Starship design tricks

By Hans Rancke-Madsen ·

TML message #4285From bundle 355

Robert S. Dean writes:

> 2G Scott writes, with regard to Imperial Lines:
>
> > There is also an article on reducing starship fuel requirements.
> > Not bad, I've been thinking of writing that one up myself.
> > Essentually, they discuss powering down your fusion plant during
> > jump.  Other than that, we've heard it all before.
>
> I'd even worked this one out, but haven't ever gotten around to posting it
> on the net.  It seems reasonable that during your week in jump you would
> only need life support power.

And merchant ships also count on spending several days of each jump in
orbit or on the ground, so you can get away with even less maneuver fuel.
One thing: The text of the article says that you can power a power-plant
partway down, but the examples implies that you need three different
power-plants. Sigh!


      Hans Rancke
University of Copenhagen
     [email removed]
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir