Author Topic: Gravity and Inertia Tech  (Read 1325 times)

willis

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Gravity and Inertia Tech
« on: 04 October 2023, 23:31:49 »
 Re: BattleTech FanFiction Tribble Emporium 2.0: expanded premises!
«by Cannonshop»

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#930

2766, a small lab in an obscure location in the periphery makes a discovery that has the potential to change everything.  Thanks to the Coup, Terran Hegemony intelligence and the SLDF are unaware-as are the Clans, of the discovery.

Fast forward to 3050, and Mitchell Avellar's succession to the Outworlds Alliance throne.  He commissioned a survey of economic resources to try and bail his nation out of the doldrums.

They found it.  All of it, and started playing with it, to see what can be done with it...and discovered a lot.

Imagine a 3060s where the Outworlds Alliance has discovered how to control two fundamental forces of the universe-Gravity, and Inertia.

How does this change things regarding the rest of the galaxy, when Outworlds Alliance Military vessels can jump from anywhere in a star system, to anywhere in a star system, so long as the core's got a charge...and they're the only ones who can?

I have some ideas from the old Renegade Legion and newer games from the Traveller series:

willis

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Re: Gravity and Inertia Tech
« Reply #1 on: 04 October 2023, 23:32:13 »
-- ARTIFICIAL GRAVITY GENERATOR --
Without artificial gravity generators, not even the most heavily armed and armored warship could function. All ships require this equipment to counteract the acceleration forces acting on its crew as well as providing a stable ship/station wide artificial gravity field for the benefits of the crew, removing the need for spinning gravity wheels or constant acceleration to provide gravity.
The artificial gravity generator is computer controlled in response to normal ship inertia and maneuvering, so the occupants of a moving craft have no sensation of motion, however violent maneuvers will be experience by the occupants. To calculate the mass of artificial gravity generator, 2.5% of the ship's mass, rounded up to the nearest ton. Generators cost $10,000 C-Bills per ton of installation.

willis

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Re: Gravity and Inertia Tech
« Reply #2 on: 04 October 2023, 23:32:32 »
-- ANTI-GRAVITY LIFTERS --
Ships may also be fitted with anti-gravity generators to allow atmospheric entry and maneuver. Lifters require 1 percent of the tonnage of the ship (rounding up to the next ton). The cost is 1,000 C-Bills per ton of lifters. The maximum tonnage allowed for any equipped vessel to enter and/or exit an atmosphere is 500,000 tons. This system allows for any craft to hover for an unlimited duration as long as the system is undamaged and has power to function, but in order to have lateral movement does require the use of the main drive.
This system is also capable to be used in structures that are static/non-mobile. In this configuration there is no maximum mass limit, the only requirement is that the anti-gravity lifter will require fusion or fission engine in order to function. The maximum altitude these structures can attain is 15 kilometers from the mean surface of a Terra-like planet. (Planets with higher or lower surface gravity had correspondingly higher or lower maximum elevation limits, of course.)

willis

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Re: Gravity and Inertia Tech
« Reply #3 on: 04 October 2023, 23:32:54 »
-- ANTI-GRAVITY DRIVE  --
Anti-Gravity Drives were developed when scientists discovered a process that allowed them to warp a gravity gradient. Using this invention, they were able to locally warp a planet's gravity so that an object fell parallel to the ground rather than toward it. Adding specialized anti-grav steering vanes allowed the device to change direction.
The Anti-Gravity Drive still had some disadvantages. First, it could not operate farther than 15 kilometers from the mean surface of a Terra-like planet. (Planets with higher or lower surface gravity had correspondingly higher or lower maximum elevation limits, of course.)
Another problem with the Anti-Gravity Drives is that it does not negate a vehicle's inertia. That means a Anti-Gravity Drive vehicle must make much wider turns than a Ground Vehicle.
The faster a Grav Tank travels, the wider its turns must be. This can be countered with a reaction control system similar to those mounted on space craft at the expense of armor or offensive systems.
Grav Drives require 10 percent of the tonnage of the equipped unit (rounding up to the next ton). The cost is 1,000 C-Bills per ton of drive. The maximum tonnage allowed for any equipped vehicle or structure is 100,000 tons.
If the Grav Vehicle is equipped with a Directional Control System, this will allow the vehicle to maneuver as if it were a ground vehicle. This piece of equipment does require an additional 5% of the vehicles total mass, with a cost of 250 C-Bills per ton of mass. 

willis

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Re: Gravity and Inertia Tech
« Reply #4 on: 04 October 2023, 23:33:15 »
-- ACCELERATION COMPENSATOR [FIGHTER] --
Aerospace fighter’s operations do not require the pilot(s) to have artificial gravity in order to function. However, due to the velocities involved in combat situations, they do require acceleration compensation in order to survive the velocities involved. The acceleration compensation module itself masses 0.05% of the crafts tonnage per each 1-G of maximum sustained velocity, up to a theoretical maximum of 30 Gravities. Acceleration Compensators cost $15,000 C-Bills per each 1 Gravity of compensation. (1 Gravity of Acceleration = 2 Thrust Points.)

willis

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Re: Gravity and Inertia Tech
« Reply #5 on: 04 October 2023, 23:33:41 »
-- GRAVITY SHIELDING --
At one time, an armor plating's thickness was the only defense against a weapons hit. As the lethality of weapons increased, the life expectancy of combat units decreased dramatically.
With the development of gravity-based technologies it was soon discovered that a thin wave of pressure-gravity would create a barrier impervious to all forms of energy. Power demands and technological limitations made it impossible to create a shield that was permanently on, but it was further discovered that flickering the shield on and off at a rapid rate significantly reduced power requirements. Though this flickering technique did permit some laser shots to get through the shields, it still significantly reduced the effectiveness of the shots.
A shield is effective against energy weapons, and low-mass projectiles (under 100 grams). Additionally, a shield will violently disrupt any electronic circuitry that passes near it, causing missiles and other fire-and-forget munitions to detonate permanently. (The electronics of the shielded unit are not affected because they operate in sync with the shield's cycles.)
A shield's effectiveness is measured by its flicker rate, the number of on-off cycles during one second. Under combat conditions, a shield rated at 50 would intercept most incoming attacks 50 percent of the time. Though there is no theoretical limit to a shield's flicker rate, there seems to be a limit on battlefield effectiveness. No matter how fast the flicker rate, at least 10 percent of all shots get through. (NOTE: In order for the gravity fields to form it does require a dedicated fusion engine that cannot be used for anything else than to power that shield generator.)
To determine the flicker rate of any installed shield system, take the total engine rating (fusion only) and divide it by five to obtain the effective flicker rate, round the total down to the closest whole number. The shield generator itself masses 1 ton for flicker ratings between 10-50, and for flicker ratings between 60-100 masses in at 2 tons, and the shield emitters for the system take up zero mass but are required to occupy a single critical location in each of the equipped units facings. (NOTE: Units massing 100 tons or less only require a single shield generator for coverage.) Any internal damage done to a location where a flicker shield emitter is located disables the system in that area.
For all other craft that mass over 100 tons, that will have gravity shielding, will be required to have a shield generator installed in each of the unique facings for coverage.
To calculate the mass of these vessels shield generators as follows: Shield Generator Mass = Total Engine Mass / 100 with a minimum of 1 ton. This is for one side of the ship. Each ship / station type has multiple facings and must mount a generator for each side. The cost for each generator is 100,000 C-Bills each.
For ease of play, shield flicker rates are fixed and must be determined at this time. Each ship class gets a set number of shield factors, which must be divided up among the six sides of the ship. No single side may have a rate greater than 5. Once set, these values may not be changed during the course of the game.

SHIELD POINT TABLE
Class                Shield       Class                Shield
Factors                        Factors
Large WarShip            30         JumpShip / Space Station      18
Small WarShip            24         Small Craft / DropShip      12

willis

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Re: Gravity and Inertia Tech
« Reply #6 on: 04 October 2023, 23:34:00 »
-- GRAVITY EMITTERS --
The last type of gravity based technology to be developed. Gravity Emitters use gravity technologies to deflect objects – usually incoming missiles. By reversing the polarity of a gravity emitter, a ship may also use the weapon to pull objects towards it.
Ground emitters can hold up to 10 tons, small emitters can hold objects of up to 100 tons, medium emitters up to 200 tons and large emitters up to 1,000 tons. Multiple Gravity emitters can stack to hold larger units. Objects held by a tractor beam cannot expend Thrust but may be moved by the tractor beam operator as if they had Thrust 1.

GRAVITY EMITTER TABLE
Emitter Size   Tons    Range         Capacity      Heat            
Ground      1      0/4/7/10 (Short)      10 ton      1 per 10 tons
Small       50       NA (Short)         100 ton      10 per 100 tons
Medium       100       NA (Short)         200 ton      20 per 200 tons
Large       500       NA (Medium)      1000 ton      100 per 1000 tons

willis

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Re: Gravity and Inertia Tech
« Reply #7 on: 04 October 2023, 23:36:42 »
If anyone has ideas to share and expand on this please share away.

idea weenie

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Re: Gravity and Inertia Tech
« Reply #8 on: 06 October 2023, 21:29:09 »
-- ANTI-GRAVITY LIFTERS --
Ships may also be fitted with anti-gravity generators to allow atmospheric entry and maneuver. Lifters require 1 percent of the tonnage of the ship (rounding up to the next ton). The cost is 1,000 C-Bills per ton of lifters. The maximum tonnage allowed for any equipped vessel to enter and/or exit an atmosphere is 500,000 tons. This system allows for any craft to hover for an unlimited duration as long as the system is undamaged and has power to function, but in order to have lateral movement does require the use of the main drive.
This system is also capable to be used in structures that are static/non-mobile. In this configuration there is no maximum mass limit, the only requirement is that the anti-gravity lifter will require fusion or fission engine in order to function. The maximum altitude these structures can attain is 15 kilometers from the mean surface of a Terra-like planet. (Planets with higher or lower surface gravity had correspondingly higher or lower maximum elevation limits, of course.)

Off-hand this should be a higher price per ton.

Existing Dropship engines are 1000 C-Bills per ton and require 6.5% ship mass per pt of Thrust, while these Lifters only need 1% of the ship's mass with no modification for thrust.  To me this is saying that a Lifter can achieve a Thrust of 3 with only 1% of the ship's mass.  This is a major advantage that can only be duplicated with something massing ~19.5* as much.


Of course the fun part is comparing the following bits of math:

- The gravitational attraction of two spheres, each massing 1 kiloton, and their centers 1 meter apart
- The EM repulsion of two spheres, each of 1 microgram of electrons, their centers 1000 kilometers apart

Guess which has a higher value   :evil:

willis

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Re: Gravity and Inertia Tech
« Reply #9 on: 06 October 2023, 22:20:50 »
Keep those ideas coming....

namar13766

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Re: Gravity and Inertia Tech
« Reply #10 on: 07 October 2023, 11:03:20 »
If A Grav Vehicle is modified to have a directional control system, then will they move Like a Hover, WIGE, or VTOL?

For a suggestion, I'd like to propose that this allows the creation of Grav-Based Jump Jets, not just for Battlemechs, but also BA and Protomechs.
« Last Edit: 07 October 2023, 11:06:54 by namar13766 »

Daryk

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Re: Gravity and Inertia Tech
« Reply #11 on: 07 October 2023, 11:42:50 »
This is exactly what I was talking about in the other thread... artificial gravity has ALL KINDS of implications.

willis

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Re: Gravity and Inertia Tech
« Reply #12 on: 07 October 2023, 11:57:30 »
This is exactly what I was talking about in the other thread... artificial gravity has ALL KINDS of implications.

Reminds me of the infantry bounce pack from renegade legion, the faster the mech is moving the farther it can jump....

Daryk

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Re: Gravity and Inertia Tech
« Reply #13 on: 07 October 2023, 12:00:21 »
That's the spirit! ;D

Retry

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Re: Gravity and Inertia Tech
« Reply #14 on: 07 October 2023, 12:09:19 »
If not even the most heavily armed and armored warships could function without Agrav generators, then how did all the Warships produced before 3050 work?   :huh:

Same with the fighter compensators.  Supposedly they can't survive the intense accelerations involved... yet they still did most of the fighter stuff before these compensators were apparently invented in 3050.

willis

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Re: Gravity and Inertia Tech
« Reply #15 on: 07 October 2023, 12:15:28 »
If not even the most heavily armed and armored warships could function without Agrav generators, then how did all the Warships produced before 3050 work?   :huh:

Same with the fighter compensators.  Supposedly they can't survive the intense accelerations involved... yet they still did most of the fighter stuff before these compensators were apparently invented in 3050.

I came up with these ideas from the old Renegade Legion series of games, and I did a conversion to adapt them to BattleTech. Now if you have any ideas to fluff these ideas out, say like advanced SL tech, post your ideas, and if you have any rules ideas to flesh these out for regular play, post away!

namar13766

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Re: Gravity and Inertia Tech
« Reply #16 on: 07 October 2023, 16:03:02 »
What if you could use artificial gravity to stabilize a KF drive so that it would have a reduced chance of having a misjump?

https://bg.battletech.com/forums/index.php/topic,70253.0.html

idea weenie

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Re: Gravity and Inertia Tech
« Reply #17 on: 07 October 2023, 21:43:46 »
One idea for the Antigravity Lifters would be to put them at a Spaceport or the Dropship Carrier Mobile Structure (Tactical Operations: AU&E, corr 6th printing, p76-85).  This would allow a landing Dropship to be 'caught' before its fusion exhaust reaches the surface, making things much easier for the various ground crews.  Just make sure to put a total of 1000 tons of Lifters on board, so it can catch a Dropship massing up to 100,000 tons.

-- ACCELERATION COMPENSATOR [FIGHTER] --
Aerospace fighter’s operations do not require the pilot(s) to have artificial gravity in order to function. However, due to the velocities involved in combat situations, they do require acceleration compensation in order to survive the velocities involved. The acceleration compensation module itself masses 0.05% of the crafts tonnage per each 1-G of maximum sustained velocity, up to a theoretical maximum of 30 Gravities. Acceleration Compensators cost $15,000 C-Bills per each 1 Gravity of compensation. (1 Gravity of Acceleration = 2 Thrust Points.)

.05% of the mounting fighter's mass?  Assuming it is installed at the 30G max capacity this is 1.5% of the fighters mass to counter 30Gs of acceleration, costing $450,000 (and able to handle accelerations of up to 40/60).  Even on a 100-ton ASF this would only be $900,000 in cost, which is cheap enough that it would likely be added to every ASF out there as soon as the tech is developed.

I'd want to install it on Dropships and Warships too if possible.  Need to accelerate at 3 Gs towards a planet?  No problem, the Acceleration Compensator in this Dropship was built to handle up to 5 Gs so during the 4-day trip the crew are walking around normally instead of lying down on G-beds.

Charistoph

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Re: Gravity and Inertia Tech
« Reply #18 on: 10 October 2023, 15:31:55 »
What if you could use artificial gravity to stabilize a KF drive so that it would have a reduced chance of having a misjump?

https://bg.battletech.com/forums/index.php/topic,70253.0.html

Or Jump out deeper in a gravity well than would normally be available.

Jumping in might be possible as well (if one can Jump out), but the AG field would have to be properly tuned to the area they would be Jumping in to.
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