Zero Point Generator (ZPG)
Zero point generators are the main energy source for planetary and space ship power. Working generator emits heat proportional to power drawn from it. Cooling efficiency is the limiting factor for available power output. Exceeding temperature of around 300 °C causes the generator to shut down. Spaceships and stations are limited by their cooling capacity. In space the only way to get rid of the extra heat is through radiation, ships and stations have large radiators used for cooling the ZPGs. On planets the generators are typically cooled using ocean water, which ensures nearly unlimited power can be drawn compared to spaceships.
Some ships carry a supply of coolant that can be used to temporarily boost power generation capacity, by providing more efficient cooling than the radiators alone would. More power can be drawn until all of the coolant is heated up. When power requirements are lower, radiators can be used to cool it down again.
Ships used in short range planetary defence often use water as coolant, when it heats up the ship can make a trip back to the planet to drop the heated water and scoop a new supply from the ocean. Rotating the fleet in orbit allows for sustained higher power output than ships using only radiators could have.
Shields
Shield emitters can provide protection against energy and kinetic weapons. Maintaining the shield while not under attack doesn’t take much energy. While under attack the shield emitters require vast amounts of power. On ships and stations the power needed to maintain the shields while under attack can quickly exhaust the cooling capacity of the generators powering them. Planetary shields on the other hand are practically impenetrable. ZPGs cooled by ocean water can provide enough power for shield emitters to defend against attack of even the largest fleets.
Shields consist of multiple round flat segments, more complex shapes can be created from intersecting segments. Each segment can be turned off and on separately. Simple shield emitters can create a few large segments surrounding a spaceship. More advanced emitters can create segments of different sizes and at different distances from the emitter.
Advanced emitters are typically used on space stations and planets to create a secure way for entering the protected space. Entering ship stops close to the shield, new segments are created in a pattern that encompass it. Then one of the segments below the ship is dropped, allowing the ship to enter. This way the protected space is always surrounded by a fully enclosed shield.
Shields work in one direction only. It’s possible to shoot outside from the protected space, ships can also leave the protected space without interference with the shield. It is possible to set up a shield pattern in both directions, but this would also prevent shooting at targets outside. This can be sometimes used by station security to prevent ships from leaving.
Weapons
There are two basic kinds of projectile weapons, kinetic and energy based. There are different kinds and sizes that range from small personal sidearms up to ship and station mounted weaponry. Shields stop both energy and kinetic weapons. Energy weapons are more common because they don’t require ammo.
Most space stations enforce a limit on the power of energy weapons that can be carried onboard to make sure station structure cannot be damaged.
Atmospheric Fields
Spaceships and stations are typically airtight, but use force fields as backup to keep the atmosphere inside in case of a breach. Atmospheric fields are also commonly used in hangars. Most people carry personal atmospheric field emitters bundled with CO2 scrubbers. Those devices save lives in emergencies when the ship or station loses atmosphere, it can also be used to perform tasks outside. The most common models are small devices weighing around 1.5 kg. They can operate for 8-12 hours on the internal battery. External power can be connected from battery packs or other power supplies to extend the operating time.
Atmospheric fields don’t offer any protection against weapon fire, they allow solid objects to pass through by design. This allows the user to interact with objects and operate tools without obstruction.
Battery packs
For personal use fusion cells are commonly used. They provide a way to store energy in a compact way for weapons, atmospheric fields and tools. For weapons and tools requiring more power antimatter cells can be used, but the smallest version of antimatter cell is a large backpack.
Large antimatter cells are sometimes used on ships to power shields and weapons. It’s more dangerous than storing extra coolant for the ZPG, damaged antimatter cells tend to explode.
Recharging fusion cells takes a couple of minutes, antimatter cells need 10-20 hours.
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