Coldweld / The Infinite Diaspora / Reference shelf

Fuel and the torch drive

A torch drive is a rocket that throws water out of its nozzle at a very high speed, so a ship can push at about one g for days instead of coasting on a slow orbit.

33 numbers, 6 with an outside source

  • A0 numbers at grade A
  • B4 numbers at grade B
  • C0 numbers at grade C
  • D2 numbers at grade D
  • E27 numbers at grade E

Functionality

3 topics

Range and the destination tags

  • A trip burns the whole way while the fuel its BURN PROFILE spends allows, and coasts on the rest when it does not.
  • It always keeps enough fuel to land and to break off one fight.
  • A richer THRUSTER GRADE throws the same water faster, so a trip burns longer and coasts less.
  • NEEDS FUEL | too little fuel aboard, so the coast runs longer than the stores. Refuel.
  • OUT OF RANGE: cargo too heavy | even on a full tank the load makes the coast outlast the stores, so vent cargo.
  • OUT OF RANGE: tank too small | even empty and full, the coast outlasts the stores, so a richer grade or a faster hull is the answer.
  • OUT OF RANGE means no SINGLE crossing reaches it. It never means the place cannot be reached.

Burn profile

  • A burn profile is how much speed one trip buys, chosen before you leave.
  • Every profile flies at the drive's rated thrust, so the fuel spent is what changes.
  • ECONOMY | the cheapest trip: the fuel bill plus each day's wages, upkeep and stores.
  • FASTEST | all the fuel above the reserve.
  • ARRIVE BY | the cheapest trip in all, fuel and days, that makes the day you name.
  • Fuel you do not spend stays in the tank for the next leg.
  • A slower trip eats more food and water and rolls for more contacts, and it can outlast the stores.
  • A hull rated above 1 g strains its crew, shown as CREW STRAIN in fatigue per day.

Fuel and stores

  • Fuel is water that the drive throws out the back, bought by the tonne at the station's water price.
  • Food and water are scaled by the days and by how many people are aboard.
  • CHOOSE THE WORK lists every service with its bill and its wait, and you pick how much of each.
  • REFUEL, REPAIR, RESUPPLY and SERVICE do them one at a time.

Values

33 numbers: 4 B, 2 D, 27 E

Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.

Numbers the game runs for fuel and the torch drive
Quantity Value Grade Source Why this value
Exhaust speed with no thruster grade fitted2,500 km/sEAuthoredAtomic Rockets, enginelist2, Nuclear Salt Water (NSWR)Derived by the game from a goal, that a full tank flies the close Mars run at one g; the published salt-water figure is 66 kilometers per second at 20 percent enrichment.
Exhaust speed of the top rung (TH-6)11,000 km/sBSecondaryAtomic Rockets, enginelist3, Epstein DriveThe game takes the exhaust speed of the fictional Epstein drive from The Expanse. Atomic Rockets lists it as 11,000,000 meters per second (11,000 km/s), the game value, conjectured by its author from a mass ratio of 4 and a speed gain of 5 percent of light speed. The drive is fiction, so the claim is a fictional one.
Every rung of the exhaust ladder, no grade then TH-1 to TH-62,500, 3,200.2368, 4,096.6064, 5,244.0442, 6,712.8734, 8,593.114, 11,000 km/sEAuthoredAtomic Rockets, enginelist2, Nuclear Salt Water (NSWR)The ends are a derived base and the page's Epstein figure; the geometric spacing between them is the game's choice, and the ladder runs far past any published design on purpose.
Number of enrichment grades6 gradesEAuthoredNo source recordedThe game chose six grades, TH-1 to TH-6; the setting canon says the recipe was frozen there. No source sets a number of grades.
Water in a full tank, as a share of the hull's dry mass1 shareEAuthoredAtomic Rockets, torchships, Torchship Performance (Rocketpunk Manifesto, On Torchships)Authored by coldweld on 2026-09-28 as one fraction to measure later; the page's example torch designs use a mass ratio of 2 and its range runs up to 10.
Salt charge for one tonne of water at the base grade (the pad scales it with exhaust speed squared)10 Cr per tonneEAuthoredNo source recordedA custody bill chosen by the game as the largest tested charge that stopped no starter, on a sweep too small to order nearby values; a physical price is unusable because the upper rungs need more energy than fission gives.
Burn a trip must always keep in reserve to break off one fight0.25 days of full thrustEAuthoredNo source recordedChosen by coldweld on 2026-09-28 as the burn that breaks off one fight, and kept when the water law arrived; no source gives a time to break off a fight.
Change of speed for a hop between two berths at one body4,040 m/sDAnalogyAtomic Rockets, appmissiontable, Terra-Luna space (the delta-v table, LEO to low lunar orbit)The mirror's delta-v table gives 4.04 kilometers per second from low Earth orbit to low lunar orbit; the game uses that as the far end of what a hop between two berths at one body asks.
Change of speed to hold station at a body for a year100 m/s per yearDAnalogyAtomic Rockets, appmissiontable, StationkeepingThe table gives 30 to 100 meters per second a year for station-keeping at the L1 and L2 points and 50 to 55 for geostationary orbit; the game applies the top of that range to holding station by any body.
Acceleration a crew bears with no strain9.8 m/s^2BSecondaryAtomic Rockets, humanfactor, Table 1, gross effects of acceleration forcesThe page's table of the gross effects of acceleration lists 1 g as Earth normal and 2 g as hands and feet heavy, with walking and climbing difficult. The game sets the no-strain line at 1 g (9.8 m/s^2), so a crew bears no strain below the first row that the table marks as an effect.
The three burn profileseconomy, fastest, arriveby profilesEAuthoredNo source recordedThree burn profiles chosen by the game for play: the least running cost, all the spare water, or a named arrival day. The mirror ranks no burn profile.
Longest trip the game will quote36,525 daysEAuthoredNo source recordedA cap the game chose so a quote for an unreachable trip reads as no trip instead of dividing by zero; no source applies.
Highest grade a hull burns without custody rights taken (light craft)2 gradeEAuthoredNo source recordedAuthored by the game and flagged for coldweld's review: the richest salt a hull outside the gram accounts may burn; the mirror has no rule for who may hold enrichment, because that is fiction.
Price of the TH-1 kit2,500 CrEAuthoredNo source recordedThe game chose this price in credits; the price of every combat kit was multiplied by five together on 2026-09-21. No source prices a thruster kit.
Price of the TH-6 kit55,000 CrEAuthoredNo source recordedThe game chose this price in credits; the price of every combat kit was multiplied by five together on 2026-09-21. No source prices a thruster kit.
Grade the TH-1 kit burns1 gradeEAuthoredNo source recordedGame structure: the first kit burns rung 1 of the exhaust ladder, and a grade sets the exhaust speed and adds no thrust.
Grade the TH-6 kit burns6 gradeEAuthoredNo source recordedGame structure: the top kit burns rung 6 of the exhaust ladder, and a grade sets the exhaust speed and adds no thrust.
Meters in one astronomical unit (beacon range and distance code)149,597,870,700 metersBSecondaryAtomic Rockets, enginelist, the note that 1.0 astronomical units is defined as 149,597,870,700 metersThe mirror states that one astronomical unit is defined as 149,597,870,700 meters.
Meters in one astronomical unit (trip distance code)149,597,870,700 metersBSecondaryAtomic Rockets, enginelist, the note that 1.0 astronomical units is defined as 149,597,870,700 metersThe mirror states that one astronomical unit is defined as 149,597,870,700 meters.
Fatigue a crew gains per day for each unit of acceleration above the no-strain line1.5 fatigue per day per m/s^2EAuthoredAtomic Rockets, humanfactor, the acceleration passage (the human body only can take 2-3 gees)Chosen so that only the fastest hull nears crippling a crew on a long haul. The mirror says the body can take 2 to 3 gees for any length of time and gives no fatigue rate. The sources are silent on this figure.
Fatigue a crew recovers per day at or under the no-strain line5 fatigue per dayEAuthoredNo source recordedChosen as the rest that balances the accrual rate. No source gives a recovery rate.
Points in one whole main-drive part100 pointsEAuthoredNo source recordedThe scale of a drive part at full repair. The points are the repair record, and a part performs by its state (see PART_STEPS).
Chance that a round through the stern reaches each main-drive partnozzle, 0.5, chamber, 0.3, feed, 0.2 chance (nozzle, chamber, feed)EAuthoredNo source recordedAuthored in the game: the nozzle shows the most, so it is hit most. No source gives odds for a part of a drive.
Share of the hull's own health that a drive part takes before it is gone0.75 fraction of hull healthEAuthoredNo source recordedAuthored so that a 44-damage round through a holed stern on a 180-point hull takes a third of a part.
Weight fleet doctrine gives a round that reaches the stern, for the main drive behind it0.5 weightEAuthoredNo source recordedAuthored: the stern holds the main drive, so doctrine counts a round there as costly (equipment.getpartexposure). A bow round counts 0. No source gives a weight.
Weight fleet doctrine gives a round that reaches a flank's jets0.1 weightEAuthoredNo source recordedAuthored: one jet cluster lost costs nothing, so doctrine barely counts it.
Share of thrust a wrecked nozzle still gives0.3 fractionEAuthoredNo source recordedAuthored so that a hull always limps home. No source gives the thrust of a damaged nozzle.
Performance of a drive part by state: fit, degraded, crippled, gone88, fit, 100, 41, degraded, 64, 1, crippled, 20, 0, gone, 0 percent by stateEAuthoredNo source recordedThe states match the game's vital questions (fit over 87.5, degraded over 40, crippled over 0). A fit part works fully and the other states perform at their band's midpoint, so the average barely moves.
Most a crew with a welder can patch a drive part60 pointsEAuthoredNo source recordedAuthored: hands with a welder patch a part this far and no further, and a yard restores the rest.
Share of the fuel tank a wrecked feed line loses per travel day0.25 fraction of tank per dayEAuthoredAtomic Rockets, spacewardefense, the passage on a projectile hitting a tank of fluidAuthored. The mirror says a hit tank pumps its fluid out through the holes and gives no rate for a line. The sources are silent on this figure.
Share of the fuel tank a wrecked feed line loses per combat round0.02 fraction of tank per roundEAuthoredAtomic Rockets, spacewardefense, the passage on a projectile hitting a tank of fluidAuthored. The mirror gives no rate for a leaking line. The sources are silent on this figure.
Days a captain has to take up reactor custody rights from Safeguards90 daysEAuthoredNo source recordedA rule of the setting: Safeguards, the treaty regime, gives a captain this long to take the rights up. The shelf holds no source for it, so the figure is authored.
Hull classes that Safeguards does not account for by the gramLIGHT CRAFT hull classesEAuthoredNo source recordedA rule of the setting: only a light craft burns without a grant. The shelf holds no source for it.

Real-world basis

8 points
  • A rocket gains speed by throwing mass backward, so a faster exhaust gains more speed from the same mass.
  • A torch drive has both high thrust and high exhaust speed, so it can push the whole way, flip at the midpoint and brake.
  • A salt-water rocket dissolves a fissile salt in water, so the water is the propellant and the salt is the fuel.
  • Zubrin's 20% enriched design gives an exhaust of 66 km/s, and a speculative 90% enriched design gives 4,725 km/s.
  • Each U-235 fission releases a fixed 202.5 MeV, so a faster exhaust needs more fissions in every tonne.
  • The energy in a tonne of exhaust grows with the square of its speed, which is why the salt charge scales that way.
  • A ship that does not need to hurry can burn, drift for most of the distance and brake at the end.
  • Thrust stays fixed while the tank empties, so acceleration rises as the ship gets lighter.

Game and reality differences

8 points
  • The ladder runs far past a published design. The real salt-water figures are 66 km/s and, in the speculative case, 4,725 km/s. coldweld chose to keep one-g trips, so the ladder is a labeled fiction.
  • The top rung is the Epstein figure, a fiction on the mirror's own page. Robinson calls an exhaust that fast wasteful for most solar system routes; the game keeps it so a torch can fly one-g trips.
  • The base rung is derived so a full tank flies the close Mars run at one g. The spacing of the middle rungs is authored.
  • A thruster grade changes only the exhaust speed and adds no thrust. The old design added acceleration and was removed.
  • A grade above the base burns only while the hull's custody rights are taken. Safeguards holds every gram of fissile material, and nobody can grant it.
  • The salt charge is a custody bill, scaled by exhaust speed squared. A physical price was unusable because the upper rungs need more energy than fission can give.
  • Gravity and orbits are ignored in the trip time; a trip is a brachistochrone, or burn, coast and brake when the water is short.
  • The tank holds water equal to an authored 100 percent of the dry mass, so with an empty hold the mass ratio is 1 plus that share. The mirror's torch designs run from 2 to 10, so the game takes the low end.

Source absences

6 points
  1. No source on the shelf provides values for the following:
    1. Price of salt, custody, or a refill. Every Cr value is authored.
    2. Tank water against dry mass. The tank share is authored.
    3. Reserve to land.
    4. Reserve to break off a fight. 0.25 days of full thrust is authored.
  2. Atomic Rockets does not cover the following:
    1. Who may hold each enrichment grade. The rule is fiction.
    2. Rank of burn profiles, cost-to-arrive plans, or arrive-by days.

Influences

3 works
  • Nuclear salt-water rocket (Robert Zubrin, 1991) (real system): the fuel itself: fissile salt dissolved in water, with the water as the propellant
  • The Expanse (Epstein drive) (book): the top exhaust speed of the thruster ladder, taken from the mirror listing of the fictional drive
  • Sergei Korolev (person): the title Chief Designer, given to the unnamed designer of the torch drive in the setting canon

Sources

7 documents
  • Atomic Rockets, enginelist2, Nuclear Salt Water (NSWR): A 2% solution of uranium tetrabromide in water. At 20% enrichment the exhaust speed is 66,000 m/s (6,728 s). The 90% enriched case lists 4,725,000 m/s. The page says the water is the remass. "considered far-fetched by many scientists" (all uses)
  • Atomic Rockets, torchships, Introduction: A torch drive has high thrust and high specific impulse, so it can fly a brachistochrone. Heinlein coined the word in 1953 for his story Sky Lift. (all uses)
  • Atomic Rockets, torchships, Torchship Performance (Rocketpunk Manifesto, On Torchships): A 1,000 ton example with a mass ratio of 2 and a 300 km/s exhaust gets about 200 km/s of speed change. It shows a tank equal to the dry mass is a plausible design. (all uses)
  • Atomic Rockets, torchships, Constant-acceleration Delta-V: At a fixed thrust the acceleration rises as the mass falls. The page says to cut thrust to hold the acceleration steady. (all uses)
  • Atomic Rockets, torchships, Low Gear / High Gear (Robinson and Campbell): A 1,000 ton ship with a 10,000 km/s exhaust crosses 1 AU in 10.5 days, flipping at the midpoint, and burns 66 tons. A variant accelerates for a tenth of the distance, drifts for eight tenths and brakes for a tenth. Robinson says a 10,000 km/s exhaust is wasteful for most routes in the solar system. (all uses)
  • Atomic Rockets, enginelist3, Epstein Drive: A fictional fusion drive from The Expanse, listed at 11,000,000 m/s exhaust speed and 1,100,000 s of specific impulse. The 11,000 km/s figure is the page's conjecture from a mass ratio of 4. (all uses)
  • Atomic Rockets, atomicfuel, The Details: One U-235 fission gives 202.5 MeV, which is 3.244e-11 joules per atom. (all uses)