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Tiqqun size and dimensions and various observations
I have made some very rough estimations of Tiqqun's size.
1) Taking the average step of a human as 30 inches, I have measured a single tile to be about 4.6 steps by observing humans walking around. A single tile is then roughly 137 inches or 3.5 meters.
2) EVA dock opening is 6 tiles wide, so 6x3.5= 21m
3) Using #2 I estimated diameter of Tiqqun's habitat drum to be 630 meters. The diameter of the superstructure that carries solar panels is 760 meters.
4) Using Theodore Hall's Spin Calculator for artificial gravity, denizens of Tiqqun are well within the comfortable radius of 250meters for a nice, solid 1g.
Tiqqun's revolutions are way of, however, if every revolution is roughly 24 hours. Obviously done for gameplay reasons. For Tiqqun's single revolution to take 24 hours it needs to be, quite predictably, the size of a planet.
Tiqqun's revolutions should be about 110 times in one hour and 2660 times a day for a comfortable 1g at around 262meters radius, which is about where the "floor" of the drum is on the inside. "Floor" is between the protruding band connected to the ring layer with lights, and the wider band of segmented panels. Top of the probe launcher's octagon opening usually sits right on the floor.
Incidentally or on purpose, having to constantly repair the outer hull possibly makes sense. Centrifugal gravity at 380 meters would be 1.4g. Enough for things to break and fly away perhaps.
5) Each sector is 30 tiles by 56 tiles, roughly 105 meters by 196 meters.

This is the kind of stuff that's fun for me.

Now for some nitpicking. Tiqqun doesn't aim for realism, but there's enough hard sci-fi that you can see realism from there. There are missed opportunities IMHO.
6) Oxygen production and CO2 scrubbing should be tied directly to food production. Shame it's not implemented, it would be pretty simple to tie it to algae or crop food production, that would also produce O2 and scrub CO2. It would be a pretty hard limit for population however. You can starve people of food for a bit, but everyone would die right quick without O2. I can see how that would make the game much, much harder, to the point that you can't really have NOT enough O2, hard stop. I bet the idea was played with and just removed.
7) I can see how fuel management would be a major pain, but for the fans of Dark Souls and X-Com Long War, that would be something quite welcome. Specifically, it would be reaction mass in the form of water or liquid hydrogen. We already have both Ice and Hydrogen as resources in game.
EKP in game is purely theoretical in real life and is another hand-wavium on par with the Vohle engine. Hybrid fusion-matter-antimatter torches is the way to go. Understandably, using EKPs necessitate usage of batteries for gameplay.
8) Tiqqun is oriented for centrifugal artificial gravity, but it does get to move around a fair bit. In reality, it would benefit from being built like a flower with sectors situated on petals that would flip between thrust gravity for movement and spin gravity for being static. That's a nightmare to program in the game, and an equal nightmare to build in real life. Although I would argue that it would not be that difficult to build in Ixion's world what with all the lightning fast construction. Tiqqun is segmented into 12 sections with 4 struts. I wonder if this was a concept originally to have 12 narrower sectors that flipped depending on whether the station was moving or not, or that's just wishful thinking. Anyway, presumably Tiqqun's denizens just hold on for dear life when the station is moving, lest they fly crashing into the back wall. But also, Tiqqun would accelerate to the target using engines, then flip half-way and decelerate also with main engines. We've all seen it now done in The Expanse. Instead Tiqqun "brakes" with puffs of what is presumably much weaker RCS? Not sure that makes sense.
9) Energy from solar panels should fluctuate between different suns.

edited for grammor, various additions
Senast ändrad av ApricotMigraine; 20 dec, 2022 @ 8:29
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Rithrin 21 dec, 2022 @ 15:39 
Great work on the math here. Similar feelings, I like that there was a decent attempt to be inspired by real science, enough for immersive purposes.

For your #7, I think it could have been interesting to have aspects like collecting gases from points of interest and the like so the player would need to position the Tiqqun for remass maneuvers while considering how it would affect the travel time of miners and cargo ships. Just something to engage the player a little more.

Your #9 would actually add a very interesting dynamic and real reason to build the NPP.
RTiger32 24 dec, 2022 @ 16:03 
I disagree. If you take a look at the size of a single person walking around the station, and compare it to the size of one tile, a single tile looks to be ten meters squared.

Each sector is 30 by 56 tiles, and the walls between sectors look to be 12 tiles thick.

This makes the Circumference of the habitat ring to be 4080 meters.

Throwing this into the diameter conversion equation, you end up with the diameter of the ring being 1298.7 meters.

From there, we compare the size of the docking bay, with the length between the outer inner ring, and the solar panel mounts. Taking perspectives into account, this is roughly the same size, which is 120 meters. This males the complete diameter of the station roughly 1540 meters wide.

Now, taking this math against the length, which is 300 meters, and comparing the length of the habitation ring, to the rest of the station, it is roughly one third, not counting the full length of fully upgraded solar panels. This makes the length of the station 900 meters, not counting the vhole engine or solars.

Alternatively, if you take the average stride for a human, 5 feet, and count how many steps it takes to go past a stockpile (18 steps) this would make one square 90ft/4, or about 23 feet squared, or 7 meters squared, which turns the numbers to about 1078 meters wide, and 630 meters long
Senast ändrad av RTiger32; 24 dec, 2022 @ 16:09
HeathenSW 24 dec, 2022 @ 22:37 
6) I bet they did toy with O2 idea, since in the artbook there is text about walls "Early on in development, a system of breaches in the hull of the ship had been designed, with localized damage that had to be repaired. The system was eventually replaced by a more global management of the hull, but there are still visual concepts of the original mechanic." and sketches show air going through the breaches, possibly leaving the Tiqqun interior.

There's also a scrapped ship parts building there and the more complicated idea of energy distribution that they decided not to do. I guess all of this would make the game overcomplicated bloated mess with brutal initial difficulty curve.
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Datum skrivet: 20 dec, 2022 @ 7:19
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