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    Thread: How would life develop on a waterworld? (was: Reactionless engines)
Post: RE: How would life develop on a waterworld? (was: ...

That's a good point. There maybe exchange of spores... or even corpses between the surface and the bottom.
Fabulist General Setting Discussion 11 148 10-08-2013, 07:32 AM
    Thread: Problems with Space Warfare
Post: RE: Problems with Space Warfare

Lasers are not considered serious weaponry in our time because they are not considered for use in space. Atmosphere does all kinds of interesting stuff when subjected to high power lasers. Anyway, he...
Fabulist General Setting Discussion 41 485 10-08-2013, 12:20 AM
    Thread: How would life develop on a waterworld? (was: Reactionless engines)
Post: RE: How would life develop on a waterworld? (was: ...

Life on earth has most likely developed by a combination of sunlight, shallow water and volcanic activities that make all kinds of chemicals. But on waterworlds things get a little complicated. Life ...
Fabulist General Setting Discussion 11 148 10-07-2013, 11:35 PM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

Thanks for sparing the hostages, Todd. Although B and C are not high speed uses, the race idea is perfect. Sincerely speaking, I initially thought that it would be a great waste not to use reactionl...
Fabulist General Setting Discussion 114 1,651 10-07-2013, 11:11 PM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

For the i-don't-know-many-th time, I don't want to force anything on OA. Anyway, I presented my case here. It's up to senior members now whether to incorporate it.
Fabulist General Setting Discussion 114 1,651 10-03-2013, 01:28 AM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

In the pessimistic scenario, let's imagine a sphere 20 meters in radius. That's Cd=0.4 and D=20 meter. A detcord 340 meters in diameter. Now this is an asteroid: Low density = high surface area, spher...
Fabulist General Setting Discussion 114 1,651 10-01-2013, 04:50 AM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

Floating platforms solve nothing as they still have a depth limit. About submarine cables, it's a good idea but there are some circumstances that they wont work. What if their terminals are mobile? Dr...
Fabulist General Setting Discussion 114 1,651 10-01-2013, 04:47 AM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

Rynn and Drashner: It is good to note that a Halo drive propelled Sears-Haack body is an omnicraft by default. It could be an aircraft travelling at up to like 1000km/s or an spacecraft capable of 0.9...
Fabulist General Setting Discussion 114 1,651 09-27-2013, 11:02 PM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

Rynn: Thanks but I know how to quote and have used it before. At the moment I am using Dolphin browser on Android which does not scroll down text boxes when it gets too long so no space for quoted tex...
Fabulist General Setting Discussion 114 1,651 09-27-2013, 10:59 PM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

Drashner1 Wrote: (09-25-2013, 09:10 PM) -- -Since most of the mass of an object is nucleus... -- that's irrelevant. Nuclei are electrostatically bound to electrons, so it makes no difference. Object...
Fabulist General Setting Discussion 114 1,651 09-26-2013, 03:08 AM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

-We could accelerate an iron slug inside a coilgun and ask it whether it felt anything. :D Not a convincing answer, stuff don't feel acceleration with gravity because it acts on every part of objects...
Fabulist General Setting Discussion 114 1,651 09-25-2013, 07:49 PM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

So what is exactly the difference between a massive mote dragging around some matter by gravity and a light one dragging around some ferromagnetic matter? Why gravity could cancel acceleration but mag...
Fabulist General Setting Discussion 114 1,651 09-25-2013, 01:23 PM
    Thread: Total Annihilation
Post: RE: Total Annihilation

Personally I don't have high hopes for PA because it looks like it's made by a bunch of Gas Powered Games outcasts to milk the TA and Supreme Commander fans. One more thing: the fanfic for TA has som...
Fabulist Books, Games, Movies, and TV 4 17,946 09-24-2013, 09:17 PM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

Thanks for the answer but why not the magnetic field? The gravitational field was chosen because it works on everything, right? Now what if you are made of iron/nickel/cobalt and falling on a magnet t...
Fabulist General Setting Discussion 114 1,651 09-24-2013, 01:33 PM
    Thread: Reactionless Engines
Post: RE: Reactionless Engines

:cool: let me help (if i got it right). Displacement drive is like waterskiing. The mote pulls you around, and the rope is the magnetic field. Halo drive is like being the pilot of a fighter jet in ...
Fabulist General Setting Discussion 114 1,651 09-24-2013, 06:18 AM
    Thread: Morbid Question: Disposal of the Dead?
Post: RE: Morbid Question: Disposal of the Dead?

But it is still possible to load cannons with frozen brains.
Fabulist General Setting Discussion 20 269 09-24-2013, 05:23 AM
    Thread: Taking a Walk
Post: RE: Taking a Walk

Well you could order some nanobots (smart sand?) to hold you anywhere you go. Now you can enjoy your flying treadmill! :D
Fabulist General Setting Discussion 27 288 09-23-2013, 09:45 PM
    Thread: Some thoughts on EG articles
Post: RE: Some thoughts on EG articles

So no volunteers yet to recalculate the magmatter?
Fabulist General Setting Discussion 72 848 09-21-2013, 11:46 PM
    Thread: habitats and gravity
Post: RE: habitats and gravity

There atmosphere loss is easy to deal with. The objective is to keep gas molecules from escaping, so you could make the half top of the walls reflective to keep the top exposed atmosphere cool, or cov...
Fabulist General Setting Discussion 28 304 09-16-2013, 05:43 AM
    Thread: Some thoughts on EG articles
Post: RE: Some thoughts on EG articles

Combining the the three formula will yield this: R=(3c^2/8rhopiG)^0.5 Which means the radius will be three OOM larger if the density used is 6 OOM smaller. 12.7um it is.
Fabulist General Setting Discussion 72 848 09-15-2013, 12:44 PM