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The type of ship and ship propulsion or drive used has varied
greatly
throughout the history of human colonisation of space. In general, the toposophic
level required to develop, manufacture and control the various
drives is the largest determinant of the
power, capability, and usefulness of the drives.
The lowest sophont
level known to produce capable space drives is S:0,
the ubiquitous modosophonts.
Representative S:0 drives are adequate for
intrasystem purposes and can even make short interstellar journeys up
to perhaps a dozen light years on a regular basis. Heavily optimized
modosophont hybrid
designs are even more capable than that, able to reach a notable
fraction of c (the speed of
light; an ultimate speed limit for anything that has mass) and have a
practical range approaching 100 light years.
Higher sophont levels have vastly greater capabilities, as noted in
more detail below.
Early in history, space was thought to be an empty void. The ancestral
humans of Earth, as they struggled to reach space, developed equations
for the effort that assumed space to be nothing. These are the ancient
rocket equations still taught today, even though they only apply to the
low speed regime of space travel, used only for short ranges and by the
Deepers.
As we all know, space is not nothing. As more and more experience was
gained in space travel at higher and higher energy levels, it became
obvious that space was not empty, and had structure, together
with resources and hazards.
Over the many millennia of the Terragen expansion, long-distance space
travel has become routine, and several broadly defined regimes of that
travel have become widely recognized.
1) Low Speed
In general, low
speed interstellar travel is anything
below 0.3c. The upper boundary
of the low Speed regime is the point
where the interstellar medium can be gathered effectively via
ramscoops. At 0.3c and below
shielding requirements are not nearly as
rigorous, effective maneuvers can be taken in extreme cases, and space
travel is generally quite easy. The vast metaempire of the Deeper
Covenant is by far the largest user of this regime of space travel, and
large numbers of sophonts and considerable amounts of
material move between the worlds using this regime.
2) High Speed
In broad terms,
high speed interstellar travel falls in
the regime between 0.2c and
0.84c. The relevant boundaries
of this regime
at the lower end is the point at which optimised ramscoops can obtain
significant mass flows, and the upper boundary is the point at which
relativistic mass effects make further ram-powered acceleration
impossible even with total conversion drives.
3) Relativistic
In broad
terms, this is the regime above 0.84c
in which
relativistic effects dominate. The beneficial effects of this regime
are heavy time-dilation effects and it's just plain fast. The down
sides
are the very high energy requirements and the extreme shielding
measures required.
4) Spacetime Structural
In
broad terms, this regime is defined by
modifying the space-time the craft is traveling through, allowing the
vessel to move through space as a result of this modification. It is
also possible to use this structural deformation of space-time to
protect the craft. Only transapients at the S6 level
can design and create craft which use this structural
deformation reliably as a form of propulsion.
In general terms, S:0 technologies can reach only Low Speed and into
the High Speed regimes. S:1, S:2, and S:3 technologies can reach the
High Speed and into the bottom of the Relativistic regimes. S:4, S:5,
and S:6
technologies can reach the High Speed, Relativistic, and Spacetime
Structural regimes.
A note on ship construction practices: Many examples are quoted below
for S:0 drives that give ranges of specific impulse (Isp), delta-v, and
thrust-to-weight ratios. A word of explanation of these terms is
required:
Specific Impulse is a common measure of how much thrust you can gain
for a given length of time using a given mass of fuel.
Delta-v (Δv) is the total amount of acceleration and deceleration
(which is
really just acceleration on a different vector) which a ship using this
drive can achieve. For simplicity, only "reasonable" mass fractions are
explored: It is possible to get very high delta-v figures for
any drive if you devote 99.99999+ percent of the ships mass to fuel. In
general, all the examples quoted assume no more than 90 percent of the
ships initial mass is fuel, and many of the examples assume no more
than half. Indeed, the ancient and famous "Clippers" of the Amat Age
were based upon half the ship's mass being fuel. Of course, any
external
or very large source of fuel (ramscoops and void bubbles, for example)
make such allowances meaningless.
Mass-To-Weight ratio is the weight of the engine only versus the thrust
the engine produces. At modosophont levels, this is an important
measure, but at S:>1, it becomes much less important.
The oldest and simplest, and still used for many tasks, are chemical rockets. These are useful only for short journeys. Interplanetary ships use electric and ion plasma propulsion, nuclear fission and fusion pulse ships, internal fission drives, lightsails, anti-matter-initiated fusion, and various types of external pulsed plasma. Some of the more common variants are discussed briefly below:
S:0 chemical rockets typically fall into three broad categories,
cryogenic, stable, and hybrid.
Chemical cryogenic rockets use fuels that demand
active storage
measures in almost all star systems if used inside the "snow line." By
far the most common such system is the liquid hydrogen/liquid oxygen
rocket, which uses plain water as fuel, split into its component
elements.Such rockets typically have Isps of 400 to 500 seconds, a
thrust to weight ratio
of less than 100 to 1 and a total delta-v of no more than 10 km/sec.
Chemical stable rockets use fuels that are stable in most star systems
up to or beyond the inner region of the habitable zone. Most such are
also solid fuel rockets, although not all. One of the most common such
fuels is
aluminum powder and a non-cryogenic oxygen or fluorine source. Another
popular version uses lithium and a non-cryogenic hydrogen source. Such
designs typically
have Isps of 200-400 seconds, a thrust to weight ratio of less than 80
to 1, and a total delta-v of no more than 8 km/sec.
Chemical hybrid rockets use fuels that are cryogenic and non- cryogenic
in combination. There are many reasons for such choices. Typically, the
solid fuel component is chosen such that it can serve as insulation for
the
cryogenic one. Some popular combinations are aluminum powder and liquid
oxygen, or lithium and fluorine. Such designs typically have Isps of
500-600
seconds, a thrust to weight ratio of 120 to 1, and a total delta-v of
no
more than 12 km/sec.
More on Chemical
Rockets here
These are possibly the simplest space drives of all: take a mass of any
volatile (water and ammonia are both popular), seal it in a balloon,
and heat it by putting it inside the local snowline. Add a nozzle, and
instant rocket. Such designs have Isps usually no more than 200,
a thrust to weight ratio of 1000 to 1 or better, and a total delta-v of
no more than 5 km/sec or so.
These include the classic "ion drives" of ancient myth. Capture
incident photons from a nearby star, convert them to electricity, and
use the electricity to fire ionized reaction mass. Such designs have
Isps of 400 to 2000, a thrust to weight ratio of 0.001 to 1 or less,
and a total delta-v of 30 or more km/sec.
More on Ion
Drives here
These oddities use chemical lasers as their drive mechanisms. The most common of them use the chemical exhaust as rocket exhaust as well, and have terrible performance, not appreciably better than regular chemical rockets. Such designs usually have Isps in the 300-400 range, a thrust to weight ratio of 20 to 1, and a total delta-v of 15 km/sec or so. An uncommon variant is the stellar chemical photonic drive, a hybrid that uses lasing reactants that can be regenerated by the light of the local star. Such designs have a very low thrust to weight ratio but very high delta-v (for the S: level) similar to a lightsail, but have the advantage that the thrust can be directed in any direction. Such designs typically have Isps of 9000 or more, a thrust to weight ratio of 0.0001 to 1, and a total delta-v of 100 km/sec or more.
The greatest drawback of the reaction driven rocket, whether it derives its energy from chemical reactions or antimatter, is the need to carry its own fuel and propellant on board. To avoid this, various kinds of passive propulsion have been developed, from the basic solar (stellar) sail which uses the light pressure of the local star for propulsion, to the more advanced laser driven concepts, which use powerful stationary lasers based for propulsion. Laser propelled craft can be simple sails, or the laser beam can be used to heat propellant which is expelled to provide thrust. Other concepts such as the magsail use a magnetically constrained cloud of particles as a sail surface,.
More
powerful still is the particle beam concept, or Beamrider, which uses a
collimated beam of particles with mass to transfer momentum to the
craft. This is the basis of the interstellar Beamrider
Network, established by the Deeper Covenant long ago.
More about Beamriders here
The stellar sail and beamrider should not be confused with the Drivesail concept, which is a reactionless drive that uses exotic spacetime properties to provide thrust.
These designs and the external pulse drives are the real workhorses
of
the S:0 world, assuming a good supply of their rare fuel can be
obtained. Fissile and fertile isotopes are very rare in Population 2
stars, but fairly common in Population 1. In very young or very active
star-forming regions, many usable isotopes may be common,but in most
star systems, only three isotopes are available, U235, U238, and Th232.
Hydrogen or ammonia is the most commonly used reaction mass with these
drives. The performance envelope for these drives is very broad, and
almost completely determined by the sophistication of the internal
shielding available. The lowest performance drives use centrifugally
contained solid cores, and need relatively little internal shielding as
they are quite cool.
Hotter still are the liquid core designs, usually but not always
centrifugally stabilized. In liquid-core designs, the temperature of
the fuel increases until it melts. The most common fuel composition is
a uranium-iron alloy, U6Fe, which has a very high vapor pressure and
boiling point but a fairly low melting point. Liquid core designs
use high temperature "normal" or nano materials such as early
diamondoid as the containment, actively cooled by blowing reaction mass
through the containment.
Even hotter are the vapor core designs, in which the fuel is in the
form of a gas, usually uranium fluoride of various compositions
such as the U, F, UF4, UF6 family. Chlorine and thorium can also be
used with similar performance and
chemistries. Such designs are also usually centrifugally stabilized,
with complex counterflow gas currents in the core. In early designs,
the
containment is usually diamondoid in a porous structure, actively
cooled by blown reaction mass. This type of active cooling is more
effective in a vapor core design due to the single-phase gaseous core.
In more modern designs, the diamondoid is usually supplemented by
reflective programmable matter layers. Some vapor core designs also
begin the use of electromagnetic shielding
to supplement the diamondoid/programmable matter vessel.
Last are the fission plasma core designs, in which the gaseous core
becomes hot enough to partially or fully ionize the gas to a plasma,
and the use of electromagnetic shielding becomes essential rather than
an addition. Plasma core fission drives are the distant ancestors of
the much more potent Monopole
Catalyzed Conversion Drive,
and the work on containment
vessels done for these plasma-core devices is critical for early
Conversion Drives, as well. Such drives use a complex multi-layer
design of electromagnetically cooled plasma, a blown-in gas layer
(usually the reaction mass) and a diamondoid/programmable matter last
wall.
Internal fission drives have Isps ranging from 800 seconds for a
simple solid core design to 8000 seconds for an advanced plasma core
design. The thrust to weight ratio ranges from 10 to 1 to 100 to 1, and
the total delta-v varies from 20 km/sec to over 100 km/sec.
More on Fission Drives here
Such designs, along with the internal fission drives, are the
workhorses of the S:0 world. EPPs avoid the difficult shielding
problems of the Internal drives by moving the "drive chamber"
completely outside the ship. Such designs are extremely wasteful of
fertile, fissile, and fusion fuels, meaning internal drives have some
competitive advantages, but since they do not need to contain the full
power of the drive reaction, they can have a very high performance
envelope for their S:level.
Typically, early designs use simple fission devices to generate plasma
pulses. More advanced designs use fission/fusion staged pulse
units, antimatter catalyzed fusion pulse units, antimatter boosted
pulse units, and rarely, antimatter pulse units. The performance of the
designs are mainly constrained by the material strengths available.
Early ships using fission pulse units and simple steel acceleration
disks typically have Isps around 5000, a thrust to weight ratio of 5
to 1,
and a total delta-v of 60 km/sec. A middle-ground ship using
antimatter-initiated pure fusion pulse units and a primitive
diamondoid acceleration disk typically has an Isp around
20,000, a thrust to weight ratio of 20 to 1, and a total delta-v of 180
km/sec+. An advanced antimatter-boosted (1 percent) fusion pulse unit
design with an electromagnetically shielded nanotech-based programmable
matter acceleration disk typically has an Isp around 100,000, a thrust
to weight ratio of 100 to 1, and a total delta-v of 800 km/sec or
higher.
Extremely wasteful and dirty even compared to the external pulse plasma
drives, external fission/fusion drives are hybrids between internal
fission drives and EPPs. They essentially move the fission drive
outside the ship, but do not use pulse units, instead generating a
constant fission or fission/fusion reaction. The thrust is
transferred to the ship via an electromagnetically shielded
programmable matter acceleration disk. Due to the constant burn, a very
good shielding system is needed, at least as good as the best used for
the internal drives, but since the reaction is not contained, much
higher power levels can be tolerated, with similar high performance.
Indeed, such designs have higher power levels than either EPPs or
internal fission drives, as the cost of enormous fuel
consumption. The one outstanding feature of such a design is the
tremendous thrust and acceleration levels possible, making such drives
popular with S:0 military organisations. The most primitive of these
use pure
fission reactions and
electromagnetic/diamondoid acceleration disks. More advanced versions
use electromagnetic/nanotech acceleration disks and fission/fusion
reactions. The most primitive of these designs has an Isp of around
30,000 seconds, a thrust to weight ratio of 200 to 1, and a total
delta-v of 200 km/sec. The most advanced, using fission-fired D-D
fusion
reactions, has an Isp of around 1,000,000 seconds, a thrust to weight
ratio of 300 to 1, and a total delta-v of 5000 km/sec.
More on Fusion Pulse Drives here

Such devices are the follow-on drives of the internal fission drives, assuming once again that a good supply of their rare fuel can be found. They also serve as the ancestors of the first antimatter drives. There are many fusion reactions possible with S:0 technology, but only one is really well suited for space travel, that being the fusion of He3 to He3. Other candidate reactions such as p-B11, He3-D, D-T, and D-D all have large levels of neutron production. While nanotech self-healing shields with programmable matter elements can effectively shield against these neutrons, such shields are very heavy indeed. He3-He3 is the least neutron-producing reaction available to an S:0. Sadly, He3 is rare even when it can be found at all, and the best sources, large gas giants, have very large gravity wells. Fissile fuels are also rare, but can be found on small rocky worlds, planetoids, and asteroids. The ignition conditions for fusion reactions are also much, much higher than for fission reactions, so it is common for internal fusion drives to carry small amounts of fissile material to use as "seeds" to ignite the more potent fusion reactions. Such igniters are called "fissile pits" for ancient reasons. (Indeed, even the super advanced Conversion Drives of the Archai still carry such fissile pits, and for the same reason.) These fissile pits serve the same use as matches used by modosophonts. Even the mightiest fire needs the first spark to ignite it, and for most drives, that spark comes from fissile pits.
Fusion drives always use very advanced nanotech based internal shielding, with a layer of "cool" plasma closest to the active plasma, a layer of gas vapor outside the cool plasma, and a nanotech solid outer wall, with electromagnetic shields running on the solid outer wall and plasma inner "wall." Such internal shields are similar to those used by advanced fission internal drives. Internal fusion drives have an Isp usually between 1,000,000 and 3,000,000 seconds, a thrust to weight ratio of 30 to 1 or better, and a total delta-v of 30,000 km/sec or maybe more, if the extreme mass fraction required can be tolerated. As a note, 30,000 km/sec is roughly equal to 0.1c, and thus internal fusion drives are the first drives to even potentially have use as interstellar drives.
More on Fusion Drives here

Antimatter
Catalysed
Fusion Vessel
These drives are the ultimate possible for S:0
technologies. All
practical antimatter drives are internal drives, as antimatter is
far too expensive to use in a wasteful manner. Antimatter is rarely
found in nature, and always very thinly spread in the vacuum of space
as a byproduct of high-energy processes. The harvesting of such
space-borne amat is rarely economically viable. For most purposes
antimatter has to be manufactured from pure energy, a difficult process
indeed. Antimatter is also difficult and extraordinarily dangerous to
store. The only reason early modosophonts were compelled to endure the
extreme difficulties with it at all was the truly incredible
performance it offered compared to fusion, and the fact that antimatter
drives are the first practical interstellar drives. An antimatter drive
is always used to convert matter directly to energy, and then that
energy is used either as direct reaction mass, or to heat another
reaction mass. In general, direct antimatter drives are by far the best
performers and the only ones referred to as true antimatter drives,
while intermediary antimatter drives are usually referred to as boosted
fusion or antimatter catalysed fusion drives.
More on Antimatter Catalysed Fusion here
As a matter of fact, almost any boosted fusion drive can be run in a pure antimatter mode, and almost any antimatter drive can be augmented with some fusion fuel or other reaction mass. In general, boosting or not boosting a drive involves trading Isp for thrust. Drives used in gravity wells are usually heavily boosted, while drives used for deep space travel are usually run as pure antimatter drives. Boosted drives usually have Isps between 1,000,000 and 10,000,000 seconds, a thrust to weight ratio of 20 to 1 or better, and a total delta-v of 10,000 to 80,000 km/sec. Pure antimatter drives usually have Isps close to the maximum physics allows, 30,000,000 seconds, a thrust to weight ratio of 100 to 1 or more, and a total delta-v of 150,000 km/sec. These last figures lead to the classic specifications for the ancient "AMAT Clippers", namely, for a launch mass that was one quarter antimatter and one quarter reaction matter, you could reach 0.25c on both legs of a round-trip journey without refuelling. Adding a ramscoop to such a design improves the range and performance considerably, and such designs are the earliest ones to break out of the Low Speed flight regime and into the High Speed flight regime.
More on Antimatter drives here, including the early Amat-Thermal Drive, the more advanced Pion Drive and the advanced Amat Torch drive
The most efficient S:0 drives are complicated hybrid designs meant for one-way trips. Such designs consist of an antimatter-powered ramscoop coupled with a lightsail. The flight profile consists of a laser boost phase to 0.2-0.3c, where the ramscoop gathers reaction matter for the antimatter reaction. The vessel boosts up to about 0.7c and coasts. To decelerate at the far end of the journey, the ramscoop is used for braking, combined with the lightsail used in a stardive maneuver and a small amount of remaining antimatter. Due to lack of effective shielding, such designs are sharply constrained by erosion to little more than 100 lightyears in range. This is about the best performance an S:0 design is capable of.
More on Ramscoop
drives and associated technology here
The most advanced and efficient of the S:0 drives are the internal
fission, internal fusion, and antimatter drives, all of which
incidentally have the most sophisticated containment vessels. If a
modosophont has a higher
S: level patron, it is possible to modify these drives to be vastly
more efficient. A simple gift of a microgram of permanent monopoles is
enough to allow a modosophont culture to make more, and thus it is
quite common to see conversion drive ships in the most developed
portions of Known Space being used by citizens all the way down to S:0.
In general, such ships are vastly less powerful and cruder than the S:1
prototypes or S:2 mature versions, but they work much better than even
antimatter ships. Lacking magmatter containments or the advanced
shielding of the higher S: versions still sharply limits their ranges,
however. maximum speeds of 0.7c
and ranges of a few dozen to a hundred
light years is still the norm, but now the ships can be refuelled and
make round trips at that performance level.
Unfortunately, the discussions of the higher S: level drives below are
necessarily vague. While the core operating principals of many of
these drives are comprehensible to a trained S:0 mind, the nuts and
bolts details
of how the drives actually work require higher-level sentience to
grasp. The indisputable existence of the Conversion Drives, Drive
Sails, and the ineffable Void Ships is proof
positive that however the Archai make them work, they do indeed work.

Transapients
beyond the
first singularity, that is the S1
level, find it possible to manage
the complex and exacting task of monopole manufacture; an important
application of monopole technology is the matter furnace. A matter
furnace uses magnetic
monopoles to convert any matter directly to
energy, usually in a catalyzed fusion plasma. Those magnetic monopoles
which can be created by S1 are massless and have short lifetimes,
meaning more must be constantly generated while the matter furnace is
running, requiring large particle accelerators. While expensive, heavy,
and complicated, such manufacturing equipment was still much lighter
and cheaper than an equal mass of antimatter, as well as being much,
much safer. Mounting a matter furnace on a ship creates the Conversion
Drive,
and such drives immediately began to dominate space travel. These
drives convert matter to energy without the extreme expense and danger
of antimatter. Early conversion drives are very large, yet have low
power outputs compared to their more developed performance, mainly due
to the need for monopole creation mass drivers and the continued use of
plasma/vapor/solid/EM shielding systems. Such systems are the best
possible at S:1, yet are barely up to the rigors of even low powered
Conversion drives. S:1 Conversion drives have similar performance
levels to the very best S:0 designs, but do not need the complicated
multi-stage hybrid designs in order to reach them. Even better, since
they are able to burn any common matter, they are far easier to refuel,
meaning round trips at that performance level are
quite possible.
The ease of refueling and the existence of useful ramscoop technology
means that delta-v calculations no longer have much meaning. Similarly,
ALL higher S: reaction drives have essentially the same Isp, the
maximum allowed by physics, namely 30,000,000. In general, S:1
Conversion-ships have a maximum speed of .7C and a maximum range of 100
to 200 lightyears, mainly limited by the simple passive ablative
shielding they employ. The Monopole Catalyzed
Conversion Drive
is such a huge advance, it almost completely displaces all previous
technologies. There are still some Internal Fusion Drives built at S:1
and higher to take advantage of the very
cheap fuel often available, and they are generally improved versions of
their lower-tech ancestors, but fission drives and antimatter drives
are almost completely abandoned.
More on Conversion
Drives here
At singularity level two, monopoles become much more common, varieties of monopoles are created that have permanent lifespans, and magmatter becomes possible as the properties (mass, charge, etc) of monopoles are much more refined and permanent monopoles can be manufactured in useful varieties and quantities. The large advances at S:2 include the advent of the first magmatter reaction chambers, which allow much higher energy levels to be achieved. magmatter is able to withstand nuclear-level temperatures and stresses without any cooling at all, and with advanced photo-electric cooling arrays can withstand temperatures and pressures many orders of magnitude greater than any matter available previously. This makes the magmatter reaction chamber the ideal companion to the permanent-monopole Conversion Drive. Permanent monopoles mean that the monopole creation equipment is no longer needed, making the Conversion Drives at S:2 much smaller and less complex, while the magmatter reaction chambers, even without cooling, allow much, much higher energy levels and densities to be achieved. Monopoles can also be included in the ramscoop (if fitted to the vessel) which boosts the efficiency of the scoop enormously, and the higher energy levels allow the first generations of active ship shielding, with pathfinder lasers and simple pebble fountains coming into wide use. This array of breakthroughs make true long-range, high-speed interstellar travel not only possible but practical for the first time at S:2.
These various improvements increase the performance of the Conversion-ships enormously, with steady cruising speeds up to 0.84c. The much improved active shielding systems allow ranges to reach 1000 lightyears, with full round trips possible.

Also at S:2, the advances in monopole creation enable the first of the reactionless drives, the Spacetime Catapult. These are the earliest of the Pitch drives, also called space tractors. The operating principal of these drives exploits the reactionless properties of spacetime distortions in the vicinity of a massive spinning toroid. To make the principle work, the torus is constructed of a hyperdense magmatter superfluid, that also has to be compressible and have a high degree of internal cohesion, all while internal losses are minimized or recirculated. Such material is very challenging to make at S:2, and the rigors of the design process are speculated to be one of the triggers that leads to the development of both wormholes and void bubbles at higher S: levels. Such materials are generally called "supercritical hypermatter" and have many obscure uses besides use in Pitch Drives. Many upper S: devices use the topological properties of such materials in ways that modosophonts simply do not have the perspective to perceive, much less understand. These design points are so challenging that the design cannot be made portable, but the advantages of reactionless acceleration are so large that a way was worked out to use them anyway. Spacetime Catapults use several toruses in sequence, since each one has a fairly small gain. They are used to reactionlessly accelerate durable bulk cargo for interstellar delivery. Since they are designed for low cost large volume deliveries, they often don't operate at extremely high c fractions to reduce relativistic losses. A noticeable exception to this is where the receiving system uses a recuperating braking system, so the relativistic energy can be captured for local use. In those sorts of cases, the maximum speeds can reach very high fractions of c. Spacetime Catapults are widely used at 0.2 to 0.7c, more rarely at 0.7 to 0.84c, and occasionally at 0.85 to 0.95c. Their range is 20 to 2000 lightyears, with shepherd clades needed for any journeys over 100 light years or so.
More on
Spacetime
Catapults here;
see also Herders
At
Singularity
level:3
Conversion Drives are a mature technology, and they do not appreciably
change in power output at higher S: levels. They do become much lighter
and can have many useful effects added, such as exhaust tuning,
reaction speed, and the like. The main advances at S:3 for interstellar
ships involve the perfection of active defenses for high speed travel.
As noted previously, space is not empty. Indeed, in some areas of space
where the interstellar medium is especially dense between two or more
large population wells, the skyways are positively clouded with swarms
of interstellar ships. In general terms, ramscoop-equipped
vessels seek out the densest interstellar mediums, while
non-ramscoop ships travel through the thinnest areas. However,
ALL vessels traveling in the High or Relativistic Speed Regimes have to
be massively well defended against the deadly corrosive effects of the
interstellar medium, not to mention the occasional lethal dust speck.
The most primitive S:0 ship shields are simple passive ablative
shields, often simply a mass of water ice with diamondoid fibers
running
through it perched on the nose of the ship. Slightly more advanced
shields have the shield mass
split into halves, with a portion flying a few miles in front of the
ship proper, so that massive dust hits have space for the energy
released to dissipate.
Modosophont ships do not have the energy needed for active shields and
to reach high speeds.
At S:1, Conversion Drive technology allows much more power to be
available, but the lack of permanent monopoles keeps electronic shields
and ramscoops weak and short ranged, as mere superconducting electrons
are sharply
constrained in their abilities. This lack, and the imperfect state of
programmable matter photonics, makes converting the abundant power
available into a useful shield difficult. Thus, the shielding remains
mainly passive, with magnetically levitated passive shields a few dozen
kilometers in front of the ship being the norm. Such matter-based
semi-active shields are commonly called "pebble fountains" or "vapor
shields." At S:2, permanent monopoles allows enormously more energy to
be available, and advances in programmable matter makes photonics also
much more potent and powerful. This allows photoelectric cooling of the
conversion drive to generate vast amounts of electricity, which is
readily converted back to tuned photons at the front of the ship,
leading to the development of the "pathfinder laser" the first truly
active ship defense method. Using a pathfinder laser, the main forward
shield of the vessel is no
longer a passive or active block of matter, it is a beam of
high-energy photons. This light beam serves to ionize any gas or dust,
allowing monopole-strengthened electromagnetic fields to be much more
effective. The combination of the photons and the electromagnetics
serve to enormously improve the defense possible
compared to a passive block or ice or a simple pebble fountain.
At S:3, ship shielding methods reach maturity. The pathfinder laser
becomes tremendously powerful and for the first time is integrated with
active shielding pebbles using tiny lightsails that levitate inside the
beam, along with
ram field effects (if present) and levitated magmatter hoops for
photoelectronic/magnetic effects. Controlling such an array of
actively flying units in such a way that the following ship is never
exposed is a huge challenge, and requires the vast mind power and
efficient modes of thought of an S:3 mind. Using these advanced,
multi-layer shields, such Conversion-ships can reach steady-state
cruising speeds of 0.88c (the
improvement comes from high speed
reactions in the mass-stream from the ramscoop, or improved mass
fractions if not.) They can also sprint up to 0.93c to 0.95c, and have the shields to handle
those speeds for very long distances even without a ramscoop. In
addition, at S:3 enough computational power can be applied to the
active shielding to allow very comprehensive shielding solutions, with
the semi-autonomous 'pebbles' sailing on miniature light sails in the
pathfinder laser. By using a levitated magmatter hoop for magnetic
lateral braking, the pebbles can redirect some of energy of the
pathfinder laser laterally in the space before the ship, either
sweeping the area more efficiently or concentrating the mass more
effectively.This effect, combined with long-baseline sensory arrays
based in the pebbles and the extremely powerful magnetic fields
possible with monopole enhanced electromagnetic shields allow the
pebble fountain to provide effective shielding even to the side of the
vessel.
In essence, the output of the pathfinder laser is directed forward,
where there is a vast cloud of shield pebbles, each with a tiny grain
of computronium, a basic sensor suite, and a small lightsail. The
pebbles intercept the light and are kept from wafting way by the grip
of the electromagnetic shields/ramscoop. A portion of the pathfinder
laser is allowed to shine forward, where it acts to illuminate the
ship's path so dust can be detected earlier and it ionizes the
background gas. A portion of the light is focused sideways, to push gas
and dust into favorable places for shielding or scooping, and a portion
of the light is directed backward toward the ship, and in this reversed
light, millions of pebbles sail sedately along, using their sensors to
search in every direction. At least one layer of pebbles is arrayed
between the ship and any possible vector of a dust collision. At the
back of the ship, spent pebbles are directed into the hugely
powerful drive beam, and they reflect a portion of that light also
lateral to the ship, where it is re-reflected by the cloud of pebbles,
making them more mobile. Pebbles
along the side of the ship are kept from escaping by magnetic fields.
More pebbles are created from mass scooped as the ship
travels. This effective and 360 degree shielding combined with the high
power levels allows such ships to have effective ranges of 1000 to 2000
light years.
More on shielding here
Also at S:3 the Pitch Drive is greatly improved. Even
better magmatter control allows much better, denser, smoke-ring
behavior, especially in the regime of compressibility and cohesiveness.
This allows the smoke-ring torus to have much higher density
differences
between the inside and outside, while spinning even faster. These
improvements increase the stability, power, and most importantly, the
gain in a single torus such that they no longer have to be ganged
together, and can withstand far more
perturbation, so that they can be used for ship-drives. S:3 Pitch
Drives give off a characteristic sound in operation which leads to
their common name.
The operating principal of the portable Pitch Drive
is simple. The smoke-ring torus is placed inside a long tube, with the
axis aligned down the length of the tube. A large amount of reaction
mass is directed through the center of the
tube at high speed, decelerated along the way, then turned around and
returned at much lower speeds around the outside of the tube. The torus
has no reaction forces down the length of the tube, but does place hoop
stresses equal to the thrust produced around the perimeter of the tube.
The thrust produced on the outer tube is equal to the energy difference
in the reaction mass moving in one direction compared to the other.
Since they are reactionless, Pitch Drives are much more fuel efficient
at low speeds than any reaction drive. At high speeds, Pitch Drives are
still more fuel efficient than Conversion ships, but if ramscoops are
used, this
does not matter nearly as much. As a result, Pitch Drives are mainly
used for in-system drives, wormhole shuttles, and such while Conversion
ships and Drive Sails continue to dominate interstellar transit. Pitch
Drives used for interstellar trips can cruise at 0.84c and can mount
shielding just as heavy as any Conversion ship.

Also at S:3 a new type of interstellar drive comes into use, this one a
much lower signature, lighter, and more subtle technology, the Drive
Sail. Drive Sails use a combination of advanced techniques, all based
upon advances in programmable matter and photoelectric effects. It is
often forgotten that both electrons and photons are true elementary
particles: Both are direct manifestations of strings, and they have
near perfect energy conservation in their interactions. Drive Sails
have three modes of operation, simple reflective lightsail, ramscoop
with microwave photon drive, and selective photoelectric
absorption/emission of ambient photons.
Drive sails are at their very most simple used as plain light sails,
often with laser boosting or with mass streams shot by spacetime
catapults. (Deepers make a good exchange providing mass streams and
lasers in this fashion to customers in more of a hurry than they are.
Drivesails are also usable
as ramscoops, and have many miniaturized matter furnaces scattered
across their surface. Collected matter is burned in the furnaces and
the energy is used to power the rams and control the programmable
matter. In this mode, the programmable matter is able to emit photons
across the entire surface area of the drive sail. While the power level
per square meter is low, since Drive Sails are often measured in light
seconds the total power is very large. An even more advanced drive
mechanism involves selective transmissivity/absorption/emissivity of
ambient photons. Space is filled with photons, and the programmable
matter of a Drive Sail can gain appreciable acceleration by absorbing
photons on one side, moving the excited electrons from that absorption
to the other side, and emitting the photons from that side. Using this
technique, a Drive Sail can even gain motive force
from the Cosmic Background Radiation, which is ubiquitous. Compared to
Conversion ships and Pitch Drives, Drive Sails are considerably slower
and more difficult to maneuver in tight quarters, but in wide open
space can cruise at well over 0.95c,
one of the fastest designs
available if you have the patience for it.
At Singularity
level:4, a
series of advances combine to enable the largest breakthrough to date,
namely, the ability to manipulate space so that the very fabric of
reality becomes an integral part of your space drive. The advances in
question are the continued advancement and refinement in the creation
of monopoles with useful, specialized properties, the advent of truly
large scale intelligences with the related megascale engineering, and
the exploitation of very, very large energy resources, so that direct
spacetime manipulation becomes feasible. At S:4, the fruits of these
breakthroughs are moderate sized pockets,
or bubbles, of spacetime, which are larger on the "inside" than the
"outside." Externally, such void bubbles are essentially invisible, as
their
apparent size is very small indeed. By manipulating the folded space
they are made of, such void bubbles can be made to move in relation to
the larger
space we live in. This action is completely reactionless, and
even better for
space travel, the mechanisms and matter inside the void bubble is not
really IN our spacetime. As a result, all of the mass in the void
bubbles is not subject to relativistic mass increase. Sadly, at S:4 the
void bubbles created are relatively small, and worse,
the bubbles cannot be undone non-destructively. This means that the
bubbles are one-use only: Once the fuel within them is expended, they
cannot be
salvaged. Once an S:4 void bubble collapses, everything within is
destroyed catastrophically.
At S:4, these devices are typically used as engines for more
conventional vessels. These ships are then called "Displacement
Ships" as their engines are displaced out of normal space. The use of
void bubbles this way is
commonly referred to as Displacement
Drive. The bubble or bubbles are coupled magnetically to a cargo/crew
pod,
which is then equipped with a power source and active defenses similar
to those of a high powered Conversion ship. Such ships can accelerate
much harder than
even Conversion ships, and do not have the deadly drive ray to worry
about either, making them extremely handy and safe compared to earlier
technologies.
S:4 Void bubbles are a tremendous advance, as they are much less tricky
to use than a Pitch drive, far more energy economical than Conversion
drives, and far more handy and useful than Drive Sails. The range
limitations of an
S:4 Void bubble are determined by the total mass that can be placed
within the bubble and used as fuel, which is fixed when the bubble is
made. In general, S:4 void bubble ships have a range of 1000 or more
lightyears and a top speed limited only by the amount of fuel mass the
ship captain is willing to expend on
chasing lightspeed. In practice, few S:4 void bubble ships exceed 0.84c
on a routine basis, in order to squeeze the longest possible lifespan
out of the expensive
drive bubbles. In theory, any bubble drive ship is able to reach at
least 0.98c if it has the fuel
mass.
At S:4 to S:6, the Conversion ship, Pitch Drive, and Drive Sail have
steady, incremental improvements, but they have reached their mature
forms at S:3 or before. Conversion ships, Pitch drives and Drive sails
are still made in large numbers using S:4 technology, and as the mature
drives, are considered the workhorses of deep space travel.
Halo Drive vessel
At Singularity
level:5
Void
Bubbles are still mostly "single use" technology, as they
cannot be unmade without destroying most contents. Some extremely
sturdy materials, such as high-density magmatter cases and certain
high-energy magmatter vec clades may be durable enough to withstand
the removal of an S:5 Void Bubble, but such reports may be apocryphal.
The bubbles become much larger internally, and far more mass can be
included within them as they are created. This has two very beneficial
effects. First, the additional mass serves as a much larger fuel
source, increasing the longevity of the drive bubbles. Second, the
combination of the large mass and small size in our universe combine to
give the bubbles a small but very steep gravity gradient.
Usually, S:5 bubble drive ships have many hundreds to several million
drive bubbles around a fairly conventional deep space hull. Rather than
coupling the bubbles to the hull solely by magnetics, the intense
gravity
gradient of the bubbles is also used to move the hull around. This has
the large benefit of allowing the acceleration effects of the drive to
be largely negated. This means that S:5 bubble drive ships can
accelerate much, much harder than any previous technology. The hulls of
these ships are equipped with the most
advanced passive and active defenses available, and have the added
defensive ability of the intense gravity fields of the drive
bubbles to call on. The use of void bubbles this way is popularly
called
Halo Drive,
and ships using this method of locomotion
are called Halo Ships. The reason for this is the blurry ring of
distortion and blue glow of Cherenkov radiation the myriad of drive
bubbles create around such vessels, which is a very impressive effect,
to be sure.
S:5 bubble drive ships have effective ranges of at least 5000 light
years, and top speeds limited only by the available matter inside the
bubbles for fuel. Again, in practical usage such ships rarely exceed
0.84c on
routine trips, to preserve fuel mass and extend the lifetime of the
drive bubbles. For fast trips, top speeds of 0.99c are not unheard of,
and the extremely
advanced shielding allows very long cruises at such speeds if desired.
At the level of
the greatest Archailects, Singularity
level:6, void
bubbles reach their highest state of advancement. The
three key breakthroughs are that the bubbles can now, for the first
time, be taken down gracefully, so matter inside the void bubble can be
retrieved without
harm. Second, the total mass that can be placed into the bubbles is
much greater than the capacity of S:5 bubbles, increasing the
life-span of the bubble. Lastly, void bubbles can now be nested one
inside another, and more importantly, wormhole mouths can be placed
inside, allowing far easier access to the interior of the bubble
without opening and thereby destroying it.
These three breakthroughs allow the spacetime ship to reach its
ultimate expression, the Voidship. In essence, the external
conventional hull is eliminated, as are the separate drive bubbles.
Instead, the entire ship is inside a single giant bubble. Since such
vessels, despite their enormous interior size and vast mass, are
practically invisible, they are widely and romantically referred to as
Void Ships, alluding to the fact that they occupy the Void, and not
Space as modosophonts know it. Since the entire Void Ship is outside of
our universe, meaning the vessel is no longer subject to relativistic
effects, accelerations are astronomical, and range is extremely long.
The maximum speed is high
fractions of c; 0.999 at a
minimum. Typical ranges are 5000+ lightyears.
| Type | Isp | delta-v, km/sec | Thrust to Weight |
| Chemical rocket | |||
| Cryogenic | 400+ | 10 | 100 |
| Stable | 200+ | 8 | 80 |
| Hybrid | 500+ | 12 | 120 |
| Stellar Thermal | 200 | 5 | 1000 |
| Photo-electric (Ion) | ~2000 | 30 | .001 |
| Chemical Photon | |||
| Standard | 450+ | 15 | 20 |
| Stellar | ~9000 | 100 | .0001 |
| Internal Fission | |||
| Solid | 800+ | 20 | 30 |
| Liquid | 1800+ | 50 | 80 |
| Plasma | ~8000 | 100 | 50 |
| External Pulsed Plasma | |||
| Basic | ~5000 | 60 | 5 |
| Developed | ~20,000 | 180 | 20 |
| Advanced | ~100,000 | 800 | 100 |
| External Fission/Fusion | |||
| Basic Fission | ~30,000 | 200 | 200 |
| Fission/Fusion | ~1000,000 | 5000 | 300 |
| Internal Fission | |||
| Basic | ~1000,000 | 8000 | 100 |
| Advanced | ~3000,000 | 30,000 | 500 |
| Drive | Inner Sphere | Middle Regions | Outer Volumes |
| Various Low S: | 0.5% | 3% | 4% |
| Antimatter Drive | 0.1% | 3% | 4% |
| Conversion Drive | 16% | 7% | 3% |
| Conversion Ramjet | 39% | 45% | 41% |
| Drive Sail | 14.4% | 31% | 45% |
| Pitch Drive | 19% | 8% | 3% |
| Displacement Drive | 4% | 3% | 1.4% |
| Halo Drive | 6% | 1% | 0.5% |
| Voidships | 1% | 1% | 0.1% |
| Drive | Cruise velocity | Max Velocity | Range, LY | Typical Acceleration | Notes |
| Various Low S: | 0.01c | 0.1c | 25 | 0001-10g | Fission, Fusion, Amat catalysed, etc. |
| Antimatter Drive | 0.2c | 0.7c | 100 | 1-20g | Early Conversion Drive |
| Conversion Drive | 0.84c | 0.88c | 200 | 1-50g | Monopole Fusion |
| Conversion Ramjet | 0.84c | 0.96c | 10,000+ | 1-20g | Monopole Ramjet |
| Pitch Drive | 0.7c | 0.9c | 100+ | 1-50g | First reactionless drive |
| Drive Sail | 0.8c | 0.98c | 10,000+ | 1-20g | Very clumsy to maneuver |
| Displacement Drive | 0.84c | 0.98c | 1000 | 1-100g | Reactionless |
| Halo Drive | 0.84c | 0.99c | 5000 | 1-1000g | Reactionless, g-compensated |
| Void Ships | 0.999+c | 0.999+c | 5000+ | 1000+g | Reactionless, g and relativity compensated |
| Velocity (%c) | Length (metres) | Mass (tonnes) | Ship hour (in minutes) |
| 0 | 100 | 100 | 60 |
| 10 | 99.50 | 100.50 | 59.52 |
| 20 | 95.39 | 104.83 | 57.20 |
| 30 | 95.39 | 104.83 | 57.20 |
| 40 | 91.65 | 109.11 | 55.00 |
| 50 | 86.60 | 115.47 | 52.10 |
| 60 | 80.00 | 125.00 | 48.00 |
| 70 | 71.41 | 140.03 | 42.75 |
| 80 | 60.00 | 166.67 | 36.00 |
| 90 | 43.59 | 229.42 | 26.18 |
| 95 | 31.22 | 320.26 | 18.71 |
| 99 | 14.11 | 708.88 | 8.83 |
| 99.9 | 4.47 | 2,236.63 | 2.78 |
| 99.9 | 0.71 | 14,142.20 | 1.17 |
| 100 | zero | infinity | zero |