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Author Topic: You are Intergalactic Space Battlecruiser!  (Read 19259 times)

Mr. Palau

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Re: You are Intergalactic Space Battlecruiser!
« Reply #45 on: March 29, 2012, 04:27:41 pm »

Maybe we should build the Mass Accelerator?
If we ever need to get off this planet, the railgun would work as a catapult of sorts. Depends on how big it is. If it is only small, ignore what I just said.
I think it will be too small, but once we have our systems back on-line we should be capable of launching by ourselves.
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andy_t_roo

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Re: You are Intergalactic Space Battlecruiser!
« Reply #46 on: March 29, 2012, 05:59:06 pm »

Ok here's what the robots should do, I think:
25 robots will continue scouting the ship, focusing on lower decks where engineering, stores, and power supply are (if this ship has power in the core, or at the rear, search there ... (also, where did we find the power plant, what shape is our ship?) )
25 robots assess supply situation, as we may need the resources to build more important things (repair manufactury, power plant, weapons, power conduits). If it will not significantly impair our ability to repair other objects, begin repairing the 50 damaged robots.
25 robots assess the capaity to repair the power core, what materials it runs on, and if repair is possible begin repairing the core.
5 robots, including Envoy begin communication with the bipeds, attempting to determine the rest of their language and then delivering Mr. Wiggles' message. The 4 other robots are there to protect Envoy, if bipeds approach respond with non-lethal force, ie psuh them back, if they persist demonstrate the power of the arc weilders, ie turn them on and burn something that is not a human, in order to convince the bipeds to stop annoying the robots.
20 robots form parties of 5 and scout north, south, east, west, departing from the opposite side of the ship to where envoy is discussing. They should move to the limit of communication range, then split into a group of 2, and a group of 3, with the group of 3 moving to communication range (x-2-3), then move out to (x-1-2-2). basic line of sight comms (or ones which are only blocked by bulk material) should have about a 1/2 to 1 km range, but we have ftl capability, so who knows about comms ... (while we are out there use our high frequency clocks to time a transition and determine if it is ftl ... (a 30ghz clock clocks while light travels 10cm, so at 1/2 km, that is 1000 clock cycles at light speed, there and back more than enough to determine if signal is ftl).

a/m= anti matter I believe

edited above quote with slightly different priorities

RE antimatter:
antimatter or whatever as a fuel source doesn't matter - it is the strength of the Eisensteinian circumvention equipment which matters.
To accelerate an object to 87% of the speed of light takes energy equal to its own mass in antimatter. (exact figure is sqrt(3/4) ).

In general, energy is 9.0 × 10^16 joules per kilogram.
1 watt is 1 joule per second. Solar power is about 1000 watts per m2. 10 km2 of (100% efficient) (10 million square m) would take 312 earth days to collect enough energy to make 1 kg of antimatter.

Fission of uranium is 83.14 TJ/kg, so complete fission of 1080kg of uranium would also generate enough energy.

Finally at 410Tj/kg we could fuse d-t, for 220kg fused per kg antimatter.

In short, antimatter requires a high tech space station close to the sun to collect energy quickly enough to make antimatter a viable power source.
--
RE: space weapon rail-guns.

Any rail gun will have a muzzle velocity high enough to reach orbit - escape velocity is 11km/s, (60Mj/kg). a 60Mj weapon is hardly a serious space age weapon, and at distances beyond 100km, you would be able to dodge it easily.

A nuclear tipped tommahawk cruise missile has a payload of 840 TJ, equal a 1.7 ton object moving at 1000km/second. (note, even at this speed relativistic effects are not significant, being 7Gj energy increase).

The hard part is making the acceleration low enough and smooth enough that we don't smoosh anything inside it (forget organic objects of any type, unless near complete inertial dampers exist)

Assuming a spinal mount railgun in a 1.5km long ship, the acceleration required to get to 14km/second is 6500 G. This requires better than 99.95% damping to be survivable.
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MrWiggles

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Re: You are Intergalactic Space Battlecruiser!
« Reply #47 on: March 29, 2012, 06:30:18 pm »

I think we can assume that we can survive take off. Our AI lair seems to be made pretty sturdy and independent to the rest of the ship. If we survived a crash landing, then we can survive a take off.

We only need to make it comfy for the Paleo's, if for some reason we need them to operate things in the ship.

------
Side note: What cha all thinking about offering some of the nice officer quarters to house the more important Paleo's?
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Mr. Palau

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Re: You are Intergalactic Space Battlecruiser!
« Reply #48 on: March 29, 2012, 07:03:43 pm »

I know the Railgun would be able to accelerate objects enough to escape a planet's orbit, but I just didin't hitnk we could fit in the railgun, as our computer core is likely quite large if we are an advanced AI, even if it was designed on the cale of nano meters.
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Flying Dice

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Re: You are Intergalactic Space Battlecruiser!
« Reply #49 on: March 29, 2012, 09:42:42 pm »

This raises the question: Why the hell are we discussing shooting our core into orbit with a railgun!? That makes absolutely no fucking sense, if you'll pardon my blunt honesty. We have no resources apart from our body (the ship). If for some reason we need to leave the planet, wouldn't it make a tad more sense to, I don't know, repair our body (leaving aside the multitude of other reasons why that is a good idea)? Unless someone here is the Space Core in disguise, there is zero reason to essentially commit suicide via centuries of micrometeorite bombardment and slow degradation of our capabilities.
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Mr. Palau

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Re: You are Intergalactic Space Battlecruiser!
« Reply #50 on: March 29, 2012, 10:13:57 pm »

I honestly don't know.
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Cairon

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Re: You are Intergalactic Space Battlecruiser!
« Reply #51 on: March 29, 2012, 10:25:55 pm »

OOC: Can you please mark whatever it is you wish to do with >s just to make my life easier? Thanks. :)


The communication robot, henceforce known as Envoy proceeds out the exit hatch, and confronts the as-yet unnamed bipeds. The optic lenses on Envoy relay the following information about the unnamed bipeds: Body is covered in scales, they possess two arms, and a prehensile tail. Very reptilian. Four additional robots are dispatched to escort Envoy.

Envoy speaks first as the reptilian bipeds are caught off-guard and shy back from Envoy and explains to the reptilians that you are a wounded war god, and demand their obedience.

The bipeds do not respond and instead flee from Envoy, back into the jungle that surrounds the ship.


The other detachment of robots exit another access port and begin to scout around the ship. Between the two groups you determine that you are located inside of a dense jungle, the air is thick with moisture, and you crash landed on a hill in the middle of it, you destroyed much of the vegetation as you crashed, and you can see a trail of wreckage that stretches for a couple kilometers. The ship appears to be mostly intact, however you cannot see the ship's engines anywhere.


Meanwhile inside of the ship...

Your repair team located at the fabrication array move to the ship's generators and proceed to diagnose the cause of system failure for the reactors. Initial inspection looks to be minor damage and quite possibly could get it back up and running shortly.


Your scout teams press onwards and have now scouted fourty percent of the ship. Things of note are as follows:

Found the bridge, everything appears to be in working order, other than some cosmetic damage.
Located a hangar bay, which contains eight long-range fighter jets. space-capable. All appear damaged.
Another cargo bay, containing crates with unknown contents. short range scanning does not penetrate.


Finally, the rest (37) of the idle robots proceeds to the room with the broken robots to see if they cannot repair and bring them back online.


Status:
Spoiler (click to show/hide)
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MrWiggles

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Re: You are Intergalactic Space Battlecruiser!
« Reply #52 on: March 29, 2012, 10:38:23 pm »

>s I wanna name the lizard men, Paleo.

--------
>s So lets open up some of those crates we can't scan to see what's in them.

Can the repair bots operate the bridge system?

Can we control the space fighters with telepresence?
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Mr. Palau

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Re: You are Intergalactic Space Battlecruiser!
« Reply #53 on: March 29, 2012, 10:48:08 pm »

Ok
> 4 bots scout outside
> 15 bots scout ship
> envoy continues to talk to the bipeds
> bipeds should hence forth be know as Lacerta Homo, lizard man in latin, to give them a proper name
> 10 robots open the crates
> 10 robots assess the damge to the bridge and whether it can be easily repaird and what's it functions were. 
> 30 robots repair the damaged robots
> 30 robots bring power core back on-line.

Gotta get that power core back on-line in order to power the fabrication array so we can make more robots, so we can repair other critcal functions and enslave Lacerta Homos in order to aquire the fuel we will need to leave the system.
« Last Edit: March 29, 2012, 10:49:56 pm by Mr. Palau »
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andy_t_roo

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Re: You are Intergalactic Space Battlecruiser!
« Reply #54 on: March 29, 2012, 11:13:00 pm »

erm, i didn't think we demanded obedience, just offered ambivalence and non-hostility. (unless we lucked out with the roll ... )
Ok
> 4 bots scout outside
> 15 bots scout ship
> envoy continues to talk to the bipeds
> bipeds should hence forth be know as Lacerta Homo, lizard man in latin, to give them a proper name
> 10 robots open the crates
> 10 robots assess the damge to the bridge and whether it can be easily repaird and what's it functions were. 
> 30 robots repair the damaged robots
> 30 robots bring power core back on-line.

Gotta get that power core back on-line in order to power the fabrication array so we can make more robots, so we can repair other critcal functions and enslave Lacerta Homos in order to aquire the fuel we will need to leave the system.


This. (we need power to do anything, including make anything more).


> What is the range on our robotic comms, and is it ftl?
> divert the scout team which was going closest to our crash path to instead follow it as far as possible, keeping watch for technology.
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MrWiggles

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Re: You are Intergalactic Space Battlecruiser!
« Reply #55 on: March 30, 2012, 01:25:20 am »

>s I wanna see if we can convert the power plant from a fighters, into a portable generator.
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Flying Dice

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Re: You are Intergalactic Space Battlecruiser!
« Reply #56 on: March 30, 2012, 03:14:58 pm »

>Restore the reactor to operation.
>Repair the fighters(determine if they can be remotely operated)
>Attempt to determine the effective range of direct control over the robots.
>Have 1 (One) robot remove one of the sealed crates from the cargo bay, take it 100m away from our outer hull, and carefully open it, reporting the contents (assuming no detonation, etc.)
>If repaired fighter can be remotely controlled/robot control range is >1km, deploy a small force to attempt to locate our engines. Even if they are too damaged to reattach and use, they will be a useful source of hull plating and exotic materials that could otherwise be difficult to gather.
>Program the non-Envoy robots to exclaim "EXTERMINATE! EXTEEEERMIIIINAAAATE!" in nasal voices when threatened/in combat.
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Mr. Palau

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Re: You are Intergalactic Space Battlecruiser!
« Reply #57 on: March 30, 2012, 05:16:30 pm »

List of all suggestions and what to do next turn
Ok
> 4 bots scout outside
> 15 bots scout ship
> envoy continues to talk to the bipeds
> bipeds should hence forth be know as Lacerta Homo, lizard man in latin, to give them a proper name
> 10 robots open the crates
> 10 robots assess the damge to the bridge and whether it can be easily repaird and what's it functions were. 
> 30 robots repair the damaged robots
> 30 robots bring power core back on-line.

Gotta get that power core back on-line in order to power the fabrication array so we can make more robots, so we can repair other critcal functions and enslave Lacerta Homos in order to aquire the fuel we will need to leave the system.
>s I wanna name the lizard men, Paleo.

--------
>s So lets open up some of those crates we can't scan to see what's in them.

Can the repair bots operate the bridge system?

Can we control the space fighters with telepresence?
> What is the range on our robotic comms, and is it ftl?
> divert the scout team which was going closest to our crash path to instead follow it as far as possible, keeping watch for technology.
>Restore the reactor to operation.
>Repair the fighters(determine if they can be remotely operated)
>Attempt to determine the effective range of direct control over the robots.
>Have 1 (One) robot remove one of the sealed crates from the cargo bay, take it 100m away from our outer hull, and carefully open it, reporting the contents (assuming no detonation, etc.)
>If repaired fighter can be remotely controlled/robot control range is >1km, deploy a small force to attempt to locate our engines. Even if they are too damaged to reattach and use, they will be a useful source of hull plating and exotic materials that could otherwise be difficult to gather.
>Program the non-Envoy robots to exclaim "EXTERMINATE! EXTEEEERMIIIINAAAATE!" in nasal voices when threatened/in combat.
Ok one robot opens the crate, the other nine who were going to open crates repair fighters So final list
> 4 bots scout outside
> 15 bots scout ship
> envoy continues to talk to the bipeds
> 1 robots remove one of the sealed crates from the cargo bay, take it 100m away from our outer hull, and carefully open it, reporting the contents (assuming no detonation, etc.)
> 10 robots assess the damge to the bridge and whether it can be easily repaird and what's it functions were. 
> 30 robots repair the damaged robots
> 30 robots bring power core back on-line.
> 9 robots repair fighters
>Program the non-Envoy robots to exclaim "EXTERMINATE! EXTEEEERMIIIINAAAATE!" in nasal voices when threatened/in combat.
>Attempt to determine the effective range of direct control over the robots.
> divert the scout team which was going closest to our crash path to instead follow it as far as possible, keeping watch for technology. (this will be taken form the 15 robots scouting outside.

Mutually conflicting orders
> bipeds should hence forth be know as Lacerta Homo, lizard man in latin, to give them a proper name
>s I wanna name the lizard men, Paleo.
Which one should it be?

Orders I don't think would be productive:
>If repaired fighter can be remotely controlled/robot control range is >1km, deploy a small force to attempt to locate our engines. Even if they are too damaged to reattach and use, they will be a useful source of hull plating and exotic materials that could otherwise be difficult to gather.

We don't even know if we can repair the fighters now, even though an order to repait them is up I don't know if they will finish or if teh fighters will be too damaged. We should really get the power core and fabrication array back online first so we can make new robots as needed and increase our ability to repair critical systems. Once we have more robots or are running out of materials we should do this though, just not really necessery right now.
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Flying Dice

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Re: You are Intergalactic Space Battlecruiser!
« Reply #58 on: March 30, 2012, 05:33:46 pm »

What's bad about a long range fighter that is both airbreathing and capable of space operation? If we can get a decent control range with it, it will be much more effective as a general scout than a squad of robots (though obviously the latter would be better for detailed searches), not to mention giving us a mobile offensive force, assuming weapons can be made operational. Regarding the engines, we should at least attempt to locate them. Re: Materials: Where was it mentioned that we have any sort of substantial material resources? On a related note, unless our fabrication array can break physics and create matter out of thin air, we're going to need a source of materials. We can probably assume a small stock of processed materials suitable for general maintenance, but certainly not enough for the sort of damage we've sustained (which would probably be a 'yard job, if we weren't crashed on an uncivilized world). Finding the engines is important not least because we'll know what our longterm goal will be. If the engines are intact and can be repaired and reattached, we need to focus on heavy machinery with which to do so, and later on getting off-planet to mine system resources, etc. If they're beyond repair, they will be (again) a source of exotic processed materials that will otherwise likely require substantial efforts to procure more of. Unless you think an advanced warship with a sentient AI is constructed out of iron and wood.
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Zecro_The_Scourge

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Re: You are Intergalactic Space Battlecruiser!
« Reply #59 on: March 30, 2012, 07:14:54 pm »

^I agree with this pony
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