Jumps, energy and black globes

A thread of 4 messages, 3 April 1989 to 6 April 1989, in the order they were sent.

#275 Jumps, energy and black globes

>The energy is shunted through these crystals (name escapes me) which puts the
>energy into a grid which is around the hull of the starship.

Does this mean that if the ship sustains so much as one hit, it can't jump?

>I got that from Digest Group's Starship Operator's Manual which explains
>(probably for the first time) the rational for the various technologies
>in Traveler.

Ah yes. These fellows also think gauss guns are silent. Which they are, if they
fire projectiles at subsonic velocities, and so have penetration comparable to
airguns - or if they fire in vacuum, in which case anything is silent.

>[energy absorbed by black globe screens,] - nope.  You can't use this energy.

Yep. You can use this energy. At least, according to High Guard, which I quote:
"If a ship absorbs enough energy to make a jump, and is supplied with
sufficient fuel, it may jump at the end of the turn."

Any energy absorbed by the black globe goes into the ship's capacitors. These
are usually the jump capacitors, which mass .5% * Jump no. * ship's mass. You
can install additional capacitors if you wish.

Energy absorbed by the capacitors may only leave the ship while the globe is
off. The globe may be "flickered" to permit this. The energy may be used in
addition to, or instead of, energy from the ship's power plant.

You may also switch on the black globe during jump, so that you enter the
destination system with the globe on. This makes you invisible. By arranging
your velocity carefully before jumping, you can drift up to the main world,
drop the globe and give the world a nice surprise (like a nuclear missile).
This tactic also comes straight from "High Guard", and also appears in the
board game "Fifth Frontier War". (What happened to the PBM, by the way?)

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#278 Re: Jumps, energy and black globes

The Jump "Drive" is a very high-power fusion plant which charges the
"Zuchai Crystal Energy Sink Array".  These crystals fortunately are the
only devices capable of storing the great energy quanties needed for
jump.  Also, they have a "memory" of the energy as it was placed in
them; this allows discharging at the same rate as charging, but also
makes them prone to input power fluctuations.  The electrical energy
from these is then gated into the "Lanthanum Hull Net", in a peculiar
ordering of segments, which is controlled by the "Jump Governor".  The
Hull Net is first "warmed up", with about 20% of the stored energy, and
then strongly energized by the crystal's energy to rend the orientation
of the ship in the multispace and transition it into the alternate jump
dimension.

The hull net remains energized at a low level throughout the trip to
maintain a little pocket of "our" universe around the ship.  Should
there be a hole in the net, a finger of the jumpsace will poke into the
ship.  Should much of the net be destroyed prior to jump, it would not
be possible to achieve the initial insertion into jumpspace, and no jump
would have taken place.

> Ah yes. These fellows also think gauss guns are silent. Which they are, if
> they
> fire projectiles at subsonic velocities, and so have penetration comparable to
> airguns - or if they fire in vacuum, in which case anything is silent.

Actually, wouldn't they be about as silent as a pistol with a silencer?  The
only noise is from the round flying through the air; there is none of the
"report" due to the hot gasses escaping from the end of the muzzle at high
pressure.

> Yep. You can use this energy. At least, according to High Guard, which I
> quote:
> "If a ship absorbs enough energy to make a jump, and is supplied with
> sufficient fuel, it may jump at the end of the turn."

The Starship book doesn't mention anything about Black Globes or
alternative charging methods in the Jump Drive chapter.  I haven't
completed the Weapons and Defenses chapter yet, so I don't know if the
practice is reported there.  Given the technology reported in the book,
it would seem *possible* to gate energy from the Black Globe (if it can
be issued in an even stream of sufficient quantity) into the Crystals.
In practice, this would seem risky by the new technological explanation.

A related example, unrefined fuel can occasionally cause the Jump
Drive's Fusion plant to hiccup, causing a dip or surge in output.  This
dip or surge is stored in the Crystals and cannot always be detected
(strange...) or compensated by the Jump Governor when the Ship is
transitioning into jumpspace.  Result -- misjump! With possible system
damage, temporal or spatial displacement.

Get this book.  It's fun for people interested in Technology and
Engineering.  On the other hand, it's probably a little too technical
for people who rarely wonder why things work.

Talking about extra capacitors, anyone ever design a ship which has
piles of extra capacitors? I designed some ships which would burn the
reserve capacitor energy to feed infrequently-used things like weaponry
and active defenses.  This allowed my power plant's excess capacity to
be burned on needed agility to run away.  The ships may not have had
much stamina, but boy could they evade! By the explanation given of
Zuchai Crystals, they will break down after 2-3 hours of storing charge,
so a less-dense method of charge storage would now have to be selected
for this design strategy to work.

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#289 Jumps, energy and black globes

>The hull net remains energized at a low level throughout the trip to
>maintain a little pocket of "our" universe around the ship.  Should
>there be a hole in the net, a finger of the jumpsace will poke into the
>ship.

Which brings back my earlier question. How many hull hits can the ship sustain
before it is unable to jump? Under High Guard, the only ways to prevent the
other ship from jumping are to disable something critical (drives, bridge,
computer) or to drain its fuel. Using this "net" system, even a few surface
hits would prevent a breakoff by jumping.

>>Ah yes. These fellows also think gauss guns are silent.
>
>Actually, wouldn't they be about as silent as a pistol with a silencer?

As I said, if the projectile is subsonic. Silencers are designed to reduce the
velocity of the bullet to subsonic for just this reason. But a 9mm slug is a
lot heavier than a 4mm needle. And even then, the silenced gun has a very low
penetration, much less than that of a gauss pistol. In Striker, a 9mm pistol
(unsilenced) has penetration 2. A gauss pistol has penetration 4.

>The Starship book doesn't mention anything about Black Globes or
>alternative charging methods in the Jump Drive chapter.

My quote was from GDW's Book 5, High Guard, and is therefore official rules.
Of course, the rules may have changed a bit. As you've probably noticed, I'm
still using good ol' Traveller (with add-ons like Striker).

>Talking about extra capacitors, anyone ever design a ship which has
>piles of extra capacitors? I designed some ships which would burn the
>reserve capacitor energy to feed infrequently-used things like weaponry
>and active defenses.

When designing warships, I almost always allow sufficient power to let the ship
use its full agility and still use all weapons and screens. Anything else is
very dangerous if the other ship fires a spinal mount meson gun or particle
accelerator at you. I don't include extra capacitors, as the amount needed to
make a significant addition uses a lot of space which is badly needed for other
things. But the ship does often use energy from the capacitors instead of the
power plant - in fact, it has to, to avoid overload! My black-globed ships also
have another device, which may violate the spirit of the rules but should be
possible; a globe interrupter. This briefly turns off the globe to allow
out-going fire to pass unhindered. The ship's computer synchronises all fire
to cross the globe boundary simultaneously (fire missiles, then particle beams,
then lasers). Result; my globe does not protect the enemy. There is a slight
chance that enemy fire will hit my ship at the same time, but the computer
tries to make intervals between salvoes as unpredictable as possible.

Question 1: What happens to a missile which hits a black globe?
Question 2: Does a black globe absorb gravity? If so, I've invented a perpetual
motion machine and free power source. Just have a black globe generator linked
to a laser and timer. Turn on the globe; it absorbs gravity, and
slowly gains height. After a preset time, the globe is turned off by the timer
and some associated circuitry. It fires its laser at a receiver, getting rid
of the energy it picked up by absorbing gravity. It also falls. After another
preset time, the globe goes back on again, restarting the cycle.
	If a black globe doesn't absorb gravity, then repulsors and tractors
can be fired through one, which gives a ship with its globe fully on a way of
discharging its capacitors.


 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#291 Re: Jumps, energy and black globes

Adrian Hurt, in Message 275: (sorry, I lost who he's quoting)
>>I got that from Digest Group's Starship Operator's Manual which explains
>>(probably for the first time) the rational for the various technologies
>>in Traveler.
>
> [ Comments on obvious error made by Digest Group, specifically
>   gauss guns being silent ]
>
>>[energy absorbed by black globe screens,] - nope.  You can't use this energy.
>
>Yep. You can use this energy. At least, according to High Guard, which I quote:
>"If a ship absorbs enough energy to make a jump, and is supplied with
>sufficient fuel, it may jump at the end of the turn."

Whatever your feelings about the Digest Group people, you might want
to learn to live with it - their stuff might as well be stamped
"Official Material".  Marc Miller seems to think the world of them;
they really wrote MegaTraveller, and he (Miller) co-authors the Q&A
column in _Traveller's Digest_.  In one of those columns, he clarifies
(read: contradicts) that passage in High Guard, saying that the clause
about energy in the capacitors is unnecessary, and that the fuel
requirements are still there.

With respect to gauss guns, for a long time, I've allowed them to have
a switch that lets them fire subsonic.  It cuts their penetration in
half and shortens their range, but it's sometimes worth it.  Even when
fired normally, it is easy to tell someone's shooting at you, but
rather more difficult to tell where they are.

Unless i'm mistaken, the bit about the jump grid originally came from
an article in the Journal on jump space (by Marc Miller?), not the DG
folks.  As far as I know, no one has addressed what happens when its
damaged.  I still haven't seen the Starship Operator's Guide, but it
does sound, ummm, interesting.  Anybody care to review it?


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Health Information Systems
University of Alabama Hospital
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