GURPS maintenance
Timothy Collinson
(16 Oct 2021 11:44 UTC)
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Re: [TML] GURPS maintenance
Roger Gammans
(16 Oct 2021 12:28 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 15:34 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(16 Oct 2021 14:08 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 15:34 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 15:37 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(16 Oct 2021 23:41 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(16 Oct 2021 23:41 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(17 Oct 2021 02:22 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(17 Oct 2021 03:08 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(17 Oct 2021 15:23 UTC)
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Re: [TML] GURPS maintenance
Phil Pugliese
(19 Oct 2021 02:18 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(19 Oct 2021 13:49 UTC)
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Re: [TML] GURPS maintenance
Phil Pugliese
(19 Oct 2021 14:49 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(19 Oct 2021 19:27 UTC)
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Re: [TML] GURPSmaintenance
Charles Hensley
(20 Oct 2021 21:07 UTC)
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Re: [TML] GURPSmaintenance
Phil Pugliese
(20 Oct 2021 21:18 UTC)
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Re: [TML] GURPSmaintenance
Rupert Boleyn
(21 Oct 2021 00:07 UTC)
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Re: [TML] GURPSmaintenance
Phil Pugliese
(21 Oct 2021 02:08 UTC)
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Re: [TML] GURPSmaintenance
Rupert Boleyn
(21 Oct 2021 02:24 UTC)
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Re: [TML] GURPS maintenance
Alex Goodwin
(21 Oct 2021 17:21 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(21 Oct 2021 17:45 UTC)
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Re: [TML] GURPS maintenance
Phil Pugliese
(21 Oct 2021 18:56 UTC)
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Re: [TML] GURPSmaintenance
Phil Pugliese
(21 Oct 2021 18:11 UTC)
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Re: [TML] GURPSmaintenance
Bruce Johnson
(21 Oct 2021 19:05 UTC)
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Re: [TML] GURPSmaintenance
Timothy Collinson
(21 Oct 2021 20:09 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(20 Oct 2021 05:54 UTC)
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[TML] GURPS maintenance
Jonathan Clark
(21 Oct 2021 00:21 UTC)
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Re: [TML] GURPS maintenance
Thomas RUX
(22 Oct 2021 20:46 UTC)
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Re: [TML] GURPS maintenance Alex Goodwin (16 Oct 2021 15:37 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 16:00 UTC)
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Re: [TML] GURPS maintenance
Alex Goodwin
(16 Oct 2021 16:04 UTC)
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Re: [TML] GURPS maintenance
Timothy Collinson
(16 Oct 2021 16:16 UTC)
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Re: [TML] GURPS maintenance
Rupert Boleyn
(16 Oct 2021 23:48 UTC)
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Re: [TML] GURPS maintenance
Ingo Siekmann
(16 Oct 2021 18:08 UTC)
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On 16/10/21 21:43, Timothy Collinson - timothy.collinson at port.ac.uk (via tml list) wrote: > Following the report on TML of the death of Bill Prankard I did as I > said and had a look at the things he was credited with for Traveller. > > One of which was _GURPS: Starships_ (as 'Other contributions by'). > > Browsing through I firstly remembered what a treasure house this is > even if I'm unlikely to build ships using it. Secondly I came to page > 22 and was reminded of the 'Maintenance Requirements' that I've not > looked at in ages (years) and never tried actually using. > > Oh, brilliant! I thought. Maybe this was something I could use to > better structure jobs and repairs for our engineer on the March > Harrier. So I dutifully dug out my calculator as I can't do square > roots in my head. I've shown my working below just in case I *have* > fouled up the math(s) which I wouldn't be surprised at. > > And immediately ran into "is this right?" "I must be doing it > wrong?" "is there something I'm not understanding?" "is there > something I'm missing". > > So, > "To calculate a starship's maintenance requirements, use; > Maintenance = 4.8 x original purchase price in MCr / (square root of > actual purchase price in MCr) > The result is the number of man-hours per day required for maintenance." > > (I should say in passing that it seems odd to base this on ship cost > rather than ship size but I can see a kind of logic and I suppose it > means that all those luxurious noble yachts are being kept in tip top > condition.) Anyway. > > I immediately grabbed the March Harrier's price: MCr101.03 [1], > decided I'd pretend for the moment that it was brand new and plugged > in the numbers. > > = 4.8 x 101.03 / 10.05 > = 4.8 x 10.05 [2] > = 48.25 > > !!! > That's quite a bit more maintenance than I was imagining. With 8 hour > days it suggests six engineers! (For a 400-ton ship!). Even if The > Captain wields a cat o'nine-tails and drives them to 12 hour days > you're looking at four of them. This for a ship that is supposed to > only require 1 engineer. > > Don't forget it gets worse if we know the ship is 100+ years old and > presumably worth nowhere near its original price. I think there are > rules for that somewhere but I couldn't be bothered to hunt for them. > Let's pretend the March Harrier is only worth 80% of it's purchase > price now. > > = 4.8 x 101.03 / 8.99 > = 4.8 x 11.24 > = 53.94 hours! > > Hmmm, I thought, maybe there's a large difference in ship costs > between classic _Traveller's The Traveller Adventure_ and GURPS Traveller. > > Well, let's keep it simple then and take the (old style) subsidized > merchant from the _Starships_ book itself. Here we are, p.93 the > /Colresh/-class Subsidized Merchant: Price: MCr92.1. Not so far off. > This one requires two engineers - as does the 'standard' > /Akkigish/-class of GURPS Traveller (p.146) although the latter only > costs MCr57.2174. So let's see what that does for us: > > Colresh > = 4.8 x 92.1 / 9.59 > = 46 hours! > Hardly any better. 2 engineers would still be getting only an hour's > sleep each! > > Akkigish > = 4.8 x 57.21 / 7.56 > = 4.8 x 7.56 > = 36 hours > Well, at least two engineers are now getting 6 hours a night sleep > with no free time. > > Just to see if different ships mattered, I tried the 100-ton Scout. > In _Starships_ you've got the Iiken-class which costs MCr51.7 but at > least it requires *four* engineers (along with pilot and co-pilot) > (p.92). The standard Sulieman-class in the core book (p.130) is > MCr26.3796 and (usually) has one engineer (as well as pilot and co-pilot). > > Iiken > = 4.8 x 51.7 / 7.19 > = 34.51 hours > - that's better - a 6 hour day (34.5 / 6)! > > Sulieman > = 4.8 x 26.37 / 5.13 > = 24.6 > (well, not much else to do in Jump!) > > > Just for fun, although I appreciate it's probably not fair comparing > different rule sets, I ran the numbers for three Mongoose 2nd Edition > ships: Free Trader - 32 hours with 1 engineer, Scout - 29 hours with 1 > engineer and Sub Merchant - 43 hours with 1 engineer. (Again, > assuming they're new.) > > So, have I missed something? > Or are all Traveller ships just massively behind on maintenance and > that's why they need their annual maintenance and are generally quirky?! > Is it possible they meant hours of maintenance per week?! (And my > apologies if this is a known erratum - although this would imply not: > http://www.sjgames.com/errata/gurps/traveller-starships.html - or if > TML has been round this buoy before - I should have searched.) > > It does seem as if I've been massively underworking our engineer! > > Or should I just accept these rules aren't fit for purpose? > > tc > > > > [1] _The Traveller Adventure_, p.109 > > [2] Yes, with rounding I might as well have just done this in my head > as MCr100/10! > Collision, You don't seem to be the first person to trip over this - http://www.elvwood.org/Traveller/Maintenance.html tilts at this same windmill. He starts with the square root of powertrain power, then modifies it for TL (presumably TTL), powerplant type, and drive train. To use the _Butcher's Paradise_ as my example, per GT:S (base price approx M$ 75 and taking solars as equivalent to CrImp for this purpose): New: 4.8 * 75 / 8.66 = 41.6 man-hours/day. As if Nikki didn't have enough to do all bloody ready.... As-purchased (25% off, second hand): 4.8 * 75 / sqrt ( 75 * 0.75 ) 4.8 * 75 / sqrt (56.25) = 48.0 man-hours/day. Taking MGT2 power points as megawatts (and giggling at the image of Das Boot black-starting a collapsed power grid), the ship has 120,000 kW of powertrain, is built at TTL12, uses fusion reactors, and has reactionless thruster/jump drive/contragrav drivetrain. sqrt (120,000) * 0.012 (TTL12) * 1.0 (fusion reactor) * 1.0 (reactionless/jump drive) = 346.42 * 0.012 = 4.2 man-hours/day. Wouldn't be a problem for most engineers, but Nikki is also first mate, lawyer, purser, spec trade specialist, etc. Under MGT2 rules, Das Boot is unusual in that it can fight, run _and_ prep for jump at the same time (seems to be a Terran veteran thing IMTU). You can do the numbers yourself for an 80 MW powertrain. Going up the big end of town for the ISW, we have the _Indomitable_ class 30 kiloton battlewagon (whether battlestar or battleship, am not sure). Per its GT:ISW writeup, damn thing costs 32 G$. It also mounts 8,182 dton of fusion power plant that can generate a sustained total of 163.6 GW - if six of those put down on CONUS, I think that's the contemporary continental USA's power grid covered. GT maintenance would be 4.8 * sqrt (32,000) = 858 man-hours/day. Elv maintenance would be sqrt (163,600,000) * 0.011 (TTL13, at a guess) * 1.0 (fusion) * 1.0 (starship drivetrain) = 140.7 man-hours/day. I'm still putting together the Tigress' power demands. Alex