Starship design revamping
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- #821 Re: Starship design revamping by Leonard Erickson
Accursed editor! I have a bad feeling that this is going straight to James, and not the list. I also bet that it used the wrong subject. Sigh. [Yep, it did. I spell-checked it, put a meaningful subject line on, and resent it for you. I'd rather people send something, anything, to me, rather than stay quiet out of fear of administrator wrath. What I mean to say is, thanks everyone for the contributions! -- James] I have started work (slowly) on revising the traveller rules to more accurately reflect real world physics in their starship design sequences. While it is true that I have not the foggiest idea how much fuel a fusion plant takes, I would bet it is a lot closer to the gurps statement (The plant includes fuel for 200 years of straight operation; longer than the designers expect the plant to last) than the traveller conception (A fusion plant may get as low as about a thousand miles to the gallon.) As a result, I am shifting some percentages about some. Here are the axioms I hope to work under: 1. Space is taken up separately for power, locomotion, stardrive, agility, life support, and living space. These represent the lion's share of the ships initial volume in many cases. Power plant fuel is trivial for fission, fusion, and antimatter (in effect). Jump drive fuel may not be, if the ship needs to bleed it off as reaction mass as they travel through Jump space. Manuever fuel is mostly used for heat sinking. The thrusters themselves are reactionless, but the ship needs to blow off immense amounts of mass to move. Otherwise, the numbers make no sense at all. Most of the "fuel" used for increased agility and for life support power I am assuming is used as reaction mass for small thrusters in the first case, and as raw materials in the second. If fusion is good enough, one could synthesize many basic raw materials out of the plasma. I would bet that TL15 fusion is that controllable, and possibly earlier types as well. 2. The primary limit on a ships capacity is volume. 3. Computers are so fantastically adept by the end of TL8 that they can do just about anything. The need for controls and control panels is to display information to the human operators. Their whole function in life is not to do the small stuff, but to do the risky maneuvers. This is why a low engineering skill does not matter much, while a high one does. 4. Anyone with a ship, no matter how bad, is wealthy. It has a power plant to power a small city, enough resources to outdo a basic machine shop, and more computing capacity than the NSA. I will get some hard numbers for this, possibly using the neat set of percentages of hull volume worked out by a net compatriot a few days ago. (I do not have my mail folder with me, so I can't give proper credit. It was posted to the list.) I will also let you know on how the "equipment by tech level" chart works out. It is coming along slowly. but I have a few items worked out. I warn you, I wandered rather far from the tech levels posted in the traveller books when talking about computers and materials. The rule is that each tech level about doubles what came the tech level before. I also rule that a tech level is about fifty years of uninterrupted progress. See y'all. Any suggestions about technical problems in the traveller rules would be appreciated, as long as I am a-fixing. Thanks much Scott Ellsworth [email removed] [email removed] All opinions and material above is the responsibility of the originator. Submissions: [email removed], or [email removed] Administrator: [email removed] (James Perkins) The TML is made possible by facilities provided by Tektronix, Inc.