(water)Ships in Traveller

By George William Herbert ·

TML message #1127From bundle 97

You happen to have [Lucky You..] a Real Naval Architect { yup! :-) } on the
mailing list.  A few things i've done RE putting things that float and sink i
into my trav campaigns...

For subs; use a rule of thumb that the operating depth [rated] equals ten m
meters per armour rating of the vehicle hull.  This corresponds nicely with real
life if anyone works out the numbers for real-life subs.  All subs have to be
streamlined; if someoen were to make one an Airframe i'd give it some boost
to speed [ x1.25 maybe? ].  Design the hull like a starship.  The max depth
[where ref gets to implode his players :-) ] should be about 1.5 times the
safe depth.

For MHD drives; i would have the following design strategy:  Since the MHD is
a bunch of magnets and wiring, it somewhat resembles a Fusion plant of equal
tech level.  Thus, a MHD drive would be some factor times the weight of a
equivalent output fusion drive...maybe 0.5 the mass and volume and cost.  Or
perhaps equal to, it depends; im not a MHD expert.

Speed is a toughie.  try the following:
Velocity in knots [*1.6=km/h] equals sqrt{ [Pwr(mw)*190]/[sqrt(kl)] }

[if i erred in that let me know.  it's a really rough approxomation of real
sub velocity vs. power.]

All subs should be cylinders. One thats a sphere is OK but ought to have 1/3
the rated speed.

...just some more miscelaneous ramblings from
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George William Herbert     JOAT For Hire: Anything, Anywhere: My Price
UCB Naval Architecture undergrad: Engineering with a Bouyant Attitude :-)
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