Re: (2097) Starship Fuel

By Brent L. Woods ·

TML message #2100From bundle 169Read the whole thread (3 messages)All messages with this subject

In reply to #2097 PGMP/FGMP Fuel & Starship Fuel by Mark F. Cook Cites: #2097
 In message 2097, [email removed] (Mark F. Cook) writes:
 >
 >2.  Fuel duration & multiple jumps by a starship.
 >
 >  I have a design for a modified Beowulf-class Free Trader that has
 >  jump-2 and maneuver-2.  It burns up 405 Kl. of fuel per jump and
 >  has a total fuel capacity of 859 Kl.  It also has a duration of
 >  30/90 days (whateverthehell that means) according to the design
 >  rules in the Refs. Manual.  If I understand the rules correctly,
 >  that means that it can make one jump (jump-1 or jump-2, it doesn't
 >  matter 'cause the both burn 405 kl. of fuel, thanks to those
 >  mysteriously vanishing 'jump governors').  On the remaining 454
 >  Kl. of fuel, the ship can stay powered for 90 days in some sort
 >  of 'low-power mode (or '8-hour work days' as the Refs. Manual calls
 >  them).  This implies that the ship burns 5.0444 Kl. of fuel per day
 >  in that mode, right?

     Wait a minute...  I don't think so.  I always interpreted that to
mean "30 days, or 90 eight-hour shifts, whichever you prefer."  Meaning
that you use up the power plant fuel in 30 days, no more, no less, no
ups, no extras.  After all, the damn' thing has to run continuously
while the ship's in space.  I don't see any way around that, unless you
want to breathe stale air while floating in darkness (not *my* idea of
a fun recreational activity).

     I've also never liked the idea that the jump drive burns the same
amount of fuel, no matter what distance.  If you only go half the rated
max distance of your drive, you should only burn half your fuel.  But
that's just my prejudice...  ;-)


- - --
     Brent

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