penny wrote:We simply do not know what amenities a spider-drive system might offer. We can speculate, but that is all. A spider-drive might deliver an even bigger “tax break” for traveling in hyper than our current administration.
I'm not sure how. Travel time in hyper is based on exactly 3 things and a spider drive (in and of itself) can only directly affect one of them and we know it affects it in a negative way.
From most to least impactful:
1. Velocity multiplier - based entirely on what bands you're traveling it. Basically the compression ratio of hyper. The streak drive helps a lot here because by getting up into the Kappa band it gives about 1.45x more multiplier than a ship would get in the Theta band -- but that's orthogonal to the propulsion method of a ship. So not a benefit of the spider drive; even though the MAlign would be stupid not to put that better generator on all their spider drive ships.
2. Particle shielding - A warship caps out at 0.6c within its hyper band due to particle shielding limits. If you could somehow improve the shielding enough to get up to 0.8c that can be as big a gain as going up a hyper band (at least in the higher bands were the band to band improvements are proportionately smaller). For example: Warship's get an effective 3000c in the Theta bands and 3600c in the Iota; but a ship able to managed 0.8c within the Theta bands would get an effective 4000c there.
But the drive system (wedge, sail, spider, reaction) doesn't alter how good your particle/rad shields are. (Now it's possible that the MAlign have
also made some unmentioned breakthrough in particle shielding for their ships -- but such a breakthrough should apply equally to their wedge powered couriers as their spider powered ships.
3. Route - Ships can't always take the shortest distance course because of rogue waves and the like. It
seems very unlikely that a spider drive could survive crossing on of those -- but if it could that might make certain trips much shorter by avoiding the longer detour. But it seems that most hyperspace journeys don't have than issue and so even such hypothetical capability wouldn't help the spider on most routes.
4. Acceleration - This is lease important because the vast majority of time in hyper is spent cruising at max velocity, so even massive improvements in acceleration yield pretty small reductions in travel time. Which is good for spider ships, as we know they accelerate slower and thus this aspect of their drive increases (rather than decreases) transit times.
A spider drive's safe sustained acceleration is 150g, while even old SDs pull 400g, and the latest RMN compensators seem to let SDs pull over 600g. (Also, a ship with compensator and sails can use a grav wave pull nearly 10x the acceleration it can under wedge - so a 600g ship cuts its 0 to .6c acceleration time from about 8.5 hours to about 50 minute -- which is great but still shaves less than 8 hours off a multi-day or multi-week trip). And it's also unclear how much, if any, benefit a spider ship might get from traveling in a grav wave.
So there doesn't seem to be any plausible way for the spider drive itself to give a bigger “tax break” for traveling in hyper.
I'll also note in passing that the books seem use "crash" translation not as one there the hyper-generator works faster but one in which the ship didn't slow slow its velocity before changing bands. So it saves you deceleration time, but doesn't seem to get you across each hyper wall any quicker.
But it also means the velocity bleed, while bleeding off the same percentage of velocity, has to bleed off vastly more total energy (resulting in a larger arrival flare and a more stressful ride for machinery and occupants.
honor Among Enemies wrote:A ship bled over ninety percent of its velocity as it broke each hyper-space wall in a downward translation, which could be a handy tactical maneuver. But crash translations were rough on personnel and systems, and merchant skippers preferred the gentler, safer stress of a low velocity translation. It not only allowed their crews to avoid the violent nausea crash translations induced but also reduced alpha node wear by a measurable percentage, and that made their employers' bookkeepers happy with them, too.
If that's right, and I think it is, then the reason Fuchien was asking about the possibility of a crash translation for the damaged
Artemis wasn't because she needed the hyper generator to move them any faster (after all it'd seem pointless to wait several minutes under fire to find out if that was safe when even a normal translation would avoid the incoming salvos) but because she needed to know if she had to decelerate first (which would have let the pursuing Peep battlecruiser catch up and also given it time to pound the liner to scrap)
So a non-crash translation would seemingly involve flipping ship and spending some few hours shedding velocity before activating your hyper generator. Resulting in a more comfortable translation, lower machinery wear, and a smaller arrival flare; but also a lower residual velocity on arrival. (Though residual velocities are so low anyway that doesn't mater anywhere near as much as the extra time spend decelerating does)