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Traveller 5 Discussion of the Fifth edition of Traveller, released Spring 2013.

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Old May 28th, 2020, 05:58 PM
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Default Adventure Class Ships for iOS errata discussion

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Quote:
Originally Posted by AnotherDilbert View Post
Mission Modifier comes before the Mission; Patrol Corvette should be PE, not EP.
Bk2Pg68 at the top says either way is OK, but I agree most people would prefer the mission last so I’ll probably change how this is displayed everywhere.

Quote:
Originally Posted by AnotherDilbert View Post
Wings should add space, not reduce space (B2p52).
Except in the case where Wings and Fins are included in the hull. And increases the tonnage of the hull for drive purposes. Noted.

Quote:
Originally Posted by AnotherDilbert View Post
Jump Drive-3 base TL is 12, not TL-9. Stage availability incorrectly shown. (But Jump properly limited to 5 at TL-14.)


M-Drive base TL similarly wrong.

Power Plant base TL similarly wrong.
Noted.

Quote:
Originally Posted by AnotherDilbert View Post
Fuel tanks (probably generic) does not allow input of fractional values according to my locale, but displays correctly (9,6 versus 9.6). Editing the value shows 9,6 but that can't be written in that field. You should probably get the decimal separator for the locale and allow that together with the numbers.
Yeah, I forgot about locales when restricting legal inputs into the textfield. This also applies to any other text field like this (vehicle tonnage, etc.)

Quote:
Originally Posted by AnotherDilbert View Post
Fuel rating misleading, it looks like you have fuel for a jump and months of operations, even if you only have fuel for a single jump and no operations.
Because of the onerous calculations required if there are multiple interstellar drives installed, I don’t really have a good way of restricting the fuel rating to just operations.

Quote:
Originally Posted by AnotherDilbert View Post
Fuel Scoop costs MCr 1, should be MCr 0.1.
Calculated correctly. I’ll check how I’m displaying it.

Quote:
Originally Posted by AnotherDilbert View Post
Sensors: It is very nice that the software suggests a reasonable range effect and stage (for a Communicator) but it becomes entirely inappropriate for any other Sensor, making input more confusing.
When creating a sensor, I’ve got to put in some values, so I chose these as a default. I no longer disallow selection of an illegal range or stage to make it easier to adjust things until you get a valid sensor design.

Quote:
Originally Posted by AnotherDilbert View Post
Default for Power Source should probably be Fusion Plus, lest power plant fuel consumption is doubled.
I’m defaulting to Power Plant for power for sensors and consoles for simple, lower tech ship designs. There is no power consumption listed in the rules so this is just chrome. Although Bk2Pg55 says “most weapons” can use decentralized power, I haven’t implemented that because Bk2Pg133 says Power Cells and Fuel Cells can’t be used for weapons or defenses and it’s not clear whether Fusion Plus can power high-power using weapons.

Quote:
Originally Posted by AnotherDilbert View Post
I see no "Duplicate Weapon" (or "Duplicate Ship") button?

(Note: ancient iPad with old iOS.)
Interesting. I’m using a recent feature of iOS to display that icon and it’s nice that iOS has automatically adjusted for that and just doesn’t allow it on older versions.

Quote:
Originally Posted by AnotherDilbert View Post
Carried Craft: Small craft can't be carried externally in Grapples.
I’m restricting grapples for use only with pods and subhulls per the rules. If you add a craft as a detachable hull, you can attach it with grapples. A bracket can be used with a carried craft less than 10 tons.

Quote:
Originally Posted by AnotherDilbert View Post
Small Craft connection Niche incorrectly calculates total tonnage? It adds the full tonnage of the carried craft, but it should presumably be half internal, half external?
It adds the total tonnage of the small craft to the ship, but only reduces the internal tonnage of the hull it’s installed into by half of the tonnage of the small craft.

Quote:
Originally Posted by AnotherDilbert View Post
Improvement: Standard small craft and vehicles not available (e.g. B2p87 & B3p157).
Yeah, I assume that people will want to design their own small craft and with vehicles you only need to add a few values.

Quote:
Originally Posted by AnotherDilbert View Post
Med Clinic etc is a Life Support component, it should not be counted towards crew Comfort (rule B2p62).
Yes. I need to adjust comfort to also include freshers and troop barracks.

Quote:
Originally Posted by AnotherDilbert View Post
Default Console size should probably be Spacious, since Ergonomics is rated by size.
Left this at the minimum for small craft/ships.

Quote:
Originally Posted by AnotherDilbert View Post
The Computer does not need a Panel any more than Consoles do.
Agreed. I need to figure out how to change this so that when someone upgrades the app and then deletes a computer, that the unnecessary console is also deleted and not become orphaned.

Quote:
Originally Posted by AnotherDilbert View Post
This is outdated. There are no "Compartment" components in T5.10. A Compartment is simply a hit location of standardised size.
The remains of the Compartment system is used for Fitted Payload, see B2p89 Table F.
I will probably rename Compartments to Fitted Payload, but for ease in producing deck plans I’m still going to require console location. The notions of specialized and sophisticated (holds) are still there.
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