We are bringing a huge repository of human knowledge with us to the new world. The problem is, a lot of that knowledge is only applicable to Earth environment. We have a library of metallurgy texts but those only deal with metal processing in a particular atmosphere; we know how to build a coal power plant, but there is no coal where we are going - and even nuclear power plants require a huge amount of water daily just to cool themselves (and generate electricity in the process, in their huge steam turbines). We have a working knowledge of Earth agriculture, Earth meteorology, Earth geology; and to make matters worse, there’s just a few hundreds of us, maximum - for a whole self-sufficient colony.

Our vehicle and building plans have been designed with all this in mind - as automated as possible, as simple to build as possible, as reliable as possible. However, to get there, certain compromises had to be made. The buildings aren’t designed with comfort in mind, nor are they optimal for the job at hand. We have but the core to improve upon, but the core is there to make our early days on the new world survivable.

Vehicles

Vehicles are essential to anything we do in the colony. With our workforce limited, and logistics tricky at best, the designs are fully automatic, but not autonomous, receiving their orders from a command centre. This way, only a few people have to oversee their day-to-day duties and logistics are limited to repairing damaged vehicles and replacing their power sources as they fail.

Our starting set of vehicle plans is as follows:

Power plants

Power plants are critical to the survival of any colony. The first power plant in each colony is the Command Centre. While it’s power supply is effectively infinite (well over half a century), it’s power output is very low. We also brought a seed power plant with us, but that is only a temporary building. For a self-sufficient colony more power generation is needed. Our options at arrival are as follows:

Apart from large industrial power plants, there’s also vehicle sized power plants for various applications. The most promising engine is an electrical engine, thanks to it’s great versatility and easy maintenance. It will work without an oxidative agent supply, needs relatively little cooling (simple radiators are quite enough) and performs well at various levels of load. Any of the power plants specified earlier could probably be adapted to work with the basic electrical engine. Another useful power source is a pre-charged fuel cell - cheap, easily replaced, relatively long lasting fuel supply. Of course, they have to be charged first. If we find ourselves on a relatively hospitable planet, we may even explore simpler engines (such as pure chemical engine), but in the end, we don’t think it will be necessary, unless we’re in short supply of some key materials.

Heat management

Heat management is a crucial part of any space-based colony or vehicle. The universe rules are simple on this matter - it’s impossible to get rid of heat; you can only transfer it elsewhere, which usually means you need something cooler to transfer the heat to, as otherwise you receive more heat than you lose. And outside of a cool, thick atmosphere, there’s few ways to get rid of heat. We will have a look on the three basic types of heat transfer:

Conduction

Thermal conduction is a process in which two objects in direct contact exchange heat. This is the kind of heat transfer that happens for example when you touch a hot bar of iron, or in the bar itself if heated non-uniformly. Conduction is usually very fast and the rate of conduction depends on the material (metals are usually great thermal conductors, while ceramics and aerogels can have ridiculously low thermal conductivity) and the temperature difference.

This heat transfer method will probably only be used to transfer heat to another heat dispenser.

Convection

Thermal convection is a very important heat transfer method, especially in materials with relatively little thermal conductivity, such as air. The basic operating principle is that the working fluid comes into contact with the target object, heats up (or cools down, depending on the temperature difference) and moves out of the way. This way, a lot more of the working fluid comes into contact with the target object and the thermal conductivity of the fluid is less of a concern (although water will always mean more heat transfer than air). This is the driving force behind most of Earth’s atmospheric and oceanic currents - hot fluid rises, forcing colder fluid lower.

Convection is a fast way to remove excess heat, but it requires a large body of working fluid. As such, it will be the most effective in closed systems and on a planet with usable liquid coolant or an atmosphere.

Radiation

Thermal radiation is produced by every bit of matter. The speed of radiative cooling depends on the temperature of the material and it’s emissivity. Every material also absorbs radiation from it’s surroundings - so if an object radiates 300 W, but receives 150 W from it’s environment, it will only release a net 150 W), and this effect is proportional to the emissivity - as such, the best radiators are also the best radiation-absorbers. This is also the principal method by which planets (and other space objects) lose heat, since the emitted heat isn’t retained by the gravity of the object (conduction will only carry the working fluid so high). The upper limit of radiative emission is given by Plank’s law, describing the most efficient emitter - a perfect black body.

Radiative cooling is very effective for high temperature processes and much harder for human temperatures. As such, our radiative systems will be separated into life support (0 - 100 °C) and industrial (more than 100 °C).

Evaporative cooling

Evaporative cooling is very fast, but it consumes vast amounts of working fluid. The basic principle is that liquids (or solids) undergoing phase transitions to gases will have to absorb large amounts of heat from their environment. Since the rate of evaporation depends on pressure, using evaporative cooling in vacuum will result in flash freezing due to the ease with which the material evaporates.

If we find suitable cooling material in solid or liquid form, this might be workable on a large scale as well (for example, in power plants). Otherwise, it will probably only be used in laboratory conditions or as part of a closed-cycle system.

Summary

Heat management is trivial on cold planets, especially with liquid water available in quantity. However, a hot planet will be a hell-hole requiring vast heat management areas; in fact, planets too hot for liquid water will probably be unlivable altogether, unless the night temperatures are low enough to enable cooling through the night. In such a case, most heat producers like factories and smelters should only be used during the nights, all radiators will be covered with reflective covers during the day and as much of the colony will be underground, well isolated from surface conditions. It may be possible to reduce the surface temperatures with time (increasing cloud albedo and reducing the greenhouse effect), but that will require huge amounts of resources and time. All in all, hot planets are a true test of a commander.