#151
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Besides, air vehicles are just too useful to abandon entirely. |
#152
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A case could be made for the Project's use of jets for priority transport. But this would not require many. Something like a Citation CJ4. Might as well order a couple of those with all those V-150/300s. |
#153
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So make the case already! Seriously, why move mountains to travel 600mph instead of 500 mph (or whatever speed you think a fusion-powered propeller plane could handle)? |
#154
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VIP transport, moving biologic samples with a limited viability from a field base to a central lab facility, moving a critical patient from a field hospital in western NY to an activated Morrow Hospital base in Kansas. There are time critical function that could take advantage of the time saving.
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#155
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OK, lets look at the various Regions the Project is set up over. I will use my home region for this. The Northeast. which is Region Foxtrot. It compromises New Jersey, New York, Delaware, District of Columbia, Maryland, Pennsylvania,
Virginia and West Virginia. That's a lot of room to cover. Now lets say we put the regional Command base in Upstate New York, it has two commercial Lear Jets, the 55's for simplicity's sake.. Left overs from when the Project was in its start up stages. Because the Council of Tomorrow had to get around right? They have Five Blackhawks for Security Sweeps, Supply Runs, and for use by the bases MARS Team. That's 4 crew for the two Lears and 10 pilots. The Crew Chiefs and Gunners are not counted. That's 14 pilots right there. The Supply Hubs have a dozen C-130's with two pilots apiece and a loadmaster. That's 3 crew right there apiece. And these guys are going to be busy! That's 39 crew right there, 24 of whom are pilots. Now we have a dozen Blackhawks doing the midrange supply drops, reinforcements, and going places the C-130's can't. 24 Pilots and another dozen Crew Chiefs right there. Last we have the Little Birds Two Crew apiece. Another 24 Pilots. Total Number of pilots: 38 and various crew chiefs and Loadmasters and Door Gunners all of whom can be cross trained personnel and have other jobs. Joe the Door Gunner can be Supply Base Security Joe who sits in the coffee room all day. And they have to cover all of the Foxtrot Region. Now the guys down in Region Bravo have got to cover Iowa, Kansas, Missouri and Nebraska. They have the same amount of gear, pilots, etc. There going to have it somewhat easier but they still have to cover large swathes of ground. But if there is need aircraft and crews can be sent to help the Foxtrot Region when the Prime Base needs them too and there is some slack. |
#156
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Why? I honestly cannot think of any VIP's that are that urgent to move.
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If that time saving didn't come with massive costs, sure... but it does. Engineering another vehicle with specialized and not-currently-extant engines, creating and maintaining the support including parts and staff, and either somehow creating a dirt-strip, high-speed aircraft or else ensuring a network of conveniently placed landing strips. That's a lot of work for little justification. |
#157
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Ignoring all that, with ten regions, ignoring the Prime Base contingent, you have 520 pilots, 170 crew chiefs, an unknown number of non-flying technical and support staff, and 430 aircraft. In case you are wondering, that is about 1/13 of the USAF, an organization that has about 500,000 full-time personnel (and admittedly more duties than just operating aircraft, but that is their primary mission!). Heck, acquiring the aircraft alone is going to be well more than $10B, not counting parts, training, storage, or conversion! How big do you see the Project as being, overall? Last edited by cosmicfish; 05-27-2015 at 02:06 PM. |
#158
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I am not saying that the jet powered aircraft would be everywhere, but a small number would be useful. |
#159
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But they wouldn't. The expense and difficulty of creating even one would be huge (all that development work!), and operating it requires a huge infrastructure, especially if you want it to go more than a couple of places. The infrastructure that TMP can support is exactly the infrastructure that kills any advantage of these aircraft. |
#160
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Here's a few questions; If you are converting all of these to some sort of fusion, how do you keep the players flying in the general vicinity of the expected game? As a PD you better have the entire continent fleshed out as the players are going to get the bright idea that hay they are fusion I can fly this all day. And this is where the Prime Base module lost me, a fusion power C-130 is a really bad idea.
Then how do you convert these to fusion in the first place? Also what did the project do before the 1987 attempted fusion refit? All of the infrastructure to be abandoned that support the pre-fusion project? The 1987 date and the 1989 expected war date are hard targets that are known. How much time does it take to go from a plan to a working fusion engine that firstly fits in a vehicle and then has to be modified and made light enough to fit into an airframe. There is some 2 years before the drop dead date and there is a lot of equipment that needs to be re-worked and de-deployed throughout the entire project. |
#161
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#163
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That having been said, I knew that the planes were not really nuclear but I was surprised to see how far they got with nuclear propulsion. I still don't think it really helps the Project, however - the infrastructure required for jet aircraft (nuclear or not) is simply beyond what the Project can support for a benefit they don't really need. |
#164
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So anyone that read the game and played it, the first thing that was changed was the war date. Most increased the date to allow more time for the fusion switch over or to add the new weapons coming out in the 80's and 90's. My group we changed the date to one in the mid 1990's and then a last change to the year 2000. For either series of games 1st/2nd/3rd or 4th edition the 1987 and 1989 dates are all that are common and are fixed in time. As to how the project converted from petroleum to fusion is for another thread, but from the 1st/2nd/3rd editions we start sometime in the late 60's to 1987 and the 4th edition we start sometime in the mid 70's to 1987 as well. |
#165
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Personally, I think that there are better ways to handle the backstory that would lead to a better foundation for the game... but who doesn't? Regardless, as you suggested, anything not related to aircraft should really be in another thread. |
#166
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Yes, I am going with the canon regions. World war 2 Airstrips were sometimes run like this. Particulary Marine Corp ones in the Pacific and far out on the supply chain Army ones. That's what I based it off of. And I actually asked a crew chief who was there to help hammer out details. As for more pilots and crews and all that. Local recruitment. Remember the plan was to wake up after 5 years. There should still be pilots and ground crews running around from civil aviation who can be recruited. Once the planes start flying the secrecy is over for the project. Yes its expensive. But so is everything else the Project is buying. In comparison to the armor, vehicles, weapons, training, and facilitys the aviation assets are a good chunk of change. But not insurmountable. especially if some of the CoT run those firms that make the aircraft. As for the size of the project, well to have any affect on the future it would have to be large. And if its large to have a impact it will need a air mobility assets. Maybe this is way to large. But also note I said they would be hugely busy. In many ways its not large enough to take all the work that's coming to it. It might actually be easier for the project not to invest in aircraft but in spare parts and electronics and putting crews in cryosleep. Then after five years waking up and moving on grounded aircraft and refitting them. At which point you take what you can get. The Project might end up with refitted news helicopters used as transports and 737's as supply planes and the Bush Planes doing all the light work. |
#167
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How is an aircraft converted to fusion? We have a decent idea as to how a ground vehicle (and by extension boats/ships) can be done, but what is needed for an airplane?
We have space and weight restrictions as well as power to weight ratios that would need to be somewhat maintained for the power plant. |
#168
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What you can do instead is design a plane that is powered by fusion, by starting from zero. (Kinda like the "joke" about how the A-10 Warthog started from "we have this huge gun, how can we make it fly" rather than "we have this plane, what are we going to arm it with?") And I still think that there isn't enough justification for jet planes. The only scenarios where rotor planes and helicopters aren't enough are so unlikely that they won't be worth all the trouble. Meanwhile, Zeppelin's could have a place in Morrow project... |
#169
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Sorry.
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#170
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#171
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Yes... burning on the ground, like ALL Zeppelins!! |
#172
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Zeppelins and blimps offer unique advantages such as: +Flying crane. These can be extremely valuable during the reconstruction process as regular cranes that are still functional are likely to be extremely rare. And with the infrastructure in shambles (at least in the first few years of the project) moving the cranes from one location to another will be extremely difficult. Besides, there are places where a Zeppelin/blimp or an helicopter are the only means of bringing a crane for construction work. +Cargo transport. Even now blimps are cheaper than airplanes for cargo transport although they are slower. Unless speed is REALLY important blimps can compete with other aircraft particularly due to my next point... +Like helicopters the airfield requirements are less strict than with airplanes. +Although helicopters are able to compete with lighter-than-air-craft they use much more fuel and can't carry as much cargo. In combat helicopters and planes are superior but for civilian, and particularly construction, work lighter-than-air-craft are great. And you don't need to fill them with hydrogen if you are afraid of explosions. |
#173
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Not Zeppelins but Blimps. And they are workable. The US Navy has one flying about in Lakehurst right now, they did excellent service during World War II. And they can be stored easier than a Zeppelin. And the best part? The US is the manufacturer of Helium, so no burning.
Just have to keep from crashing the damn things or flying them in storms. |
#174
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Other then the T2K module where its stat'd out...does anyone know the stats on blimps?
Love to see some numbers since I dont really like the ones in T2K as they seem really light.
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"Oh yes, I WOOT!" TheDarkProphet |
#175
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Depends upon size, class, and rigid or non rigid. There is information on wikipedia but, I don't know what to believe. I think the U.S. Naval blimps information is probably the most accurate of the information available.
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#176
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I started looking at lighter than air vehicles for my project, but hit a stumbling block early in my research regarding how much helium you would need to stockpile.
In an interview with a blimp pilot I heard him state the "We lose 10 percent of our volume of helium per week", but I have also seen a Military contractor pushing blimps claiming that 3% loss per year is what could be expected. Those numbers (the only ones I could find) are so radically different that I pretty much gave up figuring out the logistics. |
#177
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Assume 20%, that way you have more than you will ever need. wasn't one group in the Project you can encounter Balloon people?
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#178
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20% Annually might be feasible. 20% weekly would require a huge stockpile as you have to think that you are not going to be getting new supplies for decades.
Using the 10% weekly number I crunched the Airships mentioned in the T2k Module "Airlords of the Ozarks" and came up with something under 2 years of operations IIRC. |
#179
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One reason for the differences in He and H loss is the permeability of the material used to make the gas bags. That alone can make a huge difference. I have also struggled with the idea of how to make Ballooners work.
The end of this thread makes an interesting argument for nuclear zeppelins: https://www.physicsforums.com/thread...pelins.595663/ Last edited by mmartin798; 05-30-2015 at 01:27 PM. |
#180
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A nuclear zeppelin is part of the back story of "Airlords of the Ozarks" from T2k.
(Going from memory so forgive mistakes on details) The story being that a Military contracted zeppelin manufacturer sees the writing on the wall before the T2k nuclear attacks on the US. They take their huge SW5 reactor powered airship along with tons liquid of helium and their staff and familys into the air right before the attack. Their plan is to ride out the attack and land somewhere safe. They crash in the area controlled by a warlord and the staff are forced to use the materials from the ship (masses of aluminum and durable skin) and the stored helium to make new smaller airships which the warlord uses to expand their domain. |
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