You threw me for a second, but I went back and double-checked and this is incorrect.Somtaaw wrote:Jonathan_S wrote:Not exactly. Translating up or down hyperbands always bleeds off velocity (see the table) - so dropping from alpha to n-space robs you of 92% of your velocity. And a merchant can only work up to 0.5c in hyper; so it would arrive in n-space coasting at 0.04c (or 11,991 kps - fast but vastly short of the relativistic speed the original poster wanted for their sandcasting.
Well that and your standard merchy only has a max velocity of 0.6c, only military grade ships get upto 0.7c. Granted it doesn't seem like much of a difference between .6 and .7c, but I think there's larger difference than it appears to be.
Mil-grade: 0.8c (n-space) | 0.6c (hyper)
Civ-grade: 0.7c (n-sapce) | 0.5c (hyper)
Echoes of Honor: Ch. 9 wrote:A warship's particle and anti-radiation fields let her pull a maximum normal-space velocity of .8 light-speed in the conditions which obtained within the average star system (max speeds were twenty-five percent lower in h-space, where particle densities were higher, and somewhat higher in areas of particularly low densities), but merchant designers wouldn't accept the expense and mass penalties of generators that powerful. As a consequence, merchantmen were limited to a maximum n-space velocity of about .7 c and a max h-space velocity of no more than .5 c
Though for the heck of it I did recalculate what a ship with mil-grade shielding could carry over the Alpha wall into n-space. With it's higher hyper velocity of 0.6c it'll carry over a velocity of 0.048c (14,390 kps) compared to the 0.04c (11,991 kps) a ship with civilian shielding could carry.