Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Gravity Transition Zones say what?

26 posts / 0 new
Last post
ShadowDragon8685 ShadowDragon8685's picture
Gravity Transition Zones say what?
I just saw this again, and it always makes me facepalm. [h1]GRAVITY TRANSITION ZONES[/h1] The widespread use of artificial gravity in space habitats means that characters will often encounter places where the direction of down suddenly changes. In most rotating habitats, the standard design includes an axial zone where spacecraft can dock in microgravity and a carefully designed and marked transition zone (usually an elevator) where people and cargo coming and going from the axial spaceport can orient to local “down” and be standing in the right place when gravity takes effect. Gravity transitions in rotating habitats are almost always gradual but can be very dangerous if a character encounters them in the wrong place or time. A character cast adrift in the microgravity zone at the axis of a rotating space habitat will slowly drift outward until they begin to encounter gravity, at which point they will fall. How long this takes varies on the size of the habitat. A good rule of thumb is that for each kilometer of diameter possessed by the habitat, the character has 30 seconds before they begin to fall. If the character was given a good push out from the axis when set adrift, this time should be halved, quartered, or more at the gamemaster’s discretion. Wait, wait, wait, hold on, [i]what?[/i] You start to [i]fall[/i] because you're drifting from the axis of a rotating habitat towards the bottom? How, exactly, does that work again? Centripetal force is [b]not[/b] artificial gravity in the sense most science-fiction has artificial gravity. There's no actual gravitational pull holding you down, it's just that you're being spun around an axis. The spin makes you want to fly off, but the fact that there's something solid there lets you not fly away, thus giving you something to push off of, stand up, walk, etcetera. But that's not going to be applying much, if at all, to the guy who gets set loose at the axial spin zone. The air pressure on him might give him some acceleration, but very little. What's [i]actually[/i] going to happen to him is that he's going to drift outward, very liesurely, towards the hull, whereupon he's going to be turned into a smear by collision with what is (to his frame of reference) a very fast-moving building. Or, if he's very, very lucky, he'll drift towards a solid stripe of hull where there's no buildings, whereupon he's going to hit the hull and start to [i]roll[/i], grinding himself into hamburger as the spin of the station accelerates him and his natural momentum resists it. That might actually be survivable, if he's wearing good enough armor and locks his arms tight around his body. I think this may need some eratta.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Lorsa Lorsa's picture
Well, technically, if you are
Well, technically, if you are moving away from the middle axis of a rotating habitat towards the outer edges you ARE falling. Not in the same sense that you are falling on Earth, but from an observer standing on the rim of the habitat it will indeed look as if you are moving down towards them, i.e. "falling". I think the text just assumes that it is impossible to stay still at the exact middle and that everyone will eventually move towards one side of the habitat or another. Obviously you won't [i]feel[/i] as though you are falling, but rather that the habitat is moving towards you. The issue I have with the "gravitational zone" is that it is rather vague. If you do move in with your ship at the center of a habitat, but somehow have to match the rotation of the cylinder in order to dock, you will start to feel "artificial gravity" right then and there. It may be be small, but it's there. The only place that has 0 acceleration in a rotating habitat is the exact middle. What I usually do is to assume that there is a layer between the large empty middle and the outer liveable space that is split into sections along the axis. These sections can alter their rotational speed, so you can enter them from your ship at 0 rotation, then slowly accelerate until you match the speed of the rest of the cylinder, at which point the floor will open up and you climb down to an elevator or whatever. Sure, you could match your spaceship's rotation to the cylinder, but I thought that would be more complicated than just stepping out in zero-g and let the habitat fix it.
Lorsa is a Forum moderator [color=red]Red text is for moderator stuff[/color]
Smokeskin Smokeskin's picture
Yeah. it makes no sense.
Yeah. it makes no sense. A 250m radius hab at 0.3g has a surface velocity just short off 100 km/h. Getting smacked by a building is not going to be fun... Even a 50m radius buildings will smack you at over 40 km/h, equivalent to falling over 7 meters and hitting the ground here on Earth. It's also going to look a bit funny. The 250m radius hab, the falling guy will be descending at whatever velocity he was thrown or fell at, which might be very slow, and seen from the inner surface where people walk it will look like he's flying around the center axis, completing a full turn every 40 seconds. Just flying round and round, slowly getting lower, until SMACK he flies into a building.
jKaiser jKaiser's picture
Little aside, but matching
Little aside, but matching rotation to a hab is going to a cakewalk compared to matching orbit with it to dock in the first place. There's no loss of momentum in a vacuum, so its just a matter of small thrusts to spin you until the docking bay is stationary to your perspective. That said...its probably rather nauseating, though, since everything else would be spinning damn fast, and you will have centrifugal force of your own to deal with in the ship. Admittedly, this is based off limited knowlege and a lot of Kerbal.
MAD Crab MAD Crab's picture
Guys. If there is any air at
Guys. If there is any air at all, he's going to be hit with 40km/h winds long before he hits a solid object. If you've ever stood against a strong wind, you know how much force that can apply. You're going to match speed eventually.
ShadowDragon8685 ShadowDragon8685's picture
MAD Crab wrote:Guys. If there
MAD Crab wrote:
Guys. If there is any air at all, he's going to be hit with 40km/h winds long before he hits a solid object. If you've ever stood against a strong wind, you know how much force that can apply. You're going to match speed eventually.
You'll match speed eventually - this statement is true. However, it won't be due to the wind acceleration. I'm not saying the winds won't affect him, they will. He'll just match speed with the hull much more dramatically when he drifts into the path of a building and it accelerates him in much the way a golf club accelerates an egg.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
jKaiser jKaiser's picture
Given the typical cross
Given the typical cross section of a torus, with a fair bit of open air over the living area midsection...I have a feeling some idiots have turned jumping from the ceiling-window and taking advantage of that deflection into a sport. "Aim for the lake!"
Smokeskin Smokeskin's picture
jKaiser wrote:Given the
jKaiser wrote:
Given the typical cross section of a torus, with a fair bit of open air over the living area midsection...I have a feeling some idiots have turned jumping from the ceiling-window and taking advantage of that deflection into a sport. "Aim for the lake!"
Hah that's awesome :) remember to ask your muse to calculate the trajectory - I doubt factoring in coriolis and wind is humanly possible.
jKaiser jKaiser's picture
Neither is the specific angle
Neither is the specific angle of a skateboard at any time during its existence, but that doesn't stop people. And we don't have backups, either.
MAD Crab MAD Crab's picture
Forget the skateboard, think
Forget the skateboard, think about the people who consider flying wing suits to be the best form of entertainment. Mind you, if I had a backup, I'd be all over that. Looks fun as hell!
Smokeskin Smokeskin's picture
jKaiser wrote:Neither is the
jKaiser wrote:
Neither is the specific angle of a skateboard at any time during its existence, but that doesn't stop people. And we don't have backups, either.
Jumping at 3 m/s in a 250m radius hab gives you 83 seconds of flight time. The lake will do two full rotations beneath you in that time. You have to factor in coriolis and wind. If the lake is 50 meters wide, you have 0.65 seconds of margin to either side, or a 0.73% margin. Estimate the needed angle or speed wrong, or get either of them wrong when you're jumping, or your drag profile in flight - if those errors add up to more than 0.73% in either direction and you hit the ground instead of water. I'd want some guidance for the jump and for in flight drag profile adjustments. Maybe you could learn to do it, but unlike the body eye coordination needed for skateboarding, humans are very bad at things like estimating distance and speed. It's going to be very hard to learn.
jKaiser jKaiser's picture
Smokeskin wrote:jKaiser wrote
Smokeskin wrote:
jKaiser wrote:
Neither is the specific angle of a skateboard at any time during its existence, but that doesn't stop people. And we don't have backups, either.
Jumping at 3 m/s in a 250m radius hab gives you 83 seconds of flight time. The lake will do full rotations beneath you in that time. You have to factor in coriolis and wind. If the lake is 50 meters wide, you have 0.65 seconds of margin to either side, or a 0.73% margin. Estimate the needed angle or speed wrong, or get either of them wrong when you're jumping, or your drag profile in flight - if those errors add up to more than 0.73% in either direction and you hit the ground instead of water. I'd want some guidance for the jump and for in flight drag profile adjustments. Maybe you could learn to do it, but unlike the body eye coordination needed for skateboarding, humans are very bad at things like estimating distance and speed. It's going to be very hard to learn.
Ah, I see where I wasn't clear. I didn't mean jumping from the hub, I meant from the hubward window of a large enough torus hab's ring. Like so: http://4.bp.blogspot.com/_VoFM4aW7x9A/THRQUZnAyXI/AAAAAAAADIE/77r3ZSbFgA... If it's big enough, there'd be enough velocity differential to give some deflection, but not the spiral of splat we're talking. Though I'm sure there are some entertainment-purposed habitats that have figured out how to make that sort of gravity drop in a disk hab practical. Jamming a sphereoid or something and being launched into an obstacle course...oh, God, that's basically transhuman pinball and I want to play it so badly.
Chernoborg Chernoborg's picture
Mostly this is a problem for
Mostly this is a problem for big open habs like Cole bubbles, O'Neill cylinders, and Bernal spheres. While I agree that you wouldn't necessarily accelerate towards the inner wall, eventually you would get perturbed in that direction. I'd love to see a fluid dynamics study of air circulation in the big habitats, it could shoot down a good few of these concepts! I get where you're coming from on the misuse of terminology. One of my peeves is "geostationary orbit" . EP isn't too bad for this really. The worst recently went to Cthulhutech for having an alien spaceship in geostationary orbit over the South Pole! Yes you could argue "advanced alien technology"...I don't care, it bugs the hell out of me!
jKaiser wrote:
Jamming a sphereoid or something and being launched into an obstacle course...oh, God, that's basically transhuman pinball and I want to play it so badly.
Reminds me of the Metroid pinball game that came out a few years ago. --OR-- Make it a swarmanoid and play pachinko
Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
jKaiser jKaiser's picture
Chernoborg wrote:
Chernoborg wrote:
Make it a swarmanoid and play pachinko
I am laughing so goddamn hard right now at that mental image. Japanese Game Shows a century and a half in the future are gonna be amazing if even half of EP comes true.
ShadowDragon8685 ShadowDragon8685's picture
Chernoborg wrote:Mostly this
Chernoborg wrote:
Mostly this is a problem for big open habs like Cole bubbles, O'Neill cylinders, and Bernal spheres. While I agree that you wouldn't necessarily accelerate towards the inner wall, eventually you would get perturbed in that direction. I'd love to see a fluid dynamics study of air circulation in the big habitats, it could shoot down a good few of these concepts! I get where you're coming from on the misuse of terminology. One of my peeves is "geostationary orbit" . EP isn't too bad for this really. The worst recently went to Cthulhutech for having an alien spaceship in geostationary orbit over the South Pole! Yes you could argue "advanced alien technology"...I don't care, it bugs the hell out of me!
Maintaining a constant height over one of the poles isn't theoretically [i]impossible[/i], if you have basically non-finite Δv and a sufficient TWR. But yeah, that's not really orbit, not as Kerbalkind knows it. :)
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Smokeskin Smokeskin's picture
If an evil demon spun the
If an evil demon spun the Earth around an axis through the equator instead, then it makes perfect sense ;)
ShadowDragon8685 ShadowDragon8685's picture
Smokeskin wrote:If an evil
Smokeskin wrote:
If an evil demon spun the Earth around an axis through the equator instead, then it makes perfect sense ;)
I wonder what things would be like if the Earth's axis shifted to the equator... Sounds like one to write in to XKCD.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Alan Wiggs Alan Wiggs's picture
Errata
Going back to the OP, is there a good replacement text/rule of thumb to start with? Maybe this: The artificial "gravity" used in rotating habitats is a product of centripetal acceleration - the rotation of the habitat accelerates everything inside its reference frame outward, just as gravity accelerates everything downward on a planet. The further you are from the axis of rotation, the stronger the acceleration. In most rotating habitats, incoming ships dock at the axis, where microgravity makes movement easier and fewer hard thruster burns are necessary to match rotation. Elevators make the transition to the outer surface simple and safe. In larger habs, aircars are sometimes used to reach the axis, but a skilled hand or AI is needed to match the speed of the "ground" which may be moving at 100 km/h relative to the axial "sky." Still, a leisurely trajectory can make this transition gradual and safe. Transhumans left adrift in the microgravity of the axis are not so lucky. While a body left at the axis isn't "falling," without a thruster pack or another way to keep station it will eventually drift towards the "ground." As a rule of thumb, after about thirty seconds the hapless character will begin to experience high velocity Coriolis winds (SOMx3 test or suffer 1d10 SV per Combat Turn). The "fall" may take as much as ten minutes depending on the radius of the habitat, at which point the faller hits the ground or a building. The "falling" damage is equal to falling from the same height on a planet. During this time a flying vehicle or morph can try to intercept the drifter, but perceiving a transhuman against the noisy background of the opposite side of the hab (a long-range Perception test) and matching velocities in time without hitting the ground (a hard piloting or flight test) make for a hair-raising rescue) Of course, like all hazards, hard gravity transition has been made into a sport. "Habdiving" is popular in some Cole bubble and cylinder habitats, in which specially designed parachutes, smartfabric wing suits, and variable-geometry synthmorphs are used to build enough drag to match velocities to something safe - or at least survivable - during the long drift to the surface. Needless to say, most heavily populated habitats outlaw such activity for safety reasons, which doesn't stop the enterprising divers, but some embrace the pastime. Colorful "landing strips" with targets and well-wishes drawn across the inner surface are favorite venues for habdivers. I may have gone overboard with that last part, but I think the falling rule is a bit more realistic (and maybe more dramatic) than the original. I'm not by books at the moment to assign appropriate difficulties to the tests. Thoughts?
Smokeskin Smokeskin's picture
Alan Wiggs wrote:Going back
Alan Wiggs wrote:
Going back to the OP, is there a good replacement text/rule of thumb to start with? Maybe this: The artificial "gravity" used in rotating habitats is a product of centripetal acceleration - the rotation of the habitat accelerates everything inside its reference frame outward, just as gravity accelerates everything downward on a planet. The further you are from the axis of rotation, the stronger the acceleration. In most rotating habitats, incoming ships dock at the axis, where microgravity makes movement easier and fewer hard thruster burns are necessary to match rotation. Elevators make the transition to the outer surface simple and safe. In larger habs, aircars are sometimes used to reach the axis, but a skilled hand or AI is needed to match the speed of the "ground" which may be moving at 100 km/h relative to the axial "sky." Still, a leisurely trajectory can make this transition gradual and safe.
It is no more difficult to match the speed of the ground at slow speed than it is to land on the ground in a gravity well. The only difference is the coriolis force and that is proportional to your speed relative to the rotating frame, so as long as you're not going very fast, it won't be an issue.
Alan Wiggs wrote:
Transhumans left adrift in the microgravity of the axis are not so lucky. While a body left at the axis isn't "falling," without a thruster pack or another way to keep station it will eventually drift towards the "ground." As a rule of thumb, after about thirty seconds the hapless character will begin to experience high velocity Coriolis winds (SOMx3 test or suffer 1d10 SV per Combat Turn). The "fall" may take as much as ten minutes depending on the radius of the habitat, at which point the faller hits the ground or a building. The "falling" damage is equal to falling from the same height on a planet. During this time a flying vehicle or morph can try to intercept the drifter, but perceiving a transhuman against the noisy background of the opposite side of the hab (a long-range Perception test) and matching velocities in time without hitting the ground (a hard piloting or flight test) make for a hair-raising rescue)
I've done freefall skydiving and that's 200 km/h winds, much less than what you'd see even at the surface in a hab. It wasn't bad enough to suffer any SV. The fear of dying when a building smacks you, that could be SV-worthy, but not the winds. A falling person would be moving very predictably and not at great speed (relative air speed going from 0 to the hab's surface velocity) so matching velocities shouldn't be hard as long as the vehicle has even reasonable maneuverability. At the midway point in a 250m radius hab the faller would be moving at 50 km/t air speed - in my car I can easily drive up to another car and keep level with it for example. Regarding damage from getting hit on the ground, I'd just go with the ground speed instead (and how fast you got ejected from the hub if that's fast enough to matter). If you're falling REALLY slow the wind would begin to help match the faller's velocity to the surface's, but mostly I'd say you're going to get hit by a building or tumble along the ground at the hab surface velocity: [code] Surface velocity (m/s), spun gravity. Matching velocity, falling off Gravity, artificial (g) Diameter (m) 0,1 0,3 0,5 0,7 1 50 5 9 11 13 16 100 7 12 16 19 22 250 11 19 25 29 35 500 16 27 35 41 50 1000 22 38 50 59 70 Rotation time (s), spun gravity. Targetting stationary space objects, zone transition Gravity, artificial (g) Diameter (m) 0,1 0,3 0,5 0,7 1 50 32 18 14 12 10 100 45 26 20 17 14 250 71 41 32 27 22 500 100 58 45 38 32 1000 142 82 63 54 45 [/code] * crossing fingers my copypasted table doesn't get messed up (EDIT: It looks ok now. The top row or numbers is the gravity, the left column is the diameter)
Alan Wiggs Alan Wiggs's picture
A lot to take in
Those are some very detailed and useful tables for when specific speeds become relevant; you're getting well past the level of simulation that I'm comfortable with, anymore. (Not a criticism, a matter of taste). I appreciate the perspective on skydiving velocities; once again my desire for drama appears to be dashed. Is there good information on how fast and predictable high altitude winds in a rotating habitat might be? If falling from a hab axis is barely a problem, my hopes of reenacting the train explosion from Babylon 5 are for naught. Maybe EP technology is just too good for such things.
ShadowDragon8685 ShadowDragon8685's picture
Alan Wiggs wrote:Those are
Alan Wiggs wrote:
Those are some very detailed and useful tables for when specific speeds become relevant; you're getting well past the level of simulation that I'm comfortable with, anymore. (Not a criticism, a matter of taste). I appreciate the perspective on skydiving velocities; once again my desire for drama appears to be dashed. Is there good information on how fast and predictable high altitude winds in a rotating habitat might be? If falling from a hab axis is barely a problem, my hopes of reenacting the train explosion from Babylon 5 are for naught. Maybe EP technology is just too good for such things.
Falling off of anything is barely a problem, it's the sudden stop at the end of the ride that's the problem. Falling off a cylinder's axis, drifting out to the body of the cylinder, wouldn't make a dent in you, unless like, someone grabbed you and threw you as strongly as they could, headfirst. The real problem is, as has been mentioned, what happens when you get smacked by a fast-moving building; you get accelerated, very rapidly, so rapidly that the acceleration exceeds the tensile strength of the materials you're composed of. As I said before, it's akin to [url=https://www.youtube.com/watch?v=UFRjEBl6ic4]accelerating an egg with a golf club.[/url] A cortical stack should survive that, though, between having exceptionally low mass compared to its durability, and having a gigantic ablative meat coating, IE, you. If you're very, VERY lucky, your brain might survive, too, and if you have medichines, you'll wake up in the hospital without having to roll alienation, integration and continuity.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
Alan Wiggs Alan Wiggs's picture
I definitely get the physics
I definitely get the physics involved; I'm just trying to put it into the context of things like midair laser fights, agonizing death spirals, and tense last-minute rescues. Also extreme sports.
Lilith Lilith's picture
Eh...
Just slap on an electrogravitics net and call it a day. Sometimes you just gotta Rule of Cool it for those of us with no head for maths.
Smokeskin Smokeskin's picture
Alan Wiggs wrote:Those are
Alan Wiggs wrote:
Those are some very detailed and useful tables for when specific speeds become relevant; you're getting well past the level of simulation that I'm comfortable with, anymore. (Not a criticism, a matter of taste).
I sort of agree - I don't like the simulationist approach much, especially when it slows down gameplay. However, in my geekier moments I've made some tables like this. They're very easy and quick to read, you only really need to do it once per hab, and I think it is easier and faster that rules actually. If I don't know the surface velocity of a hab I may need to look up a whole host of rules to cover different situations, or I have to dream up modifiers and effects with nothing to judge them by. If I know the surface velocity (say 100 km/h) I can make good calls on lethality of getting smacked by a building, what sort of vehicle can dock with the hab on the outside, etc., just by knowing a single number. Anyways, it works for me.
ticktock ticktock's picture
Fountains!
ShadowDragon8685 wrote:
Maintaining a constant height over one of the poles isn't theoretically [i]impossible[/i], if you have basically non-finite Δv and a sufficient TWR.
One way of accomplishing this would be a [url=https://en.wikipedia.org/wiki/Space_fountain]space fountain[/url], although it looks more like a space elevator than an object in orbit. Any civilization capable of building space elevators should be able to make fountains as well. Space fountains have advantages over elevators in that they can be used at any latitude from pole to pole. Also, the top end can be below geostationary orbit height whereas space elevators must be taller than this, as they're held up by tension caused by the top end being anchored to an object trying to fly out of an orbit too low for its (geostationary) speed. This has essentially nothing to do with the thread topic, but in terms of getting something to sit at the edge of space above the poles it seemed fairly relevant.
Carrier Primoris Carrier Primoris's picture
I'm glad to find this thread.
I'm glad to find this thread. The transition zone rules never quite passed the reality check for me, so I'm relieved to see some alternatives. Even better, now I can have players don thruster pack, and have high speed plasma battles among the towers and spires of a hab. The future kicks ass!