wrog: (Default)

(...so, if I post this now link so that it is nearer the top of the page, will hachyderm.io light up the dreamwidth entry on my profile the way it's supposed to?)

Update:  Survey sez, "Yes!" If my theory is correct, then the cutoff is somewhere between 30656 and 192123 characters, except the byte numbers are probably bigger since we're in UTF-8 Land. A 65536-byte limit (on how much Mastodon will read before giving up) would not surprise me.

wrog: (rockets)

(this is Part 5; Part 1 through Part 4 contain possibly-necessary background, but maybe not)

It is time to start putting the pieces together.

I'll start with my first cardinal sin, which is that I've only seen the TV series, not read the books, so if I missed huge reams of infodump where the authors spelled out their actual numbers, so be it. Then again, authors who are not Andy Weir tend not to do this anyway, the cardinal rule of storytelling being that no matter how much work you put into world-building your iceberg, you need to leave most of it underwater, in order to not inspire your readers to beat you to death. At least not until after the series is hugely successful, to the point where publishers can be assured of there being enough rabid nutjobs out there that copies of a Chris-Tolkien-style dump of all research, drafts, cocktail napkins with half-begun stories on them, etc… accumulated during the life of the author will actually sell.

Perhaps what I'll be complaining about is where the TV writers indeed screwed things up. This seems unlikely to me, but if so, this wouldn't be the first time this sort of thing has happened (and, while you might feel sorry for the book authors, nobody was putting a gun to their heads and saying they had to take the TV deal).

Onward…

What is the Epstein Drive?

We'll use whatever onscreen cues we can. Somewhere in season 4 we get a shot of the inside of a ship reactor, where they are clearly attempting to depict Livermore-style inertial-confinement fusion (or, rather, depicting how it fails when you have aliens who can rewrite physics). Also at no point does anyone mention antimatter, so…

Working fusion reactor. Check.

The engine nozzles glow and rumble. They could be ejecting just about anything, really; we don't know. Just the mysterious Epstein Drive doing its thing. If they really had mastered Big Ass Laser, then the emanations would be almost completely invisible, i.e., unless it were pointed directly at you, in which case you'd be dead, and this would also be their primary weapon, which we never see them using this way. Ion drive is basically a huge particle accelerator; that shit would also be mostly invisible, too,… which narrows down the actual propulsion method to,… no idea, really.

So we'll be generous and give them something close to Best Possible Fusion (recall 𝓅=266), but to round the numbers up, we'll throw some ~85% efficient unobtainium-catalyzed whatever propulsion into the drive-train so as to have an overall 𝓅=299.79 (=c/1000 km/s), and see what happens. They're also pretty clear that everybody uses the same drive tech (which makes sense, given the huge wall that we see trying to do better than fusion and not having antimatter).

The next thing we notice is that none of the Rocinante, Razorback, or any of the Earth/MCRN battleships are depicted as giant fuel tanks. Not only is the fuel they're carrying not taking up most of the ship, it's pretty well hidden. Which puts a significant limit on their fuel/payload ratio. Note that military ships that need to get places quickly, do exotic maneuvers, and will most often be headed to destinations that are hostile and that can't be expected to refuel them, will need this ratio as high as possible, never mind that higher your fuel/payload ratio is, the higher the probability that someone shooting at you will hit a fuel tank … which won't necessarily be Immediate Death like it would be venting into an oxygen atmosphere, but is still likely to be Bad News. Meaning being 90% fuel is probably a bad idea unless you're small and expendable. But there will also be a floor since you need to be able to keep up with the rest of your fleet, which means the minimum ratio will have to be the same no matter how big the ships are. It'll be an inherent feature of ship design.

The economics get interesting because the most economic way to use fuel is to always be arriving at your destination empty. Commercial ships that run a regular route, whose owners can be part of fuel cooperatives that maintain accounts and fuel caches at each end, will be at an advantage in always being able to run as empty as possible, i.e., not wasting fuel on accelerating other fuel that ends up not getting used. The Belt is depicted as an anarchic sort of place, but these kinds of cooperatives/banks will be their life blood. Contrast this with explorers, investigators, and other kinds of "lone wolf" ships that will always need to be reserving half of their Δv for the trip home. And this gets extra special fun for ships that don't have a "home". Meaning the Roci is probably an extreme case w.r.t. how much fuel they need to carry at any given time.

 Fuel Capacity 
(% of ship)
𝓅ΔVΔV for
𝓅=299.79
 25.9%  0.3    300 km/s 
 33.0%  0.4    400 km/s 
 39.3%  0.5    500 km/s 
 45.1%  0.6    600 km/s 
 52.8%  0.75   750 km/s 
 63.2%  1.0   1000 km/s 
 71.3%  1.25  1250 km/s 

We need to pick a number, so, mainly for convenience, I'm just going to go with 39.3% (=11/e) — meaning 39.3% of a fully fueled ship mass is fuel. If you don't like that number, over to the right I have provided a table with some other vaguely plausible numbers you can try; go wild.

So if the Rocinante is the size of a car ferry, 1000t (metric tons), that means we're allowing it up to 393t of fuel. Unfortunately, typical fusion reactor fuel like DT is annoyingly non-dense, Liquid hydrogen is around 0.07g/cm³=t/m³, but pure DT will have 2½ times the molecular weight, so we bump that to 0.175t/m³, so 393t of that fits into a cube slightly larger than 13m on a side. If the ship is 40-50m long, this can work, and, clearly, if the fuel tank gets too much bigger it will definitely be getting in their way.

(hmmmm; …really not sure how they survive all of those railgun hits, but never mind that for now).

The Razorback is more like a Winnebago, 10t, with 3.9t of fuel fitting into a 3m cube, similar in size to a crew compartment that's barely enough for two people, so that sort of works, too. Except for one issue that I will get back to.

So, e-𝓅Δv=10.393 or 𝓅Δv=0.5 and using up all of the fuel produces Δv=0.5c/𝓅=500 km/s. It doesn't even matter what the size of the ship is; as long as everybody is using the same tech (which for warfleets will be the best available) and is willing to devote the same percentage to fuel, this is what we get. Not too shabby.

Which is definitely not enough for any of the 1g-all-the-way flight plans (except LEO-Moon), which means all flights will be of the form: Accelerate to use up half of the ΔV you have available (getting to 250 km/s at 1g will take about 7 hours and cover 10 light-seconds of distance), coast, then use up the rest decelerating, with some minor adjustments due to the various planets/asteroids having non-zero relative velocities (which will be under 30 km/s for any two objects outside of Mars' orbit, so maybe one of the legs of the trip gets 10% longer; this is noise).

So, if Mars happens to be 1020s away, you can get there in 2 weeks (this breaks down into 20s (distance) of acceleration and deceleration that takes 14 hours, and 1000s of coasting that takes 1000s×(4𝓅 ≈ 1200))…

unless they won't have fuel for you (which they won't if you're the Rocinante, i.e., a ship that they think you stole from them), in which case you'll only dare get up to 125 km/s, meaning the coasting part of the trip, which is nearly all of it, will take twice as long, and now you have to allow a month.

But even 125 km/s is still way more than solar escape velocity so no worries about solar gravity and no real limits on where you can go, aside from small matters like having enough time, food, and air to get there.

You can also see that, in this world, accelerating more than 1g for the purposes of getting places faster is completely and utterly pointless. If, say, you accelerate at 2g, that just means you are using up your fuel twice as fast to cut that 14 hour accel+decel period down to 7 hours,… out of a 2 week trip.

I can still see them using short high-g bursts to do the Fighter Pilot Thing where they're dodging missiles in close-quarter combat, if that actually works (I have my doubts), but that's another matter entirely.

No matter what you do, you only get that 500 km/s. The only way the Rocinante gets there faster is by strapping on an external fuel tank — e.g., in order to have 1000 km/s available, we need another 649t of DT, a cube at least 15.7m wide or maybe 1/3 the length of the ship — and we never see them doing this.

Rocinante Travel Times?

TripDistanceCommerce
Mode
Explore
Mode
 Venus  138s  2d  5h  4d  0h 
 860s  12d  6h  24d  0h 
 Mercury  306s  4d 13h  8d 15h 
 692s  9d 22h  19d  9h 
 Mars  261s  3d 22h  7d 10h 
 1259s  17d 19h  35d  3h 
 Ceres  881s  12d 13h  24d 15h 
 1879s  26d  9h  52d  7h 
 Jupiter  2097s  29d 10h  58d  9h 
 3095s  43d  6h  86d  2h 
 Saturn  4260s  59d 10h  118d  9h 
 5258s  73d  6h  146d  2h 
 Uranus  9076s  126d  6h  252d  2h 
 10074s  140d  3h  279d 19h 
 Neptune  14506s  201d 15h  402d 20h 
 15504s  215d 12h  430d 12h 

Because fuel costs are always proportional to the size of the ship, everybody will be in the same boat. If we take the Donnager to be the size of an aircraft-carrier (100,000t, maybe 300m in length, your basic football stadium; it actually looks larger in comparison with the Roci but we'll be generous), that's an extra 64,900t or a 72m cube filled with fuel (fits just barely between the two 20-yard lines of the football field).

… and this is the problem with the Razorback: If it really is breaking speed records all over the place, it should be much larger, and mostly fuel tank, not mostly engine. Or maybe it has multiple stages — that's what I'd be doing if I wanted to totally optimize for speed — but in that case, those extra stages would be part of the package and we'd be seeing them.

for that matter I'm also not clear what the challenge is in breaking speed records out in space. The winner will be whoever can buy the most fuel and pay for the support teams to recover the multiple stages (this would be ridiculously expensive). Hm, I guess that does work for a Rich People Sport.

This brings up some logistics questions…

Space War is going to be Impressively Stupid

… when all of the Earth/MCRN battleships are rushing to get out to Ganymede. I mean maybe they have this huge fleet of tanker ships that travels with them, but then those folks — or at least the portion of them carrying the fuel they need to get home again — all have to go hide somewhere for the battle in order for the ones doing the battle to be able to do all of the high-g shit. And then you get fun surprise situations where they find and blow up each others' fuel caches and tanker ships, because of course you'd do that if you could. But now I'm thinking about situations where a fleet has won the battle but has lost its getting-home fuel and will run out of food+oxygen before anyone can arrive to resupply them. Or maybe we get the Really Fun situation where there's only enough oxygen left for two-thirds of the crew and so they have to arbitrarily kill every 3rd enlisted person in order for anyone to survive.

Also there need to be a lot more ships getting trashed and then joining Voyagers 1 & 2 on random solar escape trajectories never to be found again because they're going so damn fast.

In general, I expect Space War to be even more stupid than Earth War. At least, when you're retreating from Moscow in the dead of winter, you still have oxygen to breathe, you're not getting whacked by radiation, and you still have some vague hope of finding food and water while you're busy freezing to death.

In contrast, space has so many immediate Game Over scenarios it's not even funny. Realistically, I would expect a much higher percentage of situations where they fight a battle and Space Just Kills Everybody.

That all said, the travel times sort of work for the first two seasons where they're mainly tooling around the inner solar system, never trying to go past Jupiter and you never have more than a couple months travel if you can count on getting fuel at the far end. Saturn's moon Phoebe is mentioned and a ship comes from there, but, cleverly, that all happens before the start of the series.

It gets sketchier for the later seasons, i.e., once The Ring is created, and then everybody has to go out there to fight over it. It is made clear that ProtoMolecule can Arbitrarily Violate Physics; that's not the problem — they hang a lampshade and move on; I can, too.

The problem is what the Earth ships are now able to do. The Ring is way the fuck out there and there's no refueling when you arrive — at least not at first (that supply line is going to take years to set up) — so we're definitely on the Exploration side of the chart and Serious Extra Tank territory for those scout ships that they've sent out in advance.

Now when I wrote the first draft of this, I was sure they had completely blown it seeing as getting the fleet out past Neptune is multiple years no matter how generous we try to be. Doing it in a few months then entails somebody working out the antimatter drive, which would have been Really Big News, or the writers finally deciding they were in a straightjacket, punting, and going ahead on shrinking the solar system.

But when I went back to re-watch that first post-Ring epside, the caption is "Beyond Uranus", not "Beyond Neptune" as I had remembered. The timestamp is roughly six months after the Ring was created and the various ships are all still in transit, some substantial but non-specific portion of the way there. And my chart does allow it taking 250 days to get out to Uranus. Which says to me, somebody did actually give this some thought. I am suitably impressed.

I can even imagine how the TV writers' meeting must have gone: This episode comes up, and some nerd at the back of the room, who is basically me, and who happens to be awake at the right moment, raises their hand, "Uh, guys? You need to have it be 'Beyond Uranus', not 'Beyond Neptune'." Head scriptwriter then rolls his eyes, "Oh c'mon. Seriously?" "Yeah, I did the numbers. Trust me on this."

However,…

The Protomolecule Aliens are Complete Dicks

In particular, what the hell were they thinking in giving The Ring a Speed Limit? Given the economics of rocket travel, this is pretty much the worst possible thing you could do.

Because everybody who wants to travel via The Ring is probably already doing serious Extra Tanks to not have to spend upwards of a year getting there and then, presumably, the same amount of time on the other side to get to Joe Colony World, notably without having to expend extra fuel if they can just coast straight through the Ring with only the most minor of course changes — something the Aliens could easily have arranged given that they are apparently able to bend spacetime like a balloon animal. Requiring everyone to slow down and then speed up after going through essentially squares the amount of fuel you need to get anywhere.

It's especially fun for the explorer ships that are getting there before any fuel production infrastructure is in place at the colony end. Not being able to refuel means they get hit with this cost again on the way back, so their fuel allocation needs to be a fourth power. E.g., even if one is happy with it taking 250 days to get to the ring and therefore, say, 500 days to get to a colony, the Ring speed limit means that instead of arriving at the colony with enough fuel to get home, we're instead arriving with an empty tank and, e.g., the Roci would have needed to load up at the start with an additional 649 tons of fuel to both get home and pay the Ring tax on the way back. Also, without the speed limit that additional 649 tons would have allowed them to coast twice as fast and thus get to the colony in 250 days, whereas to achieve that with the speed limit requires an additional 3875 tons of extra fuel, meaning the Roci is now hauling around an external fuel tank roughly the same size as the Roci.

Either that or we assume someone is able to get a supply line set up to support a refueling station at the Ring. That would, in fact, be a rather obvious use for the Behemoth:  just fill that space-colony-sized interior completely with DT and drive it out there. Now you have something real for people to fight over.

Although, honestly, if you think about the economics of this, the only way Earth, Mars, and the various Belt factions can be fielding viable navies and fighting wars is if each of them controls their own fuel supply. Meaning there is evidently DT production happening in sufficiently many places that no one can monopolize it (*) and each faction then has enough to get by. Anybody who doesn't will, once the shooting starts, run out quickly and all of their ships will be dead in the water.

(*) I have my doubts about this, but, since "DT" is my stand-in for whatever formula the Epstein Drive uses and they never actually establish for certain what that is, there's wiggle room. Thus, all I'm requiring is that, whatever fuel they're using, it, unlike the Alien stuff, obeys conservation of momentum/energy. If they really are intended to be using deuterium and tritium, there are other issues that come up (e.g., tritium has to be made in reactors and it has a relatively short half-life (12 years) so caches won't last that long; deuterium is stable but rare and rather a lot of work to sift out from regular hydrogen…)

Which then means that the very first question anybody will be asking once the Ring appears — and they'll be asking this even before they know about the Speed Limit — will be, "How do we get our fuel out there?" Ideally everybody, being all distrustful and paranoid, would just arrange their own supply lines. This will, of course, be very expensive, so I can see at least the possibility of alliances forming to combine resources and share fuel. But if so, this is the kind of agreement that's going to be worked out long and hard in advance with the possibilities for double-cross being thoroughly gamed out and planned for so that everyone involved knows exactly what the consequences will be. It's not going to be some random detail where someone's going, "Oh, shit, where are we getting our fuel?" after the ships are already out there (hint:  As a matter of general principle, getting people to sign up for suicide missions is going to be Hard, and even amongst hardened military types there will come a point where officers get mysteriously shot in the back).

And once the Speed Limit is known about, then whoever controls the fuel caches is king. Nor will it be in any way difficult to implement a blockade of the colony worlds. If you're not Approved To Get Fuel you won't get fuel. Enjoy your multi-decade voyage; our compliments! The only people "sneaking through" will be the very rich who can afford to buy all of their fuel in advance and bypass all of the bullshit; the impoverished Belters will not be in that category.

Also note:  I'm not saying the Blue Special Effect Protomolecule Aliens can't or shouldn't have a speed limit. They can do whatever the hell they want for whatever Inscrutable Alien Reasons. All I'm saying is they can't not know how stupidly inconvenient this is.

Which is why it's more likely to me that they are indeed complete dicks and it's thus not actually that hard to imagine how the Red&Black Special Effect Aliens got so motivated to wipe them out.

wrog: (wmthumb)

(why I should not be allowed to write textbooks, part 342)

This is mainly because I wanted to have all of the formulas in one place. Also curious to see how much I can compress the derivation and still have it vaguely make sense. Also I wanted to learn more MathML.

The 2 body problem

We have two bodies with mass. Gravity attracts them to each other. How do they move?

The first order of business is to arrange our own seating so that their center of mass is stationary from our point of view. Once we do that, what we see is

  • a big mass M at a small distance r away from the center, moving at small velocity v and
  • a small mass m at a big distance R away moving at big velocity V;
Mr=mR; Mv=mV; and they're always opposite each other, mirroring each other's motions. Thank you, conservation of momentum.

We also notice that, at any given moment, you can always draw a line through the origin and both bodies. The velocities will usually not be parallel to the line, but there's always a plane that contains the line and one of the velocities, and since the other velocity is always the exact opposite direction from the first, it, too will be in the plane. And then there's nothing that's ever trying to pull either of the bodies out of that plane, we realize that plane doesn't move, they stay in it forever and so we can just rotate our coordinates so that it's the x-y plane, forget about z, and pretend we're in a 2-dimensional universe from now on.

And now for The Trick.

Whether you're following Hamilton's or Langrange's way of doing things (skipping how that works for now), the energies, as functions of positions and velocities, give you everything you need to know to solve for how things are going to move. So let's just write them down. Total kinetic energy will (because I hate dividing by 2) be half of

mV2 + Mv2 = (m(MM+m)2 + M(mM+m)2) (V+v)2 = MmM+m(V+v)2

while the potential energy, which will be all due to gravity here, is

(GMm=G(M+m)(MmM+m) R+r)

What's interesting/weird here is how we have managed to recast everything in terms of just the relative distance R+r and relative velocity V+v and that these are the same formulas we'd get if we were trying to figure out what happens with a single object of "reduced" mass μ=Mm/(M+m) bouncing around a gravity well generated by something at the origin with mass M+m (that has been magically nailed in place so that it doesn't move). Any solution we get for the latter problem will readily translate back.

One possibly-slight-surprise here is that, despite my talk of "small" and "big", we are, at no point ever actually depending on, say, mM, or even m<M. m could even be bigger and this will all still work; you just have to be sure to remember to do that last step (i.e., translate back to a 2-body problem and not be surprised when it turns out the "big" object is moving around, too).

So, scratch one body. Yay.

Also, we will not actually be mentioning the reduced mass μ ever again because from now on, we can just do everything in terms of energy/whatever per unit mass (of the one object).

Alsoalso, we can introduce a new constant kG(M+m) so as not to have to look at that ever again, either. As it happens, in real life, k tends to be way more accurately known than any of G, M, or m, individually, so good riddance.

One body inverse-square force problem

Now that we're down to one body, in a k/r gravity well generated by (SHUT UP), what happens?

If the body's position in polar coordinates is r,θ, then we have radial and angular velocities being r and rθ, respectively, where the • is time derivative, i.e., r=dr/dt, and so on. (Yes, we're doing the Dot Thing.)

All forces come out of the center, so angular momentum per unit mass

Lr2θ

will be constant. Which, first of all, means θ will be always increasing or always decreasing as time goes on (good to know!).

Also, if you can imagine lots of really thin triangles with base r and height r (and therefore area =½r2), we see that L is is twice the area being swept out per unit time, and therefore if we eventually get an orbit that's periodic with period T (spoilers!), then the total area enclosed will be ½LT (save for future reference).

For any L, there will be a corresponding circular orbit radius r0=L2/k, which I am introducing now solely for my own convenience and may or may not have anything to do with where the object is actually spending its time.

The second constant of motion will be the energy per unit mass, E, expressed thusly (again multiplying by 2, just because I can):

2E=r2+ (r2θ2=(L2=kr0)r2)2kr

Now if what we want is to get the shape of the orbit/trajectory, then we don't care quite so much about r or θ as we do about their ratio dr/, which inspires the following truly awesome and sneaky maneuver:

r = drdt = ( dt = θ=Lr2)dr = Ld(−1r)

which we can square and substitute into the previous equation. Then, dividing both sides by L2=kr0 we get

2Ekr0 = (d(−1r))2 + 1r2 2rr0

where we now see two terms on the right as a square crying out to be completed, so we add 1/r02 to both sides, while at the same time noticing that we can also add arbitrary constant crap to the thing we're differentiating in the middle, hence

1r02 (ε21+ 2Er0k) = (d(1r01r))2 + (1r01r)2

where on the left we have also consolidated yet more constant crap into a new constant, the eccentricity (but introducing it as ε2 because the stuff on the right can't be negative).

And now we stop to ask the class, "So, does anyone know of some f(θ) that does f2+(df/)2=f02 (a constant)?"

Inevitably, some nerd in the front who did the assigned reading or maybe they really are able to figure out on the fly that you can rearrange this into ±df/f02f2= and then of course you want f=f0sin-or-cos(something) which both the df and the square root expression change to cos-or-sin()s which cancel leaving you with d(something)=± and then the something has to be ±θ plus a constant will be all, "Oo, pick me!" and then we get our answer (this is actually how all differential equations get solved, in case you didn't know):

1r01r=εr0cos(θθ0)

where the particular choice to have it be −cos() rather than +sin() makes no difference — because of that extra θ0 which covers all of the bases — but happens to be easy to rearrange to get the version more people are familiar with:

r0=r(1+εcosθ)

And yes, I quietly rotated the coordinate system to make the θ0 go away again because I was pretty sure I would get tired of looking at it. Good catch.

The first thing to notice is that if ε=0 then this is a circular orbit and now, hopefully, the mysterious name I gave for r0 should start making sense.

The second thing to notice is that if ε>1 there's a range of angles where the stuff in parentheses can go negative, i.e., everything around 180° between the two magic angles where cosθ=−1/ε is actually forbidden. Which would then mean we have something coming in from infinity at one of the magic angles, swooping around to do a close flyby at θ=, and then fucking off back to infinity at the other magic angle … what you might call a hyperbolic trajectory.

If instead ε<1, then θ goes all of the way around without any problems, … must, in fact, do so and keep doing so (thank you, angular momentum), which then means we are indeed stuck in something periodic, with r varying between a closest approach r0/(1+ε), at θ=, to a maximum distance r0/(1ε), at θ=180°. Adding these and dividing by 2 gives us the semi-major axis

ar0/(1ε2)=k/2E

the distance to the actual geometric center of this thing, which usually will be some distance away (aε) from where all of the gravity is coming from. (Also, don't freak about the minus sign; ε<1 means E has to be negative.)

If you're having trouble figuring out what this shape is, it may be more recognizable in Cartesian coordinates. However, life will be easier if we also shift the origin, so we set rcosθ,rsinθ=xaε,y, at which point the orbit becomes

(r0=a(1ε2))=r+ε(xaε)

or, canceling the aε2s, getting r by itself on one side, and squaring everything:

(aεx)2=r2=(xaε)2+y2

or, eventually

1= x2 a2 + y2 (a2(1ε2)=ar0)

which, as long as ε<1, is taking a unit circle and stretching it, — in the x direction by a and in the y direction by ba1ε2=ar0 — which is what an ellipse is.

Since the unit circle has area π, our ellipse has to have area πab=½LT, per that thing we saved for future reference earlier, which, after we square it and cancel an r0 from both sides, rearranges into

(2πT)2a3=k

which is that square-cube law that's awfully useful for getting orbital periods from orbit sizes and vice versa.

If ε>1, then a is negative, which is weird but not a showstopper, and we end up with the y2 term being negative, which means we have a hyperbola instead of an ellipse (surprise!). And then the stuff after that (defining b as the square root of a negative number, etc) fails and you don't get a period out of this (again, surprise! it's not periodic anymore).

We will leave the ε=1 case — where the energy E is zero and the object is always travelling at exactly the escape velocity, no more, no less — as an exercise.

wrog: (rockets)

a.k.a. Our Propulsion Methods Suck, Our Power Plants Suck, Fission Sucks, Fusion Sucks, and Antimatter May Also Suck

(This is Part 4; continued from Part 3, or you can start at Part 1

Recall how rockets work: Every dt seconds we toss out some bit of mass dm, with velocity vexhaust in the exact wrong direction, giving the rest of the ship, whose total mass is m, a small kick dv in the direction we want to go. The momentum accountants then tell us:

vexhaustdm=mdv

However, we're going to be weird and (1) express velocities as fractions of the speed of light, and then (2) replace vexhaust with a specific mass consumption, 1/𝓅, which you can think of as a kind of "propulsion efficiency factor" (note to Actual Rocketry People: this is basically thust-specific fuel consumption but with different units because I'm weird), giving us

dm/𝓅=mdv

the idea being that we're instead taking some small portion of our ship, somehow converting 1/𝓅th of that entirely into momentum and then throwing the rest overboard as dead weight that we can no longer use for anything, doing it this way so that we can cover the general case where there's some more complicated reaction going on and the momentum we're getting out of it is less than optimal for whatever reason.

But if you want to think of 1/𝓅 as an "effective exhaust velocity" (where 1, the speed of light, is the best we can do), go right ahead.

This solves pretty easily (thanks, Tsiolkovsky) to get mafter=mbeforee𝓅Δv or a mass cost per unit payload of e𝓅Δv1 where Δv is the total velocity change we want to achieve. (If we want to be totally correct, Δv is actually the change to the ship's velocity angle rather than its velocity, but in Non-Relativistic Land this makes pretty much no difference).

Quick aside on how ex behaves, in case you've forgotten: If x is really small (x1), then ex1+x, in which case the mass cost (e𝓅Δv1) is just 𝓅Δv. So, if you have the small propane tank off in the corner supplying your maneuvering thruster, it's enough for one of your maneuvers, and you now need to do ten (10) such manuevers, then you need (ever-so-slightly more than) 10 such tanks and you're good to go. No big deal; it's all linear, right?

This changes when you get to the realm where 𝓅Δv is nearing 1 and the compounding starts kicking in. And once it's greater than 1, look out! (e216, e3119, e4154, …) This is where you start seeing spacecraft that are gigantic fuel/propellant tanks with the little teeny payload capsule in front.

… at which point we are obliged to ask: how big does 𝓅 actually get?

Part 1: Our power supplies suck

  • 𝓅=1 is Not Happening, but you knew this already.

  • For actual antimatter fuel cells and/or antimatter rockets, there is an argument (*) that we will probably never be able to recover more than 16% of the energy from a proton-antiproton collision, that the rest disappears far too quickly as useless gamma rays and neutrinos. Which means we are looking at a lower bound of 𝓅=7 for this.

    And even that is still assuming we've solved the storage problem and have either worked out the 100% efficient Big Ass Laser or otherwise some kind of matter-antimatter combustion chamber that can produce equivalent thrust (details!). But still, not bad, right?

  • Next up is the Best Possible nuclear fusion reactor, which we put in place of the antimatter cell. Looking at all of the likely processes (barring discovery of new ones), deuterium-tritium (DT) seems to be everyone's favorite, given that it has the most energy released per unit mass: ²H+³H⁴He+¹n+17.6MeV meaning 5 nucleons (5×938 MeV) come together and 17.6MeV of that, roughly ¹/₂₆₆ of the total, comes out as energy. Meaning if we want to get 1kg of energy out, we need to start with 266 kg of DT in the correct proportions. Doing that and feeding it all to the Big Ass Laser with zero loss, gets us (surprise!) 𝓅=266.

  • Moving on to what we can vaguely actually do, we presently have all manner of working nuclear fission reactors. Plugging in the corresponding energy conversion rate for uranium (²³⁵U), we get something like 1/1000. Hooking this up to the Big-Ass Laser then gets us (minimum) 𝓅=1000.
    … with some kind of horror show of radioactive strontium and barium streaming behind the ship.

And now we start seeing another problem:

Part 2: Our propulsion methods suck

… i.e., we are never going to have Big Ass Laser. Which is not to say that lasers won't get better, but currently, at least, we're not even close to what we'd need for the laser to be doing the propulsion itself, and even when/if we do, there is going to be another factor to multiply in here. Now what?

  • Probably the best ideas we currently have for rocket propulsion that look to be near-future realizable would be the various ion drive proposals. The most ambitious one I'm finding is DS4G which projects an exhaust velocity of around 200 km/s, which gives us 𝓅=1500, mostly.

    Yes, external power is required but this turns out to be noise compared to the reaction mass cost. (Essentially, attaining 1 kg of momentum at this velocity requires 1500 kg of reaction mass getting spewed at ¹/₁₅₀₀c, due to the reactor supplying ¹/₃₀₀₀ kg in kinetic energy, which would actually be, ¹/₁₂ kg of DT for a fusion reactor, or ⅓ kg of ²³⁵U for a fission reactor, meaning we're really looking at 𝓅=1500¹/₁₂ or 𝓅=1500¹/₃, respectively, the point here being that once we are throwing enough actual matter (i.e., stuff with non-zero rest mass), that we could be converting to (insane) energy but aren't, the extra kinetic energy we're having to add is down in the noise compared to that, so the inefficiency of the latter process doesn't matter so much.

    The big problem with ion drive at present is the large fixed cost (needs a reactor and each engine has a limited maximum thrust) which then gets accounted for as part of the payload. When then means you have ships that are mostly reactor and engine. This probably isn't what Epstein was able to fix, since we're already looking at the After picture here and we're still down an order of magnitude from what fusion can do.

  • Another class of approaches are the nuclear thermal designs, where you use a reactor to heat up hydrogen gas to the point where it dissociates into atomic hydrogen (around 3000K) and beyond as high as you can stand before everything starts melting — or maybe you do let everything melt/vaporize and go with a liquid-core or gas-core reactor instead of solid-core — and then spew extra-fast hydrogen (and whatever else) out the back.

    See, the lighter the molecular weight of whatever you're spewing, the more velocity you get for a given temperature, which turns out to be a big win over chemical rockets that are limited to putting out reaction products like water or carbon-dioxide, which, respectively are 18 or 44 times as massive as hydrogen atoms.
    • Probably the most insane design considered to be in this category even though it doesn't quite fit the profile is the nuclear saltwater rocket, where we just mix the uranium in with the reaction mass, in sufficient concentration and with precise timing so that it's going critical right after it's pushed out the door, but doesn't quite chain-react because it's already out in space and dispersing — so that you're being propelled by this continuously exploding semi-bomb that you're somehow managing to keep control of. Um. Yeah. Supposedly, that gets us 60 km/s (𝓅=5000).

    • Or there's the open gas-core reactor, where you're maintaining this weird bubble of uranium gas that you somehow managing to keep from getting blown out the back of your ship while it heats up the hydrogen around it to n0000K, apparently allows exhaust velocities up to 50 km/s, or 𝓅=6000.

    • For more mundane — and perhaps safer — solid-core approaches, we have the NERVA program's NRX A6, in which we finally get to the first thing on our list that has actually been built and tested and managed (i.e., actual result) a not unreasonable 8.5 km/s (𝓅=35000), which was pretty good for 1967, and still massively outdoes everything in the next category.

  • Finally, we have the chemical rockets,
    • the best known in theory being this odd mixture of lithium, fluorine, and hydrogen that gets 5.32 km/s (𝓅=56000) but is, unfortunately, rather insane to manage from a chemical point of view, fluorine being ridiculously corrosive.

    • Which leaves us at the actual state of the art, good ol' liquid hydrogen + oxygen, e.g., the RS-25 developed for the Space Shuttle orbiter and still being used for the SLS, where the exhaust velocity is around 4.5 km/s (𝓅=67000).

    • … the two problems being that, first of all, hydrogen is annoyingly non-dense, which is why lots of folks are interested in liquid methane + oxygen, which sacrifices some efficiency (𝓅=87000), but at least gets the tank sizes down

    • … the second problem being that the cryogenic storage is generally a huge PITA — fun, complicated, refrigeration machinery — which is why solid rockets that only get up to 3 km/s but are much cheaper and simpler to operate — there's just an ON switch — are still preferred in some contexts (e.g., Earth launches) and why, for a lot of interplanetary probes and other longer-term applications, the propellants of choice are actually the hypergolic ones that stay liquid at room temperature, e.g., the variant of hydrazine that was used in the Apollo Service and Lunar module engines, which likewise gets 3 km/s or (𝓅=98000).

You'll notice the 𝓅 numbers for what we can actually do are Rather Large. Let's look at what this does to the mass costs:

TripΔV (km/s)IdealAnti
matter?
FusionFissionDS4GNSWRNERVALH+LOXAerozine
𝓅 = 17266100015005000350006700098000
   HohmannMoon 4.0 13g/t 93g/t3.5g/kg 13g/kg 20g/kg 68g/kg592g/kg 1.44 2.68
Venus 5.2 17g/t 121g/t4.6g/kg 17g/kg 26g/kg 90g/kg835g/kg 2.20 4.48
Mars 5.6 18g/t 130g/t5.0g/kg 18g/kg 28g/kg 97g/kg921g/kg 2.49 5.23
Ceres 11.2 37g/t 260g/t10.0g/kg 37g/kg 57g/kg204g/kg 2.69 11.1 37.6
Jupiter 14.4 48g/t 337g/t 12g/kg 49g/kg 74g/kg272g/kg 4.39 24.2 111
Uranus 15.9 53g/t 372g/t 14g/kg 54g/kg 83g/kg304g/kg 5.43 34.2 182
Mercury 17.1 57g/t 400g/t 15g/kg 58g/kg 89g/kg331g/kg 6.40 45.1 270
Nope.
1g AccelerationMoon 123.8 413g/t2.9g/kg116g/kg511g/kg858g/kg 6.891900718
Venus(n) 1274.24.3g/kg 30g/kg 2.10 69.1 586Nope.
Mars(n) 1753.15.9g/kg 41g/kg 3.74 345 6446
Mercury(n) 1896.56.3g/kg 45g/kg 4.38 557 13212
Mercury 2853.09.6g/kg 68g/kg 11.6 135831583323
Venus 3180.1 10g/kg 77g/kg 15.8 404398132603
Ceres(n) 3219.1 10g/kg 78g/kg 16.4 460659887315
Mars 3848.3 12g/kg 94g/kg 29.4 375742Nope.
Ceres 4701.0 15g/kg116g/kg 63.8 6457635
Jupiter(n) 4965.2 16g/kg122g/kg 80.9 Nope.
Jupiter 6032.4 20g/kg151g/kg 210
Saturn(n) 7077.5 23g/kg179g/kg 532
Saturn 7863.0 26g/kg201g/kg 1070
Uranus(n) 10329.7 35g/kg272g/kg 9558
Uranus 10883.0 36g/kg289g/kg 15617
Neptune(n) 13058.5 44g/kg356g/kg 107640
Neptune 13500.4 46g/kg370g/kg 159316

All of the "Nope." boxes are where the numbers are going over ten million. I leave the others in because there might indeed be cases where you're willing to devote an aircraft carrier's worth of fuel (100,000t) to a few kg of payload.

E.g., if you're trying to get your 10 ton Winnebago to Mars, it's the right time of year where you can do it in 2 days on the 1-g acceleration plan, and you have Perfect Fusion Big Ass Laser, the mass cost being 3.74 means you'll need 37 tons of DT. Note also that this has you arriving at Mars with an empty tank. And even if that much is deemed doable, things get quickly hopeless for going too much farther (Winnebago to Ceres in under 4 days is 164 tons of DT; Winnebago to Neptune in 15 days is somewhere between 10 and 16 aircraft carriers filled with DT). And for all of the stupider forms of propulsion, just forget about it.

Short version:  If you see anyone getting to Uranus in under a month without monster fuel tanks, you know they have working antimatter drives or something equivalent (and hence equally dangerous).

Really, most of the 1g-all-the-way plans are dead in the water if we don't have antimatter.

You can also see just how hosed we are only having chemical rockets. Just getting to the moon is a multiplier between 1.44 and 2.68 (and if, having observed the Saturn V, this number seems low to you, keep in mind that this is for starting from low-earth-orbit, not the ground; the Saturn V had already dumped its first two stages at that point; the getting-to-the-moon part was done by just the 3rd stage (LH+LOX) and part of the Service Module (Aerozine), which between them had to boost a payload of 45 tons to the Moon and used over 100 tons of fuel).

Getting to Mars on LH+LOX using Hohmann is already a mass cost of roughly 2½. But there won't be any refueling when we get there so it's really (3½)²−1 to do the round trip, meaning we need 11¼ tons of fuel for every ton of whatever we're sending (astronauts/etc) that we expect to get back.

If we're going to do Mars at all in the next few decades (we shouldn't), NERVA is probably our best bet (mass cost goes down to 0.921, so the round trip mass cost drops to 1.92121=2.7 tons of ordinary hydrogen per ton of payload),

…in which case Clarke and Kubrick got it right in 2001, i.e., you put the engine at the end of a Very Long Pole and stay the fuck away from it while it's operating. (Also try not to go near anything inhabited.)


(*) stealing from Actual Physicist Angela Collier, my new favorite you-tuber, who, in her antimatter video, goes into a bit more detail about what happens when protons and antiprotons collide — evidently these are complicated affairs.

None of what she says should be taken as any kind of endorsement of the practicality of the kinds of antimatter cells/drives that my far-future galactic empire scenario depends on. I'm mostly saying that I don't see how we get out there without them — either they're doable or they're not — not that we necessarily will.

I also feel obliged to point out that our sun's power output is sufficiently ridiculous that there's plenty of space to multiply the powersat network by 7, likewise make the laser-ship fuel tanks 7 times larger, and thus have everything still doable, i.e., if the 16% thing is our only problem (hahahaha).

wrog: (rockets)

(this is Part 3, more background for critiquing The Expanse; here are Part 2 and Part 1)

Let's suppose we have Best Possible Rocket, as much free fuel/reaction-mass/whatever as we want, … and we just want to get there as fast as possible? Interestingly, there will still be limits.

In this case it's about how much we can accelerate. There will be some maximum, whether it's 1g for human passengers, or there's no one on board but the more we accelerate, the more shit breaks, and there's only so much breakage we can tolerate before it gets pointless trying to accelerate that much. Imagine trying to build a skyscraper in 2g or 3g; even if no one's going to live there, you still have to put in extra reinforcements so that it doesn't collapse, which will just make it heavier. I figure only the smallest ships (we call them "missiles") will be built for high-acceleration.

Once we have a limit, the best time is achieved by pointing our ship directly at the destination, immediately putting the foot to the floor, doing that for half the trip, then flipping and spending the rest of the trip slowing down at the same rate.

In this world, for all but the shortest trips, the effects of solar gravity will be down in the noise. Yes, the sun will be bending your path a bit and you still have to correct for that, but for a ballpark answer we are back in the first week of Physics 101 doing x=½gt2.

Except there are two legs of the trip so it's really x=2(½g(t/2)2)=¼gt2 assuming we never get going fast enough that relativity matters (in which case it will be x=(cosh(½gt)1)/g, but it won't).

Inverting this gives us t=4x/g, taking careful note of that square root because it will have consequences.

Meanwhile, the total ΔV will be twice our maximum velocity =gt=4xg, which is enough to make a new chart, once we set g to the usual Earth gravity (9.80665 m/s²):

1g acceleration flight-plans

TripDistanceTimeTotal ΔVMass Cost
LEO ⟶ Moon1.3s3h 30m124 km/s0.41 g/kg
Earth ⟶ (nearest)Venus138s1d 12h1274 km/s4.26 g/kg
Earth ⟶ (nearest)Mars261s2d  2h1753 km/s5.86 g/kg
Earth ⟶ (nearest)Mercury306s2d  6h1897 km/s6.35 g/kg
Earth ⟶ Mercury692s3d  9h2853 km/s9.56 g/kg
Earth ⟶ Venus860s3d 18h3180 km/s10.66 g/kg
Earth ⟶ (nearest)Ceres881s3d 19h3219 km/s10.80 g/kg
Earth ⟶ Mars1259s4d 13h3848 km/s12.92 g/kg
Earth ⟶ Ceres1879s5d 13h4701 km/s15.80 g/kg
Earth ⟶ (nearest)Jupiter2096s5d 21h4965 km/s16.70 g/kg
Earth ⟶ Jupiter3094s7d  3h6032 km/s20.33 g/kg
Earth ⟶ (nearest)Saturn4259s8d  8h7078 km/s23.89 g/kg
Earth ⟶ Saturn5258s9d  7h7863 km/s26.58 g/kg
Earth ⟶ Uranus10071s12d 20h10883 km/s36.97 g/kg
Earth ⟶ Neptune15499s15d 22h13500 km/s46.06 g/kg

A few more column observations/explanations:

  • Trip / Distance:  The Hohmann Transfer trajectories are portions of ellipses, but in this world, we are just going in a mostly straight line to our destination, so, unlike on the Hohmann chart, (1) these distances will be much closer to the actual distance traveled, so (2) for the interplanetary trips at least, there are now different distances depending on the time of year.

    For maximum distance, we put the destination planet on the far side of the sun w.r.t. Earth (what astronomers call "Superior Conjunction" for Mercury and Venus and "Conjunction" for the outer planets) and this will be the same as the distance on the Hohmann chart. Minimum distance is the planet being right next to Earth on the same side of the sun ("Inferior Conjunction for Mercury and Venus; "Opposition" for the outer planets), and, since the astronomical terminology is annoying/confusing (because what they care about, conjunction and opposition w.r.t. the Sun, which matters for observing, is different from what we care about), we'll just label this one "(nearest)".

  • Time:  Travel times are much shorter — Mars is now two to four days rather than nine months, which is nice, — but, as we can see, still very much more than the worst-case near-light-speed transit time of 1259 seconds or 21 minutes, and hence we're still nowhere near relativistic.

    Meaning if you want to get there faster, the next problem you have to magically solve is not how to do FTL (Not Happening), but rather how to do "inertial dampening", i.e., how to keep from feeling acceleration (Not Happening).

  • Total ΔV:  For comparison, solar escape velocity from Earth's orbit is about 42 km/s, so even on the shorter trip to Mars where we're up to 20 times that at the midpoint, we're barely going to notice (hence why I said we can mostly ignore solar gravity).

    Unless, of course, the ship's engines fail right then, which will just suck. (Hi, one-way trip to interstellar nowhere. Rescue will be Very Expensive.

    Also, if your ships are getting pirated anywhere other than near the beginning or the end of the trip, the wreckage/evidence will be headed out of the solar system pretty quickly).

  • Mass Cost:  For this chart we are using units (g/kg = 10⁻³) that are 1000 times larger than for the Hohmann Transfer chart.

    Getting the 10-ton Winnebago — which looks to be about how big the Razorback is— to get to the Moon in 3½ hours, means burning 30 times as much fuel as before, or 4.1 kg, which is enough to blow up most of New England …

    (…and some rich asshole on Lake Winnipesaukee in New Hampshire just leaves this in his garage, unattended, for the whole winter??)

    Getting it to Mars in the best case (2 days) costs almost 60 kg, meaning we are starting out with a 10.06-ton Winnebago and 30 kg of that extra mass is antimatter, enough to shred the entire continental US. Think very carefully about this.

One could imagine accelerating at more than 1g, but there are huge costs to doing so and you don't get as much for it as one would think. The problem with distance covered being proportional to the acceleration and (time)² is that increasing the acceleration by a factor of n only shortens the trip by a factor of √n, e.g., 2g gets you 30% off and you need to go to 4g to get to 50% off, except at that point, everybody will be needing a water tank (200+ kg/person?), which is way more payload, and then you multiply that mass cost by at least 2 and possibly a lot more. It's never going to be economical as compared with 1g where, if the thrust is steady enough, the passengers can walk around the ship without even thinking about it.

Yeah, I know, they've got the Miracle Drugs that keep oxygen flowing to the brain and Repair All Damage. Not buying it. Keep in mind that this is not simply about momentary bursts to dodge missiles in the heat of battle; this is about keeping it up for the entire trip. The worst roller coaster you've ever been on gets up to maybe 3g, but only momentarily, and not days or weeks on end. Fighter pilots only have to last about 30 seconds — if the high-g goes on for too much longer than that, they just die.

Never mind that we are mostly never going to get to use these flight plans. We will see why once we finally address the elephant in the room:

Our Rockets are Not Ideal

wrog: (rockets)

(This is "Deconstructing The Expanse, Part 2", continued from Part 1, here.)

As luck would have it, I decided to go back and watch part of an episode to check something, mainly to try to pinpoint where exactly the show goes off the rails, and aside from saving myself from a really embarrasing blunder, it also reminded me of a topic I meant to cover but forgot to.

It's Season 3, Episode 7, the one where Maneo, Speed Demon Belter Guy in his tiny racing pinnace decides he's going to be the first one through The Ring and arranges this whole elaborate sequence of "slingshots" to get there first (what happens when he gets there is a fun scene that I liked because I'm actually 12, but I won't spoil it).

And then I realized…

People have multiple misconceptions about gravitational maneuvers. The "slingshot" is badly named. I blame Star Trek.

In "Tommorrow is Yesterday", the original series episode where they accidentally go back to 1967 and grab an Air Force pilot, there's this bit towards the end where they have to do this odd "breakaway" maneuver in close to the Sun, which then propels them to Ludicrous Speed, which then allows them to Do The Time Warp and Fix Everything. Iconic episode; you already knew about it; fine.

I'm assuming D.C. Fontana is responsible for that mess since she wrote it, and even allowing for the possibility that she got the idea from somewhere else, I'm still going to blame her for popularizing it.

Apparently, gravity is supposed to be this kind of rubber band that if you pull hard enough on it, it snaps, and then you have all the velocity you'll ever want. It's a beautiful, clear and simple explanation/analogy, so wonderful that it stuck with people.…

… desite being utterly and completely wrong.

Let's go back to basics:

What is a Slingshot?

Take a (usually) long strip of cloth with a wide patch in the middle, otherwise known as the "sling". Take a rock, otherwise known as the "shot", fold the patch around it, and then take up the other two ends of the strip together in one hand, and pick the whole thing up. You are now holding this pendulum thing with the rock dangling down at the bottom.

You now start swinging the rock in a circle, usually above your head but that part doesn't matter, faster and faster. The rock builds up some velocity.

At this point the Physics 101 teacher will be pointing out that in order for the rock to be moving in a circle, there has to be this force on it aimed in towards the center of the circle — centripetal, they call it,— i.e., towards your shoulder or hips or whatever it is you're swinging the rock around. The force has magnitude mv2/r, so if the velocity v is insane, the force is even more insane, and it's your arm and the strip of cloth that are doing that.

At some point, you let go, preferably of just one end of the cloth, but if you don't care that much about a slightly reduced range/release-velocity or getting your slingshot back, letting go of the whole thing is just fine. The rock then flies off at its now insane velocity,…

… hitting the giant in the forehead and killing him instantly. Yay, congratulations, you have just saved your primitive village. Maybe they will tell stories about you and you'll then be able to leverage that into a bid to become King. Good luck with that.

Ok, so, um… Gravity does not do this. Gravity never does this. This is not what the NASA folks are doing.

Yes, if you take an object and drop/throw it in the general direction of a planet/sun/moon/whatever (but not directly at since we don't want it to hit) it will speed up as it falls. Depending on how close it gets to the surface, it can speed up rather a lot. The ideal case is where you have something really massive that you can get really close to, like a dead star or Jupiter, which is sort of almost a dead star (the "dead" part matters because you don't want to be getting burned up when you get in close, though in Jupiter's case there's still a lot of radiation there that can fry you in other ways).

And then we invoke bullshit. Presumably, once your object gets going fast enough, there'd be some way to immediately turn the gravity off, so that it can then go flying away at ludicrous speed, and,… well,… no. Figure, if you could do that, the planet itself would then be immediately flying apart — i.e., if it's rotating, and still not a whole lot of fun for anyone living there even if it's not rotating — which then means you have Death-Star-like capabilities, in which case why are you dicking around with penny-ante "slingshot" maneuvers?

It's Not a Slingshot

What actually happens is that your object does its Jupiter flyby and then, assuming it hasn't grazed the atmosphere, hit one of the ringlets, or done anything else similarly stupid, it comes back out. We can solve for the trajectory: in general, it will be (one branch of) a hyperbola, like this:

We do have choices about what velocity we give it coming in and how close a flyby r we do, which then determines the angle θ it comes out. But what gravity giveth, gravity taketh away; energy is conserved. Thus, no matter what we do, once our spacecraft gets back out to the same distance it was dropped/thrown from, the velocity will be the same, |v2|=|v1|.

The sharpness of the turn we're doing can be calculated from cosθ=11+rv2GM where, for this formula, v is the "from infinity" velocity, i.e., how fast the spacecraft is going when it's essentially out of range of the planet's gravity (strictly speaking, it never is, but there will be a distance from the planet at which its gravity gets smaller than what we can measure).

And,… that's all. If we're just doing a two-body problem, i.e., where there's just Jupiter and the spacecraft, and nobody's firing the engines anywhere, there is nothing to be gained from this.

So, It Doesn't Do Anything?

Actually, it does, and I just dropped two hints in the previous paragraph as to how/why.

The first is that this is not just a two-body problem. What we need to do is look at what's happening from the Sun's point of view, in which Jupiter is now moving in its orbit:

The essential idea here is that having the spacecraft approach Jupiter from the front means that means switching to the Jupiter frame adds Jupiter's velocity to its horizontal component, this new velocity then determines the angle θ and hence which direction the spacecraft is going to emerge, and if we can keep that angle small enough, it'll emerge in front of Jupiter going forward, so that when switching back to the Sun frame, we're adding in Jupiter's velocity again.

Jupiter in its orbit goes 13.06 km/s. That means we are never going to be adding more than double the Jupiter velocity or a Δv of 26.1 km/s.

Also, the case θ=0 only happens when something falls towards Jupiter at whatever the escape velocity is for that distance (quite small when far away). From the Sun point of view, this will be Jupiter-velocity minus something small. From Jupiter point of view, it'll be a nearly parabolic orbit where the object will be getting flipped around to go forward in front of Jupiter at escape velocity, or from the Sun point of view Jupiter-velocity plus something small. Or a total velocity gain of twice something small.

So for any kind of substantive velocity gain, we're always going to have θ>0 which will then introduce factors of cosθ that reduce our velocity gains accordingly below that promised 26.1 km/s.

If you're NASA trying to do Pioneer 11 and you can't even afford enough fuel for the 2nd half of the Hohmann transfer, you're stuck with doing just the first half (8.8 km/s Δv) using the Big Rocket to get away from Earth, end up approaching Jupiter at a relative velocity of 5.6 km/s, and hoping for the best. The closest flyby you dare is around 110,000 km from the center of the planet (wiki sez Jupiter has a "radius" of around 72,000 km, but when you're talking about a planet where the notion of "surface" is a gentlemen's agreement that gets you quickly down a philosophical rabbit hole if you poke at it too much — maybe it's where the hydrogen gets compressed to something vaguely liquid-like; there's evidently some point lower where it's a fucking metal whatever that means; maybe 72,000 is the cloud tops but you really don't want to be in those clouds, and there's probably also a whole lot of invisible exosphere above that you don't want to be encountering either. Anyway it looks like 110,000 km is what the Pioneer 11 planners went with, the radiation turned out to be nastier than expected, and so that's evidently the closest flyby that anyone has attempted thus far).

And then you crank the formula above to get θ≈13°, which is nice and small, which means you have no problem arranging things to emerge in front of Jupiter with something like 19 km/s, all without spending any additional fuel.

Which NASA was completely happy with in 1973 and it's also good for rather a lot of other solar system maneuvers they couldn't otherwise do.

But it's not Ludicrous Speed.

What's more, once you have your first velocity boost, yes, there's nothing that says you can't go bouncing off the other planets (Pioneer 11 indeed went on to Saturn to get another [small] boost), but that v2 in the formula above will be making your θ angle quite large (cosine going to 0 means θ goes to 90°, i.e., spacecraft not getting deflected at all), and if your angle is too large, then you have to be approaching Jupiter from behind in order to be getting spit out the front, the relative approach velocity will then be a subtraction rather than an addition, and once what Jupiter is subtracting on the way in gets commensurate with what it's adding on the way out, you're really not gaining much of anything at all.

And the only way to make the angle smaller at higher velocities is to do a closer fly-by, but then you start hitting the atmosphere, and, um…, good luck with that.

Is that really all?

Well, all right, there is actually one more general trick — the second hint dropped above — you can use to squeeze extra velocity out of this, and that's to fire your engine during the flyby.

Quick aside about the flyby being this Exciting Time where everybody's all mushed into their seats and Feeling the Speed:  um, NO. Unless you're hitting the atmosphere or firing your engines, you will be in free fall the whole time, and it be just like all of that other boring space travel. At best, you will have nice stuff to look at if you have windows, but that's about it. Also, you probably don't want to have windows because they can break.

The point to firing your engine during flyby goes like this: Adding Δv to your velocity when your velocity is already v increases your kinetic energy per unit mass by (v+½Δv)Δv but if you instead dive in close to a planet to bring your velocity up to Vv and then do the same burn, your kinetic energy gain will be (V+½Δv)Δvor, roughly V/v times as much energy, and, once you've popped out of the gravity well back to the distance away you were before and gravity has taken back everything it gave you, you still get to keep that extra energy. It's not quite so straightforward a gain because velocity is the square root of kinetic energy, but it's still something.

In the case of being near Jupiter, diving down to 110,000 km from infinity gets you going at around 48 km/s, so if you're out in deep space going 6 km/s, you want to add another 2 km/s, you could instead dive in close to Jupiter and boost yourself by a mere ¼ km/s to get the same effect. So essentially you're getting an 8-fold savings in fuel expenditure

…except this can only happen at certain points on your trip (i.e. when you're near a planet), and, again, there are diminishing returns: as your v gets large, the multiplier this maneuver applies to your Δv goes down.

Scorecard

In short, these maneuvers are actually really bad at building up speed beyond a certain point (and we'll soon see what kinds of velocities ships are most likely using in The Expanse universe because of mumble-Epstein-Drive-mumble).

The real reason to do this shit is to save fuel.

Which means it's not going to be the racing pinnaces employing these maneuvers. It's going to be the long term Big Cargo haulers that are pushing comets/whatever, where they need to be using the least fuel possible and thus needing to keep their Δv in the toilet, and also where the cargo is stuff like water or minerals or manufactured goods that don't actually care how long it takes to get there. Most likely they'll use ITN and every trick in the book to engineer an entire automated stream of deliveries where the pipeline is years or decades long, which will make sense once you have a colony in a known place that needs to survive and isn't going anywhere.

(... of course, now what I want to see are the scenarios where the colony died decades ago but the supplies keep arriving because it was too much trouble/expense to go hunt down all of the pipeline ships and divert them, and so the places turn into these treasure troves...)

In the next installment, we clarify what we mean by Ludicrous Speed

wrog: (rockets)
(other titles:)

How to do Solar-System-Travelog SF and Not Get It Completely Wrong

How Magical is The Expanse's "Epstein Drive" Anyway?

Why Nuclear Fusion Sucks and We Really Need Those Antimatter Cells

What Part of "Rockets Are Stupid" Did You Not Understand?

Just to get something out of the way up front:

I am now mostly convinced that, barring unexpectedly early, lucky results to our terraforming experiments, colonizing the solar system will for a long time remain an absurd enterprise that will only make sense if we manage to screw up the Earth really, really, really bad — at which point we've probably already gone extinct — and that SF premised on this should be regarded as a variety of steampunk (i.e. seeing what stories we can make out of improbable combinations of technology).

But never mind that. I do eventually expect an assortment of random human-crewed research/mining-supervision/etc stations scattered about needing to engage in commerce of a sort. E.g., just as today we maintain South Pole Station at fantastic expense and there's no way in hell anybody expects that to turn into a colony any time soon (or ever, or, at least, not until after the Antarctic ice-sheet has completely melted), but there will always be a few nutjobs wanting to live there. They may never comprise more than an infinitesimal percentage of Earth's population, but it will be sufficient to make the rest of this post/sub-series not entirely useless.

Having finished a re-watch of (the good parts of) The Expanse, I have to say, I really appreciate how they evidently did give thought to the solar system being way, way bigger than people give it credit for and are actually rather successful in getting this across in ways previous shows completely punted on — the Star Trek: TNG opening that zips by Mars, Jupiter, and Saturn in a matter of seconds being one of those "No, Just No" moments.

While I'm on the subject of good things, I also liked

  • the effort put into depicting 0g and classical mechanics correctly, though, I think, now that we have a generation raised on Mass Effect and similar video games, the old Star Wars X-wings doing WW2-movie banked turns in a vacuum were just never going to be acceptable anymore.

  • their pointing out exactly how miserable life in space (or on Mars) would be, even if they are still sugar-coating it. Though on the bright side, I strongly expect there will be far less need (read nearly zero) for human manual labor in space, if only because the mining and powersat construction I envision happening will be essentially impossible without automation, including automated repairs, and once we have it, the cost of maintaining an army of human laborers there will make no economic sense.

    (To be sure, I do not know how soon we'll have our act together on automation. I like watching the Boston Dynamics robot dogs jump around, but I'm guessing self-driving cars are at least another decade off. Then again, the Self-Driving Car Problem is much easier if you don't have to worry about passengers or pedestrians who can sue the shit out of you.)

As a matter of general principle, I also really like it when trying to get things right fails in interesting ways.

The biggest mistake they make — perhaps intentionally since, of course, Having a Good Story trumps everything else — is in how, after all that effort, they end up shrinking the solar system after all.

I get why they wanted to have a magic Epstein Drive in order not to have to wait years to get anywhere in the outer planets. But the actual numbers are completely brutal. It is not simply a question of making our current rockets "more efficient". There's tech we need that we're not going to have for a long time, if ever, and if the Belter folks actually had it, Earth and Mars would be treating them a lot more politely.

So, let's do a perhaps not so brief guide to getting it vaguely right:

The Problem with Depending on Gravity

First, let's start with the Before picture, i.e., the technology we have today and for the immediate future: Shitty expensive rockets (liquid hydrogen+oxygen or hydrazine [or maybe ion drive, but for now that's only for really tiny craft]) and shitty energy sources (rocket fuel or radioisotope batteries, depending), the consequence being that we're doing as little propulsion as we can get away with, using gravity tricks everywhere, because we simply do not have the energy to be doing anything else.

Primarily using gravity means we are essentially in the same boat that the planets themselves are. Meaning a good rule of thumb for figuring out long it'll take to get someplace is: Look at how long it takes the planets to get there; that will be pretty much your answer, at least to within an order of magnitude. Examples:

  1. You want to get from Low Earth Orbit (LEO) to the Moon. The Moon takes about 13 days to do a half orbit, so you can be sure your trip will take multiple days to get there and not hours or minutes. (Yes, the actual answer is around 5 days [below], and Apollo 11 did it in 3. Again, we're just going for order of magnitude here.)

  2. Jupiter's orbit has two asteroid groups, the Greeks and the Trojans at the L4 and L5 points — I'd say respectively except I forget which is which. You want to travel between the two, and it's a distance that Jupiter itself takes 4 years to cover, so if somebody's claiming to be able to do this in a month or a week without having the Very Special Engine, you need to call bullshit.

For a benchmark on this, I'll use Hohmann Transfer, the dirt-simplest of the gravity maneuvers to calculate. It works like this:

  • If, say, you want to go from Earth to Mars, you fire your engine to increase your velocity around the Sun, changing your own orbit from being nearly a circle (Earth's orbit, green in this diagram I stole from wikipedia) to one where you're at the bottom of an ellipse (at perihelion, closest approach to the sun). As you accumulate kinetic energy, the top of your ellipse (aphelion) moves farther out. When it reaches the Mars orbit distance, you can turn off your engine and coast the whole way there (along the yellow line).

  • The other piece of the puzzle is your having timed things so that, when your ship reaches the Mars distance, Mars will be there catching up with you. You'll be going slower, but then you fire your engine once more -- now that you're at the top of your ellipse, increasing your velocity has the effect of moving the bottom end of your orbit outwards until it, too, reaches the Mars distance, at which point your own orbit around the sun is again a circle (red line), your relative velocity with respect to Mars has gone to zero, and now Mars' gravity can catch you.

Everything gets accomplished in those two short burns. It's marvelously cheap; probably the best you can do that doesn't involve stealing momentum from other planets. (To be sure, the ITN trajectories are way cheaper, but also tend to take much longer, never mind being way more complicated to calculate.)

Here is how long it takes and how much it costs:

Hohmann Transfer flight plans

TripDistance
(major axis)
Travel TimeTotal ΔVMass
Cost
LEO ⟶ Moon1.3s4d 23h4.0 km/s13.30 g/t
Earth ⟶ Venus860s146d  2h5.2 km/s17.35 g/t
Earth ⟶ Mars1259s258d 21h5.6 km/s18.66 g/t
Earth ⟶ Ceres1879s1.3y 471d 21h11.2 km/s37.27 g/t
Earth ⟶ Jupiter3094s2.7y 997d  2h14.4 km/s48.15 g/t
Earth ⟶ Neptune15499s30.6y 11176d 11h15.7 km/s52.40 g/t
Earth ⟶ Saturn5258s6.0y2208d  4h15.7 km/s52.48 g/t
Earth ⟶ Uranus10071s16.0y5854d 17h15.9 km/s53.17 g/t
Earth ⟶ Mercury692s105d 12h17.1 km/s57.19 g/t

Column explanations:

  • Distance:  This is actually the major axis (larger diameter) of the (yellow) ellipse we're traveling along, and as such is merely a representative distance, not the actual distance traveled, but still the same order of magnitude, which is good enough for comparisons.

    That "s" stands for "seconds", meaning light-seconds, 1 second being roughly 300,000 km. Yes, normal people would use kilometers. There is also the Astronomical Unit — preferred by astronomers, surprisingly enough, — 1 AU being the average Earth-Sun distance or, roughly 150 million km = 500 seconds. But I wanted to include the moon distance on here and so needed something intermediate.

    Also this makes it easy to know what the communication time delay will be or what magic FTL ships would be able to do, if we could have those (which we can't). Or if, say, we have a flight plan where (spoiler alert) the ship coasts most of the way at (1/n)-th of the speed of light, then you just multiply the seconds distance by n to get the travel time.

    Two takeaways from this column:
    1. Mars is 1000 times farther away than the Moon, just in case you were getting too excited about us having Mars expeditions/colonies any time soon.
    2. Comparing with the travel times (next column), you can see we are no way no how getting anywhere near the realm where Relativity matters.

  • Travel Time:  For interplanetary missions, it's multiple months, or, for the outer planets, years to get there, and there's nothing you can do about this if you're mostly relying on gravity.

  • ΔV = Total of all of the velocity changes needed — the only number you really need to get the fuel cost. In this case, there are just the two burns and we're adding them together.

    Multiply this by 1.7 to get the number of minutes of burn time, assuming you're happy with accelerating at 1g. That's just under 7 minutes for the Moon trip, 9 minutes for the Mars trip — out of 146 days, — and so on.

    We are really not doing a whole lot of propulsion here.

  • Mass Cost:  Here is where the fun starts. This is how much mass gets expended per unit of payload mass to accomplish that ΔV, i.e., assuming we have the ideal rocket configuration that can convert that mass into momentum (mc) with 100% efficiency, or, equivalently, convert it completely into energy (mc²), capturing all of it to power the 100%-efficient Big Ass Laser so that we can send it all out as photons in the right direction, … ignoring for now that this is impossible; I just want to have a Useful Number for comparisons.

    Here the units are all in grams per metric ton (1000kg), which you can feel free to read as " ×10⁻⁶ ".

    Example:  If we want to get the 10 ton Winnebago from LEO to the Moon, we need to burn 133 grams of matter+antimatter. This will be a lower bound on the mass-energy we need no matter what tech we use.

    Recall that "burning" an entire kilogram gives us that 21 megaton explosion that wipes out Rhode Island. But this, at least, will be "only" 2.8 megatons, and the stupider tech options will only ever be burning a teentsy fraction of this (hint: an exploding Saturn V will not destroy Rhode Island)

    And if you're trying to reconcile this with my previous post where I said this cost was 327 g, that was for starting from rest on the surface of the Earth rather than LEO, which is a big difference.

    Similarly for the other rows, we're only giving the cost of switching orbits around the Sun, and not what it takes to deal with the planetary gravity wells. However,
    1. This doesn't change the overall travel times that much.
    2. We're just trying to get a lower bound, here.
    3. There can be ways to evade some of that extra cost, e.g., if, when landing, you have an atmosphere you can use to slow down without using any fuel…

Rows are ordered by cost, and if it looks weird, that's not your imagination:

  • Somewhere just short of Uranus is where the mass cost for Hohmann Transfer hits a maximum, so getting to Neptune is indeed cheaper than getting to Saturn.

    (Best way to think of this: the first burn increases as you go farther out, but is always less than what it takes to get to solar escape velocity; the second burn goes to zero, and at some point you can expect the 2nd effect to catch up with the first).

  • … and Mercury is indeed the most expensive planet to reach with this method (why Mariner 10 was so late in the game [1973], and even then they had to do it as a slingshot off of Venus).

    Briefly: If you're in a circular orbit, canceling your velocity to fall into the Sun is always more work than escaping — just in case you were wondering why all solar probes go to Jupiter first (to get a backwards gravity assist) rather than being sent directly — and then the 2nd burn in closer to the sun is always larger.

Gravity is weird. In the next installment, I will need to discuss "Slingshots"

After that, we'll do an excursion to Fantasy Land.

wrog: (rockets)

(…a curious observation about relativistic light-sails, … followed by a teentsy bit of obligatory, if undeserved, "Stargate: Universe" bashing.)

A couple of questions that come up in trying to imagine how the interstellar transit economy/infrastructure is all going to work:

  1. Is there some ideal size for a solar power satellite?
    This to some extent lies at the heart of my questions of what the solar power extraction regime is going to look like, what orbits we're going to prefer, how many satellites we'll be needing to build, how close to the sun they need to fly, etc.

  2. How big a mirror/solar-sail are we going to need to propel our interstellar payloads?
    This will be a central issue in transit tube design since it affects everything else, e.g., how far apart the laser ships need to be, how much antimatter they will need to be supplied with, etc.

Reviewing what I said earlier on the subject of mirrors/sails:

[We'll need them to be] extremely lightweight, totally reflective, micrometeoroid-tolerant, blah-blah-blah. There will be some engineering tradeoff to determine the size (i.e., the smaller we make it, the more accurate the rocket/laser thing has to be, and the more energy density it has to withstand, but the less vulnerable it'll be), which I'll leave the engineers to figure out.

My original thought was that our two applications for mirror-building don't really have much to do with each other beyond their reflecting (pardon the pun) the supply and demand sides of our energy economy, that once we got into the details, the differing goals (energy collection vs. propulsion) would assert themselves and ultimately there'd be very different requirements/designs.

For one thing, for solar satellites, why care about making them lightweight? We're just putting them in orbit, and, beyond occasional questions of servicing and refurbishment, they're not going anywhere. And, if anything, we want them sturdy enough to stand up to the stress of being in however close to the sun we need them to be.

Lightweight only matters in that the less material we use, the more we can make, and we will ultimately have to be making millions of them.

It's not that any of this is wrong; we're just missing an important detail is all.

Read more... )
wrog: (Default)

It seems we can do shit like ax2 + bx + c and maybe also -b± b2 - 4ac2a . Wheee…

(And if this isn't looking right, you may need to switch/update your browser:  Google just released Chrome 109 which includes MathML support for the first time in a long while. Firefox has evidently had this since forever. Probably pointless waiting for Microsoft Edge to catch up (Update (2023-01-14):  Edge caught up). And Opera is owned by the Chinese now, so you probably shouldn't be using it anymore. Bleah.)

Looks like I get to go update my math-heavy posts.

wrog: (wmthumb)
ok, so I'm on Mastodon (as @wrog@mastodon.murkworks.net, for now).

I will readily admit I never actually used Twitter (creating an account once upon a time was as far as I got) and still don't understand how it was ever supposed to work. I've got Local and Federated feeds spewing endless streams of spam; it's like sitting in the LambdaMOO living room but with 10,000 people there.

I'll be trying out the Lists feature (something similar worked well enough dealing with Livejournal at its height, but even that was far less traffic...).

I really miss Usenet and trn

link
wrog: (Default)

I keep thinking I should put up a pinned post with pointers to my various "Space" posts and other things which people keep trying to find (or, rather, which I keep pointing people to when I get tired of explaining stuff in other forums)

And then I discover these Dreamwidth options I hadn't seen before (and maybe you hadn't either). And now, as the guy said in the Dr.Who "Blink" episde, "Look to your right -->" (*)

I am, of course, open to better ways to do this; this is still going to be cumbersome to maintain. (sure would be nice to be able to turn off auto-formatting for the Custom Text text; oh well...)

(*)Edit:  well okay, not necessarily. You need to be viewing the full post on its own rather than seeing it as part of a feed (in which case it'll be whatever modules you have selected rather than me) — and I suppose if you're using your own format/stylesheet to view my posts, you may also lose... bleah.

wrog: (rockets)

promoting this out of my FailBook comments just because

So, there's this diagram which has been making the rounds now that the James Webb Telescope has been launched. It's good at showing where the Lagrange points are and, if you're used to reading topographic maps, what the gravity well generally looks like, that volcano with the 6000 mile deep crater that I talk about here, if you were having trouble picturing that (modulo the small matter that that was all about the Earth-Moon system, and this picture shows Sun-Earth L1-L5; but they both work the same way).

Granted, with L1, most people seem to be clear about the idea that, with Sun and Earth pulling in opposite directions, there's got to be some point in the middle where the forces are cancelling out, even if that's not quite what L1 is. But for L2-L5, people seem to be completely mystified, and I've been seeing far too many wacky attempts at explanations in the last few days.

Time to sort things out:

First thing that people seem to forget is that, to get this diagram, we are rotating the reference frame.

Meaning we're putting ourselves on this utterly gigantic amusement park carousel, that's spinning at just the right rate, so that, from our point of view, the Earth, normally considered to be whipping around the Sun at around 30 km/sec (in what we'll assume to be a circular orbit, for now), is actually fixed in place. Meaning that white circle you see in the diagram going through L3-L4-L5 that seems to be showing the Earth's orbit — it's really quite misleading — is not actually Earth's orbit … well okay, it is in the sense that everything that would be sharing Earth's orbit around the Sun in the usual view will be somewhere on that circle, but, in this view, the Earth itself is not actually traversing that path.

Because, again, the Earth is not actually moving.

But we still have gravity.

And, for some weird reason, the Earth isn't actually falling into the Sun, as you would expect. Because, as you'll recall if you've ever been on that amusement park ride, there's this other force that was keeping you plastered against the outer wall of the centrifuge while they opened up the bottom. People like to call centrifugal force a "fake" force, but it's plenty real if you're rotating; you have to account for it if you want to get the same answers that the non-rotating people get (Earth doesn't fall into the Sun).

… and it's pretty easy to account for. Centrifugal force is just like gravity in that the acceleration you experience is going to be the same no matter how massive you are, and it's linear in your distance from The Center. (If you want the math, it's ω²r where ω is the rotation rate in radians per unit time. And if you pick the right unit of time, we can even have ω=1 and then it's just r).

"Linear" means, amongst other things, that centrifugal force gets stronger the farther out you go. The white circle is all of the places where it cancels the Sun's gravity. Thus Earth (and anything else placed on that circle) has no net force on it and doesn't move. Inside the circle, the Sun wins and stuff falls in closer; outside the circle centrifugal force wins and stuff flies away. Thus,

  • L1 is where Earth gravity + centrifugal force (both pointed outward) cancel Sun gravity (inward)

  • L2 is far enough out so that centrifugal force is now strong enough to cancel both the Sun and Earth pulling together inward.

  • L3 is where centrifugal force cancels both Sun and Earth pulling together the other way, however since, in this case, the Earth is pulling all the way from the far side of the Sun, its effect is going to be really small. Still, L3, like L2, will be outside the white circle, even if it's only about 600 km outside, a distance way too small to see in this diagram.

The second thing that people fail to mention, and this matters if you want to understand L4 and L5, is that the center of rotation is not the center of the Sun but rather the Sun-Earth center-of-mass.

In other words, if you imagine putting the Earth and Sun on a giant see-saw, then there's the spot where you'd put the fulcrum to make them balance, and that is the point everything revolves around. Admittedly, since the Sun is 1/3 of a million times the mass of the Earth, the Sun will be a whole 450 km left of center while the Earth is hanging out 150 million km to the right, which may not seem like much of a difference from the Sun being in the exact center, but you'll thank me when you see my L4 diagram.

Drumroll… Here, have a diagram:

Note that I have exaggerated the mass of the Earth to be half the mass of the Sun, which is why the center is now 1/3 of the way from the Sun to the Earth rather than being inside the Sun. (and yes, the grey circular dots are probably also the wrong sizes, but who cares?) Now you can see everything that matters.

Yes, all of the triangles that look like they're equilateral are, in fact, equilateral, and that really is a parallelogram in the middle, which is why those vectors at L4 all add to zero. The two blue arrows (acceleration of gravity caused by the Sun on the Earth and whatever's at L4) have to be the same length, and likewise for the two red arrows (acceleration of gravity caused by the Earth on the Sun and whatever is at L4), while the green arrows are proportional to the centrifugal forces (equal, if we do that trick with the time units).

The fun part about this diagram is that all gravitational forces are operating at the same distance (Sun⟷Earth = Sun⟷L4 = Earth⟷L4) so we don't even need to care about whether gravity is inverse-square or anything else; the distance-force relationship is whatever it is. Gravitational acceleration is otherwise proportional to the mass of the thing doing the pulling and completely indifferent to the mass of the thing being pulled. The rest is geometry.

The real magic of L4 (L5) is the way it is stable when the mass of the second body (Earth) is sufficiently small, even though, if you look at the diagram at the top of this post, L4 is clearly a hilltop and, normally, stable means you're at the bottom of a valley. It really does look like if you move even slightly away from L4, the forces accounted for by the diagram (gravity and centrifugal force) will be pushing you outwards from L4, and they will get stronger the farther away you get,…

… which is pretty much the definition of instability.

So, two things:

  1. If the mass of the Earth is small compared to the Sun (has to be *much* smaller for this to work, but a ratio of 1/333,000 is plenty small; even in the Earth-Moon case where the ratio is only 1/100, that's still good enough),
    then that hilltop at L4/L5 is extremely large and flat (which you can sort of see in the diagram). Meaning the residual gravity + centrifugal forces that would normally be making L4/L5 unstable are likewise small and can be overwhelmed by Other Stuff, namely:

  2. The force we haven't mentioned yet, … the Coriolis force, which is the other force that comes into play in rotating frames, and which cannot be represented in the diagram because it turns out to be velocity dependent.

Note that if centrifugal force were the whole story, then the moment something gets outside the white circle, it picks up speed, hurtles off to infinity and you never see it again. Which we know isn't what happens: In the non-rotating frame if you launch a probe from Earth that doesn't have solar escape velocity, it goes into an elliptical orbit of its own. Meaning, in the rotating frame, once something is moving away sufficiently fast, there has to be this other force that overwhelms centrifugal force so that it can come back.

You can also get a sense of what Coriolis force does by considering the case where we remove the Earth and the Sun (so that we're back to empty space), and then place a small rock where the Earth used to be, having it be stationary in the non-rotating frame. Once we hop back on board the carousel, we'll see the rock doing a circular orbit around the center (following the white circle) with velocity ωr. Which means something must be double-cancelling the centrifugal acceleration (ω²r outward), to give us ω²r acceleration inwards — what the rock needs to stay on that circular path at that speed — so the magnitude of the Coriolis force needs to be 2ω²r = 2ω(ωr) = 2ωv in this case.

So it shouldn't surprise you too much if I tell you that's what it is generally

acoriolis = 2 v × ω

where ω is now a vector coming out of the page and we're taking a vector cross product, and, for the rock circularly orbiting in the correct direction, the right hand rule will indeed point us in towards the center. (You can also see this in action by getting on the centrifuge ride and pulling your fist towards your face really quickly).

The rock-in-empty-space scenario is not a bad way to remember how it goes, though, to be sure, if you want to actually derive what the Coriolis force is, there's a bit more work to do.

Anyway, the Coriolus rule along with the centrifugal rule

acentrifugal = ω²r

turns out to be everything you need to know about the weird forces present in rotating frames.

As for what's happening at L4/L5, the capsule summary is that, with the residual combination of gravity and centrifugal force being so weak over such a wide area, you won't have to be going very fast at all for Coriolis to be the force that matters most.

And if Coriolis is the force that matters most, then you'll be going in circles. Also, velocity dependent means the faster you try to go, the stronger the force will be.

Which then makes L4/L5 rather hard to get away from.

To be sure, the end result is still quite weird+unexpected, and there's no substitute for Actually Doing the Math, which turns out to be kind of like solving the double-jointed pendulum problem. Orbits at L4/L5 have two different modes with different periods (1.05 "months" and 3.35 "months" in the case of Earth-moon, where "month" is the lunar orbital period, if I'm doing this right...) and an orbiting colony there can be in any linear combination of them, so in general there will be this weird Lissajous-figure crap happening …

… meaning if we ever get large numbers of people trying to settle L4/L5 -- not bloody likely, methinks -- there's going to have to be strict regulation of who's in which mode (probably will have to pick one of them and require everybody to be in it), otherwise all of the colonies will be crashing into each other...

wrog: (rockets)

goddammit.

… we can have a station at L2 behind Mercury and still have a wide variety of orbits available. Which is good because I don't know how else we can do a fixed collection point.

I really should know better.

If we're really going to depend on power satellite orbits following the Kepler rules, then we need to keep them far away from any actual planet. Mercury can't be there; end of story. If Mercury is there, then there's no way around having to solve a 3 body problem, and while it might be possible (like I've been assuming) to perturb the Kepler orbit into an actual orbit that works and stays in synch with Mercury, my gut feeling at the moment is that'll be a huge mess to get right.

Also Mercury's orbit is really eccentric which severely screws up the only 3-body solutions I know about.

And if Mercury is not there, then there's no way to hang a station at aphelion. By default, anything stationary at aphelion falls into the sun, unless we do weird space elevator shit and tether it to something (no idea); but, as with the Earth space elevator, that probably entails unobtanium cables with insane tensile strength and we're in Not Gonna Happen Land.

And I'm realizing now there's a much, much simpler solution available:

Put rockets on all of the antimatter cells.

That's it. Once a cell finishes charging, the satellite releases it and it flies off to wherever it needs to go.

(Yes, Rockets are Still Stupid, but if we put a mass driver on the satellite, then the satellite will nearly always have to do an orbit correction every time it launches a cell and we won't actually have saved anything. So rockets it is…)

Chances are, for the sake of administrative sanity if nothing else, we'll still want to have a collection point somewhere. And we'll probably want it to be a Lagrange point so as to have access to all of the best IPTS orbits. But this can be any of the ones available in the inner solar system.

Hell, we could even use Earth-Moon L2. That might even make sense if it's still fairly early in the agenda and lunar orbit is where we need to have antimatter arriving.

In case you were wondering, the energy cost of moving a kg from, say, Mercury's orbit to Earth's is about 2.5 billionths of a kg, which somebody has to be paying anyway. Unless we want to be really stingy and do some stupid funky Mercury/Venus flyby to bleed off momentum, which I suppose we could do, but bleah.

What to do with the empties is potentially more complicated. Maybe our software will be good enough that calculating ballistic trajectories to get them all back to some power satellite somewhere will be workable.

Or we can just make a point to never discharge a cell below the 2.5 billionth mark (or just keep an extra cell around with power in it to do infinitesimal recharges as needed), so that it'll always have enough energy to go find itself a power satellite. KISS.

wrog: (rockets)

(you'll want to read about solar power satellites first, where we cover all of the sensible stuff)

On Dyson Spheres and the other ridiculous things truly advanced civilizations will be doing with all of their free time

I should note that the scenario that I fleshed out in the previous post, i.e., having a cloud of independently orbiting power satellites that would start blocking out the sun if we really were able to populate huge numbers of orbits, is a lot more what Freeman Dyson was talking about in his original paper. The fixed sphere that people tend to imagine when they hear about this stuff really makes no sense at all if you think about it (and Dyson knew this at the time and said so). I mean sure, let's waste a whole lot of effort and materiel fighting solar gravity directly; that should be oodles of fun.

Making only slightly less sense is the flotilla of stationary habitats supported by solar sails. We're doing this why? Because we have this pathological hatred of orbital mechanics and don't want to make use of it? So much better to be depending on a sail that can get a hole in it and then we go plummeting straight into the sun. That sounds so much like a place I would want to live; really. Sign me up, please.

At best, I could see it as a kind of Bite Me, Universe gesture by a civilization that really has Done Everything, is now completely bored, and just wants to build some kind of insane, completely pointless artifact, just for the hell of it, because they can. Sure. Why not?

But I can't see it as something we're going to do while we're still on our way to the stars.

And I still wonder:

Can we really build all that?

Forget the full Dyson sphere, let's consider just one of the solar power satellite orbits. The chart in my previous post is calling for anywhere between 600,000 and 10 million square kilometers of satellite area.

Now, at this point, I don't even know what we're going to be making them from or what the preferred tech is going to be for solar power generation. Photovoltaic? Big-ass mirror driving some kind of heat engine? Or maybe we'll be supplying light to a mini-farm that's going to grow megatons of gerbil food, and then, in the next module over, we have billions of gerbils running their little wheels at top speed (at which point our movie instantly loses its "No Animals Were Harmed..." designation)?

Yeah. No idea.

But we can always make some kind of half-assed estimate. Let's just build aluminum sheeting; whatever the solar collector is, we'll need someplace to mount it. How much sheeting can we make out of the asteroid belt? We can vaguely do this:

  • total mass of the asteroid belt (kg) is 2.3910×10²¹ kg.

  • people estimating relative abundances in the universe say aluminum is 58 ppm of everything. Fine, so asteroid belt might have 1.38678×10¹⁷ kg of aluminum.

  • let's be pessimistic and imagine that only 1% of it is mineable, or we lose 99% in the smelting process for whatever reason. Now we're at 1.38678×10¹⁵ kg.

  • the thinnest sheeting you can buy online is 1/32"=0.79375mm thick. Meaning we need 793.75 m³ of aluminum to make a 1 km² sheet.

  • Density of aluminum is 2.7g/cm³=2700kg/m³, so that's 2.143 kg to make a 1 m² sheet or 2.143 million kg to make a km² sheet.

  • So we get 650 million 1 km² aluminum sheets if we harvest the entire asteroid belt. Which is somewhere between 60 and 1000 times the number of km² we need to populate one of our orbits, i.e., if it were the case that collecting solar energy only needs the km² aluminum mirror and everything else on the satellite is really cheap and easily available.

  • So by this completely stupid measure, depending on which orbit we choose, anywhere between 60 and 1000 orbits are doable using the h= 36.635km⁻¹ separation and the Mercury L2 point.

  • Note that these orbits were designed to suck off 86400 kg/day which is 1/4.26×10⁹ of the sun's output. Meaning blotting out the sun will entail filling 4.26 billion orbits, assuming we get the geometry exactly right.

Which seems to suggest that we'll get our 86400 kg/day power production and maybe even be able to go up to 1000 times that, but as far as blocking out the sun goes, just forget about it.

But then we have this interesting fact that I only learned about recently:

The Asteroid Belt is way smaller than you think

On the off-chance that anybody's still trying to convince you that the asteroid belt is the remains of a planet that got destroyed, here's something that really makes that not work:

The total mass of the asteroid belt is about 3% of the mass of the moon.

To be sure, I always knew the asteroid scenes you see in The Empire Strikes Back were bogus (space is big), but I'm still surprised that there's not even remotely enough there for any kind of respectable planet. (Sorry, James Hogan and whoever else wrote SF stories that had a planet breaking up a million years ago)

Which calls into question some of the premises of asteroid mining.

I will grant that there's stuff that won't be available on the moon. But for what is available, which probably includes all sorts of building materials, why not just mine the moon?

We can obtain 3% of the moon by strip-mining the top 12 km of its surface, and we might even vaguely be able to do that with present-day tech. And it's right here; no needing to travel hundreds of millions of km to get to Ceres or wherever else. Probably get huge economies of scale, too.

Granted, this won't really help with the Dyson Sphere. Even consuming the entire moon is only giving us a factor of 30, which is a long way from the 4.26 billion we need. Even eating all of Jupiter only gets us a factor of 800,000.

I think I can safely say that there is not enough aluminum in the solar system to cover the sun. Switching to a more abundant metal like iron gains us another order of magnitude or two, but I suspect we're still hosed.

Though, again, I'm obliged to point out how dubious this particular estimate is. It's not an impossibility proof by any means, and if the materials science folks do manage to come up with some carbon-nanotube/ceramic bullshit unobtainium that's insanely lightweight and can be built out of anything — much like I'm expecting them to do for the laser ships and light-sails we need for the transit tube — then all bets are off.

But I still think I'm pretty safe in putting the Dyson Sphere on the Not Gonna Happen list. If not because it's impossible, then because I'm not convinced we're going to need it.

Granted it is a bit weird finding myself in the position of wanting to say that 86,400 kg of matter+antimatter per day really ought to be enough for anyone — sounds a little too like that apocryphal Bill Gates quote — and having to stop myself.

wrog: (rockets)

After my previous forays into the question of How to do Solar Power Satellites Right, here and here, there seem to yet more ways to simplify the math and get a better sense of the design space. Very annoying.

In particular, that WTF/4A energy flux formula is not, in fact, the final word on simplifying and, it seems, we can have a station at L2 behind Mercury and still have a wide variety of orbits available. Which is good because I don't know how else we can do a fixed collection point.(No no no no no)

So, rewind. Let's try this again:

Doing Solar Power Right

The plan: Have a ring of satellites in a single, not-necessarily-circular orbit around the sun, all soaking up sunlight and using it to charge antimatter cells. How do we get this to produce some number of kg per day? What are our actual choices?

One would think the number and sizes of the individual satellites shouldn't matter a whole lot. To first order, we'll just have some total acreage of solar panels being crammed into the orbit. Multiply by solar power flux and we're done, right?

However, if we make the satellites too small, then we're making more of them to cover the same area, and if they're all vaguely square/circular — the sensible way to build them — and thus correspondingly less wide, they'll use up more linear space in the orbit and eventually start bumping into each other. Which we very much don't want.

It also turns out that there will be nothing gained by creating a concentration of satellites at any point along the orbit, since that concentration will simply circulate around the orbit, just as any individual satellite will. In particular, there will be no way to, say, create a concentration close to the sun that stays there.

In fact, it's fairly easy to show (by taking the sum over a single orbital period in which every satellite visits every point of the orbit exactly once) that, assuming all satellites are the same size, for any (nonconstant) satellite density function you might try, there exists a constant density / "evenly spaced" rearrangement of the satellites that produces the same amount energy per unit time on average.

… we just need to nail down what we mean by "evenly spaced" in an eccentric orbit where, at any given time, individual bodies will necessarily have all different velocities and constantly changing mutual distances.

The key observation is that if they're all in the same orbit, then they're all moving in lock step. Assuming that none of the satellites are big enough to be gravitationally messing with any of the others, we're back at the two-body problem that Newton solved 300+ years ago. They're gonna do what they're gonna do and Ellipses are Forever. If it takes one of them, say, 5 days to go from point A to point B, the same will be true of the next satellite following along. So if we make measurements of the km²/day passing point A, we must get the same numbers at point B 5 days later.

Which means that when we're first injecting satellites into this orbit, we want to be sure to inject them at a constant rate — call this our solar panel current, i.e., make it so that the number of km²/day passing the insertion point remains constant.

Once we do this, the current will then be constant and also be the same constant everywhere else along the orbit. Individual velocities can still vary, but anywhere that we have satellites moving faster, they'll have to be more spread out to keep the current the same.

Thus, the place where we have to worry most about stuff colliding will be at aphelion, that point farthest from the sun where everything is moving slowest and hence most bunched together. A panel density can be obtained from dividing the panel current (km²/day) by the aphelion velocity (km/day). This number (km²/km) is how many km² of panel you'll see in any snapshot of 1 km's worth of orbit — or, rather, in every km of an imaginary circular orbit in which everyone is going at (constant) aphelion velocity and spaced out exactly as how they arrived at aphelion.

… which will necessarily be a lower bound on the actual spacings you see in the real orbit. Since I prefer to think in terms of spacings rather than densities, I'll be working in terms of this inverse number instead. That is, we'll define the spacing to be:

h = (panel current) / (aphelion velocity) = 1/ (panel density)

which gives us a number (km/km²), i.e., the number of km of (imaginary circular) orbit you need to snapshot/grab in order to see/accumlate 1 km² of solar panel.

If each individual satellite has area A, then hA is how far apart the satellites will be at aphelion. And if we're comfortable with that being the distance of closest approach, we'll be good to go.

Getting into the ball park

We can now give the formula for this orbit's total power production:

power = W / (2 R h)

where R (km) is aphelion distance, h (km⁻¹) is the spacing, and W is total output of the sun as before (use whatever energy-per-time units you want).

And, yeah, that's it. Just like the WTF formula, this is an exact solution (*) and somehow has none of the other factors you'd expect to see. Inverse-square-law fields have all of these wacky hidden tricks and stuff that cancels unexpectedly. Gauss is probably laughing at me.

(*) or, at least, as exact as we get in what is actually an n-body problem (Yes! This!) and, given that we're in close to the sun, maybe also some General Relativity bullshit lurking (what causes Mercury's orbit to precess) as well. It's also possible I'll lose because I'm ignoring Mercury's gravity (Yes! This!). we'll probably want (small) engines on the satellites to correct perturbations.

So,… if, say,

  1. we want aphelion to be at the L2 point behind Mercury (58,130,000 km) (We don't, but this is just as good an example number as any), that convenient place I keep wanting to put a station — which is annoyingly just outside the total solar eclipse zone by about 18,000 km, but maybe having a mere 84% of the sun blocked might be good enough, and also maybe that distance is short enough that we can do some space-elevator bullshit so that the inhabited part of the station(No no no no no) — assuming there even needs to be one — can be hanging down inside the total eclipse zone anyway — and

  2. we want the spacing factor to be, e.g., 36.635 km⁻¹ (to pick a completely random number),

we can just turn the crank:

3.68×10¹⁴ (kg/day, total solar power)= 86,401 (kg/day)
2 × 5.813×10⁷ (km, aphelion) × 36.635 (km⁻¹, spacing)

… which is roughly the number we were getting before, except we're not counting satellites, computing periods, or velocities or anything.

And, also, you can now easily see that if you want 10 times this much power, one way to get there is to reduce the spacing by a factor of 10, to a mere 3.6 km/km². Which will work reasonably well if the individual satellites are 1 km² (and thus 3.6 km apart), but not so well if they're 1/5 that size (200m square ⇒ area is 0.04 km² ⇒ spacing is 3.6km⁻¹×0.04km² = 144m, which is going to lose badly),
… and even with 1km² satellites we're arguably close to the size limit for this orbit.

… which in general will be a diameter of 4/𝛑h for circular satellites, with square ones being able to get away with being 1/h on a side provided you can keep them from turning.

Getting the Actual Orbit

Note that this does not yet nail down the orbit. If we want to find out, say, how much stuff we have to actually build or how close it'll all be getting to the sun, that's more work. There's one more parameter to specify, which we choose depending on what we most care about:

  • if we want to keep our satellites out of the solar corona, we probably care a lot about the perihelion (closest sun approach) distance, which we'll call r, for which the formula that matters is

    ε = (R − r) / (R + r)

    where ε is

  • eccentricity, which we could just specify directly, if we have a number we like.

    This is the measure of how much the orbit is squunched, ε = 0 being zero squunch (circular orbit), and values approach 1 as the orbit gets narrower with satellites diving in closer and closer to the sun, the limit being ε = 1 which would normally be a parabolic escape-velocity orbit except those have infinite aphelion, so if we also specify a finite aphelion, that means we're in this degenerate case where the satellites are just being dropped from aphelion directly into the center of the sun and never heard from again.

    Suffice it to say, we really want ε < 1.

  • semi-major axis, usually denoted a, this being the distance from the geometric center of the orbit (not where the sun is) to either perihelion or aphelion, since ellipses are symmetric that way.

    In case you were wondering:  R = a(1+ε) and r = a(1−ε).

    As it happens, there are lots of other numbers you can use as proxies for the semi-major axis (i.e., they're all conveying the same information), including
    • orbital period, T = 2𝛑aa/GM, but only if you know the magic constant GM/4𝛑² = 2.509462183311675×10¹⁹ km³/day² (M being mass of the sun and G being the gravitation constant, but for this you don't need those numbers separately)

    • orbital energy, E = −GM/2a

    and so on.

  • total satellite area = panel area A × number of satellites N.

    If h is how far you have to travel (along that imaginary circular orbit) to see 1 km² worth of panel, and hA is how much linear space one satellite is taking up at aphelion, then hAN is all of the space, the circumference of that imaginary circular orbit, how far you go to see all of the satellites. You can also get this number from the aphelion velocity and the orbital period.

    So calculating AN given ε is somewhat straightforward:

    hAN = vT = 2𝛑a(1-ε)/(1+ε) = 2𝛑R√(1-ε)/(1+ε)³

    Calculating ε given AN is unavoidably mysterious. If I were sane, I'd just use Newton's Method, but since there actually is a formula for solving cubic polynomials (like the quadratic formula, but people tend not to know this one because it's hideous) we can do this:
    ε = s − k/3s − 1 where s = k(1 + √1 + k/27)
    and k = (2𝛑R/hAN)²
    As for where that comes from, well,… you can ask. Maybe one of these days I'll do a page on Galois theory.

    and AN has its own proxies, notably
    • the aphelion velocity v = hAN/T = √GM(1−ε)/R

    • the aforementioned panel current = AN/T = v/h

    and so on.

And then we do the wall of numbers to show the range of possibilities you get where production is 86,400 kg/day, satellite spacing is 36.635 km⁻¹, and aphelion is at the Mercury L2 point our chosen distance:

perihelion (km)AN(km²)εcurrent (km²/day)
 1,000,000  665,0550.966176 20,724
 2,173,7631,000,0000.927906 30,256
 3,000,0031,190,8710.901848 35,303
13,764,3133,000,0000.617095 69,729
58,129,9909,969,649   3.2×10⁻⁸ (~circular)112,685

Radius of the sun is around 700,000 km so it's not really advisable to try for closer approach than a million km. And while I'd like to think the corona doesn't go past 3 million km, it probably will whenever the sun gets in a bad mood.

That last column is the area (km²) of solar panel that will have to get serviced per day at the L2 station, which you'll notice is Rather A Lot (if the satellites are 1 km² each, then you've got one arriving every few seconds). Yes, this whole operation, like everything else in space, will have to be highly, highly, automated. Surprise.

Not that it should be that difficult. I imagine 99.99999% of the time a satellite will just pass on through, toss its charged antimater cells into a receiving net, and then the station will have a mass driver firing the empties at just the right speed so that the outgoing satellites can pick them up easily. Since the relative velocities will range from 8 to 40-some-odd km/sec, that's probably going to be the only way to do this.

Somewhat more interesting is the repair scenario, where you're either having to send a ship out to catch up with a broken powersat, and either fix it in situ or haul it away somewhere, which will be really expensive because you're totally changing its orbit. However, being at Power Collection Central you'll have as much energy as you need. Somewhat cheaper would be catching it with a tether and using that to swing it out of the stream sufficiently fast so that the next powersat coming along a few seconds later won't crash into it. And wow, will that have to work right the first time.

I still get amused at shows like "The Expanse" where it's imagined that people are going to be out there in space suits doing these jobs with their bare hands. Not that there can't be a role for humans. Person-In-Charge sitting in the Gods-Eye-View office in the total eclipse zone, running some Really High Level Software to monitor things. Maybe.

Personally, I think I'd feel better if actual people were kept well away from these sorts of operations.

All of the above is, of course, for just one orbit. At some point, the power needs will get beyond what one orbit can provide, and then …

… we, of course, start a second one.

which shouldn't be that big a deal at that point. Give it a slightly different orbital plane and the only places the new satellites will have any chance of running into any of the old ones in the first orbit will be at aphelion or perihelion. If we shift both of those numbers by a kilometer or two, that will suffice. We can even have them managed from the same L2 station, (unless we want multiple stations for redundancy, which we will at some point,… probably a lot sooner than we'll need that second orbit).

And then we build a third. You can probably see where this is going.

(Next: Dyson Spheres)

wrog: (rockets)
(continued from here)

So, now what?

Intergalactic Travel

This is where we get full-on, batshit crazy. (You knew this was coming, right?)

Quick reminder in case you forgot or didn't know: M31, i.e., item #31 on comet enthusiast Charles Messier's list of things that annoyed the shit out of him because they weren't actual comets, otherwise known as the Andromeda galaxy, is one of our nearer galactic neighbors, perhaps not the nearest, but it's the one everyone thinks of, so let's just go there.

It is 2.54 million light-years (2.62 million aLY) away. No problem, right? Let's have a look at the numbers:

accel / decel total
shiptime (aY)
mass Cost
shiptime (aY) distance (aLY)
14.781,310,986.9729.562,621,975.93
14.521,015,049.3729.632,030,100.74
14.27785,915.6429.871,571,833.28
14.01608,505.7130.331,217,013.42
13.76471,143.6531.08942,289.29
13.50364,789.1932.19729,580.38
13.24282,442.8033.77564,887.59
12.99218,684.9735.97437,371.95
12.73169,319.6138.95338,641.21
12.48131,097.8042.95262,197.59

Yes, these mass costs do look a teentsy bit prohibitive.

And yes, you're reading that right:  Even in the cheap case where we're opting to have the journey take 43 years — presumably, by the time we're contemplating this, we'll have figured out how to make an interstellar cruise ship tolerable for a few decades of travel rather than merely a few years (unless we're doing the Australia Thing, it's all prisoners, and we don't care) — we're still burning an entire Enterprise-class aircraft carrier (100,000 metric tons) for every five people we send.

On the other hand, it's a fair bet we won't even be considering this until we've developed, say, a substantial fraction of the Milky Way, say, 100 billion systems. Note that for this particular purpose "developed" means having gotten as far as building energy collection infrastructure and transit tubes; we don't need for them all to be inhabited. If they've all got the same 43,200 kg/day transit budget and we just declare a one day Transit Holiday for everybody, that's … rather a lot of aircraft carriers filled with antimatter, enough to send 200,000 people.

Do that a few days a year for a century and we're basically sending a Europe or 1/3 of an India. Which is not entirely bad for starting off a new galaxy.

But it's possible I'm being too conservative here. Because of something I haven't mentioned yet (it really only occurred to me today).

The Absolute Best Power Plant Ever

By the time our exploration sphere has expanded 25,000 light-years to include the center of our galaxy, we will then be encountering the Sagittarius black hole

… which I originally thought we'd be wanting to stay the hell away from, but…

It spins, see, which means if you throw shit into it at just the right angle and arrange for it to break apart inside the ergosphere (weird-ass 2nd-event-horizon thing that spinning black holes have that you can actually get out of) at just the right time, then half of it will be spit out way, way, way, faster than anyone should reasonably expect, and then you collect all of that extra energy at some safe distance (hahahaha) and use it to charge up antimatter cells.

And then we're building the Really Big version of the solar energy conveyor thing to get all of that antimatter shipped out of there.

These guys say the rotational parameter for the SBH is around 0.44, which means that about 2.6% of its million-some-odd solar masses is rotational energy that can be completely extracted in this way, meaning there's about 5×10³⁴ kg theoretically available to be harvested.

That's half a billion billion billion aircraft carriers. Possibly more as long as there's crap continuing to fall in to speed up the hole. If we don't get greedy and, say, only take a trillion aircraft carriers per year, that's 3 trillion star systems worth of power generation right there.

Without having to explore and settle 3 trillion star systems.

… modulo certain engineering issues that I will not be attempting to address at this time. I suspect we will need to be using both sides of the paper for this one.

I'll grant that my original timeline has the explorers taking a few million years to reach the center of the galaxy and the SBH. It may be that once we have sufficient infrastructure in our immediate neighborhood, we may want to splurge and launch a few Really Fast explorers in the general direction of Sagittarius so that they're getting there a lot sooner, say 30,000 years.

This will be expensive: We're talking 5/6 lightspeed, which means mass cost ratio of around 11 and recall the explorer ships are big, ten aircraft carriers each, so that's 110 aircraft carriers to launch each one or 7000 times our annual single-system transit budget. Then again, recall that Earth is going to have thousands of years of downtime waiting for those first terraformed exoplanets to come on line. Or we could wait the 2500 years to have energy infrastructure set up in 100 systems so that launching the SBH-explorers won't be as big of a bite.

There's also be risk in launching explorers that far that fast in that we currently have no idea what the solar systems are like in closer to the center of the galaxy, whether the mining/reproduction stuff is even going to work out there; the advantage of the slower plan would be in knowing what's there long before we arrive.

But it may well be worth it if we can have this fucking huge energy pipeline up and running in a mere 60,000 years.

If we have the FHEP, we're definitely getting to Andromeda.

Or, if we want to be more ambitious some year and can extract just 0.00000000000002% of the SBH energy available, that's enough to send a billion people each to every single galaxy in the Local Group using the completely wasteful Andromeda-in-29.56-years schedule (first line of the chart above).

Doing the Long Range Exploring

The economics get a little weird, because there's no getting around spending a few million years on exploration and tube construction, and if we're willing to wait another million years, then the entire galaxy will be already terraformed and harvesting energy by the time we get there.

Also, Andromeda almost certainly has it's own big-ass black hole, and unlike with the Milky Way, our explorers can be heading straight there first thing to get that pipeline started. Which then gets us started on the next galaxy quite a bit sooner than you might think.

Never mind that we're now operating on a timescale where there'll be time to build some real Earths, not just the fake ones you can throw together in a few thousand years. Assuming we even care about that anymore (we might!).

We're clearly going to need to run the explorers differently, since proceeding at 1/100 lightspeed and waiting 250 million years for the explorers to get to Andromeda is really not optimal anymore, nor is the randomly expanding-in-all-directions thing going to work for us. We need to be a lot more goal-oriented now.

Also, intergalactic space is really, really thin. The most we're going to be able to expect is maybe 1 star every 1000 light-years and the mineralogical pickings may be slim once we're away from places where Type III supernovas have happened (though maybe building everything out of aluminum will work just fine). But there are indeed going to be stars. Assuming we can find 2500 systems vaguely lined up 1000 light years apart, we can then have the explorer taking, say, 500 years to build up some energy infrastructure in a system — again, all we need is a stupid little red dwarf — to accumulate enough energy to do the next 1000 light-year hop at 2/3 lightspeed and then begin construction of that portion of the transit tube backwards towards the Milky Way, so as to generally progress at 50% lightspeed and get there in 5 million years (starting up the Replication Thing and going back to the old explorer schedule once we get close to the end) with the transit tube mostly completed.

And we'll probably want to wait an additional 2.5 million years, because, among other things it might be nice to hear back and find out that our explorers actually made it there and were able to do stuff, and also confirm that the tube's been completed, before sending the first actual payload ships with Actual People, (though I suppose it'll be possible to have the transit tube start turning payloads around if the laser ships entirely lose contact with the far end, or receive an "oops", or attain some other reason to believe there isn't actually a far end).

Because once we get into the intergalactic realm, we're now operating on timescales where evolution can happen.

In other words, this is where we're more likely to be running into Opposition.

(next up: Aliens… oh wait, I'm lying; there are a few other things to cover first)

wrog: (rockets)

(as I was saying in my tech wish list,)

To put some actual numbers on this, if we have the satellites grazing the sun (1 million km out)

So, this was all based on this theory that I had that there'd be a point to putting solar power satellites in close to the sun, that having them dive through the corona for a few hours is what you want. (I've apparently been watching too much Stargate: Universe.)

Strangely enough, this turns out not to actually matter in the way that I thought it would.

More generally, you would think that the energy flux (energy per m² of solar panel) received by a satellite over the course of a single orbit or portion thereof would be really complicated. What with distance from the sun and velocity of the satellite constantly changing, there'd be this nasty integral to do, there being any number of questions about ellipses, e.g., how to calculate the perimeter, that don't have easy answers in terms of familiar functions.

But this isn't one of them.

Herewith I present the formula for total energy flux received for a satellite traversing some angular fraction F of its full orbit — doesn't matter which F, i.e., it's the same energy for any wedge having a given angle at the center, no matter whether it's pointed towards perihelion (closest approach), aphelion (farthest away) or any other direction — where we let

  • W = total wattage of the sun and
  • T = the orbital period

(so that WT is the total energy emitted by the sun over a full orbit). Get ready for it...

WTF
4A

(Yeah, okay, I'm 12 today. But this is kind of how I feel about it.)

In case you were wondering A is area of the orbit for which there are any number of formulae depending on which information we have, e.g., πab if we have semimajor and semiminor axes. Or πa²√(1-ε²) or πb²/√(1-ε²), if they give us eccentricity instead. And so it goes.

Just to sanity check:  For a circular orbit radius r, area A = πr² and doing a full orbit we get (WT)/4πr², as one might expect from projecting the sun onto a sphere of radius r with the satellite always being on that sphere. But the funky thing is how this all works no matter what the shape of the orbit is.

Short Reason Why:  Angular momentum L = r²dθ/dt is conserved, so when we integrate received power over time to get energy, a whole lot of constants move outside: ∫(W/4πr²)dt = (W/4πL)∫dθ. Also L is twice the area swept out per unit time i.e., L = 2A/T. The rest is setting θ = 2πF and shuffling letters around.

To be sure, we want to be cranking the flux up as high as we can, which means making the area A as small as possible. But you can do that just as easily with a circular orbit as with that weird, highly eccentric one I was using, and then the satellites wouldn't have to deal with corona storms and other nastiness.

The only disadvantage is losing the convenient dark place behind Mercury where service station can hide from getting blasted by the sun. But perhaps if this is 10,000 years from now, our tech may be to the point where building something like that at, say, 1/3 of a Mercury orbit radius without there being a planet to shield it won't be that big a deal (after all, the satellites themselves will have to stand up to all kinds of abuse).

Also, it really won't make much difference having one big-ass satellite vs. lots of little satellites — my original reason for lots of little satellites was so that there could always be one in the corona getting charged up at any given time (on the assumption that the corona was the only place worth bothering having things charge up because that's the only place we get the huge energy flux, which is what turns out to be wrong, i.e., we actually do pretty well using the whole orbit), — …

… other than the usual Economies of Scale vs. the Putting All of Our Eggs in One Basket issues that need way more info about what the technology is actually going to be than we have at present.

wrog: (rockets)

(galactic empire continued from here)

Some Vaguely Actual Costs

Here, have a wall of numbers:

Shipboard Time (aY)Distance*
for acc+dec
(aLY)
System Time (aY)Mass Cost Ratio
acc+decper aLY* of
coasting
acc+decper aLY* of
coasting
acc+decaccdecrocket
 2.5 5/8   1.78  3.20   7/6    3.20  2.49 0.71  11
 3.0 8/17  2.70  4.26  11/10   4.26  3.48 0.78  19
 3.5 5/14  3.93  5.58  17/16   5.58  4.75 0.83  32
 4.0 3/11  5.52  7.25  28/27   7.25  6.39 0.86  54
 4.5 3/14  7.59  9.38  46/45   9.38  8.49 0.89  89
 5.0 1/6  10.26 12.10  75/74  12.10 11.18 0.92 147
 5.5 1/8  13.71 15.58 123/122 15.58 14.64 0.94 244
 6.0 1/10 18.14 20.04 202/201 20.04 19.09 0.95 402
 2φ 1
 sinh φ 
 2(cosh φ − 1)  2sinh φ  1
 tanh φ 
 2sinh φ  eφ − 1  1 − e−φ e − 1 

*System distances, that is, as measured in the (star) system frame of reference, meaning this is how the planetary/Earth/Tau Ceti/etc folks see them (i.e., and not how the Shipboard/payload folks or any of the laser ships will be measuring).

Assuming we have a place to get to, e.g., Tau Ceti, that's a particular distance away:  11 light-years = 11.34 aLY (see big footnote below about distance and time units). Then we can:

  • Pick a row, but for Tau Ceti, we have to ignore the 5.5 and 6.0 rows, because those require too much distance (e.g., the 5.5 row requires 13.71 aLY for acceleration and deceleration which is more than the 11.34  aLY that we have).
  • The way to read a row: If we use the 5.0 row, that means we're under power for 5 years (subjective/shiptime) during which time we're going 10.26 aLY, so for the remaining 1.08 aLY we do that much coasting in the middle; ×1/6 means 2 more months of shiptime, coasting at 74/75 lightspeed. And for this we're burning 12.1 kg for every kg of payload we want to send.
  • The other rows are cheaper but take longer. The top row takes the longest (8 years, 6 months of shiptime) but for roughly a quarter the price.
  • The times in the star system frame (we can calculate these from the 4th and 5th columns) will all be pretty much the same, as it happens.

If each star system is devoting, say, half of its energy supply to interstellar transit (and not all of it because whatever else we're doing in the system that isn't transit that needs power, we'll need to be keeping that going), then, once we get to the point where Tau Ceti has a new planet ready for settlement, and let's suppose this is the First New Planet, so that both ends of that tube will have their entire transit budget available for shipping people from Earth to Tau Ceti to get that new colony off the ground, meaning we'll have a full 86,400 kg/day to spend.

If we like that third row's travel time (3.5 years shiptime under power, plus another 2 years, 8 months of coasting), then the cost of sending a kg is 5.65 kg (yes, I know the table says 5.58, but see other big footnote below about "unbalanced" tubes), which multiplies out to around 15,300 kg we can send every day, or roughly 69,000 people/year.

Keep that up for a century and you've planted a colony of nearly 7 million people — plus whatever we get from a century's worth of sex.

Later colonies will have somewhat less throughput because Earth will now have existing transit tubes to the other places that it will need to maintain and so will have fewer kg to spend on the new ones. But we'll always get at least half that number out the door because the uninhabited destinations will be able to spend their entire transit budget on shipping people from Earth.

Note, by the way, that this is not a way to relieve population pressure on Earth, since we're not going to get here until thousands of years after the point where we've stabilized our population (however we manage to do it), which will most likely stay in the billions.

Eventually, we settle into Commerce Mode, with numerous colonies to talk to. Imagining our various settled systems to be arranged in a vaguely face-centered-cubic lattice so that Earth and everybody else will have around 12 outgoing tubes to the nearest neighbors, then Earth's 43,200 kg/day transit budget allows 3600 kg/day for each tube, which lets us send 645 kg (8 people) per day to Tau Ceti (and now that really is 3600/5.58 because we have balanced traffic).

Granted, economies of scale will probably dictate that these be grouped into monthly shuttles of a few hundred people, or maybe a yearly cruise with a couple thousand. In any event, this will essentially be the First Class cabin on the Concorde and will be priced accordingly.

The rest of this is various big footnotes:


On Tubes vs. Rockets

The last column is there to show just how much we're winning over rockets; … unless someone actually wants to visit a system not yet connected by a tube, in which case, that's what they'll need. And, even then, they'll probably want to do some kind of hybrid approach where they're using a rocket but with this trail of Tube-Building Stuff in their wake so that they'll have an easier time returning home.

Except that since most tube construction will effectively be "financed" by the destination systems, the cost of this tube will be borne entirely by the origin system and thus cut into their resources something fierce. So I still can't see anyone wanting to do this without a really compelling reason (i.e., why they can't just send a cockroach and wait the however many centuries for the tube constuction to be completed from the other end.)

One may, however, reasonably ask, since the costs of acceleration to the midpoint are essentially the same as rocketing there, why we don't dispense with the first half of the tube and only build the decelerator half. Various answers:

  • If there's to be traffic in two directions, you're going to need both halves anyway.
  • If traffic is unidirectional, and we don't have the acceleration part of the tube, then we lose the opportunity for the destination to contribute energy (since laser ships from there are the only reasonable way this happens), which matters for the colonization scenario.
  • We win from having a "road", i.e., a string of ships posted in front of us making sure there's nothing substantive in our way, or, in the unlikely event that Something Big shows up that's hard to move, to route us around it.
  • It could also be — read: I'm doubtful about this but it's worth mentioning — that regular traversal of the tube by near-lightspeed ships will generate a "mini-solar-wind" of sorts (via their wakes in the interstellar medium) that will help keep the vicinity clearer of junk than you might otherwise expect. Or we could have the laser ships, during downtimes when there's nothing passing through, periodically firing low-power unfocused bursts outward to generate such a wind (no, I haven't yet done any math on this one).

About time and distance units: aYs and aLYs

So the table actually uses wacky time and distance units.

  • 1 aY is an "acceleration year" which is roughly 31/32 of a solar year, about 11 days shorter.
  • The unit of distance, the "acceleration light-year" (aLY), is correspondingly about 66 Neptune orbits short of an actual light-year.

Since we've changed both the distance and time units, the speed of light remains at 1 (aLY per aY).

The reason to do this is to have g = 1 (in aLY/aY², aLY⁻¹, aY⁻¹, whatever), which simplifies the math all over the place (last row), the same reason as why navy folks prefer nautical miles to actual miles or kilometers. Or why astronomers prefer parsecs to light-years.

In particular, it's not a coincidence that the system time numbers are exactly the same as the mass cost ratios. Likewise, maximum time dilation (coshφ), in this world, is exactly the half the aLY distance (3rd column) plus 1.

And really, once we get out there, it's hard not to imagine all of the colony worlds using the aY as their common "year", since all of the schedules for everything they care about that's coming from outside their respective systems will be based on it, and their own various orbital years will all be different/useless anyway. Also, it'll be baked into the various tube designs much the way our current railroad gauges derive from decisions the Romans made 2000 years ago (yes, I know, partially myth), because the cockroaches will just be out there continuing to build stuff — changing that software will be very hard — so the star charts of human-explored space will just be scaled in aLY, with parsecs and solar-based (light-)years becoming these weird historical artifacts that'll appear on science contest exams and nowhere else. (Naturally, Earth itself will resist changing over for a very long time, perhaps for even longer than the USA will hold onto miles, feet, and inches.)

Also, if we ever develop transhumans — I might want to slap a Not Happening tag on this, too, but that's a longer discussion — who are happy accelerating at a different rate, say 2g instead of 1g, then we can just halve our distance and time units and keep using the same chart. Or, if we're instead accelerating at 31/32g because we decided to be nicer to the old people, then we can read the chart as actual years and light-years.

More math, if you care:  For any given rate of acceleration (like 1g), the corresponding acceleration year is the amount of proper time it takes to increase (decrease) one's velocity angle by 1 by accelerating (decelerating) at that rate.

(Review: "velocity angles" are to velocities as angles are to slopes; you lose if you try to add or subtract slopes, but adding and subtracting angles works just fine. So, e.g., if you're driving down the road with velocity-angle = 2 (96% lightspeed) and you throw a baseball out in front of you with velocity-angle = 3 (99.5% lightspeed), it'll have velocity-angle = 5 (99.991% lightspeed) with respect to the road, which never causes problems because velocity angles can go up to infinity (∞ = actual lightspeed), unlike the velocities themselves which are capped at lightspeed = 1 (or c if you use stupid distance and time units). The conversion is:  (c ×)tanh(velocity angle) = velocity).

In the formulas on the bottom row of the table above, φ is the maximum velocity angle achieved during the trip (= the velocity we're coasting at once we get to the middle, i.e., if we're doing any of that before turning the ship around and decelerating).

About "unbalanced" tubes

All of the costs in the chart above assume that all propulsion is being done by outbound laser ships, i.e., acceleration is being done by ships coming from the source, and decelerating by ships from the destination, and that all ships are firing forward. We schedule payloads, fuel the lasers, and plan the firings so that all laser ships are depleted by the time they reach the midpoint.

In this case, the "tube velocity" (velocity of the laser ships) has no effect, because any effort you put into accelerating the laser ships reduces the redshift (or increases the blueshift) of the beams being fired, and it's a wash.

This changes if any ships are retaining antimatter/fuel past the midpoint, because anything they do from then on means they're firing backwards and there'll be this extra redshift factor due to the tube velocity that gets applied twice. This can be reduced by reducing the tube velocity, but then laser ships will need higher capacity, need to last longer, scheduling gets more rigid, and life gets more annoying.

This is why the colonization scenario costs a bit more than expected (the 5.65 vs 5.58 question). With the tube being used unidirectionally, and because the energy needed for decelerating is so much less, there will be all of this leftover antimatter from the destination side that you'd want to use, but the only place to use it will be accelerating and decelerating more stuff from Earth, and it's the acceleration part of that getting hit with this extra redshift.

(next: leaving the galaxy)

wrog: (rockets)

(galactic empire, continued from here)

The Colonization Arena

So to recap, we've let loose these self-replicating explorer-cockroaches to visit everything that can possibly be visited, and there will be this sphere expanding at 1/100 lightspeed with us at least vaguely in the middle of it. Everywhere in the interior they're going to be building infrastructure and terraforming whatever they can.

Thus, somewhere within the sphere of Explored Stuff, we'll have the sphere of Terraformed Stuff whose boundary will lag by some distance, be it 20 light-years (i.e., if it's 2000 years before the first terraformings are ready for settlement) or 100 light-years (10,000 years) or more. For the purposes of this discussion it doesn't matter a whole lot which it is.

What matters is that, eventually, we will have new planets coming on line and at a constantly increasing rate. In the 300 years it'll take the radius of the Terraformed sphere to grow from 13 to 16 light years, the number of available planets doubles, and it doubles again in the 400 years after that. (Yes, the doubling rate will be decreasing because this is not exponential growth. It's merely cubic. I don't think anyone will be complaining. Except for the aliens. Meaning in the extremely unlikely event that we encounter them this early in the game, I will, admittedly, be very surprised if they don't have at least a few issues with this plan).

Even if the actual numbers of planets turn out to be depressingly low, say, if, instead of going from 64 to 128 to 256, what I figure is the upper end of plausible, i.e., one planet per system everywhere, we instead go from 2 to 4 to 8, that will still not be a bad outcome. Recall that the main point of this exercise is to get beyond 1. (And, yes, if instead we're going from 0 to 0 to 0, that will indeed suck.)

So let's suppose there will be worlds to settle. Now for the fun part: How do we get there? It being agreed that we need to avoid rockets, what now?

Interlude on Mass Drivers

A mass driver is a method for propelling stuff around, invented by Gerard O'Neill back in the 1970s (i.e., if we're being sufficiently specific about the definition; the basic concept for the railgun, which is really quite similar, goes all the way back to World War I, and catapults go back way further than that, but O'Neill admittedly was most likely the first to consider these things in the context of space colonization).

TL;DR:  What matters most for our purposes is that it's a gun, even if it's using electromagnets to propel the payload. Guns are nice in that they allow the payload to be arbitrarily stupid; it won't need engines, fuel or anything else. You just put it in a shell/bucket and pull the trigger.

In O'Neill's version, there's this really long track for the bucket to accelerate along. Then it reaches the end and lets go of the payload, which sails off into infinity. But also you're doing this in a vacuum using magnets that both handle the propulsion and levitate the bucket above the track so that there's no friction. The end result is that virtually all of the energy you're putting in goes towards moving the payload. This is as about as efficient as it gets.

One annoying disadvantage worth mentioning is that if, for whatever reason, you want to do more acceleration (or deceleration) of the payload later on, you will be out of luck, because the payload will not be there anymore.

I propose to solve that problem by having the track extend all the way to the destination.

Yes, you read that right. Suffice it to say, there will be issues:

  • O'Neill's version is set up on the moon (or an asteroid, or Mars) because he's trying to solve a different problem: How to get crap off of the moon (or said asteroid, or Mars), which one can reasonably expect is slightly easier than gettng crap to another star system light-years away.

  • O'Neill's version is on the order of a few miles long. Well, okay, the length was never really specified. It all depends on how fast you need the payload going, and, in theory, at least, you can make the track as long as you want,… until you run out of moon.

    My version will definitely be running out of moon.

Just to be clear about why the moon matters, I'll mention two useful moon attributes that will not be working for us in the stellar scenario:

  1. Having craploads of mass. When the accelerator pushes on the bucket, conservation of momentum (Newton's 3rd law) requires the accelerator to move in the other direction. An accelerator that has the moon attached to it, is essentially not going to move, so the energy you're applying has no place to go except the bucket.

  2. Being a rigid body. You may not have realized this, but rigid bodies are actually miraculous things:  If, say, I poke something with a 10 foot pole, the pole somehow transmits all of the force I apply without any losses, which really shouldn't be possible, when you think about it (and, to be sure, we lose if we rely on this too much; the pole bends/breaks/whatever).

In case you were wondering, Relativity really hates rigid bodies. (The next time anyone pulls a Relativity problem out of a textbook to try to mystify you and it assumes a rigid body, just remember, "There is no such thing as a rigid body," click your heels together, and you'll have a solution in fairly short order). Meaning even if I were to try to build some 10-light-year long monstrosity out of steel bars bolted together, it will, no matter how tight the bolts are, flap around like the 1940 Tacoma Narrows Bridge. Whack one end of it and the other end won't feel it for another decade. Actual rigidity is quite impossible in this world.

Which is why my accelerator will be lots (billions) of pieces moving independently and we'll just have to cope with that. Any of those pieces that don't have moons attached to them (which will necessarily be nearly all of them) are going to move around, and probably a lot, if we don't do something to keep that from happening, which we can deal with, but it costs us.

Note that I might possibly not care about this. If the act of sending a payload shreds the accelerator and scatters it to the four winds, that won't matter so much if I was only ever intending to use the accelerator just that once. However, (1) this does seem kind of wasteful, and (2) an honest accounting would then have the cost of sending include the cost of (re)building the accelerator, and therefore sending won't be as cheap as you might have originally thought it was.

Once we've gotten away from having it be this rigid thing, you probably won't be all that suprised to find out that I'll be using lasers and light-sails rather than electromagnets. (as the QED folks would say, it's all photons anyway…)

In which we one-up the Roman Army Corps of Engineers

So imagine a conceptual tube, however many light-years long. Let's give it a diameter of, say, 100 km. Mainly, we'll want it to be narrow enough so as to be easy to keep clean, i.e., free of large rocks that will ruin the day of any payload trying to be passing along it at near lightspeed, but wide enough to accommodate at least two lanes of traffic, punting for now on the question of how wide "lanes" actually need to be — which I suspect is not going to have much to do with the actual ship/reflector widths, which will be way smaller than the corridor.

The "walls" of the tube will be streams of laser ships all travelling at some low velocity like the 0.018c we were using for the explorer ships — probably six streams in all, 3 going each direction angularly spaced 120° apart for the sake of having the best control over the payload — individual ships in a stream spaced close enough, let's say 600,000 km, that a payload travelling through the tube will always be in range of one of them. Each ship carries enough energy/antimatter to service its share of tube traffic over the course of its own voyage — 1 to 20 kg dribbled out over the course of 600 years in the case of the Tau Ceti tube.

Among other things, this means any changes to the traffic capacity/configuration of tube will need to be arranged no less than 300 years in advance.

The payload ships are really simple: a corner reflector out in front, pulls a bungee cord attached to the rest of the ship, which will just be the payload surrounded with big-ass sphere of (lightweight!) shielding.

Aaaand…, that's all. No engine. No reaction-mass. No windows. No fuel beyond what's needed to keep the lights on and the occupants alive. Well, okay, I suppose we could put in a small engine for those odd, unexpected emergency maneuvers, but every last bit of non-payload extra mass is going to cost us.

(I suppose the bungee is a bit of a splurge, since we could have just mounted the reflector right on the payload, but it should be possible to make the bungee really light and also the passengers will thank us (1) for converting the probably jerky blasts that hit the reflector into a smooth ride — hmm, I'm guessing there's an interesting Control Theory problem there (i.e., we may need a "smart" bungee) — and (2) for not having the lasers aimed directly at them personally — yes, there'll be shielding but the less we stress it, the better, since there's already a whole lot of other crap in interstellar space they'll need protection from)

(Hmm. Let's hope the bungee doesn't break.)

For that matter the laser ships shouldn't be all that complicated either:  laser + mirrors + antimatter cell + camera/radar + software. Done.

As soon as the payload ship passes a laser ship, the latter begins firing at the reflector and keeps firing until the payload passes the next ship, with the magnitudes of all of the various bursts carefully calculated so that payload does what it's supposed to.

Every time the laser ship fires at a payload, it also sends out an equal burst in the opposite direction so that its own course and speed don't change. So this will be at least double the energy cost of a moon-based accelerator. One might suppose that 2×(best we can do) is still pretty good, but there's still one more issue:

  • O'Neill's version is not attempting to boost anything anywhere near the speed of light…

… the problem being that once the the payload ship gets going fast enough, when various laser blasts catch up, they will have been significantly red-shifted, meaning they will need to have been sent with correspondingly more energy to provide the kick needed. That plus the aforementioned doubling makes the overall cost equivalent to what it would be if the payload ship were self propelled, i.e., we're back to rocket economics. So far, so bad.

But then we get to the midway point, the payload ship flips around. From then on it gets fired at by the laser ships it's approaching rather than the ones behind it.

Which means all of the shots from then on are getting blue-shifted, i.e., amplified by the same ridiculous factor that we were losing in the acceleration phase. Deceleration thus turns out to be incredibly cheap. Which is how we win.

Comparatively cheap, anyway. I suspect there will not be very many people living on AlphaC doing a regular commute to a job on Earth. The vast majority of interstellar commerce will take the form of information flows transmitted relatively cheaply at lightspeed. But now, we at least have a story for what happens when there are actual people and perishable goods that need to get places and not be taking centuries to do it.

(next: counting the beans)

wrog: (rockets)

(continued from here)

How exploration will work

First: the explorer probes will need to be slow. This is a side-effect of how stupid rockets are. Because in the case where you're arriving at a system for the first time, rockets will be the only alternative for slowing down, you'll need exponential amounts of fuel for that, and since the explorer has to carry all of its deceleration fuel with it, you then have to accelerate all of that fuel at the start of the trip,... so there'll actually be this doubled exponential factor in there.

But if we don't try to get anywhere near lightspeed it won't be too bad. Since all of the terraforming is taking thousands of years anyway, nobody's going to care about the explorers being slow.

Numbers for this:
some numbers, etc )

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