. Those happen. But it still requires a form of consistency or at least a way to justify it when you do change (like my recently buying entire fleets of more advanced ships).
Crazed Marines
30-10-2004, 18:34
But you could also reply in different points of your history. Just make sure it is the past and not the future. It would hamper you more than anything.
Skeelzania
30-10-2004, 18:38
You can do whatever the hell you want in a RP, since theres no set rules. Hell, I know one player whose starships consist of magical wooden sailing ships, but I'm not complaning because he's mixing 24th and 14th century tech.

On a side note, I'd like to hear your explanation on how the crew survives a "thousand-G acceleration" without being splattered against the rear bulkhead. I tend to not mention it, but if forced to I say I have some sort of inertial dampener BS device.
DemonLordEnigma
30-10-2004, 18:47
Personally, I like my reply on that: My scientists are still working on figuring out how they survive the extreme speeds and are beginning to think that Einstein's equation is, like Newton's, limited in how high it can go and still be accurate.
CoreWorlds
30-10-2004, 18:54
I consider it to be the same thing as changing the geography of your nation each time you roleplay just to suit the roleplay: A form of godmoding. And I'm not going to pull my punches on this one.

Having a nation that is a mix of modern and future is a different thing. Those happen. But it still requires a form of consistency or at least a way to justify it when you do change (like my recently buying entire fleets of more advanced ships).
So? It's not the way you play, but it's most certainly the way I play. Besides, it's how I keep up with Earth news if I need to. :p

On a side note, I'd like to hear your explanation on how the crew survives a "thousand-G acceleration" without being splattered against the rear bulkhead. I tend to not mention it, but if forced to I say I have some sort of inertial dampener BS device.

Inertial dampeners and acceleration compensators. They reduce the thousands of Gs to what Earth pilots would experience, especially at 95%. :p
Cam III
31-10-2004, 11:38
Bump ~ updated. Keep 'em coming.
Iuthia
31-10-2004, 11:56
I consider it to be the same thing as changing the geography of your nation each time you roleplay just to suit the roleplay: A form of godmoding. And I'm not going to pull my punches on this one.

Meh, techincally you can do whatever the hell you want in Nationstates... if I wanted to change the type of technology I used I would only have to come up with a almost plausible role-playing reason to do so.

Personally, looking at this thread I find the idea could be useful, but it's little more then information on one persons opinion of one version of technology. Like Wazzu said, people make their technology up as they go along.

Meanwhile, so long as the players involved don't mind, it's perfectly acceptable to change your technology level (from modern to future or visa versa) to fit into a RP.

If you abuse it then people will ignore you... but there is no rule against it. This is freeform, if you don't like what they are doing you ignore them.
Shizzleforizzleyo
31-10-2004, 12:04
that stuff is way ahead of my country. It's alright thought, we sell more ganja than you
Orange state
31-10-2004, 14:29
*tag* for when I have something to say. Which I will at some point.
Cam III
31-10-2004, 19:19
Bump. Keep all your future technologys coming, I'm sure theres room for them all. I want this thread to become a multi-future tech explanation thread.
DemonLordEnigma
31-10-2004, 22:34
I bit off more than I could chew with the arguement on here.

With my entry, I want the following notation added: This is not the same as subspace, hyperspace, hyperdrive, or other systems. This relies entirely on real space.
Xessmithia
31-10-2004, 23:12
Here's my stuff, it's all available here http://forums2.jolt.co.uk/showthread.php?t=354735

There's to much just to post here. So I'll limit it to my drive tech.

Sublight Drives

Nightfall-class high thrust fusion motors: Your basic fusion rocket. The fusion reactors onboard the vessel produce high energy wastes as a by-product. As well as using them to pruduce electrical and other energy for the vessel it is vented out as reaction mass providing propulsion. This particluar class of motor produces very high thrust, allowing for much higher accelerations. It is used primarily on fighters and small civilian vessels.

Daybreak-class NPA thrusters: Using the Negativity Projector Array ships can use it to create two negative fields, one close to the ships hull the other further out. The two opposing negative fields repel each other. And since both are being created and maintained at a fixed distance by the ship the resulting repulsion propels the ship. It is a form of reactionless thruster. This allows for great acceleration and maneuverability as the fields can be configured anywhere around the ship very quickly.

FTL Drives

Tachyon Drive: Tachyons are superluminal particles. As such they have negative mass and energy. A tachyon drive produces tachyons and focuses them to warp space-time. Space-time in front of the ship is contracted, while space-time behind the ship is expanded. This allows for overall FTL speeds without locally ever using anything but sublight drives. The tachyon drive is also used to produce artificial gravity on board vessels when not actively warping space or during combat.

Tachyon Coil Generator (TCG) Gate: These structures use a Tachyon Coil Generator, a relative to the tachyon drives on starships only much to massive to be practical stardrive platforms, to produce a form of extremely high energy tachyons which are used to create a tachyon hypertunnel between two points in space. These hypertunnels allow FTL velocites of at least several hundred light-years per hour. However these tunnels can't be targeted with much accuracy, as such two gates are constructed with each serving as a hypertunnel anchor to ensure easy navigation. These gates can maintain an open hypertunnel indefinately with little power input, however opening it in the firts place takes tremendous amounts of energy. The current Xessmithian TCG gate network is rated at 1000 ly/hr.
Cam III
01-11-2004, 19:47
Bump. Updated - Keep them coming!
Orange state
02-11-2004, 00:20
stuff.

well seeing as that general rather than specific, I hope you dont mind my ships being fitted with it when Ive recovered from this war. I have a lot of "black boxes" at the moment as I focused on my infantry first and havent spent too much time on my ships yet.

as for specific to you stuff... well I'll limit it to what Ive got from you only. Id like to buy some of that particle weapon tech at some point, as a mix of weapons will be more useful against different sheilds. As for Icefire recycling, I will have a system about two RL days after I finish this civil war (if its a win), to seven (i get thrashed and lose loads of people migrating)
Xessmithia
02-11-2004, 00:27
well seeing as that general rather than specific, I hope you dont mind my ships being fitted with it when Ive recovered from this war. I have a lot of "black boxes" at the moment as I focused on my infantry first and havent spent too much time on my ships yet.

as for specific to you stuff... well I'll limit it to what Ive got from you only. Id like to buy some of that particle weapon tech at some point, as a mix of weapons will be more useful against different sheilds. As for Icefire recycling, I will have a system about two RL days after I finish this civil war (if its a win), to seven (i get thrashed and lose loads of people migrating)


Works for me. TG me if you want to work out specifics.
Cam III
02-11-2004, 20:16
Bump