I am in the world building stage of the background for future WIPs (novels, short stories, games..).
In an attempt to make the universe as realistic as possible, and me having to break as few theories of physics as possible (I can't break the *laws* of physics, like the Laws of Thermodynamics), I have arrived at certain constraints, which I want to share in three posts: General constraints, propulsion constraints, and weapon constraints. These figure relatively high on Moh's Scale.
If possible, and / or desired, I'll cook up some half-way realistic ways to circumvent some of these constraints, without having Einstein rotate in his grave.
Caveat emptor: This list is based on my understanding of things, and I'm seriously lacking in advanced physics. This list is very probably very incomplete (I'm hitting the high notes, as it were, ignoring things like FTL, economics, and the maths behind the physics, just to name a few). So, proceed at your own risk.
This is also not an Imperial Decree telling you How To Write Your Novel Correctly. Or even at all.
Table of Contents
General constraints
Propulsion constraints
Weapon constraints
Going into medias res:
General Constraints
(1) There is no stealth in space. The energy a space ship produces has to go somewhere, especially the excess energy (aka "heat"), since to power generator *or* consumer can be 100% effective, so a target can be seen very, very soon. In fact, as soon as the excess heat's radiation hits the passive sensors, the (past) location of any ship is known.
Additionally, due to the vast distances necessarily involved if you want to have at least some action in space, you are looking at the past (if a ship is merely one AU away from my sensors, it takes 8 seconds for any radiation to reach the sensors), and it is trivial to zig-zag in 3 dimensions (with the right propulsion systems). Ergo, you can't hit anything at long distances, even if the theoretical range of weapons is "unlimited".
(2) With speeds that enable story-telling in a space opera-ish universe, absolutely everything becomes a weapon, simply due to impact at high speeds. No need for asteroids, simply have you biggest ship accelerate as fast and as long as possible, and you have you own planet-killer, and that isn't even taking into account the propulsion system!
(3) Any interesting weapon system (except missiles) has an enormous energy hunger. But radiators for the excess heat produced in the process are big, fat targets. So, in the *ahem* heat of battle, radiators will be protected somehow, the easiest way is to limit their exposure to enemy fire. This means that a ship cannot "bleed off" all the energy it produces. So, to prevent the crew from slowly being roasted, ships, or even fleets engaging each other, will hit as fast and as hard as they can, before they have to disengage to get rid of the excess heat.
(4) Evey weapon has countermeasures. Some active, some passive. Kinetic weapons can be countered by Whipple shields. ECM and point defense takes care of missiles, and simply rotating makes lasers useless. Unless you put an obscene amount of energy into any weapon system (except missiles, which'll have to get smarter by themselves, or being slaved to a platform with bigger and better sensors), that is, in which case you run into constraints #3.
Next: Propulsion constraints
In an attempt to make the universe as realistic as possible, and me having to break as few theories of physics as possible (I can't break the *laws* of physics, like the Laws of Thermodynamics), I have arrived at certain constraints, which I want to share in three posts: General constraints, propulsion constraints, and weapon constraints. These figure relatively high on Moh's Scale.
If possible, and / or desired, I'll cook up some half-way realistic ways to circumvent some of these constraints, without having Einstein rotate in his grave.
Caveat emptor: This list is based on my understanding of things, and I'm seriously lacking in advanced physics. This list is very probably very incomplete (I'm hitting the high notes, as it were, ignoring things like FTL, economics, and the maths behind the physics, just to name a few). So, proceed at your own risk.
This is also not an Imperial Decree telling you How To Write Your Novel Correctly. Or even at all.
Table of Contents
General constraints
Propulsion constraints
Weapon constraints
Going into medias res:
General Constraints
- Detection range is vastly higher than engagement range
- Everything is a weapon at non-trivial speeds (F = ma)
- Battles have to be short and fast
- The defense wins
(1) There is no stealth in space. The energy a space ship produces has to go somewhere, especially the excess energy (aka "heat"), since to power generator *or* consumer can be 100% effective, so a target can be seen very, very soon. In fact, as soon as the excess heat's radiation hits the passive sensors, the (past) location of any ship is known.
Additionally, due to the vast distances necessarily involved if you want to have at least some action in space, you are looking at the past (if a ship is merely one AU away from my sensors, it takes 8 seconds for any radiation to reach the sensors), and it is trivial to zig-zag in 3 dimensions (with the right propulsion systems). Ergo, you can't hit anything at long distances, even if the theoretical range of weapons is "unlimited".
(2) With speeds that enable story-telling in a space opera-ish universe, absolutely everything becomes a weapon, simply due to impact at high speeds. No need for asteroids, simply have you biggest ship accelerate as fast and as long as possible, and you have you own planet-killer, and that isn't even taking into account the propulsion system!
(3) Any interesting weapon system (except missiles) has an enormous energy hunger. But radiators for the excess heat produced in the process are big, fat targets. So, in the *ahem* heat of battle, radiators will be protected somehow, the easiest way is to limit their exposure to enemy fire. This means that a ship cannot "bleed off" all the energy it produces. So, to prevent the crew from slowly being roasted, ships, or even fleets engaging each other, will hit as fast and as hard as they can, before they have to disengage to get rid of the excess heat.
(4) Evey weapon has countermeasures. Some active, some passive. Kinetic weapons can be countered by Whipple shields. ECM and point defense takes care of missiles, and simply rotating makes lasers useless. Unless you put an obscene amount of energy into any weapon system (except missiles, which'll have to get smarter by themselves, or being slaved to a platform with bigger and better sensors), that is, in which case you run into constraints #3.
Next: Propulsion constraints
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