Something just struck me when looking at the movement rules for Grav vehicles... They are wrong! If vehicle has a 1.5 grav thrust, about 1 G of that is needed...
... vehicles already published ... (Moving one meter and ... 2km/min, and then ... would take the vehicle ... stop (I am doing this in my ... later tomorrow). ...
... That 1 meter is 1 km (or 2 km if using 1:20,000 scale) I do admit that it is within the realm of possibilities, but my objections are to the asumptions...
Interesting...it makes sense! I have actually abandoned grav vehicles until there is a viable theory that will allow for them to be conceived without gross ...
... Ah, a table metre. Sorry, I thought you were referring to grav vehicles inching forward by less than their own length. ... objections are to the ... 4km...
... Grav vehicles... ... Matthew, I love that you are so smart and have put so much into trying to keep the rules as real as you can. But in some cases I...
Another thing you could try to fix, Matthew, is 'Formula One trucks'. Under the current rules, a vehicle that is to carry a heavy load needs a high G, but when...
This is (I think) what I meant when I mentioned Playability, Daniel. Any rule set needs to be a compromise between reality and playability. If you wanted to...
Don't (DO NOT) even get me started on ACVs... I am not even going to include them as viable for combat vehicles unless on EXTREMELY dense atmosphere worlds. ...
... This is not something that has to do with HOW theh grav works... I am just applying the same theory that applies to vectored thrust steering systems. If...
Another one of my extrapolations based upon the variations in computational strength (one of the rationalizations behind the limitations to Jump - 6), Power...
Arthur C. Clarke and Gentry Lee gave us a pretty big arena, without jump drives. It just took a lot of "non-playing" time to get to the next scene. :) See the...
I really think that while all the fascination is with the physical technology of power and propulsion in spaceships, the real breakthrough will come from gene...
An M1 is in the neighborhood of 70 tons Michael Brown mwsaber6@... From: ct-striker@yahoogroups.com [mailto:ct-striker@yahoogroups.com] On Behalf Of...
... computational strength ... Power storage and ... be generated by a TL 15 ... (i.e. one of the excuses for ... how long it took a ... J6 computer should be ...
There is also the case of greenhouse worlds with xtensive overgrown shallows...rice paddy worlds Greg ... unless on EXTREMELY ... actually) in the role of ... ...
I always thought your ship would fall out of J-space if unpowered. Can a ship maintain itself in jumpspace, without going anywhere? Bobby ... IMTU, Jump-time...
... Not a jibe, Bobby, but who mentioned 'unpowered'? IMTU, drop out is one possible result of a jump-drive failure, other possibilities would depend on the...
I didn't take offensive. This is a pretty interesting line of query. When I read the original post, I thought of Babylon 5 and the bases that were inside of...
Here are some other things that got me to thinking (One of them is what made me think of Jumps that take less than one week) In one of the Traveller books...
Recent discussion has turned to "staying in jumpspace". A Jump of less than 1 parsec is called a microjump. A microjump was first discussed in the JTAS and...
... less ... discussed in ... Jump ... in ... jump to ... whole ... just ... So ... Hmm. Much of this depends on how canonistic you are (not very, in my case)....
In Classic Traveller Jumps always took a week. Misjumps could move you further (or closer) than you intended but were in a random direction based off the hex...
... Doh! Senior moment! One, of course, should also have Mercs, Navy, Scouts and Merchants, which makes seven LBBs - Robots I can take or leave as they're...