T.L. Hayes writes:
> About the TDR ship design rules by Rob Dean:
>
> > For space faring craft, normal acceleration now becomes
> > thrust/weight. If this value is less than one, the craft cannot
> > lift off from a standard gravity planet. For operations near a
> > planetary surface, figure speed of spacecraft based on
> > (thrust/weight)-1 to account for power required to maintain lift.
> > Agility is equal to the acceleration available after all other
> > systems have been powered.
>
> What about Cargo? Do you mean to imply that some average weight should
> be assumed for acceleration calculations or should you recalculate with
> each cargo run or ignore cargo? Otherwise (after a brief once over) it
> looks good to me! I am glad to see that you didn't start over from
> scratch but rather fixed the existing system. I don't want to learn an
> entirely new game, I just want some of the holes filled!
You have your choice. What the game currently does with small vehicle .
performance is to calculate it based on the cargo space being completely filled
with water. This would give you some sort of approximation. Personally, I'd
do that, plus calculate an empty accelration in case you need to take off in
a hurry sometime. I realize that the trade people (are you listening?) will
have to come up with cargo densities if you want to recalculate on the basis
of each cargo. You may want to do it...it wouldn't take long, especially
if you have a full load of one commodity.
Rob Dean
(Sorry about the spelling. This keyboard is way too sensitive, and there is no
way to adjest it for a heavier touch.)