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Price of fuel?

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Karmarainbow Karmarainbow's picture
Price of fuel?
I don't think this has been covered on the forum before. I was a bit confused about space travel and had assumed at first that the various forms of propulsion provided constant thrust. I see now that you just burn for acceleration at the outset (using up say a third or more of your fuel), coast, and then burn to decelerate. This implies first that everywhere you might go by ship must have refuelling facilities and large supplies of metallic hydrogen, deuterium for fusion or anti-matter. Because anti-matter ships can't come closer than 25,000km to habitats, this implies that the refuelling stations and fuel depots orbit the habs at some distance. This all worries me from a security standpoint. All that anti-matter, floating a long way from the security of the hab....anyway. This implies second that people have to pay to refuel their ships (or buy new rocket boosters or whatever). Does anyone have any idea how much anti-matter ought to cost? I've tried working it out from devices that use it, but not had much luck. For example, if a nanogram has any value at all, then to refuel a courier would take hundreds of billions of creds. Hmm.
Smokeskin Smokeskin's picture
Karmarainbow wrote:I don't
Karmarainbow wrote:
I don't think this has been covered on the forum before. I was a bit confused about space travel and had assumed at first that the various forms of propulsion provided constant thrust. I see now that you just burn for acceleration at the outset (using up say a third or more of your fuel), coast, and then burn to decelerate.
You're burning way more at launch if you're planning to arrive empty. A ship that starts out with 90% of its mass being fuel would burn 76% of its fuel on acceleration and the remaing 24% on deceleration (ignoring effects of gravity and any relative velocity between departure and destination).
Quote:
This implies second that people have to pay to refuel their ships (or buy new rocket boosters or whatever). Does anyone have any idea how much anti-matter ought to cost? I've tried working it out from devices that use it, but not had much luck. For example, if a nanogram has any value at all, then to refuel a courier would take hundreds of billions of creds. Hmm.
That is a very interesting question, I'm interested to see what people come up with. Another way to estimate this could be to look at the production of antimatter. The price of antimatter in a competitive market would be at a level where investing in the construction of an antimatter factory would not have higher expected profits than other available investments.
DivineWrath DivineWrath's picture
I think you have the wrong
I think you have the wrong idea of what ships in Eclipse Phase do. They don't just decide to travel from point A to point B, and burn fuel to get there and burn fuel to stop. They try to set things up so they will orbit around point B so they head back to point A, then orbit around point A and head back to point B again. They let inertia to play its part and allow gravity to change the direction of their ships. They do need to make micro adjustments to their flight path (or they'll miss their target) so they do need to burn fuel, but it would be far less fuel than the alternative. As for ships getting close to habitats, it would be the smaller ships that get to dock and land. Far less risks and fuel burned that way. Also many of the big ships double as habitats, so not all their contents is cargo. Its more fuel efficient to use smaller ships to transport what you intend to sell, than to land a big ship that will exchange a small amount of cargo (because most of the room is used up by people and their personal belongings).
Smokeskin Smokeskin's picture
DivineWrath wrote:I think you
DivineWrath wrote:
I think you have the wrong idea of what ships in Eclipse Phase do. They don't just decide to travel from point A to point B, and burn fuel to get there and burn fuel to stop. They try to set things up so they will orbit around point B so they head back to point A, then orbit around point A and head back to point B again. They let inertia to play its part and allow gravity to change the direction of their ships. They do need to make micro adjustments to their flight path (or they'll miss their target) so they do need to burn fuel, but it would be far less fuel than the alternative.
I agree that the slowest freighters and "hab ships" that use such gravity transport networks, and that this is the majority of interplanetary traffic. But travelling between habs in a local area, loading the slow ships and for anyone who wants to travel faster, they will still burn fuel to accelerate and decelerate. Rockets still see plenty of use.
LatwPIAT LatwPIAT's picture
Karmarainbow wrote:This
Karmarainbow wrote:
This implies second that people have to pay to refuel their ships (or buy new rocket boosters or whatever). Does anyone have any idea how much anti-matter ought to cost? I've tried working it out from devices that use it, but not had much luck. For example, if a nanogram has any value at all, then to refuel a courier would take hundreds of billions of creds. Hmm.
As a simple first-approximation, the cost of antimatter can simply be considered a function of the cost in electricity to produce it. For example, at current prices and a 0.1% efficiency, it comes out to somewhere between 2 and 4 USD/nanogram. Of course, what a "USD" is in EP terms is another question; I generally work with the price of power-production, since power-production is pretty much a constant in society; I simply take the cost of doing something in Joules and figure out how much it would cost to do it either by paying for the electricity or by burning the necessary amount of petrol (since much of the world's current economy is based on petrol).
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bitbyter bitbyter's picture
I don't think people would
I don't think people would travel long distances in ships as morphs. Crewed ships in my mind would stick to a local area of the system (The Belt, Inner System, Jovian space, etc). Any ship travelling long distances through the solar system would be better off storing crew as infomorphs in a simluspace server and having synthmorphs available for any physical duties needed. The ship itself would probably be mainly AI controlled with crew only on board for emergency purposes or dealing with loading / unloading the ship (if that). Ship space & mass dedicated to biomorph accommodation is space / mass not being used to generate income (rep or cash based). The main book specifically states that travel between major areas of the system is done via egocasting rather than physical travel. Therefore the price of fuel is kind of a moot point. Ships would be owned by hypercorps or large groups of people (scum swarms). In either case the cost of fuel is a group concern, not really ones I think PC's would be exposed to.
Evilnerf Evilnerf's picture
See, I've thought about this
See, I've thought about this question. Here is what I'd do. I'd start with a certain amount of value of the trip, say, 100,000 credits. Id have the pilot roll s pilot check. For every measure of success, they use less fuel and keep a higher percentage of it. If they fail, they still get there, but actually lose money on the trip refueling.
ShadowDragon8685 ShadowDragon8685's picture
I must point out that the
I must point out that the price of fuel will depend on where you are. Antimatter will be downright easy to produce nearer to the sun, because you're tapping the vast torrent of solar energy to create antimatter - the efficiency of the conversion is fucktrocious, but you can't beat the fact that you're tapping a (practically, for all of our purposes,) limitless and, given proximity, extremely powerful, source of energy to bind up a miniscule fraction of that energy in the densest energy storage form yet known to transhumanity. Solar power, for reasons which I hope are obvious, gets weaker the farther from the sun that you are. It's still without practical limit in terms of supply, but the amount of energy harvested per square meter of solar panel takes a nose-dive. The amount of energy you'll get from a tiny solar panel near the sun would take a Gigantor XL solar panel array further out - that's why folks operating rimward tend to prefer fusion to solar for anything that's going to gobble up a kiloassload of energy, like antimatter production, or will seek alternative natural energy sources to tap. You [b]can[/b] get Antimatter if you're rimward, and indeed, one might say that for matters of defense it is vital to do so, but it's going to be a hell of a lot more expensive than if you can park a bunch of Gigantor XLs in orbit of the sun and turn on the taps. There are other ways, of course. If you can dangle a skyhook station in orbit of a gas giant (think "space elevator" without the end point touching ground,) you can suck a lot of that delicious He3 up into the station for fusion generation, which you can use to run an antimatter generator, or just for general power production use. Or you can just use fuel skimmers.
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Smokeskin Smokeskin's picture
Evilnerf wrote:See, I've
Evilnerf wrote:
See, I've thought about this question. Here is what I'd do. I'd start with a certain amount of value of the trip, say, 100,000 credits. Id have the pilot roll s pilot check. For every measure of success, they use less fuel and keep a higher percentage of it. If they fail, they still get there, but actually lose money on the trip refueling.
I don't see long range travel as something that transhumans are involved in. A computer will plot the course and fire the thrusters.
Smokeskin Smokeskin's picture
ShadowDragon8685 wrote:I must
ShadowDragon8685 wrote:
I must point out that the price of fuel will depend on where you are. Antimatter will be downright easy to produce nearer to the sun, because you're tapping the vast torrent of solar energy to create antimatter - the efficiency of the conversion is fucktrocious, but you can't beat the fact that you're tapping a (practically, for all of our purposes,) limitless and, given proximity, extremely powerful, source of energy to bind up a miniscule fraction of that energy in the densest energy storage form yet known to transhumanity. Solar power, for reasons which I hope are obvious, gets weaker the farther from the sun that you are. It's still without practical limit in terms of supply, but the amount of energy harvested per square meter of solar panel takes a nose-dive. The amount of energy you'll get from a tiny solar panel near the sun would take a Gigantor XL solar panel array further out - that's why folks operating rimward tend to prefer fusion to solar for anything that's going to gobble up a kiloassload of energy, like antimatter production, or will seek alternative natural energy sources to tap.
I very much agree. Though I think that rimwards they're more likely to import anti-matter from sunwards than produce it themselves. Anti-matter shouldn't be too expensive to ship, at least if pirates or politics don't get in the way.
Quote:
There are other ways, of course. If you can dangle a skyhook station in orbit of a gas giant (think "space elevator" without the end point touching ground,) you can suck a lot of that delicious He3 up into the station for fusion generation, which you can use to run an antimatter generator, or just for general power production use. Or you can just use fuel skimmers.
I even think there's a mention of Titan having tried to build such an atmosphere sucker.
Evilnerf Evilnerf's picture
Smokeskin wrote:Evilnerf
Smokeskin wrote:
Evilnerf wrote:
See, I've thought about this question. Here is what I'd do. I'd start with a certain amount of value of the trip, say, 100,000 credits. Id have the pilot roll s pilot check. For every measure of success, they use less fuel and keep a higher percentage of it. If they fail, they still get there, but actually lose money on the trip refueling.
I don't see long range travel as something that transhumans are involved in. A computer will plot the course and fire the thrusters.
No doubt a computer will be the one firing the thrusters. Id imagine some kind of person would be the one to pick an exact course. (There is, after all, a pilot:Spacecraft skill) although no doubt an AI may be used, but even they arent infallible.
ShadowDragon8685 ShadowDragon8685's picture
You will almost never
You will almost never actually have to roll Pilot: Spacecraft. Spacecraft departures from an orbit to another orbit are almost never going to be a rushed thing. This is (perhaps sadly, perhaps not,) not Star Wars, nor Star Trek. You will never (at least, not in the default setting,) have to plot a hyperspace jump against the clock with a Jovian Star Destroyer pumping turbolaser blasts up your aft, or punch the light-hugging impulse engine up to full to try and evade the Consortium Bird-of-Prey reaching out to try and lasso you back in with a tractor beam*. As long as you have a minimum roll of 40 (ProTip: don't ever let anyone who can't muster 40 Pilot: Spacecraft pilot your spacecraft! Any muse or piloting AI should be able to do that with a skillsoft you can download from the mesh,) you can take extra time to plot your orbit. Per the rules on page 117 of [i]Eclipse Phase, 4th Printing,[/i], once you've pushed your target number above 99, the GM may (and probably should) waive the dice roll and grant an automatic success. For a Task Action (which plotting your orbit almost certainly is,) this will take 400% as long as normal. I can't find a timeframe for plotting a course, but given that it's essentially just math, and that it isn't as if they have to work it out on graph paper with pencil and calculator, I'd give it a timeframe of one turn for a standard action. So, three seconds to plot a course, nine more to triple-check it, and bob's your uncle. You may or may not want to roll, to see if you can get above a 30, but since it should be obvious if your projected course is not optimal before you burn, I'd just automatically give an excellent success. *If you are in range of enemy weapons fire, you will not escape that range by plotting a course and initiating a long burn. They will be able to reach out and touch you for far longer than you will survive, as you will be presenting an obvious target so easy to predict that I would make their incoming attacks Simple Success rolls, and you'd be better off using that Δv to make erratic movements and hopefully throw their targeting off. As for the outer system importing Antimatter from Sunward, there's basically less than a snowball's chance in hell of that. Antimatter has two primary uses: making things go fast, and making things blow the fuck up. [i]Possibly[/i] also antimatter-initiated fusion, but regular fusion suffices far more than enough for most people's power consumption purposes, and antimatter is rare enough that nobody would want to annihilate it just to liberate its energy as electrical power. The Consortium would definitely not sell antimatter to its enemies (the Junta, the Alliance, or the Titanians (who are part of the Alliance.)) They wouldn't sell to Brinkers or the Ultimates, either, for the obvious reason that you don't want to sell guns to people who may then turn around and use those guns on you. Plus, you know, the densest form of portable energy know to Transhumanity - sounds like a great target for piracy if ever I heard of one.
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Evilnerf Evilnerf's picture
As you say, there arent many
As you say, there arent many uses for Pilot Spacecraft. I see this is a good use for this skill: plotting the most feul efficient course.
ORCACommander ORCACommander's picture
I think the AA has an
I think the AA has an antimatter facility sunward buts its very small and heavily guarded. I think pilot space craft could be used if you want to plot a smuggling route rather than a least time intercept or a most fuel efficient intercept
LatwPIAT LatwPIAT's picture
I think you should be able to
I think you should be able to use Pilot: Spacecraft to make small-scale piloting maneuvers, such as throwing the spacecraft into rapid evasive maneuvers, docking with space stations, and landing on celestial bodies. In most cases, the vehicle AI will handle it, but if that gets disabled or the task is really hard, Piloting: Spacecraft comes into play - the AI is just rolling its skill, after all. As for antimatter trade, I could see the Planetary Consortium export antimatter to [i]stable[/i] outer-system powers for use as rocket fuel. While antimatter is extremely dangerous, it's also not a very practical weapon because of how volatile it is. Much like how the US could sell grain and computers to the USSR during the cold war, or the sale of uranium for nuclear power plants to many different nations today, strategically useful materials and products can be sold to one's enemies - especially if you throw along a couple of "consultants" whose job it is to make sure the antimatter soesn't fall into the hands of unstable elements. India sending nuclear engineers to oversee Pakistan's nuclear weapons test is one inspiration here. Of course, I can also totally see the Jovian Republic say that as a dangerous munition, they're not going to permitt the shipping of antimatter through Jupiter's gravitational sphere of influence as a matter of national security, enforced by their fleet of warships... ...so that they can then sell antimatter from Io's flux tube to people they don't mind too much in the Outer System, profit tying heavily because they've cornered the market. (Then again, I like to imagine the Jovain Republic as space-Saudi Arabia, rich on natural resources and controlling all shipping through the cheapest route to the Outer System; heavy metals from the inner system and ice from the outer system pass by Jupiter, which happily collects taxes and tariffs while selling electrical power, antimatter, and metals from Io to their neighbors. Except for a particularly militant faction, the Republic is not really interested in a war - war is bad for business. They don't mind selling antimatter to the TC, because they can use the quotas the Commonwealth receives to control the size if the TC navy, and they know the Commonwealth certainly isn't interested in jumping at the Republic, because that would mean destabilizing the main trade route to the Inner System, which is bad for the Commonwealth economy...)
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Lorsa Lorsa's picture
Like LatwPIAT says, piloting
Like LatwPIAT says, piloting skills mostly come into effect for small-scale maneuvers. It is a REF-based skill after all and not a COG one. I assume this mostly happens when flying around in Earth orbit or asteriod clusters as well as when docking. As for the price of fuel, I have absolutely no idea. What is it that has motivated the question?
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Evilnerf Evilnerf's picture
Eh, I stand by what I said.
Eh, I stand by what I said. If if this situation came up in my game. This is how I'd handle it.
Lorsa Lorsa's picture
Evilnerf wrote:Eh, I stand by
Evilnerf wrote:
Eh, I stand by what I said. If if this situation came up in my game. This is how I'd handle it.
I must admit that would make the skill more interesting in a game that features long-distance space travel.
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Karmarainbow Karmarainbow's picture
Thanks for all the replies.
Thanks for all the replies. Lorsa - the reason I asked is that one of the characters in the game I am running has the positive trait 'own a spacecraft' (costs 30 CP, Transhuman p.86). I think his head was in normal sci-fi and I didn't have the heart to say no. The characters have mostly been ego-casting around, but now he has finally gotten to use the ship, the question of refuelling costs has come up. In order that the ship was 'slightly' useful, I agreed it could be a small fast anti-matter ship. Smokeskin - thanks, I hadn't thought of that but of course you are right and the mass will be lower at the end because of the burnt fuel. DivineWrath - thanks. That makes a lot of sense. I can see that on regular long-distance routes there would be no need to keep accelerating and decelerating the main ship. As you say, you can just bring an OTV up to sufficient km/s that it can dock. ShadowDragon - thanks, that is actually a really helpful point as they are presently close to the Solarian habs and very close to the sun, so that should make it cheaper.
Lorsa Lorsa's picture
If the character has invested
If the character has invested CP into owning a spacecraft, I would probably rule it so that the refueling costs are covered in the trait. They have basically diminished their character through buying it, instead of buying credits or rep that could be used for several space travels. So yeah, my advice would be to simply inform your player that all travel costs are paid for and let them have fun! Unless you are running a Serenity/Traveller type campaign you really won't be reducing the quality of your story.
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Evilnerf Evilnerf's picture
I disagree with Lorsa. Even
I disagree with Lorsa. Even if they spent CP, I'd still make sure they feel the pinch. My reason is because it makes the ship feel more significant. Owning a space ship and just leaving it up in orbit doing nothing would make it seem less real.
OneTrikPony OneTrikPony's picture
Using an OTV to transfer from
Using an OTV to transfer from a cycler orbit isn't that easy because it puts the shuttle on the same trajectory as the cycler. In cannon ep ships Do use high energy hohman orbits and even brachistochron trajectories. The bulk carrier has a deltaV budget of 80km/s. The passenger liner has a DV of 400 ! Those are fusion torches. So, yep, if you have an antimater ship you pretty much count on the gravity of the sun and fly a sgraight shot to where ever you want to go inside the orbit of Jupiter. IIRC all of the torch ships in the book have a propellant mass ratio of less than 4 so the hydrogen is not prohibitively expensive or those ships would not exist, even given torch drive technology, if it were. One way to decide in a price for anti-mater and hydrogen is to calculate the revenue from all the passengers on a passenger ship then spend 80% of that on the fuel and propellant. That will do wierd things to your ecconomy but there is no rational ecconomics in the game anyway.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Lorsa Lorsa's picture
Evilnerf wrote:I disagree
Evilnerf wrote:
I disagree with Lorsa. Even if they spent CP, I'd still make sure they feel the pinch. My reason is because it makes the ship feel more significant. Owning a space ship and just leaving it up in orbit doing nothing would make it seem less real.
But isn't it in fact more likely that they will just leave it up in orbit if they also have to pay fuel costs that exceed the price of a ticket on another ship? But yeah, it depends on what kind of game you want.
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Karmarainbow Karmarainbow's picture
Thanks Lorsa. It may be
Thanks Lorsa. It may be simpler to say fuel is all covered, but the description of the trait emphasised that the logistics of running the ship should be an issue, which is why I was musing. I think perhaps the problem is me giving them an anti-matter drive rather than a fusion drive. OneTrikPony - thanks. Can i just check: a delta v budget includes the total amount of velocity changes possible? So a delta v budget of 400km/s means i could engage in total accelerations equallng 200km/s and total decelerations equalling 200km/s, or have I misunderstood? P.s. Anyone know if the 4th printing errata (i.e. the summary of changes) is out yet? I can't see it anywhere. Cheers
Smokeskin Smokeskin's picture
Karmarainbow wrote:
Karmarainbow wrote:
OneTrikPony - thanks. Can i just check: a delta v budget includes the total amount of velocity changes possible? So a delta v budget of 400km/s means i could engage in total accelerations equallng 200km/s and total decelerations equalling 200km/s, or have I misunderstood?
Yes, delta-v is the sum of all the changes in speed.