Drive Technology

Research and Development in SotS2.
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Ryat
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Re: Drive Technology

Post by Ryat » Wed Jun 06, 2012 2:03 am

I remember something my dad once told me. When it comes to real life, then be concerned about the details. When it comes to fantasy, just enjoy the game.
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Genth
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Re: Drive Technology

Post by Genth » Wed Jun 06, 2012 11:06 am

The answers quite simple! The flicker drive flickers as fast as it needs to be :) and keep in mind the scale here: at the level where it happens matter is as smoke. Electromagnetic and nuclear for es are more than strong enough to withstand the stress of passing through the field, whether it is instant or as near as dammit

Unthinking_Pain
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Re: Drive Technology

Post by Unthinking_Pain » Wed Jun 06, 2012 4:13 pm

Mecron wrote:they don't fight at 10C ;) ...and I was just tossing a concept out there...it is closer to 10 to the 15 in frequency..give or take an order of mag.


Well now I can see why! Parts of launching missiles scattered across hundreds of kilometers!

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usermist2
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Re: Drive Technology

Post by usermist2 » Sun Jun 10, 2012 6:29 am

Also, the ships teleports a few millimeters each time, not nanometers.
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Hari Seldon
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Re: Drive Technology

Post by Hari Seldon » Wed Jan 16, 2013 9:46 pm

Loa have that weird sphere for their maneuver drives
Image

Is that some kind of photon drive?
http://en.wikipedia.org/wiki/Photon_rocket
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wingren013
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Re: Drive Technology

Post by wingren013 » Wed Jan 16, 2013 11:18 pm

can the Liiran flicker drive move in perfect curves or does it just make straight line flickerjumps. also does the flicker teleport the entire ship or does it teleport the drive and the ship is just attached? Can zuul ripbore tech be adapted by the liir to manipulate gravity and thus improve their flicker drive near gravitational bodies? Or does gravitational manipulation have no effect on flickerwarp? is the flickerjump omni directional or restricted to a limited angle of trajectory i.e. can you move sideways or only forward? can flickerwarp be used to turn the ship or do the Liir rely entirely on their maneuvering thrusters (which they do have) for turning? How do Liir ships decelerate when knocked by kinetic weapons, I know that the high mass of their ships mitigates the effects but does the flickerwarp take care of the rest or is it some other device.

also a question about Node travel, would it be possible to create an artificial node line and stabilize it on one or both ends? sort of like a Node gate.

sorry for all the questions its just that flickerwarp is somewhat of an enigma compared to gates, node drive, and hyperdrive which all have clearly defined capabilities.
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Mecron
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Re: Drive Technology

Post by Mecron » Tue Jan 22, 2013 9:43 pm

Harry, its an exposed fusion core...they don't care much about radiation so they can run their drive reactors purely with mag fields.


Wing, flicker warp is actually the least enigmatic of all the drives since it is one of the most realistic. The only stretch is imagining that an entire ship can be made to behave like one subatomic particle. The ship never actually generates speed or momentum. Its simply quantum tunneling trillions of times per second. This is why grav fields or anything that distorts spacetime is bad for a flickerwarp drive. Flicker warp CAN be used for turning but most smaller adjustments are done by manouvering vents. This mitigates the effect of kinetic weapons as well...with the flickering basically "buying" time for the thrusters to work over a much smaller distance than a convnetional ship would need.

As for your node question...a zuul rip is already basically a node path anchored at each end by a sucking wound. :twisted:

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wingren013
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Re: Drive Technology

Post by wingren013 » Tue Jan 22, 2013 10:26 pm

so the flicker drive is less of a propulsion system and more of a compression doohickey ala puppeteer hulls from known space. this also explains why liir dont like nodespace, any kinetic energy the ship had would be multiplyed by a factor of the density of the ship particle (the additional energy comes from the universal heat energy) and be released instantaneously. the whole nodespace is unclean to empaths thing is just a lie to prevent the other races from knowing that if you make a liir ship go fast enough it will blow up if it flickers. this is all assuming that the mechanics of the miniport require a stationary object.
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ZedF
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Re: Drive Technology

Post by ZedF » Tue Jan 22, 2013 10:29 pm

No, according to the lore the Liir themselves have a reaction to the psionic field of the universe when in nodespace, completely independent of how their drive systems work. Even when traveling aboard other races' ships that are designed for nodespace (i.e. human allies) they have this reaction.
Zed's TARs (sample):
Fractious Allies -- Hiver vs. Hiver, with allies
Who Let The Bugs Out -- Hiver vs. Tarka and Zuul
Tarka Ascendant -- Tarka vs. Hiver and Zuul

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Azrael Ultima
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Re: Drive Technology

Post by Azrael Ultima » Tue Jan 22, 2013 10:35 pm

I think you're thinking about this to much and making to many assumptions. I haven't seen anything that would hint at the node space interactions you're proposing.

Not that it matters much, since a Flickerwarp ship can't enter node space anyway.
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Mecron
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Re: Drive Technology

Post by Mecron » Wed Jan 23, 2013 12:59 am

a flicker drive would simply not function in node space...there is nothing to "tunnel" through.

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wingren013
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Re: Drive Technology

Post by wingren013 » Wed Jan 23, 2013 4:21 am

so nodespace does not have a space-time fabric. very interesting :)
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wingren013
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Re: Drive Technology

Post by wingren013 » Wed Jan 23, 2013 8:54 pm

Why did the Loa abandon all the other races drive tech and invent their own?
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Azrael Ultima
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Re: Drive Technology

Post by Azrael Ultima » Wed Jan 23, 2013 10:57 pm

Various reasons. Two prominent ones were consolidation and having a system carbonites can't use.
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wingren013
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Re: Drive Technology

Post by wingren013 » Thu Jan 24, 2013 5:03 am

makes sense but why not continue to use systems such as hiver gates which would mesh well?
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