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Messages - Trekkin

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1021
You know, having run the numbers it's not inconceivable that the Tau of all races could seriously attempt intergalactic travel. Their ether drives, while slower than the Imperial warp drives, travel at a consistent speed in the interstices between the Warp and real space, and so would not operate differently in the presumably calmer extragalactic Warp. Nor do they need the Astronomican or the Webway.

Using the 2nd Ed. Imperial Guard codex's average of 400 ly/day (or rather, 10,000 ly/ 10-40 days),  a Tau ship running at the listed 1/5th speed could reach the Sagittarius Dwarf Elliptical Galaxy in just over 2.5 years, the Magellanic Clouds in 5-7, and Andromeda in 68. That last one is admittedly longer than the Tau lifespan, but between the Ethereals' unifying effect and the Tau's stasis capability we might expect them to avoid the Three Generations Problem and so keep the fleet running that long.


1022
Other Games / Re: Oxygen Not Included: Alpha Release
« on: December 06, 2018, 09:49:58 am »
Question: Does buying Oxygen Not Included include all those add-ons, or are they separate DLCs? 
I see it on sale on steam often, but I am not sure if all the rest are included.

There isn't any DLC; the named upgrades are just how Klei presents their updates to the game. It's all one thing.

1023
Other Games / Re: Oxygen Not Included: Alpha Release
« on: December 06, 2018, 01:25:48 am »
So I'm fairly new to this, but what's the best way to avoid overheating? I've been using mostly copious amounts of farm tiles to establish Liceloaf as my primary diet, but they start overheating around cycle 100 and the problem keeps escalating. I broke open a cold biome for Wheezewort and to try and route chilled hydrogen pipes through my base (I think that's what some other people recommended? Or did I get that wrong...), but that's barely making a dent in my temperature problems. I suspect it has to do with a a cool steam geyser that I've tapped into since my starter sources are running low, but would funneling it via insulated pipes into an insulated cistern be enough to give everybody heat stroke?

Check the temperature in your hydrogen return pipes; if your adventures in gas cooling went anything like mine, it has probably long since reached ambient temperature. Gas pipes' 1 kg/s flow rate effectively limits what you can do with gas cooling, particularly at -30 C or so like you've probably got in your frozen biome. Liquid cooling, by contrast, is working with 10x the flow rate, and plain water is perfectly suitable for the kind of temperatures you want. (Piping the return water into a room full of hydrogen and wheezeworts is, provided it doesn't melt, a good way to cool it down, though.)

In general, though, the best way to cool your base in the early game is to control heat generation and leakage in from the surrounding biomes in the first place, along with passive cooling (read: put temperature-insensitive things in upper rooms) so that the heat you do get is contained. Once you get into the midgame you can consider doing things like aquatuner/sieve loops to just eliminate a lot of process heat or maybe finding an anti-entropy thermo nullifier (AETN), and there are some heat-negative power plant designs out there -- although for whole-base cooling to 20 C, a self-powered oxygen module (SPOM) is one of the easiest and most reliable ways to go provided you can keep the pressure in the base down.

In the short term, have you considered piping your geyser water through your frozen biome to cool it? You could even drip it onto (clean) ice, if you want.

1024
Other Games / Re: We farmers now (Farm Sim thread)
« on: December 05, 2018, 11:58:30 pm »
Is it even possible to land the sim farm crop duster?

I never really got into SimFarm, but allegedly, if you hit End while over the airport, you land.

I can confirm this. Altitude is irrelevant, which is counterintuitive, but you must be over the airport, otherwise you crash instantly.

1025
The real answer is probably it sounds cooler and neither Imperium nor writers give a single flying fuck.

Yep: handwaving. It's a well-worn handwave with which to reconcile go-almost-anywhere FTL with the idea of there being chokepoints to defend and thus a reason for static defenses and dramatic races to the point and so forth.

I suspect the prescriptive jump points mentioned in the Battlefleet Gothic rule book as being marked out by beacons in civilized systems may have evolved into the descriptive Mandeville Points of The Path of Heaven.

1026
Some novel even gave it a fancy title, that is the point beyond which it is safe to make a warp jump. I want to say it was called the Mandlebrot Point or something, but I am lazy and my casual google-fu fails me.

Mandeville Point. It is not a point given it's apparently describing a distance from the system barycenter, but as with all things related to the warp, just imagine the Black Library authors furiously handwaving and repeating "anything is possible in the waaaarp. It doesn't make seeeense" over and over.

1027
I think I already lamplit that this is what the imperium would have to do.  (stop outside the denial of service area, then cruise in on standard space engines.)

However,  that makes their presence known in the system long before they can arrive at their intended destination.  That gives plenty of time to organize a coordinated repulsive bombardment operation.


Only to the generators themselves, though. You're covering surface area, not volume -- which incidentally, still puts you at a massive disadvantage relative to your attackers, who need only make one hole -- so the distance they have to cross sublight is only the radius of effect of the generators, at which point they can reenter warp. And, again, these are surprisingly fast ships . If you'd care to specify a radius for your network I can give you a median trip time to Earth.

1028
What happens when the Imperial Navy just stops short of the warp bubble, proceeds slower-than-light to your generators (and bear in mind they can sustain >1 g acceleration) and pokes a hole in the network with macro-cannons?

1029
Those ships run on plasma fuel gathered from blue-white stars

This is the second time I've seen a comment like this and I don't think I got an answer last time, but this is canonical?  The Imperium harvests plasma from stars instead of making it on demand by fusion?  I always assumed that "plasma generators" were just a fancy term for fusion generators.

Per the description of Goliath Factory Ships "scoop[ing] the plasma" from stars, it appears so. Apparently their plasma uses "photonic hydrogen" or other "base molecules" reduced from again unspecified "rare elements" (apparently you can extract whole molecules from elements, who knew) and suspended already in a plasma state, which they can either manufacture from unspecified "ores" or gather from stars, but the former process evidently requires enough energy to make it uneconomical to use part of the resultant plasma to fuel the rest of the conversion.

1030
They'll take every bit of IG tech they can get and study the crap out of it. Sort the useless barely-industrial crud out from the remaining glimmers of DAoT splendor. Scale it up, make it their own. That turns getting to space from hard and expensive to trivial. What did the guardsmen arrive in? Shuttles that can fly from orbit to the ground and back without refueling. We'll take those~

Those ships run on plasma fuel gathered from blue-white stars, though, or certain very specific ores apparently. You may notice that we have none of those handy. Nor have we a ready source of adamantium, ceramite, several forms of promethium or many of the other resources available to a galaxy-spanning empire that are not present on Earth in harvestable quantities.

Ah, you might cry, but "we" will reverse-engineer those too~ And, I'm sure, the tools required to analyze them and the tools required to build those tools and, in short, the Imperium's industrial base in miniature. Perhaps we'll even start synthesizing the requisite elements en masse. All of that will, however, take considerable time, because we not only have to understand how to make those requisite tools, we also need to actually make enough of them to start using them. Technology advances at the speed of industry, not theory, and reverse-engineering is contingent on sufficient industrial commonality between the reverse engineers and the original engineers. It can tell you what to make, but if you don't have a ready answer for how to make that thing it rapidly loses utility.  And yes, the Imperium's infamous STC tractors and so forth can be built anywhere, but those aren't spacecraft and plasma weaponry, are they?

1031
What does "daemonifuge" mean? It's both the name of a book and the section in Enemies Beyond that covers equipment and gear and such.

What does daemonifuge mean? It's both Ephrael Stern's title and the name of the section in DH2E: Enemies Beyond covering wargear.

I dont know why its the name of the wargear section, but if I remember correctly the demonifuge was a horrifying amalgation of hideously malformed Sister prisoners kept alive by chaos powers that empowered Ephrael "Where are you hiding the protein" Stern, enabling her to escape her chaos captors

etymololigically (fuck), its probbably a simple derivation of "demon" and "centrifuge"

Amusing as that image is (the daemon centrifuge, not the amalgamation), it's probably got more to do with -fuge being from the Latin fugāre, meaning to drive away, expel, or run off.

"Thing for expelling daemons" makes sense for a wargear chapter, I think.

How many times do you need to ask this question?

1032
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: December 05, 2018, 12:32:27 am »
Has anyone tried making a colony without corridors before? I've been using 11x11 rooms with a central pillar (subdivided into 5x5 bedrooms and so forth) separated by 3-tile corridors, and it occurs to me I could save space by just putting the rooms directly adjacent to each other but I'm not sure how traffic would be impacted.

1033
I also find it hilarious that the Emps made space marines so humanity would have these power armoured supersoldiers, but because they were reliant on humanity for continued existence they wouldn't rebel. Then they do the worst rebellion the Imperium had ever experienced and ruin everything for the next 10,000 years.
The SOB meanwhile are just regular humans in power armour. Not only do they do the same job without augmentation as the space marines, but they also didn't instantly become team killing fucktards despite having none of the biological limitations / dependencies of space marines.
Space marines suck, the Emperor should have just made SOB legions from the start

Oh, the Sisters of Battle would have done a fine job conquering and even ruling the Imperium, but that was not what the Emperor wanted. Building the Imperium was what the little people did with the rubble left behind from his galaxy-spanning genocide spree, because he was a bloodthirsty monster. Whether or not he actually was Alexander the Great, he certainly had the ego to see himself as an Alexander-like figure and therefore to view Alexander's troops' refusal to conquer India, however apocryphal, as a cautionary tale: men would eventually grow weary of war.

Space Marines are not men. They have their humanity cut out to make room for more organs, and the Primarchs are doubly far removed. They do not grow too old to fight, and have no desire to do anything else -- reinforced, in extremis, by all those biological dependencies. Nor are they even designed to do the calmer parts of war. Logistics is what serfs are for.

Plan A was to purify the galaxy at the head of a band of superhuman weapons who'd laud his victories, share in his bloodshed and regard him as their literal father to be adulated even for genocide. Plan B was to replace those original twenty bros with smaller, less superhuman mini-bros, but to have lots and lots of them to cheer him on to make up for it. Plan B.2 involved the human-built Webway, and I am still not entirely convinced that its collapse and the subsequent never-ending battle on Terra was entirely an accident.

1034
Okay, that's a reasonable statement, I'm pretty certain Dark Heresy didn't exist prior to 2008 however, and google agrees with me, so there is no possible way that I could have taken that into account in 2000.

While that definitely improves the lethality of the lasgun to much more reasonable levels it still falls pretty firmly in the realm of modern weaponry (tho' definitely moving it into high-power munitions category).

Oh, certainly. I wasn't meaning to imply that you should have, only that we have more ways to answer the question now -- and, as it happens, that answer comes out to a per-shot aperture energy somewhere around a 0.500 Magnum cartridge. Actual power consumption would be  higher depending on the efficiency (which I'm working out now) , but the laser loses energy with distance differently so the energy on target is not going to be equivalent.

That's partly because the terminal ballistics are so very different. You can't drill through soft tissue with a continuous beam, because the ejected plasma acts to diffuse it; you need arbitrarily short pulses, probably around a hundred of them to drill deeply enough, separated by a few microseconds to allow the plasma to disperse, giving a total shot time of milliseconds. This also changes the shape of the temporary wound cavity.

So yes, the lasgun is like a high-power round in terms of raw energy, but it's like dispersing the gunpowder from that round into a line of a hundred little firecrackers all set off in sequence in the target.

EDIT: I agree with you about the rounds not being more powerful, though. From the muzzle velocity it looks like, if 40k autoguns do use more powerful propellants, they also use less of them, which would make sense given that the human shoulder hasn't evolved to handle more recoil in the intervening millennia.

1035
I am very seriously questioning your attempt at using an entirely fanciful munition (8.25mm caseless, which you are trying to conflate to 8mm mauser) as a point of reference tho'.  There is no real world analog to that munition and we do not have adequate data to infer anything.

Well, I think we can take a different approach using Dark Heresy, which gives us real-world numbers to work from in the form of ranges and the mass of autogun bullets -- which, in turn, lets us put an upper bound on the muzzle energy of the Agipinaa Type-II pattern Autogun, explicitly described as being equivalent to a lasgun. One bullet is ten grams, so there's no way for the muzzle energy to exceed 0.5 * 0.01 kg * ( 825 m/s )^2 = 3403 J. If we assume that equivalent "stopping power" and an identical damage rating at almost the same range means about the same amount of muzzle energy, that gives us an upper bound on lasgun power output.

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