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MegaTraveller Discuss of the MegaTraveller ruleset and the Rebellion Milieu

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  #61  
Old September 28th, 2004, 12:41 AM
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I has been said by some historians that there are NO modern battleships, nor even ships of the line; everything now is a glorified frigate or an airfield...

Due to modern missile armaments, one can not build a true "Battleship" for the sea; a single 2000# bomb, detonating directly under the keel, can break the back of almost anything afloat, and will crack the hull badly even on the biggest things out there.

But that distinction becomes very different in space; breaking the back is much harder (wet ships suffer this from the combination of lift & drop forces, cavitation and refill) due to the lack of a pressure wave effect on the surrounding environment. Likewise, breaking the back does not lead directly to a conbat-kill; in fact, multiple surface explosions should do that BETTER, not worse, which is just the opposite of the wet battleship.

Now, back/on to My MTMayday project:
did some interesting calculations today... (working with striker 1). MT hardpoint lasers apparenttly were NOT striker conversions; a TL 8-12 Striker version of the 250 MW ship's laser takes 16._ kl, more than a ton (~1.3Td); the same weapon in MT is about 0.32Td (allowing for on-mount-fire-control) for the Beam Laser, and about 0.25 for the pulse. also, the Pen's are somewhat higher than Striker indicates.

The smaller lasers, however, use Striker stats, with damage (which striker didn't have) usually being MW for TL 8 (IE, Dmg = 4x Output Energy), and MWx10 for TL13.

Sooo... since the big chunk of work is reasonable damages and pens... and filling in the gaps...

Should I
1) Strikerize thoroughly the HP weapons, and thus reduce the input energy, making them compatable with the smaller striker-derived MT weapons.
2) Strikerize the stats, but not mass/volume, and maintain the apparent damage relationships from the smaller weapons, ignoring the different size ratios
3) Utilize FF&S and/or 3G3 to make sensible weapons which fit and have the matching input energy
4) extrapolate the extant tables into a wider range of options
__________________
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Smith & Wesson: The Original Point and Click interface!

Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.
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  #62  
Old September 28th, 2004, 12:41 AM
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I has been said by some historians that there are NO modern battleships, nor even ships of the line; everything now is a glorified frigate or an airfield...

Due to modern missile armaments, one can not build a true "Battleship" for the sea; a single 2000# bomb, detonating directly under the keel, can break the back of almost anything afloat, and will crack the hull badly even on the biggest things out there.

But that distinction becomes very different in space; breaking the back is much harder (wet ships suffer this from the combination of lift & drop forces, cavitation and refill) due to the lack of a pressure wave effect on the surrounding environment. Likewise, breaking the back does not lead directly to a conbat-kill; in fact, multiple surface explosions should do that BETTER, not worse, which is just the opposite of the wet battleship.

Now, back/on to My MTMayday project:
did some interesting calculations today... (working with striker 1). MT hardpoint lasers apparenttly were NOT striker conversions; a TL 8-12 Striker version of the 250 MW ship's laser takes 16._ kl, more than a ton (~1.3Td); the same weapon in MT is about 0.32Td (allowing for on-mount-fire-control) for the Beam Laser, and about 0.25 for the pulse. also, the Pen's are somewhat higher than Striker indicates.

The smaller lasers, however, use Striker stats, with damage (which striker didn't have) usually being MW for TL 8 (IE, Dmg = 4x Output Energy), and MWx10 for TL13.

Sooo... since the big chunk of work is reasonable damages and pens... and filling in the gaps...

Should I
1) Strikerize thoroughly the HP weapons, and thus reduce the input energy, making them compatable with the smaller striker-derived MT weapons.
2) Strikerize the stats, but not mass/volume, and maintain the apparent damage relationships from the smaller weapons, ignoring the different size ratios
3) Utilize FF&S and/or 3G3 to make sensible weapons which fit and have the matching input energy
4) extrapolate the extant tables into a wider range of options
__________________
~ Aramis
aramis.hostman.us /trav
Smith & Wesson: The Original Point and Click interface!

Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.
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  #63  
Old September 28th, 2004, 12:41 AM
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Post

I has been said by some historians that there are NO modern battleships, nor even ships of the line; everything now is a glorified frigate or an airfield...

Due to modern missile armaments, one can not build a true "Battleship" for the sea; a single 2000# bomb, detonating directly under the keel, can break the back of almost anything afloat, and will crack the hull badly even on the biggest things out there.

But that distinction becomes very different in space; breaking the back is much harder (wet ships suffer this from the combination of lift & drop forces, cavitation and refill) due to the lack of a pressure wave effect on the surrounding environment. Likewise, breaking the back does not lead directly to a conbat-kill; in fact, multiple surface explosions should do that BETTER, not worse, which is just the opposite of the wet battleship.

Now, back/on to My MTMayday project:
did some interesting calculations today... (working with striker 1). MT hardpoint lasers apparenttly were NOT striker conversions; a TL 8-12 Striker version of the 250 MW ship's laser takes 16._ kl, more than a ton (~1.3Td); the same weapon in MT is about 0.32Td (allowing for on-mount-fire-control) for the Beam Laser, and about 0.25 for the pulse. also, the Pen's are somewhat higher than Striker indicates.

The smaller lasers, however, use Striker stats, with damage (which striker didn't have) usually being MW for TL 8 (IE, Dmg = 4x Output Energy), and MWx10 for TL13.

Sooo... since the big chunk of work is reasonable damages and pens... and filling in the gaps...

Should I
1) Strikerize thoroughly the HP weapons, and thus reduce the input energy, making them compatable with the smaller striker-derived MT weapons.
2) Strikerize the stats, but not mass/volume, and maintain the apparent damage relationships from the smaller weapons, ignoring the different size ratios
3) Utilize FF&S and/or 3G3 to make sensible weapons which fit and have the matching input energy
4) extrapolate the extant tables into a wider range of options
__________________
~ Aramis
aramis.hostman.us /trav
Smith & Wesson: The Original Point and Click interface!

Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
Unless there is bold red text, presume my posts to be my personal material only.
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  #64  
Old October 27th, 2004, 08:58 AM
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Hi,

I know this isn't MT SS combat but this space seems the best place to ask :


Does anyone know where I can find a walkthrough for MT SS construction ? I have made three or four times over the years to really sit down and understand the processes and it just doesn't seem to make sense - have the errata but no luck.

I have always avoided the design sequences because I enjoy the story and CG more than anything else but I have a couple of big arc elements coming up and I want to fully design some ships dammit !

Basically I want to flesh out a Troop Ship, Hospital Ship, and a 2000 dt science ship and link the designs into artwork from the web. BUT I CANT UNDERSTAND THE DESIGN SEQUENCES ! Yes - I am not an engineer or gearhead in any way but enough is enough...

Someone must have explained the system at some stage.

Thanks in advance

D.
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tc tm++(**) t20+ ru+ ge 3i+ jt au+ p+ st ls+<br /><br />as++ dr++ hi+ kk+ Va<br />da+ sw- Sy- Vi+ Zh
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  #65  
Old October 27th, 2004, 08:58 AM
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Hi,

I know this isn't MT SS combat but this space seems the best place to ask :


Does anyone know where I can find a walkthrough for MT SS construction ? I have made three or four times over the years to really sit down and understand the processes and it just doesn't seem to make sense - have the errata but no luck.

I have always avoided the design sequences because I enjoy the story and CG more than anything else but I have a couple of big arc elements coming up and I want to fully design some ships dammit !

Basically I want to flesh out a Troop Ship, Hospital Ship, and a 2000 dt science ship and link the designs into artwork from the web. BUT I CANT UNDERSTAND THE DESIGN SEQUENCES ! Yes - I am not an engineer or gearhead in any way but enough is enough...

Someone must have explained the system at some stage.

Thanks in advance

D.
__________________
tc tm++(**) t20+ ru+ ge 3i+ jt au+ p+ st ls+<br /><br />as++ dr++ hi+ kk+ Va<br />da+ sw- Sy- Vi+ Zh
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  #66  
Old October 27th, 2004, 08:58 AM
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Reg Redblade Reg Redblade is offline
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Hi,

I know this isn't MT SS combat but this space seems the best place to ask :


Does anyone know where I can find a walkthrough for MT SS construction ? I have made three or four times over the years to really sit down and understand the processes and it just doesn't seem to make sense - have the errata but no luck.

I have always avoided the design sequences because I enjoy the story and CG more than anything else but I have a couple of big arc elements coming up and I want to fully design some ships dammit !

Basically I want to flesh out a Troop Ship, Hospital Ship, and a 2000 dt science ship and link the designs into artwork from the web. BUT I CANT UNDERSTAND THE DESIGN SEQUENCES ! Yes - I am not an engineer or gearhead in any way but enough is enough...

Someone must have explained the system at some stage.

Thanks in advance

D.
__________________
tc tm++(**) t20+ ru+ ge 3i+ jt au+ p+ st ls+<br /><br />as++ dr++ hi+ kk+ Va<br />da+ sw- Sy- Vi+ Zh
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  #67  
Old October 27th, 2004, 09:35 AM
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Hi Reg !

Ok. We could make a walkthru.. [img]smile.gif[/img]
Perhaps You should first try to detail your needs, without looking at any construction rules.
After that, we proceed to actually design the crafts.

Regards,

Mert
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  #68  
Old October 27th, 2004, 09:35 AM
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Hi Reg !

Ok. We could make a walkthru.. [img]smile.gif[/img]
Perhaps You should first try to detail your needs, without looking at any construction rules.
After that, we proceed to actually design the crafts.

Regards,

Mert
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  #69  
Old October 27th, 2004, 09:35 AM
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TheEngineer TheEngineer is offline
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Hi Reg !

Ok. We could make a walkthru.. [img]smile.gif[/img]
Perhaps You should first try to detail your needs, without looking at any construction rules.
After that, we proceed to actually design the crafts.

Regards,

Mert
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  #70  
Old October 27th, 2004, 09:49 AM
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Hi there Des,
welcome aboard.

First the bad news. The only MT ship design run through I can remember is in issue 13 of Travellers' Digest.

I can offer a tip though, leave the power supply section until second last so that you know how big a power plant you will need. If it won't fit then you'll have to go back through your design and reduce something, either jump drive (and fuel), or maneuver drive should free up enough space.
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