At least according to "canon" lore (i.e. ufopedia), Elerium generates gravity waves "and other forms of energy" when bombarded with "certain particles" (whatever those are), with a conversion efficiency of 99%.
Zrbite, in contrast, only generates energy - but it's energy density it 10x that of "a nuclear unit" (at least that's my take regarding "[...]will generate more power than a nuclear unit of 10 times the size").
Zrbite itself is not used as a propulsion source, it is simply used for energy generation, while Elerium - inside of the UFO power source - is used to actually propel a craft via gravity manipulation.
According to lore, USOs/ion beam accelrators do not manipulate gravity at all, they work by propelling water (or any fluid, probably, given that they seem to work just fine in air).
I am not entirely sure what the writers meant by "displacement" (does the engine "teleport" the water?), but to me this sounds more like some form of electrohydrodynamic drive (which would fit in with the "ion"-motive). Which, as you mind find, will not work all that well in space because space generally doesn't have all that much fluid in it to propel yourself with. And it probably would work worse in air than it would underwater.
Overall I don't think Zrbite has any actual advantages for air- or spacecraft, given that gravity manipulation means you can build reactionless drives and other funny stuff, something I'd argue is not at all what ion-beam accelerators do - they are based on far more "ordinary" principles if that can be said.
I think it would be a mistake to conflate Elerium and Zrbite and substitute one for the other in advanced craft, especially if they are - according to lore - space capable. Gravity manipulation (i.e. anti-gravity) would be hands down superior to any other form of propulsion, and Elerium is the only way to achieve that (outside of Ethereals and other PSI-shennanigans).
"Elerium" or element 115 has a somewhat rich history in regards to it's purported properties in "real world" ufology lore (gravity manipulation etc.) - not that the actual element 115 has any of those properties (it doesn't even have cool name). Is there any sci-fi/conspiracy/etc analog to Zrbite? The closest I can think of is "Orichalcum", which - at least in "Indiana Jones and Fate of Atlantis" - has been given high-energy properties. But that's Orichalcum, not "Zrbite".
Thank you for sharing this.
The essential distinction that I'm making between the types of crafts is that there are those that propel matter (hot gas, basically) to achieve motion, and there are those that utilize gravity manipulation effects to achieve propulsion. The former ones (that propel matter) are along the lines of the subs, even flying subs in TFTD, which used ion-beam accelerators. Cf. the article on the ion-beam accelerators at the
https://www.ufopaedia.org/index.php/Ion-Beam_Accelerators. Note that their basic physical effect is the generation of water jets by displacing 100 their volume per second. In principle, it is conceivable that the substance being displaced could be gas, and the ion-beam accelerators could be operating as the highly advanced jet engine, where gas needs not burn even. The role of Zrbite in those units is specifically as a catalyst.
Considering the capability of Zrbite to also be a power source proper, it's not inconceivable to see it being a source of power for the unit that confers additional acceleration to the gas, after it had gone through the ion-beam accelerators.
There are good reasons why atmospheric air is a good component of a propulsion -- the jet engines are much more energy-efficient than rockets.
The crafts like AVENGER, LIGHTNING, and FIRESTORM operate on a different principle -- the manipulation of gravitic fields -- and need special properties of elerium for propulsion.
The Zrbite is a much more terrestrial element in that regard, and it uses the resources of the planet (water or air) to achieve the propulsion.
When thinking about the "displacement" in the description of the ion-beam accelerator, I'm thinking about its ability to confer acceleration to the matter. Since it's an ion-beam, I assume that water is most likely turned into ionized gas. (The colder version, of water being somehow "charged" becomes too much of a sci-fi stretch to me; but then again, why not consider that, if only for the sci-fi sake?).
Also, an good point of the tactics and strategy in this game is maximizing the use of terrestrial technology to match and even outmatch the alien technological edge. The atmospheric flight is an innate feature of a terrestrial civilization, and when pushed to its limits, becomes competitive to the technology that the stellar civilization had brought with it,
when played upon the terrestrial realm. The terrestrial technologies have no to limited use in space (though, not really in the near space), and certainly in the stellar realm. However, they excel particularly in their own realm.
Now, the Zrbite, being a much more terrestrial material, has one very distinct advantage. It is accessible, in contrast to Elerium. Zrbite has some justification in the realm of advanced fission concepts. It is a much more near sci-fi, the 2096 perhaps, rather than the star-trek, and even post-star-trek era. The Zrbite, therefore, is a viable fuel, being not cheap, but accessible, and by the time it becomes purchasable, certainly affordable (yet still not exactly cheap).
The Elerium is a stellar dream. It is suitable for very few, very special crafts. It could not be a mainstay of military, certainly not in the realm of propulsion. It is the inaccessible dream, of which only shards could be had. The Zrbite on the other hand, is a highly advanced material, a component of an advanced terrestrial industry. It is a more chthonic and more real dream and an alien, oceanic, chthonic nightmare made to serve the x-com.
The Zrbite cannot compete with Elerium in the domain of maximum, ultimate performance. Yet, it is certainly good enough, and could enable some very highly advanced designs and capabilities. The Elerium is the stuff of olympic champions. The Zrbite is the stuff of actual over-achievers.
Once again, the Zrbite enables
not the long-range space crafts. It enables excellent terrestrial (and perhaps even lunar, but that's a topic for another debate) fighter and interceptor designs.
Consider the following specs. The most advanced terrestrial hybrid craft is TORMENTOR.
- name: STR_TORMENTOR
category: STR_CRAFT
requires:
- STR_ULTIMATE_HUNTER_CRAFT
space: 40
time: 28000
cost: 2500000
requiredItems:
STR_ALIEN_ALLOYS: 120
STR_AQUA_PLASTICS: 120
STR_UFO_POWER_SOURCE: 4
STR_UFO_NAVIGATION: 8
STR_OPTRONIC_PARTS: 40
STR_ALIEN_ELECTRONICS: 2
STR_ION_ACCELERATION: 4
STR_ELERIUM_115: 200
STR_ZRBITE: 200
requiresBaseFunc: [WORKS]
listOrder: 7590
In principle, the requirements for Elerium are less tied to the lore of the craft than those of Zrbite. However, I think it makes sense to add for the sake of good game setting, and they are also justifiable as being a part of some special and highly compact power sources. Maybe Elerium serves as a source of radiation (high-energy gamma and neutron perhaps) to initiate the controlled fusion reaction in the fusion power cells, which are in turn used to power some stages of the jet acceleration process. In fact, the Zrbite may itself be an element whose fission is initiated by some high-energy radiation. I think, there are some notions of using 1-10 GeV neutron streams to initiate fission in a wider range of nuclear fuels, and enable advanced reactor designs. So, the idea of combining unique properties of Elerium to generate high-energy particles to initiate the energy production in Zrbite, all in a very compact package, is actually pretty sound.
As a footnote. Considering the use of Zrbite in sonic weapons. We may assume, those uses are associated with a less efficient breakdown of Zrbite in such weapons. The Elerium enables much higher energy efficiency. Something along those lines.
The basic terrestrial jet engine (not yet the ion-beam accelerator) craft:
- name: STR_THUNDERSTORM
category: STR_CRAFT
requires:
- STR_THUNDERSTORM_INTERCEPTOR
space: 33
time: 12000
cost: 1700000
requiredItems:
STR_ALIEN_ALLOYS: 50
STR_UFO_NAVIGATION: 2
requiresBaseFunc: [WORKS]
listOrder: 7530
I left the design of Dropship as a more conservatively TFTD one, but then again, it might as well be modified to require Elerium too. I wonder, if the Dropship should rely on a combination of aqua plastics and tritanium, just like the Tormentor is. Perhaps not, given their different operational domain.
- name: STR_DROPSHIP
category: STR_CRAFT
requires:
- STR_HEAVY_TRANSPORTER
space: 45
time: 7000
cost: 1200000
requiredItems:
STR_AQUA_PLASTICS: 240
STR_UFO_NAVIGATION: 4
STR_ION_ACCELERATION: 4
STR_ZRBITE: 200
requiresBaseFunc: [WORKS]
listOrder: 7610
The crafts that rely on gravitic field control are kept intact.
- name: STR_AVENGER
category: STR_CRAFT
requires:
- STR_ULTIMATE_CRAFT
space: 45
time: 34000
cost: 4500000
requiredItems:
STR_ALIEN_ALLOYS: 120
STR_UFO_POWER_SOURCE: 2
STR_UFO_NAVIGATION: 1
STR_ALIEN_ELECTRONICS: 1
requiresBaseFunc: [WORKS]
listOrder: 7700
- name: STR_LIGHTNING
category: STR_CRAFT
requires:
- STR_NEW_FIGHTER_TRANSPORTER
space: 34
time: 18000
cost: 1500000
requiredItems:
STR_ALIEN_ALLOYS: 85
STR_UFO_POWER_SOURCE: 1
STR_UFO_NAVIGATION: 1
requiresBaseFunc: [WORKS]
listOrder: 7650
- name: STR_FIRESTORM
category: STR_CRAFT
requires:
- STR_NEW_FIGHTER_CRAFT
space: 30
time: 14000
cost: 1200000
requiredItems:
STR_ALIEN_ALLOYS: 65
STR_UFO_POWER_SOURCE: 1
STR_UFO_NAVIGATION: 1
STR_OPTRONIC_PARTS: 3
requiresBaseFunc: [WORKS]
listOrder: 7680
I would appreciate the feedback on the use of Alien Electronics vs the Optronic Parts. With the former (the alien electronics) being an irreplaceable resource, while with sectopod corpses providing a good supply of it, the situation looks rather interesting.
The UFO navigation blocks provide an ample supply of optronic parts. So ample, that I increased the requirements for those in certain weapons from 1 and 2 to 8 and 20, and for hyperwave decoder to 40.