On a ship without plants the main calculation will be:
days of air = (ship tonnage*120)/crew
120 are the 4 months that the air is fresh, so the same formula can be
applied to fouled air.
When there are green plants on board of the ship, every 5'x5' produces
enough air for 5 tonns of the ship, meaning that a surface 5' of green
plants will provide for 1 tonn of the ship, meaning 1 crew-member. Back
draw is that there's no time given when the amount of air is available.
The only amount of time given is the time needed to refresh air from
fouled to fresh, which is 30 days, when double the amount of plants are
taken.
Since the plants are already on board the ship, I assume that that the
plants refresh the envelope continually.
The first thing you have to calculate is the surface of the plants and
compare them with the number of crew.
Crew replacement by plants = Surface plants / 5'
If the outcome of the previous formula equals or is bigger than the
number of crew, the amount of fresh air is infinite (when nothing happens
to the air envelope!). If the out come is smaller, then the following
formula needs to be made:
days of air = (ship tonnage*120)/(crew-(Surface plants / 5'))
Okay, what when something bad happens to the air envelope (fire for
instance)?
When there are no plants on the ship, just subtract the days of air used
from the actual number you've calculated at the start of the creating of
the envelope. If 0 is reached, of the number of days drops below 0, just
recalculate the days of air, subtract the outcome and you've got the
number of days left for fouled air. If you were already in fouled air,
you've got deadly air and you should start rolling for the crew every
turn.
Then the number of plants for crew replacement equals the number of crew,
you should calculate the amount of air in the envelope as if no plants
were there, and subtract the amount of air days from the total. Nothing
happens further, since the plants are capable of creating enough fresh
air the rest of the trip. Keep in mind that the air could get fouled if
the crew is not capable of stopping the fire, so the air in the envelope
could get fouled or even deadly...
Then the number of plants for crew replacement is greater than the number
of crew. You should make the as listed before to determine how much days
of air is lost. Next you need to make the following calculation to
determine how much air is created per day.
days of air created = (Surface plants / 5')-crew)/ship tonnage
This calculation can also be used when the air is fouled, or even deadly.
I hope this helps.... Any feedback is welcome!
Reizla
-=- ICQ: 56967657
-=- http://reizla.xs4all.nl
-Snuggles the Psycho Shepherd
"Ah likes sheep!"
> You may be interested in researching the information collected from an
> experiment some scientists performed in the mid-90's. (IIRC) Similar to
the
> biosphere projects a volunteer was locked into a room with no provision
for
> fresh oxygen. The room was covered (floor & walls) with wheat. The man
was
> left in there and was supplied only with food & water through an airtight
> passthrough. The experiment was to discover how much plant life was
required
> to keep a human alive. The discovery was that they had supplied to much
plant
> and not enough people. After a period the experiment was stopped because
the
> oxygen level in the room was becoming dangerously high and the plants
were
> unable to sustain themselves on the volunteer's meager supply of carbon
> dioxide. ;)
I already came across this problem when creating my formula's. But I
figured that too many plants for an air-envelope is one of the least
possible things to happen. I suppose that there are always other ways to
reduce the amount of O2 on board a spelljammer ship. One of them is
cooking on fire, burning candles and the alike when the ship is in
wildspace.
I don't think a spelljammer ship will ever have 'too much' O2 during
travel. But indeed, I think I should see when a possible problem will
occur is there are too many plants on the ship...
"Reizla" <reizla...@xs4all.nl> wrote in message
news:20020410...@mis.configured.host...
> ok ive never had a chance to play spelljammer and maybe its just me.. but
if
> youve got some multi-million dollar boat that can fly through space
etc...
> cant you just enchant a stone to create oxygen?
> hell create water is a 0 level spell.. i dont think permanancy on that
spell
> should be too hard of a problem on top of which water already contains
the
> oxygen so you already have like 2-3x the experience necessary to make a
> spell with oxygen in it
Nicely done, nbt it's not that simple... ;-)
Problem when you're outside the sphere is that the priest loses contact
with his deity, so he can't cast anything from that point on. When he
reaches an other sphere, the priest has to have luck to find an deity
equal to his own, or he'll only be able to cast 1st and 2nd level
spells...
With that, permanency on items isn't that easy as well. I've recently
made a start with 'Volo's guide to all things magical', and you'd be
surprised what it takes to create a magical item...
And a last remark... spaceships aren't that expensive. The cheapest is
for about 75.000 to 100.000 gold. So instead of building a castle you
could reach for the skies...
>ok ive never had a chance to play spelljammer and maybe its just me.. but if
>youve got some multi-million dollar boat that can fly through space etc...
>cant you just enchant a stone to create oxygen?
>hell create water is a 0 level spell.. i dont think permanancy on that spell
>should be too hard of a problem on top of which water already contains the
>oxygen so you already have like 2-3x the experience necessary to make a
>spell with oxygen in it
Actually, you don't need to create anything--there's plenty of
oxygen in even the foulest air. The problem is that carbon is bound
to it. All you need is a spell to split off that carbon. You'll get
coal dust and fresh air.
--
Roger Fachini II
Thousand Oaks, California
"Loren Pechtel" <pec...@lvcm.com> wrote in message
news:j7qbbugicnhsdkaep...@4ax.com...