Coldweld / The Infinite Diaspora / Reference shelf

Running dark

Running dark means cutting power and stowing the radiators so a ship is harder to spot, and the price is waste heat that has nowhere to go.

22 numbers, 7 with an outside source

  • A0 numbers at grade A
  • B2 numbers at grade B
  • C3 numbers at grade C
  • D2 numbers at grade D
  • E15 numbers at grade E

Functionality

2 topics

Thermal signature

  • There is no hiding in space, because a crewed hull always glows against the cold.
  • The harder your drive burns, the further off pirates spot you, so big fast ships get jumped more.
  • A richer fuel grade burns brighter too, because its faster exhaust carries more power at the same thrust.

Silent running

  • On any transit day you can stow the radiators and run dark, which drops you off pirate sensors.
  • Silent running cuts the day's odds of a contact to 35% of normal.
  • The catch is heat. Every system aboard draws power, and all of that power ends up as heat inside the hull.
  • With every system running, most hulls fill up in about a day, and past that the heat starts to cook the ship.
  • The engineer sheds systems while you run dark, so the heat builds slower and you stay dark longer.
  • STANDING ORDERS > RUNNING DARK sets how many, and quotes what a dark day without each one costs.
  • The air plant is never shed.
  • One day of normal cruise vents it all, unless the radiators are shot away.

Values

22 numbers: 2 B, 3 C, 2 D, 15 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 running dark
Quantity Value Grade Source Why this value
Thermal signature of a light, medium and heavy craft with the drive offLIGHT CRAFT 8, MEDIUM CRAFT 12, HEAVY CRAFT 18 signature pointsEAuthoredAtomic Rockets, spacewardetect, What If I Run Silent And Cold?The mirror gives detection range from surface area and temperature, but no point scale, so the game chose three steps by size class.
Signature added for each m/s^2 of fitted acceleration1 points per m/s^2EAuthoredAtomic Rockets, spacewardetect, Surely Sheer Distance Will Hide Engine BurnsThe mirror says a burning drive is far brighter than a habitat but gives no scale, so the game chose how much each unit of acceleration adds.
Share of the baseline a dark hull keeps0.35 shareEAuthoredAtomic Rockets, spacewardetect, What If I Run Silent And Cold?No source gives a dark share. The game chose it so a dark crewed hull stays visible, as the mirror says a 285 K habitat does, but harder to find. The sources are silent on this figure.
Signature below which a hull adds no contact chance20 signature pointsEAuthoredNo source recordedNo source gives a point where a ship starts to draw contact. The game chose it so small quiet hulls add no chance.
Contact chance added for each signature point above that0.5 points of chanceEAuthoredNo source recordedThe mirror gives detection range, not a contact chance per signature point, so the game chose this exchange rate for play. The sources are silent on this figure.
Share of the day's contact chance left while dark0.35 shareEAuthoredAtomic Rockets, spacewardetect, There Ain't No Stealth In SpaceThe mirror says no real stealth exists and gives no odds for a dark ship, so the game chose how far going dark cuts the day's contact chance. The sources are silent on this figure.
Air plant draw for each person aboard (never shed)2,000 WDAnalogyAtomic Rockets, realdesigns3, HOPE (BNTR) crew vehicle, power budgetThe mirror lists life support at about 30 kWe for a crew of six, which is about 5 kW a person. The game splits that among three loads by choice.
Recycling draw for each person aboard1,000 WCDerivedAtomic Rockets, lifesupport, Water (TransHab water management subsystem)The mirror lists the TransHab water recovery unit at 6,090.7 W for a crew of six, which is 6,090.7 / 6 = 1,015 W a person.
Crew services draw for each person aboard2,000 WDAnalogyAtomic Rockets, realdesigns3, HOPE (BNTR) crew vehicle, power budgetThe mirror lists life support at about 30 kWe for a crew of six, which is about 5 kW a person. The game splits that among three loads by choice.
Machine shop draw for each rating point2,000 WEAuthoredNo source recordedThe mirror gives no power for a ship's machine shop, so the game chose a few kilowatts for the lathes and welders at each rating point. The sources are silent on this figure.
Reefer draw for each tonne of cold cargo200 WCDerivedReefer container power draw, actual power consumption of reefer containersA container handbook gives about 4 kW for a 20 ft reefer and about 7 kW for a 40 ft reefer. A freight forwarder lists payloads of 27.4 t and 27.7 t. That gives 146 W per tonne and 253 W per tonne. The game's 200 W per tonne lies between the two.
Reactor plant's conversion: heat on the loop is each watt drawn divided by this0.25 shareBSecondaryAtomic Rockets, power, Space Nuclear Power Program (Prometheus and SAFE-400 figures)The mirror lists the SAFE-400 heat-pipe reactor at 400 kWt for 100 kWe, which is 25 percent, and Prometheus at 1 MWt for 200 kWe, which is 20 percent.
Loads the engineer sheds by default while dark (from the top of the voyage bill)3 loadsEAuthoredNo source recordedThe game chose how many loads the engineer sheds first while dark, so a default dark day costs comfort and repair before it costs cargo.
Fatigue each hand gains a dark day without crew services3 fatigueEAuthoredNo source recordedNo source gives a fatigue figure. The game chose it to equal the daily strain of general quarters.
Hull integrity lost each day past capacity12 integrityEAuthoredNo source recordedThe game chose a small daily hull loss for a hull that cooks, so the cost is real but never kills on its own.
Heat ceiling while dark, as a multiple of capacity2 times capacityEAuthoredNo source recordedThe game chose how far stored heat can climb past capacity, so a hull that stays dark too long still has a limit.
Heat the loop holds before the hull cooks (getheatcapacity returns this for every hull)32 heat unitsEAuthoredAtomic Rockets, spacewardetect, Section 3: Stealth Problems OverviewAuthored from the sandbox jacket size and kept equal for every hull. The mirror gives only that an ice heat sink absorbs 1 kW at 1 kg of ice per 7.8 minutes.
Enemy accuracy penalty against a dark ship in a fight30 accuracy pointsEAuthoredNo source recordedThe mirror gives no aim penalty against a dark ship, so the game chose how much a hostile loses its firing solution. The sources are silent on this figure.
Heat a fight adds while dark10 heat unitsEAuthoredAtomic Rockets, heatrad, Radiator vulnerabilityThe game chose a heat cost for going dark mid-fight, because stowed radiators shed nothing.
Base daily contact chance in travel10 percentEAuthoredNo source recordedThe game chose a base daily contact chance for travel. No source gives a rate for meeting another ship on a lane.
Carbon dioxide a person adds to the air, per day, as a volume0.504 m^3 per person per dayCDerivedAtomic Rockets, lifesupport, Carbon dioxide levels (0.998 kilograms a day)NASA says each astronaut exhales 0.998 kilograms of carbon dioxide a day (the page); the game divides by 1.98 kilograms per cubic meter, a handbook density for the gas at 0 C that was not reopened here (UNVERIFIED).
Share of the cabin air in carbon dioxide at which the crew turns drowsy0.01 share of airBSecondaryAtomic Rockets, lifesupport, Carbon dioxide levels (0.04, 1, 3, 5 percent)The page lists drowsiness at 1 percent carbon dioxide, and the game uses it as stated.

Real-world basis

7 points
  • A warm object shows against the 3 K background of space, so a crewed ship glows.
  • A crew needs a room near 285 K, so even a ship with its drive off glows in infrared.
  • A sensor sees a ship farther as its surface gets hotter and larger: range grows with the square of temperature.
  • A drive burn is far brighter than a habitat, and it also reveals the ship's mass and velocity.
  • Refrigerating the ship does not help, because a heat pump needs power and makes more waste heat.
  • A ship can hold heat in a sink for a short time, so going dark always has a time limit.
  • So hiding is only partial: a dark ship is harder to find without a wide sensor net, but it is never invisible.

Game and reality differences

6 points
  • The game lets a dark ship cut the day's contact odds. The mirror says no real stealth exists. The code comment says a dark hull is cold enough to slip past hostiles without a real surveillance net.
  • A dark hull never reaches zero signature, because the crew still breathes. This matches the mirror's point about a 285 K habitat.
  • The signature is a size baseline plus the fitted acceleration, scaled by the square root of the fuel grade's exhaust speed. A real burn's heat follows thrust power, and the scale is authored.
  • Stored heat is an abstract loop with a fixed capacity, authored and equal for every hull. A real heat sink lasts minutes, but the game allows a dark day or more.
  • Venting heat on a normal cruise day is a game rule. The pages read give no vent rate for a ship that deploys its radiators again.
  • Going dark mid-fight is a separate rule from the transit order, with an enemy accuracy penalty and extra heat.

Source absences

4 points
  1. Atomic Rockets does not provide values for the following:
    1. Contact chance for a dark ship.
    2. Odds that a given hunter finds a dark ship.
    3. Days a hull can stay dark. A real ship has no abstract heat capacity.
    4. Sensor net or area search rule. The contact roll stands in for one.

Influences

1 work
  • Elite Dangerous (game): silent running mode: cut power and run dark to avoid detection

Sources

5 documents
  • Atomic Rockets, spacewardetect, What If I Run Silent And Cold?: Detection range for a silent ship is 13.4 times the square root of its projected area times its temperature squared, in km. A 285 K habitat stands out against 3 K. A 1,510 m^2 hull at 273 K could be seen from about 38.8 million km. "will stand out like a search-light" (all uses)
  • Atomic Rockets, spacewardetect, Surely Sheer Distance Will Hide Engine Burns: A burning drive is seen far away. The example gives 1.2 billion km for a chemical drive and 25 billion km for an ion drive. (all uses)
  • Atomic Rockets, spacewardetect, Section 3: Stealth Problems Overview: A ship that hides while coasting becomes visible as soon as it burns, and the burn reveals its mass and velocity. Heat sinks are impractical over long periods: each kW of heat needs 1 kg of ice every 7.8 minutes. (all uses)
  • Atomic Rockets, spacewardetect, There Ain't No Stealth In Space: The page states that space stealth is nearly impossible, except for limited cases such as hiding behind a planet. (all uses)
  • Atomic Rockets, heatrad, Radiator vulnerability (text beginning 'Solutions for reducing the vulnerability of radiators'): If all radiators are retracted the ship must use heat sinks. That works only for very short periods. (The page's own boil-off time is wrong by about six times, so it is not used: see the heat note.) (all uses)