When I originally looked into Antimatter - I concluded that the weights 
involved with shielding against antimatter explosions rendered the concept of 
antimatter power pretty much worthless.  Robert Forward's depictations of 
Antimatter drives and the like had me thinking that perhaps GURPS VEHICLES 
overstated the problems inherent in antimatter production and/or storage.  I 
also pointed out that - seeing as we can already produce antimatter now, and 
that Robert Forward concluded that we could "ramp up" production and make its 
cost per unit drop - as he put it, it was an engineering problem rather than a 
R&D issue, I concluded that per the standard GURPS VEHICLES rules, we could or 
should extrapolate the costs for production at earlier tech levels.  I'd have 
to find my notes again (if they still exist!) regarding this issue :(



-----Original Message-----
From: [email protected] [mailto:[email protected]] On 
Behalf Of Onno Meyer
Sent: Friday, February 22, 2013 11:02 AM
To: [email protected]
Subject: [gurps] Making antimatter matter

Hello everybody,

what are the rules for antimatter production and storage, in GURPS 3E and 4E?

* At TL11, a VE86 reactor requires 0.4 grams AM per year per
  MW. At TL12+, the consumption drops to 0.2 grams.

* 3E Transhuman Space: In the Well has rules for antimatter
  labs and factories. A factory which produces 0.2 grams per
  year requires 274 MW.

  Producing antimatter for power generation has roughly 0.36
  percent efficiency.

* VXii19 has the TL14 antimatter converter, which includes a
  dedicated total conversion reactor. The power of the total
  conversion reactor is unknown, so efficiency cannot be
  calculated.

Any rules I've forgotten? If this is all, AM gets very iffy until TL14, and at 
TL14 there are better power sources.

Regards,
Onno
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