RE: Weight and Balance.
In reply to #4993 weight and balance? by Jeff Zeitlin
[email removed] (Jeff Zeitlin) writes:
> license). One of the things we were discussing was the necessity
> and principles of weight and balance calculations. The past couple
> of nights, I've been thinking about that, and realized (for no
> particular reason) that this concept seems to be absent from
> Traveller/Megatraveller.
Yes it's missing as, I suspect, it's too complicated and difficult
to calculate accurately in a gaming situation and the vast majority
of gamers arn't interested in that level of detail.
The problem is that weight and balance calculations are different for
every aircraft type, and often for individual aircraft of the same
type if they've had modifications. This would become very unweildy in
a game (such as one I'm currently playing in) where aircraft are a
major part of the equipment of the characters.
> I'd like some ideas on how to add it. My reasoning is as follows:
You can do it either of two ways.
1) Make the players calculate it out, or
2) Create a preflight "check" roll against the pilot's (and in fact,
all pilots in the aircraft) skill level. Make it a normal task.
Also, for those situations where the pilot doesn't load the aircraft
make the "loadmaster" do the roll against their skill (work out which one
applies). It should be an normal task for one with experience. Give the
pilot (or pilots) a chance to detect problems on their "preflight check"
roll. This would encampass more than just weight and balance though.
Is the cargo properly secured? Did the ground handlers forget to put the
fuel cap back on? Are the tyres/wings/control surfaces/air intakes/
instrumentation probes and holes in good condition, not blocked etc.
NOTE most of these a non-pilot just wouldn't think of.
Consequences.
Out of balance: The aircraft will either want to turn towards the
heavier side, or raise/lower the nose. It will require some control
input to override this however it may be masked by the trim controls.
Often, in light aircraft the weight and balance shifts as fuel burns off
so the problem may get worse (rarely better though. :-() the longer you
fly. This problem may not manifest itself until the aircraft is in the
air and climbing to the desired altitude.
Overweight: Sluggish climb performance. How badly overweight will
determin how badly it performs. This problem would tend to get better
as fuel burns off. An overweight aircraft also won't climb as high as
a lightly loaded one. This probably wouldn't be detected until aircraft
rotated off the runway. As soon as it's in the air the pilot will know
something is wrong (but it could be a bad engine!).
The GM can devise other "problems" as needed. :-)
> Obviously, an aircraft, it's important. You have a limited amount
> of power, and you must maintain a certain airspeed to stay up in the
> sky.
There is a saying in aviation circles, "Takeoff is optional, Landing
is compulsory". :-)
> Now, what about your spacegoing vessel? Well, there are basically
> force that they can provide. How do you ensure that this level of
> force is going to be sufficient to move your ship? If I don't have
...
> so _a_, the resultant acceleration, must go up. Hmm, does that
> mean that my free trader rated at 1G acceleration can actually get
> 1.5G or maybe 2G if I'm running empty?
That depends on how you specify the drives work.
I've never been satisfied with Traveller drives (either maneuver or jump)
because of these inconsistancies, however it does make the game a little
easier to play. Less worrying about practicalities and more emphasis
on situations.
BTW the "Hooded Swan" series by Brian Stableford has a very interesting
universe with a number of maneuver and translight drives with different
characteristics. Have a look for some ideas. :-)
Carl.