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Oxygen can be recovered from CO2 exhaled by the crew either by using low energy methods or through high-energy chemical reactions. Depending on how much importance is placed on recycling, water consumption can be reduced to zero. You need 0.8kg of oxygen per day, alongside 0.6kg of food and up to 30k g of water. In other words, we want the smallest crew possible, with the lightest life support system.ĭr Nigel Packham at a Lockheed-Martin 15-day life support test.Ī first approach uses real-life figures from N ASA.
WARSHIP CRAFT SHIP DESIGNS PLUS
To fit the requirement for human presence, we must have the mass of a crew, plus ha bitable space and life support, be more useful than a s imilar mass dedicated to the spacecraft's other systems, such as weapons, computers or propellant. We 'll go down the list of objectives and try to fit everything in. In our case, the crunch starts with us establishing figures we will use as loose references for the final design of our warships. It also allows us to break the laser-dominated monot ony of standard 'hard SF' warfar e by introducing low-detectability missiles. The less information there is available to each side, the more important human intuition becomes. This means that the Solar System is not infested with sensors, and having first strike capability is worthwhile. If typical hard Sf combat was a game, you'd never leave Map view.įinally, we want to include stealth elements. If your payload has 1000kg/m^3 density, and your propellant of choice has less than 100kg/m^3 density, then 90%+ of your spaceships' volume is going to be propellant tanks. Too high of an acceleratio n promotes a 'whale syndrome ', where spaceships limited by drive power must take on huge quantities of propellant to achieve both sufficient acceleration and enough deltaV capacity. On the other hand, too low of an acceleration would make missiles reign supreme. Otherwise, the e ngine power requirements would run us into The Laser Problem. With our realistic setting, lower accelerations are better. The second way to make humans relevant is to make on-site repairs a significant facto r
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This implies a certain rang e to acceleratio n ratio. The quickest way to do this is to make maneuvers rele vant: if it is just two fleets taking pot-shots at extreme distance, then where they choose to go does not matter. This Star Citizen fighter would be less appealing if unmanned.Īs for the combat itself, we need to shape it so it just ifies humans being on-board. We do however want individ ual characters to matter in combat, so reducing the crew to a handful of individuals through automation is still a good solution. Characters won't 'live' inside their spaceships, but neither are they je t fighter pilots that can be deployed at a moment's notice - we want travel to take in the about 1-2 months, with a modern day submarine as our reference.Ī good thing to have is crew on the warships themselves - this lets us evade the difficulties with drone vs drone warfare, and fits with Burn side's zeroth law of space combat. This means we won't concentrate on the futility of war, so weapons fire will not vastly outstrip defense.
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In this setting, we want space combat to reflect the struggle between Terran oppression and Martian idealism.