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  #51 (permalink)  
Old May 26th, 2008
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Thank you very much again for the link !

I especially like the Solar Sailor catamarans, one of them looks almost exact-
ly like my imagination of a typical short range passenger transport boat on
Pharos IV, like the ones used to transport passengers between the space-
port and the capital city.
The boats on Pharos IV are equipped with solar panels, but until now I was
convinced that they could only provide some additional energy for seconda-
ry systems, not enough power to propel the boat - very good to know that
this is possible even with today's technology.
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  #52 (permalink)  
Old May 26th, 2008
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Quote:
Originally Posted by Dredj View Post
And more desalination ...
Thank you again !

I have just decided to put a prototype wave energy and desalination plant
high on the "To Do" list of the Avalon Reserach Center's marine technology
department, with the aim to build the first such system at the Archipelago
Algae Farms (an aquacultural settlement) in the near future - the ideas from
the links are just too good not to use them.
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  #53 (permalink)  
Old May 26th, 2008
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And now, energy from sound waves:
Sound Waves May Be Used To Generate Energy, Produce Weapons And More

And more free energy goodies:Free Energy Directory by PES Network Inc.
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  #54 (permalink)  
Old May 26th, 2008
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I'm really on a roll with the "green" and free energy today, I hope you don't mind
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  #55 (permalink)  
Old May 26th, 2008
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Quote:
Originally Posted by Dredj View Post
I'm really on a roll with the "green" and free energy today, I hope you don't mind
Not at all, this is exactly the kind of "input" I need to improve my setting !

I am not sure whether my colonists would appreciate the idea to use sound to
produce energy, especially since they are trying to keep their colony as quiet
as possible (I think the players consider this helpful to attract tourists to the
planet in the future - once the pirates have been dealt with and the trade
routes are open again).
However, sound is used for the colony's typical hunting weapon, a sonic stun-
ner, and to some degree for the undersea mining equipment, although the so-
nar operators of the submarines that serve the mines definitely hate this.
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  #56 (permalink)  
Old May 26th, 2008
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Directory:A2BE Carbon Capture LLC - PESWiki
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  #57 (permalink)  
Old May 26th, 2008
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Quote:
Originally Posted by rust View Post
Not at all, this is exactly the kind of "input" I need to improve my setting !

I am not sure whether my colonists would appreciate the idea to use sound to
produce energy, especially since they are trying to keep their colony as quiet
as possible (I think the players consider this helpful to attract tourists to the
planet in the future - once the pirates have been dealt with and the trade
routes are open again).
However, sound is used for the colony's typical hunting weapon, a sonic stun-
ner, and to some degree for the undersea mining equipment, although the so-
nar operators of the submarines that serve the mines definitely hate this.
The colonists could collect the sound wave energy from footsteps, talking, etc. It doesn't have to be very loud (this is a sci-fi setting, after all) and could be from normal human activity. And think of how much sound a typhoon would make
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  #58 (permalink)  
Old May 27th, 2008
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Yep, another very good idea (the algae stuff) !

While my colonists have not much use for biodiesel as a fuel, I am sure that
the stuff can also be used as the raw material for the production of some
sort of "bioplastics", which could replace the expensive carbon fibre materials
used now in many of the simpler applications ... there seems to be a kind of
"green" chemical industry on the colony's horizon ...
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  #59 (permalink)  
Old May 27th, 2008
rust's Avatar
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Quote:
Originally Posted by Dredj View Post
The colonists could collect the sound wave energy from footsteps, talking, etc. It doesn't have to be very loud (this is a sci-fi setting, after all) and could be from normal human activity. And think of how much sound a typhoon would make
I agree, but I still have doubts whether the colonists would like that techno-
logy. The best way to find out is to let an NPC, probably one of the colony's
scientists, make the proposal to the governing council of the players' PCs.
I will try to "sell" the idea to them, but I am almost sure that they will not
want to spend money on it.
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  #60 (permalink)  
Old May 27th, 2008
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And you can use all these devices as props and places to go for the colonists
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