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Relative velocities of spacecraft in EP

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KevinWI KevinWI's picture
Relative velocities of spacecraft in EP
Like I said in another thread, I am a bit of science nerd and I like using real distances between planets/moons/habitats in the games that I GM. Real distances are worthless without real speeds however. When I first started GM'ing EP games, I made this "cheat sheet" for relative speeds of the five kinds of spacecraft propulsion in the EP universe. Speed Of Light - 299,792.45 km/s (for egocasting/farcasting) Hydrogen-Oxygen Rocket - 1.539 km/s Metallic Hydrogen Rocket - 1.83 km/s Plasma Rocket - 2.66 km/s Fusion Rocket - 3.69 km/s Anti-Matter Engine - 36.98 km/s I generated the speed of the HO rocket by coming up with how long it took Apollo 11 to travel from Earth orbit to Lunar orbit, then divided by the distance between the Earth and Moon on the date they left (July 16, 1969). That got me 1.539 km/s, and from that, I just increased the velocities on what I thought was accordingly and generously. But then, Rimward comes out and the travel time table on p. 185 throws all my estimations into whack! Based on what Rimward lists as an "average" distance between Neptune and Eris (74 AU) and the average travel time between Neptune and Eris (652 days), this would be the relative speed of the three kinds of ships listed in the footnote. "Regular Transport" - 196.51 km/s "Destroyers and Fast Transport" - 393.02 km/s "Antimatter Couriers" - 786.04 km/s (!) Wow! I was way off! Here's the thing, I can't figure out how to slot in these new speeds into the propulsion types. I assume that "Regular Transport" would be a Fusion engine, but what about the difference between Destroyers, Fast Transports and Anti-matter Couriers? I assumed military vessels like Destroyers would also have anti-matter drives. Anybody else have an idea how these new speeds figure into the EP spacecraft propulsion systems? Or any other hard sci-fi GMs want to share their speed estimations?
Lorsa Lorsa's picture
The speed of a spacecraft
The speed of a spacecraft between the earth and moon would be slower than the average speed in space where there is no strong gravity to overcome. I guess that is one of the reasons your values are lower than those in Rimward. The other would be the increase in technology. So don't feel bad. :)
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nezumi.hebereke nezumi.hebereke's picture
You're forgetting
You're forgetting acceleration time. Ultimately, there is no 'maximum speed', because it's based all on fuel. You accelerate until half of your fuel is gone, coast, then turn around and decelerate before you reach your target. That also means that over short distances, a ship with a lower "top speed" but better acceleration will apparently go faster than a slow-acceleration, high "top speed" ship (because the former will get up to speed before the latter).
Undocking Undocking's picture
I pick a date (2110) and use
I pick a date (2110) and use Solar System Live to determine the positions then run with it. Speed of Plot is often the best choice. It would be difficult to calculate actual acceleration, deceleration, the delta v, maximum velocities, and such due to the lack of information presented about each space craft. For example, only the destroyer and courier have a listed amount of fuel. The graph in Rimward and various mentions of travel littered throughout the sourcebooks give approximations. Check out Space Travel (pg 283) for more information on when engines are used. If you want to make a more stable system, I recommend checking out GURPs Transhuman Space. There is an entire chapter dedicated to building spaceships to fit your needs.
KevinWI KevinWI's picture
nezumi.hebereke wrote:You're
nezumi.hebereke wrote:
You're forgetting acceleration time. Ultimately, there is no 'maximum speed', because it's based all on fuel. You accelerate until half of your fuel is gone, coast, then turn around and decelerate before you reach your target. That also means that over short distances, a ship with a lower "top speed" but better acceleration will apparently go faster than a slow-acceleration, high "top speed" ship (because the former will get up to speed before the latter).
I get all that, but I'm still looking for an "average speed" for the different types of propulsion. Although, the point about the fuel tanks is a good one, because it does explain why different ships using the same propulsion type have different speeds, like the travel time table in Rimward mentions. Also, I did some more research into the topic and found that some astrophysicists believe that a fusion drive alone (not even antimatter) could one day reach speeds up to 10% of the speed of light. Obviously, that would be generations after 10 AF, obviously, but it kind of leads me to believe that I (as a GM) can make fusion and antimatter has fast as I need them for storytelling purposes.
Smokeskin Smokeskin's picture
I'd use the pork chop plots
I'd use the pork chop plots from here http://www.aleph.se/EclipsePhase/ And work out some delta v numbers. That's the accurate way to do it. Distance and ship velocity ignores many important points like the relative speeds of the two positions, having to match velocity with the destination and slingshots.
OneTrikPony OneTrikPony's picture
Jsnead, the dude who designed
Jsnead, the dude who designed EP's ships, (IIRC), posted specifications with D-V#'s [url=http://www.eclipsephase.com/space-naval-combat-segway-antimatter-thread?... this post.[/url] (for which I am still, very thankful.) If you don't want to account for situations like aerobraking, oberth maneuvers, initial velocity, capture velocity, propellant (NOT "fuel") reserve, etc. you can assume that 1/2 Delta V is the maximum velocity of the ship. Go to [url=http://www.projectrho.com/public_html/rocket/torchships.php]this page on Atomic Rockets[/url] for cool stuff like explanations and equations of brachistochrone flights between planets and deriving the D-V needed for those trajectories, As well as fictional accounts of their use by Heinlein and Niven :)

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.

Undocking Undocking's picture
OneTrikPony wrote:Jsnead, the
OneTrikPony wrote:
Jsnead, the dude who designed EP's ships, (IIRC), posted specifications with D-V#'s [url=http://www.eclipsephase.com/space-naval-combat-segway-antimatter-thread?... this post.[/url] (for which I am still, very thankful.)
This made my day. Thanks!
OneTrikPony OneTrikPony's picture
You're welcome, give some luv
You're welcome, give some luv to mr. snead. that is one of the EP forum threads I keep archived in several places. It should be stickied IMO

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.

bibliophile20 bibliophile20's picture
A useful site
This site is also useful; http://www.transhuman.talktalk.net/iw/TravTime.htm link is to a continuous thrust calculator; basically, how long will it take at X acceleration to travel Y distance with turnover?

"Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote." -Benjamin Franklin

Arenamontanus Arenamontanus's picture
However, continuous thrust is
However, continuous thrust is unlikely - you run out of reaction mass very quickly. I did some calculations in one of the earlier spacecraft threads and got the estimate that most ships accelerate for a few hours at departure and arrival. You want to have as much velocity as possible during the cruise phase and not waste reaction mass by lugging it with you. You can get very reaction-mass cheap flights by exploiting gravity to travel on the "interplanetary highway" - chaotic orbits through Lagrange points linking different bodies together. But these are quite slow: they move with velocities like planets (a few km/s) but take multiple orbits around them to get anywhere.
Extropian
nezumi.hebereke nezumi.hebereke's picture
I imagine there's a nice
I imagine there's a nice business in tugs. After all, tugs stay close to home, so they don't have that fuel penalty for hauling the fuel necessary to accelerate their fuel (to such a degree). They carry enough to accelerate for a burst and return home.
Arenamontanus Arenamontanus's picture
nezumi.hebereke wrote:I
nezumi.hebereke wrote:
I imagine there's a nice business in tugs. After all, tugs stay close to home, so they don't have that fuel penalty for hauling the fuel necessary to accelerate their fuel (to such a degree). They carry enough to accelerate for a burst and return home.
But returning home requires you to match velocities. You are not home if you are at your doorstep moving ten times faster than a bullet. I think tugs are important, but using them is complicated (and most players don't want to deal with the niceties of celestial mechanics). One role is to catch incoming ships that for one reason or another have too little reaction mass to get the right delta-v. The tug matches velocity, and then turns the orbit so they will return (possibly slowly) to the destination.
Extropian
King Shere King Shere's picture
EML
I like the concept of Cyclers (spacestation/asteroids) that cycle between planets. Perhaps "vessels" can launch (&/or captured) on electromagnetic rails/slings in between spacestations.
Smokeskin Smokeskin's picture
Arenamontanus wrote:nezumi
Arenamontanus wrote:
nezumi.hebereke wrote:
I imagine there's a nice business in tugs. After all, tugs stay close to home, so they don't have that fuel penalty for hauling the fuel necessary to accelerate their fuel (to such a degree). They carry enough to accelerate for a burst and return home.
But returning home requires you to match velocities. You are not home if you are at your doorstep moving ten times faster than a bullet. I think tugs are important, but using them is complicated (and most players don't want to deal with the niceties of celestial mechanics). One role is to catch incoming ships that for one reason or another have too little reaction mass to get the right delta-v. The tug matches velocity, and then turns the orbit so they will return (possibly slowly) to the destination.
When does tugs make sense? The fuel needed to decelerate the incoming ship is the same. The ship could carry that fuel from home (which takes fuel). Or the tug could take the deceleration fuel and move it out from the destination, then match velocity and position with the incoming ship (which takes fuel, potentially a lot since it seems you'd need either a very long path or you basically have to fly away from the destination, then turn around and move up to high speed towards the destination to match up with incoming ship). It seems the tug option is more fuel expensive, but with factors such as differences in escape velocity and the relative motion of the bodies involved I don't trust my intuition much.
Holy Holy's picture
Smokeskin wrote:When does
Smokeskin wrote:
When does tugs make sense?
As far as I understand it: Using a tug makes sense if the ship (or more general a mass) that needs to slow down comes from a place where the acceleration due to gravity is higher than at the final destination. If I launched a ship from venus to mars, it would require less propellant to launch a tug from mars meeting the ship from venus, than to lift the additional propellant mass, needed to decelerate, from venus. I haven't done any calculations, but that would be my more or less educated guess.
OneTrikPony OneTrikPony's picture
That's an interesting thought
That's an interesting thought, Holy. What you're saying in essence is that the propellant--in EP that would be Hydrogen--is less expensive in Mars orbit due to Mars' lower gravity. To make it more EP specific you could factor in Mar's space elevator. However; in that calculation you have to include the cost of boosting the mass of the tug out to a mars capture orbit with the extra payload of fuel for the incoming ship. You also have to factor in the risk of mid flight refueling. I havn't done the math either, (cause I don't know what a tug masses), but I suspect you don't really break even, let alone make a profit.

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NewtonPulsifer NewtonPulsifer's picture
I'd build a space elevator
I'd build a space elevator that was tethered to a couple of stations/weights on each end - 100,000km long tether. Spin it a 33km/sec (1.1 Gees). It would then "grab" and "release" ships/cargo. That way you could conserve your delta-v.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
bibliophile20 bibliophile20's picture
NewtonPulsifer wrote:I'd
NewtonPulsifer wrote:
I'd build a space elevator that was tethered to a couple of stations/weights on each end - 100,000km long tether. Spin it a 33km/sec (1.1 Gees). It would then "grab" and "release" ships/cargo. That way you could conserve your delta-v.
That would work as a solution... for certain definitions of "solution". This would qualify as one hell of a feat of engineering (we're talking a structure that is, if I'm understanding your proposal, either one third or two thirds of a light second across), between, well, off of the top of my head: the tensile strength required for holding it together the sheer mass of material required managing tidal stresses on such a large structure from any nearby gravity wells (i.e. where people live and where the shipping would be) the highly intricate engineering needed to keep the arms from getting tangled and managing the vibrations of the structure resulting from repeated catches and launches the compromise between flexibility and rigidity in the arms (too rigid, you risk a fracture from any bad landing, too loose and you have a buildup of inertia in one arm that sends it out of synch with the others) and so forth. You get the idea. In other problems, it would be a massive no-fly zone within the spinning area, not just because of the chance of collision, but because of the chance of sabotage as well; this thing would be one giant target for anyone with a grudge against the creators, and it would be so fragile as compared to the destructive means available in EP (and if you reinforce it, that's more cost of materials and mass that has to be supported in tensile strength). It would certainly work, but as a solution to the problem, it's very similar to proposed megascale engineering here in the present, such as the Transatlantic Tunnel, in that we possess the technical capability to build it, but the construction, operation and maintenance of it would be so impractical as compared to existing solutions that there would be no net benefit from constructing it. That being said, as a giant flywheel concept to conserve delta-v as inertia, it would work... but as a "simple" solution, in terms of where it stands on the Kardashev Scale, it's in the neighborhood of suggestions that I've seen for spinning up Venus: by building space elevators on its surface with solar sails at their peaks, constructing a giant space shade at the Venus/Sun L1 point that lets through enough light to hit the solar sails on the western limb of the planet and spinning the planet up to speed, much like one of those glass bulbs with the black and white vanes. It could work, but as a matter of practicality and efficiency, not so much. (Keep in mind that transhumanity is not yet a Kardashev I civilization; they're almost there, but not quite).

"Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote." -Benjamin Franklin

Holy Holy's picture
NewtonPulsifer wrote:I'd
NewtonPulsifer wrote:
I'd build a space elevator that was tethered to a couple of stations/weights on each end - 100,000km long tether. Spin it a 33km/sec (1.1 Gees). It would then "grab" and "release" ships/cargo. That way you could conserve your delta-v.
Desn't a space elevator need to be in a stationary orbit? Otherwise the tether would rip? If I calculated right this should be 64,000 km above Mars surface. Or did I miss a point?
OneTrikPony OneTrikPony's picture
I believe Newton is talking
I believe Newton is talking about Hans Moravec's "Skyhook" concept. It's a design that doesn't have the cargo capacity of the space elevator but it solves some problems involving coriolis forces on a tether type elevator and at smaller scales is technically easier to achieve. Considering EP's "Lunar Skyhook" went in an entirely different and much more complex direction, I think the Moravec orbital skyhook is fully doable by EP's standards Here's the wiki http://en.wikipedia.org/wiki/Skyhook_%28structure%29 Here are some better links http://www.colonyworlds.com/2009/04/are-traditional-space-elevators-the-... http://www.nss.org/settlement/L5news/1983-skyhook.htm

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.

NewtonPulsifer NewtonPulsifer's picture
bibliophile20 wrote:.... lots
bibliophile20 wrote:
....[i] lots of valid engineering concerns [/i]
All of these concerns are valid, but they also apply to regular old space elevators. Even more so. Since there's space elevators in EP....this thing should be very do-able. EDIT: Also, there's no reason you can't have 100 separate (or meshed) tethers between each of the endweights. That's harder to engineer in a space elevator (dealing with a mesh). We don't have to deal with gravity - it dramatically simplifies things.
OneTrikPony wrote:
I believe Newton is talking about Hans Moravec's "Skyhook" concept. It's a design that doesn't have the cargo capacity of the space elevator but it solves some problems involving coriolis forces on a tether type elevator and at smaller scales is technically easier to achieve. Considering EP's "Lunar Skyhook" went in an entirely different and much more complex direction, I think the Moravec orbital skyhook is fully doable by EP's standards Here's the wiki http://en.wikipedia.org/wiki/Skyhook_%28structure%29 Here are some better links http://www.colonyworlds.com/2009/04/are-traditional-space-elevators-the-... http://www.nss.org/settlement/L5news/1983-skyhook.htm
I was actually proposing a (very long) space station that spins like a space bola. Not a skyhook. I don't know if there's a name for this. If there isn't, I dub it the "bolastation"
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
bibliophile20 bibliophile20's picture
NewtonPulsifer wrote
NewtonPulsifer wrote:
bibliophile20 wrote:
....[i] lots of valid engineering concerns [/i]
All of these concerns are valid, but they also apply to regular old space elevators. Even more so. Since there's space elevators in EP....this thing should be very do-able. EDIT: Also, there's no reason you can't have 100 separate (or meshed) tethers between each of the endweights. That's harder to engineer in a space elevator (dealing with a mesh). We don't have to deal with gravity - it dramatically simplifies things.
Heh. Alright. I'll grant you that, but I'll add/amend/extend my former concerns: First off, existing space elevators in EP are significantly shorter than your bolastation (nice name, very evocative, I like it); the Earth elevators are/were some of the longest, at approximately 40k kilometers in length; Mars' and Luna's elevators are shorter. You're talking about making a structure that's between 100k and 200k in length and spinning it at 33 km/sec, for 1.1 G at the terminal ends. This is a structure that is at least two and half times the length of the Earth elevators, under an even greater tensile load at each end. Doing some rough back-of-the-paper math, your entire structure, but especially the center of mass, would be under at least three to five times as much tensile load as the Earth elevators would be, depending on exactly the mass loads of the structure are distributed. As a solution to relative arm drift/stationkeeping, having a web of interconnected fibers between the arms to keep them at static distances apart would work nicely, but figuring out how they relate to the tensile problems is a hell of a wild card. Also note that their mass will be significantly more than the arms, which will cause additional strain and require additional engineering reinforcement on the center of rotation to avoid catastrophic failure. There's also the issue of having to deal with tidal forces of any nearby gravity wells; since the bolastation is designed as a transshipment point, it, by definition, will have to be located near a population center to be effective in its purpose. And all of the major population centers that would be worth such an investment are located at the bottom of gravity wells called planets and moons. A structure of this size would have tremendous issues with tidal forces as it spun through the gravity wells of any nearby objects. For consideration, the Earth elevators have to deal with tides caused by the Sun and Luna, but Earth tides are at least negligible, as they are relatively at rest to their host planet. The bolastation, however, is not at rest to its host object(s); it is moving dynamically, which will cause significant strains on the object (for examples of what tidal forces can do to in terms of energy input and strains on a large structure, I present Io as Exhibit A). If you put it in orbit at a Lagrange point, not only have you essentially declared that Lagrange off limits to any further development, due to collision risks, but due to its sheer size, the bolastation will almost certainly extend beyond the bounds of the Lagrange Point and be subject to tidal forces from both parent bodies! However, those are just engineering issues, and ones that can be solved with sufficiently strong materials and clever engineering, no question there. What really kills this project as a practical consideration, and why I brought up the Kardeshev Scale in my first post regarding the idea, is the energy budget required. The bolastation is essentially a flywheel for the purposes of conserving momentum, and for that purpose, it is elegant. However, there is one serious issue: Getting it up to speed in the first place. It will need to have a certain amount of mass to be able to absorb the inertia of fast-moving spaceships without tearing itself apart, and that mass must be accelerated first. And due to the bolastation's dynamic nature, the builders cannot do this by "borrowing" rotational inertia from the host body, which is the case for building a simple space elevator (did I just type "simple space elevator"? The mind boggles...). In the case of the bolastation, every bit of rotational inertia that it possesses will require external input from its builders, which will require such an input of energy using EP's propulsion technology as to be an appreciable fraction of the energy budget of the entirety of transhumanity to accomplish in a reasonable period of time--and would cost so much energy that any benefit from using it as a flywheel to conserve momentum, thrust and fuel would be overshadowed by the immense cost of getting it up to speed to begin with. Ironically, the best option for getting it up to speed is to reverse-engineer the Factors' reactionless drive and use that to get the station spun up to speed... but once you have a reactionless drive, using a flywheel for conserving momentum seems... rather silly. :) It's a cool idea, and I'm tempted to borrow the idea for a dead exoplanetary civilization that gatecrashers might come across, but as a practical solution to the inefficiencies of space travel, it quite simply isn't one. :( Yet another engineering solution killed by economics.

"Democracy is two wolves and a lamb voting on what to have for lunch. Liberty is a well-armed lamb contesting the vote." -Benjamin Franklin

NewtonPulsifer NewtonPulsifer's picture
You don't need to use thrust
You don't need to use thrust/propulsion technology. Gyroscopes and flywheels work just fine in space. Just spin it up just like a real bola - powered with a fusion reactor. Fusion rockets get maybe 1 newton for 7000 joules. Flywheels get like .85 per joule round trip. That's a 5950x advantage. EDIT: Here's a bunch of ways you can do attitude changes: https://en.wikipedia.org/wiki/Attitude_control#Actuators
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
NewtonPulsifer NewtonPulsifer's picture
This bolastation idea got me
This bolastation idea got me looking into capture orbits. It looks like capture orbits can dramatically reduce the delta-v required to go from one planet to another. More than I realized: http://hopsblog-hop.blogspot.com/2012/06/inflated-delta-vs.html#!/2012/0...
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
Holy Holy's picture
NewtonPulsifer wrote:This
NewtonPulsifer wrote:
This bolastation idea got me looking into capture orbits. It looks like capture orbits can dramatically reduce the delta-v required to go from one planet to another. More than I realized: http://hopsblog-hop.blogspot.com/2012/06/inflated-delta-vs.html#!/2012/0...
Is the point from the Hop's Blog valid? I would think if you are in a highliy eliptical orbit around a planet you still need to decelerate alot at periapsis to rendezvous with any space station, ship or elevator in orbit.
NewtonPulsifer NewtonPulsifer's picture
Holy wrote:
Holy wrote:
Is the point from the Hop's Blog valid? I would think if you are in a highliy eliptical orbit around a planet you still need to decelerate alot at periapsis to rendezvous with any space station, ship or elevator in orbit.
The idea is to decelerate using aerocapture or aerobraking. Your altitude of an Earth braking/capture maneuver is going to be limited by your proximity to interdiction defenses around Earth, and aerocapture isn't going to work on say Luna.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
OneTrikPony OneTrikPony's picture
I've been arguing with myself
I've been arguing with myself about the Aerobraking subject too. I just don't have enough math to analyze whether building IP ships to take the stress and cost of freighting the shielding is efficient in the over all system. So many destinations don't have an atmosphere to brake in. I believe the basic problem is; how many tons of propellant mass would aerobraking save? Is that mass more than the mass of shielding? Is the cost of that saved mass enough to cover the increased cost of building a ship that can take the stress of aerobraking?

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NewtonPulsifer NewtonPulsifer's picture
Most rough estimates I'm
Most rough estimates I'm seeing are 15% of entry mass for the heat shield. If 66% of your mass was propellant, that's like 5% of the total launch mass. And EP has *way* better materials science/superconductors/supermagnets - so EP engineers can likely get that 15% amount reduced. And then there's tricks like taking empty fuel tanks and reconfiguring them as a disposable heatshield while on your trip.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
OneTrikPony OneTrikPony's picture
NewtonPulsifer wrote: And
NewtonPulsifer wrote:
And then there's tricks like taking empty fuel tanks and reconfiguring them as a disposable heatshield while on your trip.
Awes... Wait... yep, AWESOME. Take your empty hydrogen balloon blast it full of aerogell, Sweet idea!

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.

Arenamontanus Arenamontanus's picture
Circularizing a capture orbit
Circularizing a capture orbit with multiple aerobrakings is definitely doable, especially with EP style material technology. Aerobraking can shed a km/s or two per pass, but of course you need a decently thick atmosphere - Luna and Mercury are out. Earth is inaccessible (darn defenses!), and Jupiter is a bit risky (lots of radiation and small margins of error - whoops, wrong weather report, too much density, now you're doomed!) Note that a capture orbit is slow - an Earth capture orbit is roughly Lunar orbit sized and takes about a month to traverse. So doing a few aerobraking manoeuvres may take a few weeks. Just like the interplanetary transit system cheap orbits are slow ones.
Extropian
NewtonPulsifer NewtonPulsifer's picture
You can do it in one pass.
You can do it in one pass. Here's a single pass 30km/sec analysis for Neptune: http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20060012092_2006013... It's a 22 max Earth g's and up to 8 kilowatts per square centimeter heat. So a bit rough for biomorphs (but still feasible even for them). When you consider superior EP technology and that you can snag your aeroshell, bollute, or disposable heatshield at the destination (the advantage of having infrastructure at the destination) slowing down a 40km/sec ship is a straightforward exercise in EP to do in one pass. A 400km/sec ship is going to be a trickier nut to crack.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
OneTrikPony OneTrikPony's picture
Hmm. I question the value of
Hmm. I question the value of single pass aerobraking at either end of the trip. I'm thinking that building a ship to handle 22G stress and vibration then pushing that mass up to speed is less economical than waiting an extra month or two or just burning propellant in several Oberth maneuvers of a closer orbit.

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.

NewtonPulsifer NewtonPulsifer's picture
That depends on your mass
That depends on your mass assumptions, right? If we were to use as a basis a civilian fusion torch ship stats in EP, which loaded with cargo can get a 40 km/sec delta-v after about 200,000 seconds of thrust, and unloaded get 400km/sec. So...that implies a 1000 tonne ship is loaded down to 10,000 tonnes. Lets say the ship can handle 3gs continuous fully loaded. Probably double that for short periods. How much of the ship is superstructure? If we go by aerospace as a comparison - only 20% or so [EDIT: That page won't render in Firefox - use another browser] for the fuselage. Oh, and this is not a fighter jet (which is more like 4.5g, 9g continous). Okay, knock off 1/3 - 13.3%. Oh, and made of carbon nanotube reinforced plastic - down to 6.6%. Oh, and we don't need the skin lifting surface (just ribs) - down to say 3.3%. We're talking a frame of 33 tonnes. You'd need more reinforcement if you have cargo, so if you design an self-reinforcing container system it would likely have a similar fraction of mass. So we have a 33 tonne frame unloaded, 330 tonnes loaded. Going to a 30g continuous frame would be 297 tonnes extra (33 tonnes*10-33 tonnes). 2970 to include reinforcing the cargo areas. What does this extra 2970 tonnes get us? Well, we lose delta-v. Down to 30.8 km/sec from 40km/sec. But we don't need to decelerate - so we're still about 61.6km/sec compared to the alternative. If we don't care about thrust we can even reduce the reactor/thruster/radiator size by 1/2. Call all that combined 57% of the [EDIT: original] dry mass, and we've saved about 285 tonnes - that covers about the entirety of the frame mass increase. We also get a much cheaper ship out of it (ship frame mass has to be gobs cheaper than fusion reactors). EDIT: You can also switch to a 2 pass aerocapture to halve the G force.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
Hop_David Hop_David's picture
OneTrikPony wrote:I believe
OneTrikPony wrote:
I believe the basic problem is; how many tons of propellant mass would aerobraking save? Is that mass more than the mass of shielding? Is the cost of that saved mass enough to cover the increased cost of building a ship that can take the stress of aerobraking?
Start mass / final mass = e^(delta V/Vexhaust) If you're using hydrogen and oxygen for propellant, each 3 km/s added to the delta V budget will about double the start mass. An extreme example of aerobraking was the space shuttle's re-entry. It would shed 8 km/sec within an hour. Circularizing Mars capture orbit takes about 1.4 km/s. Since energy scales with square of velocity, this takes about 1/32 of the joules per kilogram that the shuttle must shed. Moreover, shedding those joules are done over more than an hour. After each periapsis pass, the ship has more time to radiate off the heat gained. The Mars Global Surveyor as well as the Mars Reconnaissance Orbiter successfully used periapsis drag passes to lower apoapsis and both did this with with relatively tiny shielding. Time is an issue, though. The period for a Mars capture orbit is about 54 days. An aggressive drag pass shedding .2 km/s would substantially lower the apoapsis of a capture orbit to an orbit taking a little more than a day.
NewtonPulsifer NewtonPulsifer's picture
Keep in mind Mars in EP has
Keep in mind Mars in EP has an atmosphere 33 times denser than our mars due to terraforming.
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve."- Isoroku Yamamoto
Hop_David Hop_David's picture
NewtonPulsifer wrote:Keep in
NewtonPulsifer wrote:
Keep in mind Mars in EP has an atmosphere 33 times denser than our mars due to terraforming.
Presently our use of aerobraking is timid and tentative. This is because we have incomplete knowledge of the state of our target planet's atmosphere. Atmosphere density at a specific altitude is variable. And a slight aerobraking mistake could result in lithobraking. If Mars is settled and terraformed, it'd likely have weather and surveillance satellites. The state of Mars atmosphere at a given time would be well known. If this is the case, more aggressive drag passes are doable. Given a well characterized, denser Mars atmosphere, I believe aerobraking could be used to circularize orbits over a week or two.
athanasius athanasius's picture
A side note, i suggest the
A side note, i suggest the use of thugs like a form of brake themselve: the thug accelerate toward the ship than begin to propel toward it some mass, the thug decelerate and the ship do the same (action-reaction law x2), then the 2 shipp can dock or travel toward different path. Something similar is proposed in this article http://www.nasa.gov/vision/universe/solarsystem/magbeam.html. This save a lot of fuel: the example i'v read need thug to accelerate, decelerate and dock than use remaning reaction mass to decelerate the ship, exchanging momentum between thug and ship is a trick for use reaction mass only for deceleration. the thug can even be a fuel tank with the machinery for momentum transfer, the ship accelerate it to match his velocity than dock and refuel and use the fuel for manouver, the momentum used for accelerate the thug is subtracted from the ship ;)