A Thesis of Underlying Features of Realities and the Matrix
Part 4 of 4 made 1993 by Neil Asato
Those components dealing with subjects covered by BTRC products are copyrighted by Greg Porter. For those who wish to use portions of this work, please include proper references, such as, "Asato, Neil. "A Thesis of Underlying Features of Realities and the Matrix". Internet, 1993. A supplement for the published works of BTRC."
MHD (magneto-hydrodynamic) Generators
As mentioned in the alternative history section, magneto-hydrodynamic generators
are designed to extract energy directly from a plasma stream. They use some
burnable fuel, like coal, and seed the reaction with a material, like phosphorus,
to make the products electrically conductive. The stream passes through coils,
generating electricity. The exhaust is then passed through precipitators
to recycle the seeding material and remove many of the pollutants like
sulfur-based compounds. It is known that there are 10 megawatt generators
that could be moved on trucks, though they were only known to have been made
in the Soviet Union.
Integrated Staged Nuclear Generator
These types of devices are made from a number of different technologies.
The design goal was to make a source of power that could put out a vast amount
of energy, be relatively compact, be relatively safe to operate, and can
run with minimal maintenance. This was needed to power directed energy weapons.
The result was a small "fast" reactor (not all were breeder types). The smallness
was for safety for reacting to any unexpected emergencies. The largest size
was slightly larger than a home water heater and the smallest was the size
of a milk bottle. It used a metal fuel core (unlike the ceramic cores used
in most reactors) with a percentage composed of nuclear waste. This feature
was included, since in the early-1990s the Fast Integral Nuclear Project
was killed which was supposed to consume the nuclear waste that was building
up in the nuclear waste containment areas (a nuclear reactor that ate the
pollutants of other nuclear plants and generated energy in the process).
If more power than a single generator was needed, then multiple units were
used. This meant hooking them up like batteries in series and parallel as
desired. For the containment walls, a classified bonded layer armor was used
that was designed to reflect neutrons and the e-m waves produced (especially
gamma rays and x-rays). The primary containment vessel was an active part
of its operation, which was to reflect the neutrons back into the core to
encourage fission. This vessel is roughly egg-shaped, being an ellipsoid,
for reasons given later. The fuel core is at one of the points of convergence
in the ellipsoid. Shielding is located between the two nodes and small amounts
in the fuel area. The shielding between the two nodes is reflective, while
the ones in the core is absorptive. The water used as a coolant and working
fluid is usually "heavy water", if necessary by operating it in the second
stage for a while, for the proper operation as fuel for the third stage.
Hydrogen gas builds up in the reactor, primarily from the decay of neutrons.
This is removed periodically where it is separated according to isotopes
and combined with oxygen to make more heavy water for the reactor. For the
initial stage of operation(shut down mode), all shielding is use to block
reactions. There is just the decay due to the half-life of the fuel in the
core. This slight energy is used by thermoelectric and some high-frequency
e-m converters to provide minimal power for diagnostic and safety equipment.
Some were designed to 'de-gas' themselves of hydrogen automatically, if the
gas pressure rose beyond a certain level while in this mode. This feature
is to allow the generator to remain in unused for centuries (extra equipment
is used to either vent the gas or burn them off in this case). For the second
stage of operation (general operations mode), the absorptive shielding is
removed. The reaction functions like a fast reactor with the thermal energy
being used to drive a steam generator (while sodium is considered more practical,
the danger was considered as not being worth it). The power produced is usually
somewhere in the tens of kilowatts range. High-frequency e-m converters (using
classified variant of the bonded layer armor type) is sometimes used to provide
a large percentage of energy conversion is sometimes used too. It is for
this mode the fuel is designed to last a minimum of one year. For the final
stage of operation (total energy depletion mode), all shielding barriers
only serve to regulate the energies, not impede them. In the other part of
the primary containment vessel, the neutrons and the e-m waves (gamma and
x rays) are used to cause a fusion reaction with the heavy water. While the
chance of fusion reaction is low for any instant of time, the probability
of it occurring over a relatively small period of time is high. In some ways
this is similar to the idea of using a fission bomb to act as the starter
for the fusion bomb, except this is a lot slower and only occurs over several
molecules at a time. The method of extracting power is the same as the previous
stage. The power produced in this stage ranges from the hundreds of kilowatts
to megawatts. It is called "total energy depletion mode", since it uses up
the fuel core at a high rate. This was useful for using up nuclear waste
and getting some weapons firing in at the same time. Due to the high levels
of waste heat that needed to be dissipated, some powerful cooling system
was needed for this mode. This usually involved powerful turbines forcing
air through a shaped tunnel with heat dissipating fins. In some weapons systems,
the heated air is used to provide thrust or as the "starter" material for
conversion into plasma by the laser-plasma mediated beams projectors. An
active sound suppression system is sometimes used for the cooling system.
For purposes of getting a handle for design, not necessarily real, here are
some rough estimates. Assume that the fissile fuel core has a basic material
density of 0.018 kg/ cm^3, but that the volume needed is 1.5 times that due
to the need for cooling by using plates. The energy content per material
is about 1.235 * 10^14 J/kg. Ignore the extra energy available by fusion
to simplify calculations. Assume that the reflective properties of the shielding
allows the designer to ignore the minimum critical mass for the material,
since if it did leak that much under normal circumstances, then the user
would be in danger and require extra radiation protection. Assume the efficiency
is equal to laser efficiency in 3G3 for a given TL. Assume only 1/3 of the
material can be used before reprocessing is needed (this is based on standard
fission reactors). Assume that the minimum size of the surrounding structure
for the reactor is at least 20 times the fuel core, and use the density for
aluminum for finding the approximate mass. Designers may wish to revise these
estimates based on experience.
Nuclear weapons
As mentioned in the various BTRC publications, these are serious campaign
smashers, since there are few defenses against them. Still they need to be
addressed, since the advanced military forces which span across worlds will
have some in the form of missiles for taking out large space ship forces
(size or number) or cities. As a suggestion, use the SpaceTime rules for
the effects with use of 3G3 rules for radiation reduction due to armor. Most
missiles use multi-stage, limited AI guidance (non-sentient) missiles. Treat
each stage separately for finding the range before being jettisoned (use
max. range). It is up to the designer how to handle missiles that are not
in the atmosphere (about 100 miles for earth type worlds). A designer might
want to just treat them all as operating in the atmosphere as far as range
is concerned for simplicity and assume that the extra fuel is consumed in
maneuvering. Some missiles will have multiple warheads that separate into
smaller missiles as they get close to a target. Strategic nuclear weapons
will generally be 1 megaton. In some cases, they might be as high as 2 megatons.
Although it can be made greater, it is not very efficient due to the energy
being wasted on everything around the target, too. This is a strategic weapon
used at only long ranges, preferably as far as possible. Against most targets,
they tend to be destroyed by the wide deployment of energies. For targets
that are too big, like giant space stations, they are used to turn the surface
into a molten coating. This wipes out most methods of waste-heat dissipation,
sensors, exits and weapons. The heat of the molten coating then cooks everything
inside, destroying equipment and life. This is the same principle that is
used against targets like cities. The molten coating effect can be countered
by the use of limited ablative armors, though the armor underneath has to
be able to handle the radiation and the kinetic effects from the surface
ablating away. Tactical nuclear weapons tend to be very specialized. The
one type that gets used by advanced military forces is localized cone projection
weapon. It is treated as a 1-ton weapon for explosion effects and a 10-ton
weapon for radiation effects. It fires the effect in a cone, by having the
rear and sides of the casing designed to reflect and channel the energies
forward (the missile is still reduced to molten pieces though). The sides
of the casing for the warhead is set up as a nested series of walls that
can be retracted or extended around the warhead to control the cone size.
For GMs the cone can be considered to be for every two lengths in distance,
there is one length in radius (this can be varied according to the need).
The ratio of explosive and radiation effects is primarily due to the construction
of the warhead, and has nothing to with the casing which just focuses the
output. When used, it appears to be a be a large conventional explosion with
a strange brief blue flash cone. The cone has lightning-like effects going
up and down the axis. The use of this weapon is as an armor-piercing weapon.
It can, also, destroy most circuitry by causing changes in the materials
and induced electrical fields (extremely "hardened" systems can resist this).
This effect might be based on the radiation effect like 1/1000 for DV to
susceptible circuitry. As might be guessed from the SpaceTime rules, death
is not instantaneous though it usually occurs eventually in a few days. Circuitry
damage, if it occurs, is generally instantaneous.
Guided AI Systems extras
For most combat with AIs or systems to allow the human user react with high
reaction speeds, there will have to a slight change in the way combat is
done. Combat is done at a 1-second phase level, usually. Instead of using
the standard movement and similar modifiers, the perception modifiers (with
movement modifiers taken as a negative) are used instead versus skill. If
the sensor has a poor resolution, then use hearing modifiers. This allows
the use of ECM tactics to be play strong role in being hit. This is done
separately from just detecting the target, as the system may detect the target
but be unable to hit it. The use of estimates of the future locations of
targets is the reason for the reduced effectiveness of movement modifiers.
Alternatively, the vehicle rules of combat might be used and just ignore
movement modifiers to make jet combat more easier. When having large ships
going into combat, firing arcs for different weapons would have to be decided
ahead of time, as well as sensor arcs. Vehicle combat, or some variant, will
have to be used. Including the rules for automata will probably needed, though
stamina effects would be scaled up to reflect energy reserves or waste-heat
dissipation.
Powered Armor
This will give a more of an overview of the various systems that would be
found on an established powered armor that has been refined through experience.
To make the description easier, the TL 12 prototype described in the CORPS
Technology 1991 will be compared with. Note that the TL 12 version in CORPS
is viable in its own way, though refinements were needed before it became
a really effective suit for other purposes. The primary design goal for most
powered armor is to handle door-to-door combat, since this is the one type
of situation that all other vehicles can't go and where to use of large missiles
or artillery may not always be acceptable. Obviously, this results in certain
constraints in size, weight, and equipment. Control - The controls given
in CORPS do work, they just are not very comfortable and tended to be rather
clumsy. A big complaint was that they were very difficult to easily get in
and out of. After trying a lot of alternatives, they finally separate the
part that interfaces with the human body and the rest of the system. The
result was called the "skin suit". It was a rather neat-looking uniform and
was adapted as the basic uniform for the powered armor users with I.D. patches
on them. The basic inner part of this was a long-sleeved shirt (with a section
that fits across the head or folds into a collar-shape when not in use),
long-legged pants, socks, gloves, and a moccasin-like shoes. They are composed
of comfortable ballistic fabrics weave with flame resistant fabrics and strain
gauges. This inner suit is tailor-made for each individual, so that it forms
comfortably around each person. The seals are held together with zippers,
and the connections among the parts of the inner suit are by plugs next to
the zippers, whenever possible. This inner suit serves to get good pick-up
on the motions of the user. Along the sides of the inner suit are pockets
for holding emergency supplies (tools, food, water, medical, paper and pencils,
and other small personal belongings like books). Apart of the inner suit
are attached "contact points". These are plastic and metal partially releasable
(they are still attached to the suit upon released, sort of like the cuffs
on long-sleeved shirts) bands that act as contact points between the skin
suit and the inner armor and the powered armor itself. They allow the suits
to be worn closely by any person by taking up the space from different body
sizes and shapes. This is because the inner armor and the powered armor is
made in a few sizes (usually 5 feet 6 inches and 6 feet and 6 feet 6 inches).
It is against these contact points that the inner armor and powered armor
attaches to. Like the inner suit these parts are made during the construction
of the inner suit. They involve getting molds of parts of the would be users
body, which is used as the templates for making the contact points. The hard
points also contain slotted plugs for transferring information and energy.
The more sophisticated contact points contain a simple low-powered computer
that contains a calculator and basic computer set-up environments that instructs
the powered armor what the user prefers (how to highlight targets and screen
colors desired). This computer can get energy from either the powered armor
or through solar arrays on the contact points (can only use the calculator
under solar energy collection conditions). The most sophisticated contact
point is in the head covering. This contains a foldable LCD coverings for
the eyes and stereo earphones for the ears and small light-intensifier cameras.
When receiving power from the powered armor, they project visual and audio
information through this. When operating off batteries without the powered
armor, they act as transceivers (scrambled encoded) and light intensifier
sets (used for combat and recon work where the powered armor is to noticeable;
this feature was recommended by Special Forces users who had to operate for
long periods in hostile territory). The images are usually red for most combat
situations to allow the eyes to be better adjusted to darkness in the event
of having to remove the head section. On top of the contact points are the
inner armor. This is a prestressed plastic-based armor. They contain inner-lined
soft plastic with strips of metal that conduct heat or cold from the environment
control. This allows the body to be cushioned against impacts and distributes
the forces on the body. The armor is attached by the use of sliding clamps.
The armor covers nearly all the body and includes a helmet with a sliding
visor). The inner suit is usually a dull brown, while the inner armor uses
whatever camouflage pattern works best for the environment The total inner
suit is designed to be as light as possible while allowing a person to fight
in it, when needed. There are two schools of though on the final attachment
of the armor. One is to have suit attachable in sections. This requires the
use of attachment points for the suit's components to one another. The other
idea is to have the suit to be like a space capsule in which the pilot walks
into the suit and seals it. This requires a larger size for the suit. Environment
- These are essentially as described in CORPS. For long- duration suits,
filters and small air and water purifiers are included. A part of this system
would be the use of electrostatic precipitators/ozone water purifiers to
provide some resistance to biological, chemical, and radiological agents
if the suit has to get external air and water upon exhaustion of its internal
supplies. Drugs that provide radiation (primarily anti-oxidant chemicals),
disease (primarily against expected bio-warfare agents and some general purpose
anti-biotics), and chemical agents (includes nerve agents) are included for
quick use upon exposure. A directional radiation detector in the powered
armor and some easy-to-use chemical test kits in the pockets of the inner
suit is for identification of possible hazards (this is so you know which
drug to use and what to avoid). Movement - This is different, and somewhat
less efficient, than the one given in CORPS. The suit uses a form of linear
electric motors. This is basically electromagnets that pull against one another.
These "muscles" can only contract. While they are not as efficient as the
type in CORPS, they are faster, can apply greater strength, and are smaller.
Another difference is that the person's fingers do extend into the fingers
of the powered armor. When the suit is not powered, the user can still move
the armor's arms and legs around, if somewhat encumbered by the suit. This
makes putting on and removing the suit alone in parts more practical, as
well as allowing the user to get to someplace safe in the event of systems
failure during combat. Armor - The inner suit was already described. In case
it needs to be said, the inner suit's armor has bonded layered armor incorporated
to use have protection against radiation and high energy attacks (limited
ablation polymers). The powered armor has an endoskeleton which supports
the loads of the suit and the exertions by its muscles. The endoskeleton
is designed to handle being able to support a 2 and half ton weight without
problem (about 24,500 Joule weight). The outer armor is composed of prestressed
armor with bonded layers on the outside (limited ablation polymers with radar
and IR absorption layers) and on the inside (radiation reflective layers,
another set of limited ablation polymers, and ballistic fabrics) in individual
sections. The prestressed component is composed of ceramic and metal. Like
the CORPS powered armor, the outer armor is modular in design and can be
replaced without completely disassembling the suit (powered armor designed
to be removable in sections by the user would have the outer armor be removable
after the section is taken off the rest of the suit, acting as a way to prevent
the removal of armor when not desired). The use of force fields in powered
armor was not normally done due to various design problems. One was the energy
required. The other was that the outer armor would have to be completely
redesigned to allow the passage of the energies or incorporating the conduits
in it, either of which tended to weaken the outer armor. There were still
some people who wanted to have the force field systems below the outer armor
and having the outer armor to be a composite mesh with metal linings supported
by the force field to create a flexible armor that would be virtually seamless
and supposedly could be used to allow a computer to control the distribution
of weapon's energies against the armor and through the armor. At peak level,
this type of force field armor could easily take up megawatts of energy and
be very detectable to assorted e-m sensors. Sensors - There really is no
way for the user to look directly out of the suit. Small cameras of various
types provide the visual sensors. The infrared sight is done by an unusual
sensor that involves setting up an oscillating energy gradient in a quantum
barrier trap that infrared e-m would "push over the top" in each pixel, so
that it is not necessary to have a refrigerant and still have a high level
of clarity, though it only works for a narrow frequency range per camera.
This principle is used in some of the other sensors, too. Visual images are
dependent on the user, though the primary image is usually red with the other
sensor types using different colors like yellow, green, and blue. In non-combat
situations, the image can be full- color without false coloring. The actual
sensors available is not as extensive as the one in CORPS. The basic sensors
will include audio, night- vision, infra-red, scrambled short-ranged radio,
radiation, and ultrasonic. The ultrasonic makes use of the computer to analyze
sound waves like a crude radar with interpretations based on density to get
a false visual image (use hearing perception modifiers). Specialized sensor
packages that can be attached would make use of the other types of sensors
in the CORPS powered armor, like powerful communications, surveillance and
electronic warfare devices. The extra sensors are not regarded as being needed
by everyone with powered armor, and is used primarily by intelligence specialists
or radio operators. Control is done by either special hand movements (having
certain fingers extended or closed while moving the hand up, down, or sideways),
voice commands (special words), or direct use of a control panel (which requires
some security verification). Armament - This is dependent more on the mission
and the personal preferences of the user. For those with the energy available,
the only built-in armament are laser-plasma mediated beams projectors (one
per arm). Otherwise, the weapons are simply carried and used like an ordinary
soldier. The use of pepper guns (the chemical sprayer) is used for taking
live prisoners or just incapacitating them. The primary weapon would be an
assault rifle, like that in CORPS. Various grenades can be carried in armored
pouches. A sword carried along for hand-to-hand combat. While the idea of
the sword sounds archaic, it is used for situations where large numbers of
people attempt to charge the user or for those times when stray shots have
to be avoided (metal staffs might actually be better for this though). Strangely,
missiles and demolition devices are not common equipment among powered armor
as most of their work involves fighting in buildings which those equipment
can be more of a hazard than a help. The closest weapon to this type would
be a semi-automatic hand cannon similar to that of the PolSci AC-3 in the
Renegade Dreams, SpaceTime module. It would have an extra type of round identical
in properties to the Fireball weapon, for distraction use (it can be used
to attract infra-red sensors away from everything else). Power - It is mostly
described in the CORPS version. The only difference is the use of the small
range of integrated staged nuclear generators (two of them). They are designed
to meet the heavy power consumption of the armor, of roughly 200 kW under
the more extreme conditions. The expected time for replacement of the fuel
core is about 1 year. This type of power creates a fairly large amount of
air movement due to cooling needs, though it is suppressed by an active sound
dampener system, which attempts to cancel the sound waves. The thermal traces
are somewhat reduced by blowing the air rearward. Some battery power is used,
though this is primarily to smooth out demand needs and has little effect
otherwise. Stats - GMs should take this part more as a guide, and adjust
them to reflect reality or their personal tastes. The suit itself will not
be more than 150 kg fully loaded, excluding the user, and will probably be
less for due to size limitations to fit through doorways. Tasks are done
as per powered armor skill in SpaceTime. Strength will be set by the computer
to be around 20 (for the safety of others around the suit), though going
as high as 50 could be done with corresponding energy use. Movement will
be similar to the human operator, as the operator's legs can't run faster
than if they are unloaded. The inner suit, without inner armor, has an AV
15/4. With inner armor, it is 40/30. With the total suit, the AV ranges from
AV 50/50 to perhaps as high as 100/100 (unknown if this can be accomplished
with current military technology). The suit is likely to have add-on modules
to meet the specific requirements of a mission, like intelligence gathering,
long term survival missions (will include a small tube that shoots out cold
or hot air [and can handle water placed in the inlet with ozone treatment
to prevent water borne- diseases] for work in the desert or arctic),
workstation-level computers, powered tools, and surveying equipment (for
maps). OTEC (Ocean Thermal Energy Conversion) This is another energy conversion
type of system that never went anywhere in reality. It uses the temperature
differences in water depths to serve as heat (near the surface) and cold
(far below the surface) reservoirs for the generator. The working fluid is
usually ammonia. The energy efficiency is low due to the relative closeness
of the temperatures to each other, but there is no fuel that has to be paid
for. Attention has to be paid to using corrosion resistant materials due
to the corrosive effects of sea water. In Hawaii, there has been one operating
prototype plant on the Big Island, though the true commercial utility plants
have never been constructed. Design plans generally involve using either
oil platforms for the structure or ships, and would produce power ranging
from hundreds of kilowatts to megawatts depending on the design. The one
main drawback to this system is getting the power to where the users live
(unless they are aquatic). One way is microwave transmission, but unless
a array-type of system is used to break it up into a number of weak beams
there is the danger of damage to anything crossing the transmission path.
Another way is to use the energy to break the water into hydrogen and oxygen
and selling it as fuel and oxygen tanks. This would be more useful for rocket
bases (to the moon as an example), train-like systems, and power utilities.
These types of systems are useful for worlds that have suffered a nearly
complete depletion of major energy resources, and need an emergency energy
system that can give them the boost they need to try leave the planet to
get new resources. It is useful for TimeLords that need to generate a lot
of power without attracting too much attention. An improved design took the
concept of the solar water heater and merged them with OTEC. It used solar
collectors of water (non-sea water, but it does not have to be drinkable)
flowing through corrugated metal with blackened surfaces to get a very high
temperature heat reservoir, which boosted efficiency during the day. At night,
when the temperature in the solar collectors dropped below that of the surface
of the ocean due to exposure to the wind, the water at the surface of the
ocean is used as the heat reservoir. This allowed the system to operate at
an overall high efficiency throughout the time of its operation. A later
add on, was the use of paints on all surfaces that contained pepper-derived
substances that kept nearly all organisms off the structures (leaves a bad
taste in their senses), which cut maintenance costs dramatically. Some of
these systems make money by selling purified water (chlorine is included
from the salt to prevent the water from being contaminated by diseases, though
areas with high sanitation standards might not need this). Sodium is sold
for industrial purposes (it has to be in a compound form with another substance,
as the danger of a violent uncontrolled reaction is rather high).