golentan
2009-08-15, 05:11 PM
Hey guys, thought I'd pick your brains. I'm writing a Sci-Fi story and the major problem the characters have is a microid (micro asteroid, in universe term) smashing into the ship. One of my friends said that that shouldn't happen because they should have sufficient shielding to prevent such impacts. That discussion (plus some on the boards recently), got me thinking about different forms of shielding, so this is what I've got:
Broad Category: Deflector Shields
Deflector shields are anything that serves as a physical barrier to impact. Examples include:
Medieval style shields (really any physical armor).
Force Fields.
Active Defense Measures (sand guns, Anti-missile batteries).
Deflector Fields (a large area of curved space or magnetic fields that makes something miss).
The main general problem with deflectors is they need to apply energy to an incoming attack to stop it. Over sufficiently large distances for sufficiently slow moving projectiles this is easier (last example entry), but the faster something is or with less warning it becomes more energy intensive and hard to engineer.
Broad Category: Absorption Shields
Absorption shields are anything that absorb and convert the energy of an attack.
Examples include:
Crash barriers (really any defense hinging on water).
Black Globes in Traveller/Warship shielding in Niven/Pournelle's works.
An argument can be made that Sandcasters fall in this category as well as or instead of Deflector shields.
The main problem being: What do you do with the energy? If you're converting it, it's going somewhere, probably somewhere on your ship. Having the energy of a nuke go through your electronics isn't much better than it going through your hull if you can't radiate it quickly enough.
Broad Category: Eversion Shielding
Eversion shielding is anything with an albedo of (or arbitrarily close to) 1. In some ways it's a suped-up deflector, and I'm considering merging it into that. It's distinct though in that it doesn't apply force, it simply absorbs none.
Examples:
White Globes in Traveller.
The Squozer in Red Thunder.
The main problem being: Ummm... How do we get an albedo of 1? How do we navigate when it's active? How do we shoot back?
So I'd like to ask everyone for ideas on:
1. Other broad categories of shielding that I may have missed.
2. Other examples.
3. Problems with or solutions for shielding.
4. Anything else you think the thread needs.
Thanks.
Broad Category: Deflector Shields
Deflector shields are anything that serves as a physical barrier to impact. Examples include:
Medieval style shields (really any physical armor).
Force Fields.
Active Defense Measures (sand guns, Anti-missile batteries).
Deflector Fields (a large area of curved space or magnetic fields that makes something miss).
The main general problem with deflectors is they need to apply energy to an incoming attack to stop it. Over sufficiently large distances for sufficiently slow moving projectiles this is easier (last example entry), but the faster something is or with less warning it becomes more energy intensive and hard to engineer.
Broad Category: Absorption Shields
Absorption shields are anything that absorb and convert the energy of an attack.
Examples include:
Crash barriers (really any defense hinging on water).
Black Globes in Traveller/Warship shielding in Niven/Pournelle's works.
An argument can be made that Sandcasters fall in this category as well as or instead of Deflector shields.
The main problem being: What do you do with the energy? If you're converting it, it's going somewhere, probably somewhere on your ship. Having the energy of a nuke go through your electronics isn't much better than it going through your hull if you can't radiate it quickly enough.
Broad Category: Eversion Shielding
Eversion shielding is anything with an albedo of (or arbitrarily close to) 1. In some ways it's a suped-up deflector, and I'm considering merging it into that. It's distinct though in that it doesn't apply force, it simply absorbs none.
Examples:
White Globes in Traveller.
The Squozer in Red Thunder.
The main problem being: Ummm... How do we get an albedo of 1? How do we navigate when it's active? How do we shoot back?
So I'd like to ask everyone for ideas on:
1. Other broad categories of shielding that I may have missed.
2. Other examples.
3. Problems with or solutions for shielding.
4. Anything else you think the thread needs.
Thanks.