These forums would be so much better if Reddit didn't exist.A long time ago, someone (I wish I could find the post to credit them properly) on reddit made a post
These forums would be so much better if Reddit didn't exist.A long time ago, someone (I wish I could find the post to credit them properly) on reddit made a post
I was all ready to post this if it hadn't been mentioned already. Elite 1984 lifted lots of things from Traveller (the Pulse Laser / Beam Laser is straight out of Traveller for a start), and the old 'one ton cargo cannister' was a likely candidate as well - one 'displacement ton' was a unit of volume.Historically, cargo ship size has been measured in tonnage which is actually a measure of volume, not weight. The pen & paper RPG Traveller (1977) carried it forward into space and many other games have followed suit. A Traveller ton is based on a volume of hydrogen and works out to be 14 cubic meters. I'm pretty sure Traveller has been cited as a major inspiration for the first version of Elite in 1984, so that's probably where they got it from.
The TEU measure for cargo is fairly new and probably hasn't percolated its way into the zeitgeist yet.
I was thinking about the problem with power creation. Annoyingly I can't really figure out the theoretical maximum to get out of hydrogen fusion.Hello OP, I for one commend you for your work -- I've always felt that the figures don't quite add up, but I had no idea it's that bad. I.e. that even with the tightest, heaviest / most massive module packing possible, the big ships come out at 1/6 the density of styrofoam.
(Note that it's quite different for small ships; Eagle and Viper for instance are about the size of a Space Shuttle (orbiter), and actually about twice as massive)
A possible meta-explanation might be that the medium and large ships were originally designed somewhat smaller, then upscaled to make them look bigger, without changing the stats.
For added lulz, calculate the density of a Jumpaconda. =D
Nah it would still remain magic. For that tiny, tiny amount of fusion ash created by those power plants (something like 1-3t/h) to create that kind of thrust that can accelerate (in realspace) a ~1000t-ship at the rates we observe, the drives would have to accelerate these particles to extreme velocities. This opens not one but several cans of worms:
1. the kinetic energy of the exhaust can't be greater than the energy put into them, or we'd be looking at a perpetuum mobile machine of the first kind. Disclaimer: I'm a bit rusty with this kind of calculations, but I'll do my best to get the units right and not mix in too many tenfold errors:
Example: ship mass 750 tons
Acceleration - for simplicity's sake - 1G = 10m/s^2
-> required thrust = 750t = 750.000kg = 7.500.000N
Let's say the ship uses 3.6t of fuel per hour (again, KISS), or 1kg/s straight.
In order to get 7.5MN of thrust out of 1kg of propellant, we'd have to speed the propellant up to 7.500km/s (2.5%c). Now this isn't too grotesque for a far-future SF I guess; well within the theoretical capabilities of fusion drives. But!
In order to squeeze out the propellant at this velocity, we need to charge it up with the appropriate amount of energy.
E_kin = 1/2 m * v_e^2;
plugging in, we get 1/2kg * 7.500.000m^2/s^2 = 28 Terajoules per second, or in other words, 28 TERAwatt.
Compare that to the figures given for the power plants and engines in ED... 28MW here, 8MW there... it doesn't just not add up, it doesn't add up by six orders of magnitude! It's like filling a gallon of petrol into your car and expecting to drive 1000 times around the world with that.
2. Now the apologists might say "So maybe the units are borked, so what", but again, it isn't that easy. ED actually does a good job not entirely ignoring the problem of waste heat. Typical power plants emit something on the order of 1MW of heat for 2MW of electricity (in in-game notation this would be called "0.50 efficiency". If only the "units were borked", the PP and thrusters would have to be a million times more powerful and, you get it, generate a million times as much heat.
Now this would be a huge problem for the ship itself. In the above example, those 28TW of drive power would produce something like 14TJ of heat per second, every second. For comparison, that's one Hiroshima bomb every four seconds. Yes you heard that right, imagine that every four seconds there'd be an atomic bomb exploding inside your ship. You see the problem.
3. And even ignoring that, the figures simply don't match up with the rest of the ship's systems anymore. Everything consumes power (and creates heat) on the order of megawatts, and these figures are probably already a bit on the high end comparing them to real life applications, but close enough. (Let's not think too much about the "docking computer" that draws 750.000 Watts, or probably about 1500x as much as your home computer system's peak draw)
It's just not plausible that we can feed a 28TW thruster no problem, but have to squeeze fractions of megawatts out of our other systems to keep everything running.
And worst of all, Jon's Law rears its ugly head: with that kind of thrust power at our disposal, we're being stupid for even carrying weapons, especially when those weapons have only a millionth the power output of our engine. It's like a Challenger 2 main battle tank whose main gun has been replaced with an air rifle. Yes you can plink away at things with the air rifle, but it'll be a lot more efficient if you just roll over the target with your 65 tons of heavy metal.
Or in the case of a spaceship with a multi-terawatt engine, just point the drive plume at your enemy and watch it evaporate in a puff of plasma.
(IIRC that Expanse show demonstrates a few examples of this)
So, long story short: it IS space magic. Somewhere along the way there's a perpetual motion machine that creates 1 MW worth of thrust power for every 1 W of electrical power we put it, but without any of the side effects such a thrust power would bring with it.
The only "solution" I see is that the realspace / sublight engines work by an entirely different (and in itself magical) principle, maybe similar to Star Trek's "Warp" bubbles that reduce the mass of a body in realspace and thereby make it easier to accelerate. This approach would probably also be easiest to bring inline with the ridiculous speed limits imposed on the ships in realspace, or the fact that they bleed velocity even when all thrusters are off.
--
As insult comes to injury, these maths operate in exactly the opposite direction as the OP's complaints about mass, density and carrying capacity. If we/FD tried to make the mass figures for the ships shown more believable by increasing them, that would mean we'd have to increase the thrust values even more. If we increased the carrying capacity to more believable values, that would move the gameplay effects of owning a Sidewinder vs a Cutter way, way further apart than they already are, and that is most likely not desired by the devs.
The most reasonable approach to bring the numbers to more plausible levels would be to ... make the ships smaller. As they were probably designed at some point in the past (before release). However, that again would make space combat much harder, at least if we were still expected to aim fixed weapons manually at suddenly much smaller targets zipping by with what would be +/- Mach 2 here on Earth.
I'm pretty sure I've seen a video talking about a similar incident..... or the stresses involved can have serious structural consequences:
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Oh, the HORROR of people using an informative setting to get information that you don't like. How terrible.These forums would be so much better if Reddit didn't exist.
I was thinking about the problem with power creation. Annoyingly I can't really figure out the theoretical maximum to get out of hydrogen fusion.
At 3.6 tons/hour that's 630 x 10^12 watt or 630 TW. Quite a bit more than the 36 MW a class 8A can produce (before engineering), and quite a bit more than the 28 TW you calculated as needed for the thrusters. But an 8A thruster with clean engineering only draws 12.53 MW, which is quite far away from your number. This means that even at 10% efficiency we can still extract 63 TW of useful energy.
I think this would allow a lot more opportunities to provide to better manage commodity prices as well as smuggling or trading. You could smuggle or trade really valuable items that don’t necessarily take up a lot of volume or mass, and you could do that with small ships (like say diamonds today on earth).
Sure it would be a lot more profitable still to trade a 700T cutter full of diamonds but the point is you’d be hard pressed to find that much anywhere, certainly not in one place. Large ships with large volumes would be more used for bulk transport, smaller ships with smaller volumes could be used for trading less bulky things.
And replies like this just reinforce my opinion. How about just keep the Reddit on Reddit.Oh, the HORROR of people using an informative setting to get information that you don't like. How terrible.
Is there really any space simulation game out there more realistic with as much gameplay as Elite dangerous? I would genuinely like to know.That's fine, but the game should not really be categorized as a simulation game at this point
A long time ago, someone (I wish I could find the post to credit them properly) on reddit made a post with the bounding box and actual enclosed volume of each ship. I made a copy of their data and used it for some of my own stuff, and recently I've been wondering why the spaceships in Elite: Dangerous are such terrible transporters.
As an example - the fleet carriers can take 25,000 tons of cargo. That sounds impressive, but it's a ship that's 3.2 km long and 700 meters wide (no idea about its height). The Evergreen ship Ever Given, which recently blocked the Suez Canal is 400 meters long and 60 meters wide and can carry 20,000 twenty-foot container. Those are typically 6.1 x 2.44 x 2.59 meters and all of them have a maximum gross mass of 24 ton with a maximum cargo mass of 21.6 tons. In other words, the Ever Given can carry up to 432,000 tons of cargo. That single cargo ship can carry more than 17 times as much cargo as a single fleet carrier. This is not exactly impressive.
A Type-9 is 117 meters long, 115 meters wide and 33 meters tall. It can carry a maximum of 790 tons of cargo. That's between 36 and 37 twenty-foot containers. A stack of 6x6 such containers would be 37 meters long, 15 meters wide and 2.59 meters tall. Considering the size of this ship that is built to carry cargo, that is a drop in the bucket. And it made me wonder - just how low density are our spaceships?
Well, the highest mass I can manage to make a Type-9 is 2,219 tons by B-rating everything, putting weapons and shield-boosters in all utility slots. The ships volume is 157,616 m^3. Density is mass/volume - 2,219 tons / 157,616 m^3 = 12.8 kg/m^3 . Water is 1,000 kg/m^3. At 101.325 kPa (abs) and 15°C, AIR has a density of approximately 1.225 kg/m^3. Styrofoam has a density of approximately 75 kg/m^3.
The density of the air at the surface of Venus is 67 kg/m^3 - five times that of the highest mass Type-9. None of the thrusters on the Type-9 will allow it to ever get to the surface (if it's airtight and loaded in a normal atmosphere).
A ship like a Type-9, a ship that is built to carry as much cargo as possible, should be able to carry a LOT more cargo than it currently does. The idea that we're 1,300 years in the future but has somehow failed to figure out how to move cargo in an efficient way.
Of course, fixing that kind of problem raises another - making money becomes much, much easier, because we'll be carrying a lot more goods from the start. Don't get me started on income and prices in the game, because that's also horrendibly broken/illogical.
Things like Kerbal Space Program or Orbiter have much more realistic handling of propulsion, gravity, fuel, energy, etc.Is there really any space simulation game out there more realistic with as much gameplay as Elite dangerous? I would genuinely like to know.
Comparing the input and output of a Power Distributor is even sillieras a physicist, I find this game is intensely frustrating at times. Trying to use physics some of the time and having certain sim-like elements makes the magic, hand-wavy bits stick out all the more.
80T for an A grade power plant generates 36MW but a 1T power plant can make 9MW. Why not just use 4 small power plants? (Figures pulled from my own rear, but the point stands)
Worse, flying past a brown dwarf that's cooler than you are still overheats your ship, while hanging around on the surface of a 1000K planet doesn't.flying 1Ls from a 700K brown dwarf barely bigger than Jupiter overheats you as much as flying through the corona of a blue-white class O hypergiant.
And replies like this just reinforce my opinion. How about just keep the Reddit on Reddit.
Type-7 should also be able to land on medium pads, imho.
Comparing the input and output of a Power Distributor is even sillierWhy use Power Plants at all - why not just chain Power Distributors together with a little crank handle to start the first one off.
The maximum drain on the power distributor is fine - boosting will dump energy way faster than you've quoted there, for example.I think there is a bit of sense to that - the PD has a capacitor that can exceed the standard power drain of the power distributor. E.g. an unengineered PD uses 0.89 MW but stores 61/41/41 MJ for systems, weapons and engines that can be dumped in 10 seconds (maximum drain of 6.1/4.1/4.1 MW on the capacitors). But then it gets weird with how those systems are powered. I'm sure someone, somewhere has drawn up a diagram to explain how it works.
Just pointless intellectual peacocking then. What's the point of this thread anyway? You acknowledged it will never change, and would disrupt too much if it did. FD are not going to redo ship balance because of some "well ackshully".How about "no"? I am not a fan of gatekeeping and elitism
As her deadweight is a little less than 200,000t, the Ever Given can't carry 21.6t in all of the containers onboard. The permissible deadweight includes fuel, fresh water, stores, crew, etc.. as well as cargo.
A not insignificant portion of a Fleet Carrier's volume is assigned to her hangars - not cargo.
Yes - whining about reddit and pretending that you're too intellectually superior to any peons who would stoop to using it certainly does sound like peacocking.Just pointless intellectual peacocking then.