starting your ship
Timothy Collinson
(23 Mar 2017 17:29 UTC)
|
Re: [TML] starting your ship
James Davies
(24 Mar 2017 01:13 UTC)
|
Re: [TML] starting your ship
Evyn MacDude
(24 Mar 2017 01:47 UTC)
|
Re: [TML] starting your ship
shadow@xxxxxx
(24 Mar 2017 06:49 UTC)
|
Re: [TML] starting your ship shadow@xxxxxx (24 Mar 2017 06:49 UTC)
|
Re: [TML] starting your ship
Jeff Zeitlin
(24 Mar 2017 12:02 UTC)
|
Re: [TML] starting your ship
tmr0195@xxxxxx
(24 Mar 2017 13:47 UTC)
|
Re: [TML] starting your ship
Alex Goodwin
(24 Mar 2017 14:36 UTC)
|
Re: [TML] starting your ship
tmr0195@xxxxxx
(24 Mar 2017 15:53 UTC)
|
Re: [TML] starting your ship
Kelly St. Clair
(24 Mar 2017 20:08 UTC)
|
Re: [TML] starting your ship
Timothy Collinson
(24 Mar 2017 20:29 UTC)
|
Re: [TML] starting your ship
shadow@xxxxxx
(25 Mar 2017 18:56 UTC)
|
Re: [TML] starting your ship
shadow@xxxxxx
(25 Mar 2017 18:56 UTC)
|
Re: [TML] starting your ship
Jeffrey Schwartz
(25 Mar 2017 21:29 UTC)
|
Re: [TML] starting your ship
shadow@xxxxxx
(27 Mar 2017 18:48 UTC)
|
Re: [TML] starting your ship
Jeffrey Schwartz
(28 Mar 2017 01:25 UTC)
|
Re: [TML] starting your ship
Tim
(28 Mar 2017 07:04 UTC)
|
Re: [TML] starting your ship
Richard Aiken
(28 Mar 2017 15:09 UTC)
|
Re: [TML] starting your ship
Jeffrey Schwartz
(28 Mar 2017 15:50 UTC)
|
Re: [TML] starting your ship
Richard Aiken
(11 Apr 2017 22:14 UTC)
|
Re: [TML] starting your ship
Timothy Collinson
(25 Mar 2017 22:18 UTC)
|
Re: [TML] starting your ship
Rupert Boleyn
(26 Mar 2017 02:08 UTC)
|
Re: [TML] starting your ship
tmr0195@xxxxxx
(26 Mar 2017 13:16 UTC)
|
Re: [TML] starting your ship
tmr0195@xxxxxx
(26 Mar 2017 12:34 UTC)
|
Re: [TML] starting your ship
Andrew Long
(26 Mar 2017 13:03 UTC)
|
Re: [TML] starting your ship
Rupert Boleyn
(24 Mar 2017 20:53 UTC)
|
Re: [TML] starting your ship
shadow@xxxxxx
(25 Mar 2017 18:56 UTC)
|
Re: [TML] starting your ship
Greg Nokes
(26 Mar 2017 17:53 UTC)
|
Re: [TML] starting your ship
shadow@xxxxxx
(27 Mar 2017 18:48 UTC)
|
On 24 Mar 2017 at 1:13, James Davies wrote: > The key issue is power. With no main engines you have no main power. > With no power you have no utilities. With no utilities you can't > start the engines to generate power. > > Ships have an emergency generator, with some critical systems powered > from the emergency board. This usually means that some parts of the > critical startup systems are powered, but not all. So, if you have > several pumps you might find that only one is powered from the > emergency board and if you need one of these pumps to start up then > you need to know which pump is on the emergency board and go and turn > that one on locally. I'm reminded of some things I read shortly after the big East Coast blackout in 1968(?). One of the big problems was that when when plant went offline, the tielines to other plants would start trying to supply power for everything the first plant had been poweroing. This quickly overloaded the plant at the other end of the tieline and so it went offline. Can you say "cascading failures"? One small facility stayed up because the engineer on watch took one look at the overload readings for the tieline and (very much contrary to standing orders) hit the breakers to disconnect the tieline. so *his* plant stayed up. and was later able to give a jump start to the plant(s) on the other end of the tieline. Yes, just like on a ship, power plants for cities and factories need power to start up. One ConEd plant in NYC was on the waterfront (easier to get coal deliveries). They got a jump from a docked ship that still had internal power running. In Boston, MIT got called to see if *their* plant was online (they have one for trainging engineers on, duh!). It wasn't but the guy said "let me get back to you. Apparently they raided all the various labs for any sort of "large" battery they could find and used *them* to supply startup power. Definitely "thinking outside the box. This has applications to both the proposed scenario and others a GM may want to throw at PCs. For example, something went wrong at a small colony/outpost. and the PCs get asked to supply power to restat the local power. Or they need power to restat the ship's systems. Oh yeah, I remember a discussion from *long* ago on the list. Planned colonies will likely have centralized power. But outlying installations and other places in the middle of nowhere will have their own power. Farms, mining claims isolated "cabins" belonging to trappers, prospectors, etfc. They'll have a wide choice. solar (requires battery banks, but Traveller has *really* good batteries), wind (also requires batteries), hydro (doesn't *need* batteries, but they're a good idea anyway), geothermal, nuclear (RTGs), etc. The RTGs are a fun one. Say you are using an isotope with a 40 year half-life. So if the unit (basically a big "block" with power connections, that you stick in a concrete vault) produces 10 kW when manufactured, 40 years later it'd only be producing 5 kW. And nuclear damper tech means they can be "turned off" when not in use, extending the lifetime. So they'd be *really* practical for a lot of places. Anyway, as the isolated places get more crowded (trading post growing into village, a farm attracting other farmers, etc) folks would still be putting in their own power for a long time. So they'd likely grow a "shared" power network. sort of a co-op sharing the load. Eventually they might get a "neighborhood" power plant, but still mostly be a co-op sharing "excess" power between them. Makes for interesting setups. -- Leonard Erickson (aka shadow) shadow at shadowgard dot com