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Resolution of the "Continuity" adventure [Spoilers]

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Evilnerf Evilnerf's picture
Resolution of the "Continuity" adventure [Spoilers]
So I've been reviewing this scenario with an eye to running it. And my main question is, is there actually a way to "Win" the scenario? All of the end results seem to end up with either player death or spreading the infection, or both. Is there something I am missing that would allow the players to both live and contain the infection?
Trappedinwikipedia Trappedinwikipedia's picture
Assuming they manage to avoid
Assuming they manage to avoid infection, then there are a couple of "win" conditions. They can use the escape pod, and survive as cortical stacks and severed heads. This is probably the easiest, and goriest way. Simply warning people that the Kepler is infected should be enough to contain the outbreak, as it's out in the Kuiper belt. The other option is to recover the farcaster via EVA, start up the reactor, and slave it to the uninfected computers in the med bay, allowing the group to egocast out. This is harder, as it would require some engineering, but allows for escape without beheading. It isn't possible for more than one or two people to escape with their body, though synths might stretch that further, if they somehow escape infection.
Evilnerf Evilnerf's picture
I read that bit about the
I read that bit about the Escape Pods, but it seems to me that they would obviously be infected already. Is there any reason they wouldn't have been or any way to purge the virus?
ORCACommander ORCACommander's picture
your under the impression
your under the impression that death in EP is a failure state
Evilnerf Evilnerf's picture
Nah, I got that. But I'm
Nah, I got that. But I'm introducing the game to a bunch of new people, and I would like to think that they have some way of succeeding that doesnt result in, what many would perceive as a TPK where the player characters are alive but have no memory of what transpired the entire adventure.
thepedant thepedant's picture
Difficulty levels
I guess it boils down to whether your players want second chances or whether they like surviving against all odds with serious chances for failure. You can run Continuity as more or less "adventurey." A more adventurey Continuity will have:
  • technology easier to disable
  • fewer (or no) chances to get infected by the virus without some warning that this might happen
  • better access to tools and weapons to solve problems
  • easier computer interface without potential for infection
As I said in a previous post that I can't find, depending on when and who you think built the space station, it could be a lot easier or excruciatingly harder to navigate without seriously injuring yourself. For example, how do you talk to Hans? The most "adventurey" way would be to have a terminal interface so that the characters can type queries into the system without risk of basilisk hacks. The most difficult way is to have to jack or mesh directly into Hans and risk infection to your entire stack. (There are some options in between.) Similarly, many adventures end with a forced detonation of the station's reactor (a total party kill situation, but most players, including mine, feel pretty proud of themselves for not having infected forks running around). However, immediately pre-Fall reactors might be basically immune to such sabotage, and your characters could find themselves just precipitating an emergency plasma dump into empty space without improving their situation. You see where I'm going with this -- if your players are allowed to sense that something they do is kind of hazardous, and the technology available supports their cockamamie plans for survival, they'll survive. But as written, Continuity can be supremely fatal, and I warned my players beforehand that some forms of death can be considered a "win" condition, so they took the total party kill in good grace.
ShadowDragon8685 ShadowDragon8685's picture
One of the main problems in a
One of the main problems in a party wipe being considered a 'win' is that it isn't, not really. If you want to grind this home, start the game with the players waking up in a Firewall simulspace. The last thing they remember was uploading a backup before heading out on a mission, their briefing to be revealed upon their destination. They then get told congratulations, you saved transhumanity from an existential risk. Good job! Sorry about you morphs, we'll try to find you something as soon as we can. A party wipe means you lose a lot of stuff you may well have invested your build points in. If it's a no-backup wipe, you don't even get to keep the rez. So it may be a "Win" for Firewall, but for the group, it is most [b]definitely[/b] a kick-in-the-balls loss. Especially if the GM is an utter [u]asshole[/u] and says "You invested how many CP into your morphs? Too bad, here's a splicer."
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]
consumerdestroyer consumerdestroyer's picture
There's no way to purge the
There's no way to purge the virus, but when I ran Continuity, the PCs did [i]way[/i] better than I thought they would, and all but one avoided infection. A character made the check the first time I called for a Perception check to notice the speck of a ship in the void (must be that deep sea predator genetics), but even [i]before that[/i], when they all realized the medbay was definitely not infected in any way the engineer's player asked me if he could set up the med bay on its own power supply if he cannibalized some other things from throughout the ship to do it and I thought that sounded fine and gave an estimate of how long he would think it would take and he started working on it. Work got interrupted by events in the adventure, but then resumed, and well before the time the ship arrived it was ready. So at the end, an unconscious mass of rubbery tentacles with a gaping wound and a nanobandage slapped on was shot out in one of the ship's escape pods by the others, the engineer rigged the missiles after they carried them to the respective engine rooms on the ship and station, one person got infected wiping out their doubles and stayed behind to set off the final detonation of the station and ship with a Trivial nanofab'd detonator (could've ratcheted that up for increased time and f'd them over, but honestly I can't imagine a detonator being any higher than that just on its own) and everyone else including the engineer piled into the jury-rigged medical unit and disconnected it from the spar. I can't remember how they kicked it off from the station so it would clear the explosions but they did do that, I think it was academics rolls for math or physics or something? But anyway there weren't any infected systems in the medbay to start, and they kept it that way! So there was an escape pod and a med bay hurtling through the void, and they completely wiped out the infection and destroyed Hans and the array. I'd call that a win! It almost wasn't a win, because the infected character secretly made a copy of Hans, but when he himself got infected he a) didn't want to let anyone know he had done this even if any of them could have been convinced to carry it off with them and b) he sort of realized it was a bad idea by that point, and his copy went with the original (and with him!) in the big space fireballs. On the other hand, when they did Mind the WMD with the template characters before the campaign began, everyone died when they detonated the antimatter ordinance in the midst of the TITAN tech. They all tacnet'd each other about it first, but they were like "yeah there's no way to do this that preserves our stacks, we're holed in with all this no-no stuff and surrounded by enemies who are now pouring into this room...two birds, one stone honestly! let's vaporize their stacks too while we're at it" so I don't think a TPK is anything but a solid win against an x-threat and "people who know too much" in some cases, and there are ways Continuity can go where that's true. Oh, the other thing sort of related to this thread and lost memories and so on is that these sentinels record their experiences either as XP or with that other recorder implant, and they share unedited, full (minus thoughts) experiences of different angles on what happened to people who don't make it, so the solidarity and mutual aid there cancel out some of the horror that would remain to haunt less trusting sentinels. The way they all figured it collectively, each of them individually would want to know what happens even if their stack isn't recoverable, and with tacnet they could actually see a picture in picture in someone else's XP that [i]is[/i] what they were seeing, which means in a sense part of their stack's experiences are recorded on everyone else's stacks. I know that might not be common in other groups of sentinels, given the paranoiac elements this game is supposed to engender, but there are definitely creative options players can find to mitigate some of the negatives. It's hard to make my players paranoid about each others' characters until one of them does something suspicious, not as a metagame thing, but as a "well we're all in this together and we are literally keeping the end of all things at bay over and over so maybe we should trust each other to have each other's backs in as many ways as possible given how serious that is and what trust Firewall itself has put in us to do this" so I think next campaign I run I'm going to open with the convention version of Million Year Echo, [i]then[/i] have them make their characters.
consumerdestroyer consumerdestroyer's picture
that was a long post but tl
that was a long post but tl;dr creative players can find ways to survive as long as they don't get infected, so if you want that end result to be likely emphasize that they know about exsurgent infections from the Fall, so they know to avoid vectors of infection...everything else is their decisions and luck, which are both out of your hands (unless you want to fudge Fray rolls to let the infected doubles go down earlier or s/t similar)
ShadowDragon8685 ShadowDragon8685's picture
consumerdestroyer, just
consumerdestroyer, just because something is a Win for Firewall doesn't meant it's not a huge loss for the group. A TPK for the group that wipes morphs and stacks is bad - worse if they paid for the morphs, worse still if they paid for them with chargen points instead of cold hard cash. You can evaporate a huge chunk of a player's chargen points that way, and if you don't let them pick up a new morph built with that many CP, depending on how new the character is, they would [b]literally[/b] be better off just retiring the character and bringing in a new one. I find that problematic, personally.
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]
Trappedinwikipedia Trappedinwikipedia's picture
This is why one of the big
This is why one of the big pieces of advice for chargen is: Don't Spend A Lot On A Morph. It won't last very long, regardless of how well things go. I generally handle RP as a narrative power, rather than a personal one, so that loss isn't so bad.
Evilnerf Evilnerf's picture
How did your players avoid
How did your players avoid getting infected? It seems next to impossible.
ShadowDragon8685 ShadowDragon8685's picture
Trappedinwikipedia wrote:This
Trappedinwikipedia wrote:
This is why one of the big pieces of advice for chargen is: Don't Spend A Lot On A Morph. It won't last very long, regardless of how well things go. I generally handle RP as a narrative power, rather than a personal one, so that loss isn't so bad.
Don't spend a lot on a morph = can't succeed. Spend a lot on a morph = get hosed completely. I take a third option, and refund any CP invested in morphs or equipment which get wrecked.
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]
Trappedinwikipedia Trappedinwikipedia's picture
So long as the players are
So long as the players are using Biomorphs it's fairly easy to avoid infection. The premades I used were all in biomorphs, so the digital infection was reasonably easy to avoid. It only claimed one, by seizing control of their medichines. They avoided the basilisk hack by getting vacsuits, failing to prevent the Kepler's loss of atmosphere, and being very paranoid about what signals they accepted. That also largely protected them from nanovirus infection. PCs who don't use vacsuits or keep atmosphere nearby are much more at risk, as are cyberbrain users, as the digital infection can get them directly, it's very possible they'll survive the length of the adventure though. It is very hard for players/characters who aren't familiar with the nature of the threat to make it though, as there are a lot of vectors to deal with. As for morph costs, the benefits from not buying an expensive morph make characters a lot more capable, especially if they invest in software and other disproportionately useful stuff for the cost. (The poor-man's RADAR software really comes to mind here) Blueprints especially. It does mean they need for time or allies, but Sentinels don't (at least they shouldn't) need Reapers and plasma weapons to win. High end synthmorph blueprints are exceptionally valuable, and not much more expensive than buying the morph directly.
obsidian razor obsidian razor's picture
When I ran the game one of
When I ran the game one of the players realised thanks to their science skills and equipment (they had nano vision I believe) that a vector of the infection was nanites. They had already isolated and hacked a fabber, so they fed it all the feedstock they could muster and made several guardian swarms. I ruled that the guardian swarms were not enough to stop them from being infected in areas blanketed by the virus, but that it would be some sort of ablative armor that would get devoured steadely. They used this time to rig the station to blow and shoot their way to the escape pods. One of them got infected during the fight and he stayed behind to ensure everything went boom and they were safe. Oh, and they figured at the begining that their backups and the medbay were "safe" so they isolated it and copied their backups into a couple of ectos which survived uninfected and ended in one of the pods, so even the dead character at least got it's backup out. It was a really cool game and they were very creative.
hyades hyades's picture
consumerdestroyer wrote:when
consumerdestroyer wrote:
when they all realized the medbay was definitely not infected in any way
Is it, really? I'd assume that there's no way Hans could've protected every single piece of electronics in the medbay from infection or somehow purged the virus there. As to avoiding infection: If the PCs let the Dr.Bot continue its radio jamming, deactivate mesh accessibility for all their implants and equipment and only access devices 100% free of infection, they (or their muses and PAN in case of biomorphs) should be reasonably safe from the digital version of Chrynalus. The basilisk hack is an aural hack only, so avoiding it should be possible if the PCs protect themselves and their electronics from digital infection and physically keep it out of their auditory system. The nanoplague is tricky because it also infects "electronics and other machinery" and because the chrysacids that start growing after 3 hours seem to be mildly infectious themselves - which is unusual for a nanoplague.
Quote:
If a character receives a wound from contact with a chrysacid form, they become infected with the Chrynalus nanovirus.
Keep in mind that damage inflicted to an exsurgent nanoswarm by guardian nanobots is reduced by 2 (per action turn). So it should'nt take long for the nanoplague infection to take hold in whatever the guardian swarm is protecting.
[...] vidi ingentis portenta ruinae, vidi hominum divumque metus hilaremque Megaeram et Lachesin putri vacuantem saecula penso. Stat. Theb. 3, 640-42.
Evilnerf Evilnerf's picture
How do they avoid infection
How do they avoid infection if the Cornucopia machines are constantly spitting out Nanoplagues?
Trappedinwikipedia Trappedinwikipedia's picture
In the game I ran, physical
In the game I ran, physical disassembly via diamond axe and plasma cutter.
ShadowDragon8685 ShadowDragon8685's picture
Trappedinwikipedia wrote:As
Trappedinwikipedia wrote:
As for morph costs, the benefits from not buying an expensive morph make characters a lot more capable, especially if they invest in software and other disproportionately useful stuff for the cost. (The poor-man's RADAR software really comes to mind here) Blueprints especially. It does mean they need for time or allies, but Sentinels don't (at least they shouldn't) need Reapers and plasma weapons to win. High end synthmorph blueprints are exceptionally valuable, and not much more expensive than buying the morph directly.
You make players pay for blueprints? Sure, if it's a campaign set somewhere like Mars or somewhere, the kind of place where they actually enforce copyright protections, that makes sense, but I've always ruled that if they have access to the unrestricted mesh, they have blueprints. That's kind of what open-source is all about, after all.
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]
Trappedinwikipedia Trappedinwikipedia's picture
At chargen, yes, but they don
At chargen, yes, but they don't have to worry about all the manifold issues which can arise between blueprint and fabricator. Mostly those shouldn't be such a problem in the outer system, but I generally have been running things in the inner system. I also use somewhat more in depth nano fabricating houserules to cover DRM in greater depth than the books provide. Getting a cracked blueprint through an inner system fabricator can be difficult, but is a decent material use for favors in transitional economies. The core talks about an average of a three to six week wait before someone cracks a new blueprint, but transhuman talks about how smart CMs are, so I figure it isn't a super long time (probably in the three-six week range, probably faster for certain high-risk items) before the crack gets patched out with firmware upgrades to CMs. Getting a hold of a CM running old and vulnerable firmware could be a task, as while they must exist they can't really be advertised. Typically I make heavily DRM'd blueprints cheaper, down to single use ones which are cheaper than physical goods. But yeah, in the outer system, that'd be much less of a worry. Only things which immediately come to mind is if the local CMs are weird/damaged/out of date, but that shouldn't happen often. Getting bad or "poisoned" blueprints could also happen if the players are in a big rush, and don't take the time to even read reviews, but I can't see that happening often. For a system hopping game though, full paid blueprints are nice for how usable they are in the inner system or other secured areas. Open source blueprints are annoying to use in a place where all the CMs need to be hacked to use them.
hyades hyades's picture
Evilnerf wrote:How do they
Evilnerf wrote:
How do they avoid infection if the Cornucopia machines are constantly spitting out Nanoplagues?
This came up in a recent thread: http://eclipsephase.com/continuity-stage-3-questions-spoilers Even exsurgent swarms will not instantly build up in a high enough concentration everywhere at the same time. So you could definitely argue that a significant part of the nanobots built up in the Istari slowly move over to Kepler after Docking and start randomly infecting the station. So swarm-wise the Istari would actually be less dangerous until the CM has produced new swarms giving the PCs a window to destroy the CM. At least that's how I picture it. Somehow taking out the CM from outside the Istari's hull could also be possible. Then the PCs would'nt have to move inside at first. Vacsuits offer temporary protection but the PCs should'nt leave them on for too long after they're infected as the suits become a possible vector for digital Chrynalus and will also grow chrysacids after 3 hours. But in general I'd say that, if you think your players won't take the whole deathtrap/horror spiel too well, you should either tone down the scenario or maybe tell them upfront that Continuity plays like your typical Call of Cthulhu one-shot and that they're all going to die horribly ;-). I ran Continuity for EP-newbies a couple of times and they usually struggled with what their options were, what was technically feasible etc. so they never even came close to "winning". As GM you could of course help them figure out some plan to "win" the scenario, but some players don't like that either - especially not if they're in it for the horror-experience.
[...] vidi ingentis portenta ruinae, vidi hominum divumque metus hilaremque Megaeram et Lachesin putri vacuantem saecula penso. Stat. Theb. 3, 640-42.
Evilnerf Evilnerf's picture
I went ahead and switched to
I went ahead and switched to Million Year Echo.
hyades hyades's picture
Evilnerf wrote:I went ahead
Evilnerf wrote:
I went ahead and switched to Million Year Echo.
Also a great choice. Might be easier for beginners because they get a clear mission objective. Still quite deadly though ;-)
[...] vidi ingentis portenta ruinae, vidi hominum divumque metus hilaremque Megaeram et Lachesin putri vacuantem saecula penso. Stat. Theb. 3, 640-42.
Trappedinwikipedia Trappedinwikipedia's picture
Premade one shot version or
Premade one shot version or standard? I've done the standard one, but not the one with betrayal and premades. If you do the standard one, make crossing the TQZ reasonably easy. I used the rules from Zone Stalkers and nearly got a TPK when the party got in a fight with TITAN war machines. Not the most fun part.
Evilnerf Evilnerf's picture
hyades wrote:Evilnerf wrote:I
hyades wrote:
Evilnerf wrote:
I went ahead and switched to Million Year Echo.
Also a great choice. Might be easier for beginners because they get a clear mission objective. Still quite deadly though ;-)
I have no problem at all with the module being hard. Its just that Continuity is much less straight forward of an ending and I don't think the ending would be all that satisfying even if they did do everything right. I'm going to do the Standard MYE. I don't want my players at each other's throats if I can help it and in any case, two of my players want to make their own question, so inevitably, the traitors would be the people new to EP. So I'm just going to make it a rather straightforward "infiltrate ruined city, board blimp, retrieve stack, fight techno-abominations" type game.
hyades hyades's picture
Evilnerf wrote:
Evilnerf wrote:
I have no problem at all with the module being hard. Its just that Continuity is much less straight forward of an ending and I don't think the ending would be all that satisfying even if they did do everything right.
Yeah, I can definitely see that. As to MYE: Something I was unsure about when I ran it was if the Hegira is actually completely pressurized. It does seem like it because there's only one airlock. This came up when my players tried to destroy the helium envelopes.
Quote:
Gas envelopes aren’t under high pressure and will leak only slowly if shot or otherwise punctured. To cause the airship to lose altitude, one would have to intentionally shred a large number of gas envelopes with a machine gun or explosives, then kill the swarm of repair bots that would show up to patch the leaks.
Wouldn't you also have to puncture or destroy the hull for that if it was non-permeable (as it has to be for the Hegira to stay pressurized, right?).
[...] vidi ingentis portenta ruinae, vidi hominum divumque metus hilaremque Megaeram et Lachesin putri vacuantem saecula penso. Stat. Theb. 3, 640-42.
consumerdestroyer consumerdestroyer's picture
Evilnerf wrote:How did your
Evilnerf wrote:
How did your players avoid getting infected? It seems next to impossible.
They got the idea with Mind the WMD that they could all die, so they tried to minimize chances they'd be messed up so bad they failed the mission, which was wise. They [i]listened[/i] to the recording when they woke up and didn't just hear it, so they didn't turn on any mesh-enabled stuff unless someone with an access jack went in manually and made sure wireless was disabled before turning it on (I think even then they only turned on the Cornucopia machines so the engineer could make them some ammo and weapons). They also split up into groups once they spotted the ship lining the corridors in either direction from where they thought the point of entry was going to be (and of course some crawl around outside to get in elsewhere and so on, so there were surprises) with the good combat/fray/freefall skill people up front, which actually did help with dodging spiky infection vectors in melee while everyone got oriented to where enemies were, as well as freefall checks when pushing forward into the ship's interior all coated in danger. And honestly, I'm not too surprised that only one person failed any of those rolls for the whole adventure. They failed rolls, but when they were scared into thinking it counted (like infection vectors) they liberally coated their rolls in Moxie for flipping failures into successes a few times, and the rest were just rolls they didn't need to spend Moxie on because they passed. It was just good, strategic thinking. Although, now that I'm thinking about it, I had them play some day-in-the-life stuff on the station first...I mean, they're there for like a year? Half a year? So I showed them the layout of the station and after they'd done the meet n greet RP on the first day, I had them do an orientation with Hans' voice following them wherever they decided they wanted to go, and I described the fully functional and well taken care of versions of the places they went through with Hans answering questions, then did some motnage-y snippets of what their characters were there for based on their scientific/occupational specialty (the engineer was there, for example, not to do experiments but to do repair beyond the regular micrometeorite repair the drones handle because of a recent large impact their attitude thrusters couldn't avoid...recent to the start of the timeline, not to the adventure starting). So I admit on second thought that this may have given them the familiarity with the station they needed to be very strategic from the beginning.
nezumi.hebereke nezumi.hebereke's picture
*slow clap for consumer*
*slow clap for consumer* Awesome group! I've run Continuity a lot (almost exclusively in four-hour blocks for new players at cons) and I talk with other GMs who run it as well. *Generally* two or three people survive and escape via escape pods, sometimes with more stacks in tow. I'd consider this a 'win' for a group of experienced gamers, who may not know EP specifically. I think I've seen one group steal back the Kepler shuttle. They quarantined off some rooms, cleaned out the rest, and just generally lived as space hobos for the months necessary to get home (when you get to 3:59 out of four hours, liberal summarizing occurs). But the point is, they had the time and smarts to reasonably survive. I've heard groups talk about tracking down the comms module, which I suppose could hypothetically work, depending on its condition. The point is, players are smart and full of surprised. Continuity is a challenging scenario, but not impossible. This is appropriate for some groups, but not for all. I've also seen a lot of groups just blow themselves up and high-five, which is pretty cool too. Regarding the loss of morphs... I would consider this a really low blow for a GM. The whole setup of the Kepler is that it's a million miles away from anywhere. The team almost certainly egocasted to get to the station, and there's no morph shop there to barter with. So if your GM assumes your super-expensive morph is there, it's because she doesn't expect it to return even if nothing happens at all.
Chernoborg Chernoborg's picture
Coming to this very late. Sorry!
My childhood fascination with Airships is suddenly relevant!
Hyades wrote:
As to MYE: Something I was unsure about when I ran it was if the Hegira is actually completely pressurized. It does seem like it because there's only one airlock. This came up when my players tried to destroy the helium envelopes. Quote: Gas envelopes aren’t under high pressure and will leak only slowly if shot or otherwise punctured. To cause the airship to lose altitude, one would have to intentionally shred a large number of gas envelopes with a machine gun or explosives, then kill the swarm of repair bots that would show up to patch the leaks. Wouldn't you also have to puncture or destroy the hull for that if it was non-permeable (as it has to be for the Hegira to stay pressurized, right?).
The Hegira is fully pressurized and has a standard composition atmosphere. The outer envelope is certainly gastight for all intents and purposes...helium could diffuse through eventually , but not quickly enough for immediate loss of lift. However, tearing open the cells would cause the released gas to displace the breathable air at the top of the dirigible. Now maybe there's a recycling system that could pipe the helium back into storage, but the quicker solution is simply vent the unwanted gas out of the ship and replace it from storage. It may take a while to do that -or not, seeing as how the ship had been there for a while there may be only a little left in the reserves! Also, kudos to the author for describing the partial pressure envelopes, the gasbags are only filled partway to allow for expansion during altitude shifts without having to vent lifting gas.
Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
hyades hyades's picture
Thanks. Some kind of venting
Thanks. Some kind of venting system seems like a good idea. Should I run MYE again, I'll definitely use that. But still:
Chernoborg wrote:
Also, kudos to the author for describing the partial pressure envelopes, the gasbags are only filled partway to allow for expansion during altitude shifts without having to vent lifting gas.
Why would the gasbags expand in a fully pressurized environment?
[...] vidi ingentis portenta ruinae, vidi hominum divumque metus hilaremque Megaeram et Lachesin putri vacuantem saecula penso. Stat. Theb. 3, 640-42.
NimbleJack3 NimbleJack3's picture
hyades wrote:Thanks. Some
hyades wrote:
Why would the gasbags expand in a fully pressurized environment?
Blimps have to rise and fall through the atmosphere to land, navigate obstacles, reduce air drag thanks to thinner atmosphere... This means that, like a lost child's balloon, a gas cell will expand and try to fill the lower-pressure volume of the upper atmosphere. If it expands too much, it will burst. By only part-filling the gas cell, you leaves room for it to expand slightly as it rises into lower pressures and avoid bursting before the ascent stops. [s]I hope I've actually interpreted your question correctly, and haven't sounded like a condescending pillock...[/s]
hyades hyades's picture
NimbleJack3 wrote:
NimbleJack3 wrote:
Blimps have to rise and fall through the atmosphere to land, navigate obstacles, reduce air drag thanks to thinner atmosphere... This means that, like a lost child's balloon, a gas cell will expand and try to fill the lower-pressure volume of the upper atmosphere. If it expands too much, it will burst. By only part-filling the gas cell, you leaves room for it to expand slightly as it rises into lower pressures and avoid bursting before the ascent stops. [s]I hope I've actually interpreted your question correctly, and haven't sounded like a condescending pillock...[/s]
Nah, don't worry. What I'm trying to understand is how the Hegira works on Mars where the overall atmospheric pressure is extremely low from the get-go. If the whole ~300m hull is pressurized, providing a breathable atmosphere with relatively stable air pressure (like an airplanes pressure cabin), would the blimp still rise and float and why would helium balloons inside of that pressurized volume still expand?
[...] vidi ingentis portenta ruinae, vidi hominum divumque metus hilaremque Megaeram et Lachesin putri vacuantem saecula penso. Stat. Theb. 3, 640-42.
Chernoborg Chernoborg's picture
Good Question!
Reading up on the design that the Hegira is based off of it looks like there IS a dynamic bouyancy system, so helium is pumped back and forth from tanks to the cells as needed. Neat stuff and potentially the answer to your question! Since Mars is at low pressure, the outer envelope of the Hegira is always going to be fairly taut. If the airship were to ascend quickly they may ease back on the internal pressure to take some of the load off. Airliners today usually have their internal pressure at about the equivalent to 6,000 ft altitude, so some degree of pressure shifts are unavoidable. Interestingly, on Mars things may be reversed a bit. At lower altitudes the helium cells may be fully inflated in order to [em] occupy[/em] volume! This would reduce the amount of heavy atmosphere inside the main envelope and maximize lift since the thin Martian atmosphere isn't as supportive as a denser atmosphere. In this case if the airship were ascending helium would be pumped out of the cells to provide extra volume for the pressurized air to expand into.
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