Shepard Quest Mk VI, Technological Revolution

If I'm doing this right the effect might not worked scaled up to dreadnaught sized... 4025km/s 20kg shots, barrier what maybe 10m deep? Don't think that can be varied in the program tough. Shot made from... IDK something with really high magnetic permittivity.
No, it works. K has to be higher. I ran the program with K=10^8, radius of 0.03 meters, length of 0.37 meters (giving me the mass of close to 20 kg), projectile's temperature of 300 K. It worked. It generated a ridiculous acceleration of 10^34 meters/s^2, but it worked.

The program simulates an infinite ME field starting from X=0. I haven't implemented limited field yet, i.e. a true kinetic barrier calculator where I would have to simulate the projectile's effect on the surface of the material.

Also barriers should stop the projectile not rebound it faster then it was going... you'd have found a better gun if that worked, how does it balance out?
The bounce-back speed if always lower than the initial one, at least in my simulations.

As to how this balances out... Well, the model of "perfect solid" doesn't really work here. From the simulations, where one observes accelerations of 10^18+ m/s^2... It's an indicator that the model of perfect solid just doesn't work. Almost certainly the impacting objects will deform, compact and shatter upon impact. But modeling that is a far bigger pain in the posterior, really. I'm not sure if I'm prepared to tackle it at the moment.
Well if you want to really get into a mess there's biotics, but I will in no way blame you if you just want to avoid that. Hmm, artificial gravity and inertial compensators are an option. Mass relays and comm buoys too. Or you could look into the temporal effects that Conrad wrote his thesis on.
I probably won't get into biotics - too much biology. Artificial gravity and inertial compensators I might try, but I'm not sure where to begin. So that's not likely, sorry.I'll do a tech overview of comm buoys at some point for certain, mainly showing that there is something fishy with them (their aiming).
Temporal effects are probably a bit too much for me.

EDIT: on the ridiculous acceleration stuff. Smooth boundary! Right not K doesn't change smoothly! If it does, then everything should be quite smoother. I'll do modifications tomorrow.!
 
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No, it works. K has to be higher. I ran the program with K=10^8, radius of 0.03 meters, length of 0.37 meters (giving me the mass of close to 20 kg), projectile's temperature of 300 K. It worked. It generated a ridiculous acceleration of 10^34 meters/s^2, but it worked.

The program simulates an infinite ME field starting from X=0. I haven't implemented limited field yet, i.e. a true kinetic barrier calculator where I would have to simulate the projectile's effect on the surface of the material.

Well the thing is the breaking acceleration is going to be insane. Your going from 1.3% the speed of light to zero in fractions of a second.

The bounce-back speed if always lower than the initial one, at least in my simulations.

Hmm and you've included the omnidirectional nature of radiation from the projectile? That would definitely make the rebound slower as the only difference between going in and going out is the hull radiation.

As to how this balances out... Well, the model of "perfect solid" doesn't really work here. From the simulations, where one observes accelerations of 10^18+ m/s^2... It's an indicator that the model of perfect solid just doesn't work. Almost certainly the impacting objects will deform, compact and shatter upon impact. But modeling that is a far bigger pain in the posterior, really. I'm not sure if I'm prepared to tackle it at the moment.

My very limited reading on hyper velocity impacts indicates is that you should just treat it as the projectile being converted to plasma.

[/QUOTE]I probably won't get into biotics - too much biology. Artificial gravity and inertial compensators I might try, but I'm not sure where to begin. So that's not likely, sorry.I'll do a tech overview of comm buoys at some point for certain, mainly showing that there is something fishy with them (their aiming).
Temporal effects are probably a bit too much for me.

EDIT: on the ridiculous acceleration stuff. Smooth boundary! Right not K doesn't change smoothly! If it does, then everything should be quite smoother. I'll do modifications tomorrow.![/QUOTE]

Yeah most of that stuff is even messier then everything else.
 
Oh man... Well, I made the program to calc kinetic barriers based on my paper's ideas. The paper can be found here, the program here. On the plus side - kinetic barriers work, there is repelling going on with reasonable K mass scaling coefficients (lower than 10^5). On the downside - accelerations on the of magnitude of 10^19 meters/sceond^2. They also cool objects down, but not by much.

So, yeah, kinetic barriers work. What do I have left to address?
Artificial gravity? I mean, it seems that would be straightforward--just apply PME to deck plates--but it would be nice to get confirmation, plus it would be weird to see how that affects a ship traveling at FTL.

EDIT: on the ridiculous acceleration stuff. Smooth boundary! Right not K doesn't change smoothly! If it does, then everything should be quite smoother. I'll do modifications tomorrow.!
Don't forget that whatever smooth boundary you have is also going to affect TIR. Really it's the boundary conditions that make me nervous about the whole concept: a very fast puled laser might be able to go right through a TIR shield, especially one with a smooth boundary.
 
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Artificial gravity? I mean, it seems that would be straightforward--just apply PME to deck plates--but it would be nice to get confirmation, plus it would be weird to see how that affects a ship traveling at FTL.
Well, if you consent to having to artificial gravity while in FTL (logical), it could work.

Don't forget that whatever smooth boundary you have is also going to affect TIR. Really it's the boundary conditions that make me nervous about the whole concept: a very fast puled laser might be able to go right through a TIR shield, especially one with a smooth boundary.
This shouldn't be much of a problem. Different models, kinda. With TIR I can run with non-smooth transition, as it doesn't really matter there, and is used for the sake of simplicity (if I remember correctly). It's sorta an integral effect, after all. Because it arises from how the light bends (lightwave changes direction) after transitioning through the boundary. So, yeah, I don't think that'll be a problem. As to fast pulsed lasers - they would have (partially) passed through anyway, and I'm not even attempting to calc how that would have gone over. Too complex for me. Honestly, real modeling of ME TIR might be too much (I'll have to remember and use Maxwell's equations and such). I'll have to check and consider it.

Nevertheless, I am excited about the KB calculator, and will have an advanced version (that calcs actual barriers) sometime the coming week.
 
Complicated... I'd also point out for the construction of building you've just been paying someone else to produce the production points needed and for the raw goods. Errg... more things that are going to get complicated.
Heh, well wouldn't the construction company be charging us basically a 50-150% markup over materials+labor, that we can get back by starting our own construction company and just paying employees instead? That'd be the first step in cost reduction, one that I think we need to make anyway: it's certainly in the omnibus 2173-Q3 Action Plan that I'm writing. The tradeoff would be that construction labor would then become a fixed cost for us (we'd have to pay the construction workers even if we have no work for them that quarter), but given we're more likely to have exponentially increasing construction needs for the next decade or more that's not likely to be a downside for us.

After that we're looking at tech solutions ("Seed Factories" and von Neuman swarms), and societal changes ("Makernets") for cost reductions and/or speed increases. We're not getting either of those done for awhile; the tech solutions are going to require AIs as a prerequisite I assume, and the societal change I'm thinking about will be slow until and unless a concerted political effort is made, which Revy will no doubt have to be a part of.

As far as I can tell the only reason a ship can't land is the power issue. Which in the face of the FTL stuff is rather silly. I see little reason to forbid ships from landing after they've had good power upgrade though they might have a fairly limited time in atmosphere (and fly like bricks). The only thing I can guess at is that while ME effects mass, weight and thus gravity factors into the power needed to reduce the mass as apparently all you need to land is more eezo/power.
Well you also need a ship geometry that is designed to work on land. I think one of the things that really freaks people out about the Reapers is the rapid transformation systems they have, that give them those squidly appendages and make landing something more than just plowing into the ground with your ship. They were designed to be both dreadnought-sized ships and planetary siege units; you'd only ever make something like that if you were so certain of your superiority that you didn't even need to bother making a specialized craft for each theater of war.
 
Gah! All this math and physics makes my primitive brain confused! Clearly we need to start earning money on the scale where measuring it is meaningless, create Supreme Commander -style dissasembler-/assembler-beams that can make just about anything in hours at maximum and move our technology completely to a level where even our hardcore audience will just have to admit that it is some form of black magic!

Speaking of unlimited amounts of money, there was that post by Hoyr about possible mechanics for eezo -quality grades. Which raises in my the following question: What grade of quality would be the eezo we might produce in the future have? Because if it is near 100% (especially if we can integrate some form of better purification process into the potential eezo-production -device), we could probably achieve a level of wealth that would literally make Revy the richest person in the galaxy!

...Well, make her the richest person in the galaxy even faster.
 
Well you also need a ship geometry that is designed to work on land. I think one of the things that really freaks people out about the Reapers is the rapid transformation systems they have, that give them those squidly appendages and make landing something more than just plowing into the ground with your ship. They were designed to be both dreadnought-sized ships and planetary siege units; you'd only ever make something like that if you were so certain of your superiority that you didn't even need to bother making a specialized craft for each theater of war.

The terrifying part is I can't even really call a reaper a warship. The combat bit is tacked on over the reaper's real purpose of being basically a monument to the race it's made from.

What grade of quality would be the eezo we might produce in the future have?

Depend on how fast you wanted to make it. Quicker production would produce a lower grade. Also depends on the form of the end result solid mass, dust etc.

The irony of it all is that eezo is kinda like oil, critical, valuable, but cheap enough on the individual level that a random civilian could by some.

There are 'Go Away Beams' on the Tech List. I threw my hands up at that point.

I personally feel that the tech is names such because is sounds cooler then Particle Beams MK II (more particles, more beam).
 
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I personally feel that the tech is names such because is sounds cooler then Particle Beams MK II (more particles, more beam).

I was thinking of the Asgard version of it. The one where a light washes over you and you 'go away' O'Neil didn't ask or want to know what happened to the poor suckers.

I bet Conrad invents one.
 
There are 'Go Away Beams' on the Tech List. I threw my hands up at that point.
I always assumed that was meant as a range upgrade to the Repulsors, as in "point at an object and make it go away".

The terrifying part is I can't even really call a reaper a warship. The combat bit is tacked on over the reaper's real purpose of being basically a monument to the race it's made from.
Well, it's possible that a Reaper is biotics on a warship scale, which may well require a sentient species' worth of eezo-saturated neurons. I'm not sure whether that's less or more terrifying. :)
 
Positron Beam Cannon Tanhauser?

Fire regular rounds to pop the shield and then fire the Tanhauser to finish it off. It would effectively ignore armor too.
 
Positron Beam Cannon Tanhauser?

Fire regular rounds to pop the shield and then fire the Tanhauser to finish it off. It would effectively ignore armor too.
At the scales we're talking MACs and particle beams are better than antimatter beams. When you're firing things at relativistic speeds it doesn't really matter if you're firing particles or antiparticles; the kinetic energy alone will basically cause nuclear fusion at the impact site, turning the entire thing into a nuke gun.

That and storing a payload of ferrous slugs or hydrogen is a lot easier than storing antimatter. :)
 
At the scales we're talking MACs and particle beams are better than antimatter beams. When you're firing things at relativistic speeds it doesn't really matter if you're firing particles or antiparticles; the kinetic energy alone will basically cause nuclear fusion at the impact site, turning the entire thing into a nuke gun.

That and storing a payload of ferrous slugs or hydrogen is a lot easier than storing antimatter. :)
Eh, I guess you're right.

Hey, I know what those rings on the Quarian ships could be used for. Particle accelerators. It would be sacrificing cycle time and power for effectively instantaneously landing a hit.
 
At the scales we're talking MACs and particle beams are better than antimatter beams. When you're firing things at relativistic speeds it doesn't really matter if you're firing particles or antiparticles; the kinetic energy alone will basically cause nuclear fusion at the impact site, turning the entire thing into a nuke gun.

That and storing a payload of ferrous slugs or hydrogen is a lot easier than storing antimatter. :)
The Atomic Rocket site said that anything at, well, sufficient velocity, can be a weapon. The example used was the astronaut emptying the cat litter tray into the path of the enemy ship; 7 kg of cat litter (he's lazy) striking at 12,260 m/s releases as much energy as a navy battleship shell.
 
This was assembled over the course of like three days. No guaranties on consistency.

Anyway, I'm not the nut that said the Normandy's core was "120 billion credits of element zero". However there is an option that helps a lot. Eezo I would suggest comes in "grades" as there is an unrefined and refined version and while its annoying to mine the cost of actually refining it without causing a detonation* is what jacks ups the piece so much.

I'm not really sure that Eezo grades is needed. Having military vessels use over-sized cores to compensate for their increased relative mass as well as their higher speed and endurance requirements more then works.

We know that the peak for FTL travel is 15LY/day but that's like saying the fastest aircraft travels at 3,500km/hr. It's true but nothing commercial goes anywhere near that speed.

Let's say a commercial craft travels 5LY/day. That means over a two day trip, within the 50 average drive endurance, they can travel 10LY. There are nine different solar systems within 10LY of Earth, two of which (Alpha Centari and Luhman 16) are suspected to have planets.

Now throw in a single discharge, bringing it up to 4 days, and suddenly there are over 50 solar systems, 5 of which are confirmed to have planets and another 7 are suspected.

So it's easy to see civilian ships having much smaller drives. One third the speed means their drives would be at least one third the size and possibly more since it's "exponential".

Throw in the lighter mass and lower endurance (50 hours is only the average) and the price probably falls more within the reasonable range.

I considered the GDP of only the SA's "Big five" UNAS (United North American States) , EU (European Union), CPF (Chinese People's Federation), NRF (New Russian Federation), and UIR (United Indian Republic), the last two being one either added by previous GMs or me. Then I assumed that they where all high tech and high GDP and just took the US's ~50,000 GDP per capita projected it with a 2.2% growth rate 150 years out and assumed that the nations covered ~50% of the population (6b).

That strikes me as a rather dangerous assumption. While we don't know how the trend will go in the future modern day statistics show that the more advanced a nation the lower the birthrate and population growth are.

They likely have a lot smaller percentage of the population then that. The USA, EU, Canada, and Russian come to 1,008,680,441 out of ~7,210,000,000 which is a mere 14%. Now adding China and India does bring that up to 50% however that's because India is in the middle of and China was "recently" undergoing a population boom. In a hundred years time their relative populations would have dropped significantly as more developing nations hit that tipping point which causes a population boom.

In the end though its does quite fall into the "pick something" category as you mentioned before.

The good old "pick something". It can be rather irritating can't it?

I think we've chatted about this before, there are sort of two issues here. 5% is well "peace time" spending. From what I can find using the US as an example 40% is peak wartime (WWII*), with 20% for WWI, early cold war status is 10%. I'm pretty sure the SA's rapid build up is more cold war-ish then peace time. Also there's an interesting difference if you look at the inflation adjusted spending numbers, not the percentage of GDP, the US is actually spending more then ever on the Military, even if the percentage of GDP has gone down, in part because the GDP has gone up so much.

*Worth noting that the US economy was tanked so, this is maybe a bit higher than normal

I do remember that discussion now that you mention it. You can easily make arguments both ways. On one hand the Alliance got smacked in the face by "Hostile Aliens" and the way they've been treated on the galactic stage hasn't really done much to mitigate that. On the other hand there is a massive land grab going on and supporting that along with the various diplomatic missions to solidify the Alliance's position would be a massive strain on the budget, reducing the money that can be spent on the military.

I kinda got the feeling in game that a lot of people felt the Alliance wasn't spending enough on the military, with that been the reason it was so overstretched, so I tend to favor the latter approch although the former works for me as well.

Once again non-linearity* strikes! As we're using inflation adjusted numbers (i think?) we can take the military spending per person (~$109,753) and scale it up for the 3% of population in the military which is around 390 million people. Which means the military budget for personnel needs to be 42.8 trillion far less then the 326.592 trillion suggested above. Making it a mere 2.9% or so of the budget, housing should also be de-valued to the point of irrelevancy (0.0598%). So that's 43.3% on procurement, I'm not touching R&D or Construction, though I'd bet Construction might change, space building is weird.

You raise some good counter points here. So lets look at the sort of costs that could be expected.

First off is the cost per soldier. For simplicity's sake I'll round it up to 110,000cr per soldier. Going off past estimations the Systems Alliance Military (SAM) has roughly twelve million soldiers at any time.

As I calculated over here supporting a standing twelve million soldiers and training 2.4 million new soldiers every year costs about three trillion and 840 billion respectively each year for a combined yearly cost of 3,840 billion credits.

While we don't know how many ships the Alliance has right now it's reasonable to assume they have at least five of their eight fleets going by the descriptions for each fleet on the wiki.

Each fleet has a dreadnaught heading it and an unknown number of other ships. So I'm just going to fall back on the out of date Fleets tab:

Carriers - 12
Crusiers (Heavy) - 56
Crusiers (Light) - 448
Frigates - 1,008
Fighters - 64,000+

At 10% of their build cost per year in maintenance, as mentioned in one of your earlier posts, that puts the costs at:

Dreadnaughts - 5 * 0.1 * 20,592,680,000,000
Carriers - 12 * 0.1 * 20,592,680,000,000 * 0.5
Crusiers (Heavy) - 56 * 0.1 *13,795,770,000,000
Crusiers (Light) - 448 * 0.1 * 2,573,960,000,000
Frigates - 1,008 * 0.1 * 40,390,000,000
Fighters - 64,000 * 0.1 * 100,000,000

I'm assuming the fighters are all Scimitars for simplicity. This comes out to:


Dreadnaughts - 10,296,340,000,000
Carriers - 12,355,608,000,000
Crusiers (Heavy) - 77,256,312,000,000
Crusiers (Light) - 115,313,408,000,000
Frigates - 4,071,312,000,000
Fighters - 640,000,000,000
Total = 219,932,980,000,000cr

So the Alliance is looking at ~220 trillion credits in maintenance every year with their current fleet. Damn!

Admittedly that is only 15% of their budget but still...

So I'm thinking their budget would end up been something along the lines of:

Maintenance - 15%
Operations - 30%
R&D - 15%
Procurement - 35%
Other - 5%

So at 35% of 1458 trillion the Alliance has 510 trillion to spend on procurement each year.

Assuming they keep to a ratio of 1:9:18 for HC:LC:FR then the could buy:
36 Heavy Cruisers, 324 Light Cruisers, and 648 Frigates per year.

Those numbers do seem rather high. More math is clearly required.

*I'm really stating to hate it.

Everyone does.
These are reasonable enough I think that x10 cover a lot of differences between a sub and spaceship. The space shuttle is only about half as long and cost 1.7 billion a pop. I shall take the numbers under consideration, though we'll have to drop the GDP and or procurement budgets as if we us these as I'll get to in a quote. Still means cores cost a mint and are over 50% of a ship's value. Pirate would want to take ships not cargo or passengers barring VIPs.

Assuming of course that they are hitting Warships. Eezo load outs on civilian ships would be a hell of a lot lower.



You know. I'm starting to think we should just ignore the whole 120 billion credit core, or rather just assume it's an extreme outlier due to R&D focuses on seeing what they can do rather then cost efficiency, and just pick more reasonable numbers.
 
So at 35% of 1458 trillion the Alliance has 510 trillion to spend on procurement each year.

Assuming they keep to a ratio of 1:9:18 for HC:LC:FR then the could buy:
36 Heavy Cruisers, 324 Light Cruisers, and 648 Frigates per year.

Those numbers do seem rather high. More math is clearly required.
I'd be rather surprised if even a quarter of the procurement budget is spent on new warships. There's non-combat logistical vehicles for ground/air/space, various services that go out to bid instead of being done in-house (IT services, etc), mercenaries private military contractors, property acquisitions, construction, etc. I could be wrong, but you might also be missing a lot of the non-combat personnel that goes into supporting a military, unless that falls under "Operations".
 
SV= Comes up with the idea to make a beam that turns whatever it touches into anti-matter...ignores the universe destroying potential of it and thinks "meh, solves the anti-matter storage problem."

Tabron, you do realise that if we were to instantly flip the entirety of the universe to antimatter we are unlikely to notice a difference, right?
 
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