Great Wiseman's Ghost! NO MANEUVER DRIVE?I must have blocked the encounter with this nonsensical reality from my mind.Jump (in many versions) is not super accurate. You'd have to put tenders way out beyond any significant gravity from any source at any point in the orbits of any system bodies to make that sane. And the tender would spend a bunch of time tootling around to recover this X-boat or that on heavily used termini.
And any crewmember who was out there when something went wrong in a jump or where some piece of equipment broke or where a foe was close to the exit would have no chance at all. No power to survive, no ability to even get to someplace that might have air. That's economical in a kind of horrible way.If you are going to bomb the X-boats around in old-school CT scenarios and the tender must pick them up and they can't misjump, then why have a crew *at all*? Just load a jump tape and set a timer and the mail goes automatically. There's no reason for a human in that construction.Some version of the game suggests maneuver in close proximity is done by maneuver drives but that gas thrusters are a backup. I suppose you could imagine an X-boat with those... but maybe not without any main drive...And if no sensors are included (that was a later MT thing, but you'd need them), then what does the pilot do? Look out the window?It's all fabricated anyway as nobody really developed the construction rules for this.---- let's try to imagine a workable design -----So, if we were to build this in MgT or MT for instance, could we manage a power plant, J-4, and similar internals? I think one of these systems must include batteries that could be sufficient and comms and so on. Plus it might give us some idea (looking at the computers) what sort of storage bank could be constructed at TL-13.And here again, I'm thinking at least a 0.1 G drive would be useful. So might an emergency low berth for one passenger with its own battery. Or some kind of escape pod with system range.How big of a vessel do you need to get Jump-4, system range commo (w backup), power from batteries or a plant with which to run an appropriate computer, some sort of emergency survival options, and if it fit, a main drive 1-G (I'd settle for a G-fractional drive, but that would require interpolation or extrapolation of existing tables)? What's the minimum size that works in? 110 tons? 120 tons? 130 tons?On Thu, Jun 11, 2020 at 6:41 PM Postmark - postmark.design at btinternet.com (via tml list) <xxxxxx@simplelists.com> wrote:On 11 Jun 2020, at 22:17, xxxxxx@gmail.com wrote:Except the routes are all to populated systems (never seen one on a map that wasn't in a system with a mainworld). Why tenders and not transfer stations? (Answer: Tenders make sense for establishing an ad-hoc link until you decide to build a transfer station there, even in deep space - a breakdown design for the transfer station would let you build one even in deep space... but no official X-boat routes I've seen do anything with that.)That's a nitpick. I just don't see using a ship when you could use a station.Also, you could probably get a big rock cheap in a lot of places, so some might well use planetoids/asteroids for economy.The problem with using transfer stations instead of tenders is that someone forgot to put a manoeuvre drive on the X-boat. I assume that it’s a book 2 thing as their’s easily enough room under book 5. In fact there’s enough room in book 5 for the power plant and model 4 computer that they also forgot!However, according to Supplement 7, Traders and Gunboats, there will be both a transfer station and one or more tenders.Phil Kitching-----
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