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Old January 13th, 2017, 12:16 AM
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Default Jump fuel requirements

I was looking at MT jump fuel requirements, which appear at first glance, to be 5% of hull per Jump number plus 5%, vs other versions at 10% of hull per jump number.

I am curious, does anyone use the MT rate outside of MT? What kind of impact does it have? More payload and/or faster jump ranges more common? With the advent of higher drive ratings, the MT formula would allow a reasonable Jump 9 design with 50% of the Hull being fuel.

I am thinking of using the MT formula in MgT but have not decided yet.
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Old January 13th, 2017, 03:56 AM
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Quote:
Originally Posted by Spartan159 View Post
I was looking at MT jump fuel requirements, which appear at first glance, to be 5% of hull per Jump number plus 5%, vs other versions at 10% of hull per jump number.

I am curious, does anyone use the MT rate outside of MT? What kind of impact does it have? More payload and/or faster jump ranges more common? With the advent of higher drive ratings, the MT formula would allow a reasonable Jump 9 design with 50% of the Hull being fuel.

I am thinking of using the MT formula in MgT but have not decided yet.
TNE and MT use 5 x Jump Drive size for full range jump, which USUALLY is also 5*(1+Jn)%, but might not always.
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Old January 13th, 2017, 07:32 AM
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Quote:
Originally Posted by Spartan159 View Post
I am curious, does anyone use the MT rate outside of MT? What kind of impact does it have? More payload and/or faster jump ranges more common? With the advent of higher drive ratings, the MT formula would allow a reasonable Jump 9 design with 50% of the Hull being fuel.
In MT, the maximum jump is 6, so no J9 ship would be allowed (of course, that may vary acording the ersion you use), but with 50% of the tonnage as fuel, you can easily build a ship with J4 and capacity for two consecutive jumps. This, off course, would make the rift not so important a barrier, and the Islands not such an isolated cluster, just to give you an example of the consequences...
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Old January 13th, 2017, 08:23 AM
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IIRC the reduced jump fuel requirement in MT was intended to balance the very high power plant fuel requirement. The ships did not carry less fuel.

MgT has rather small pp fuel requirements, reducing jump fuel too would be a bit much. As McPerth points out it would break the 3I setting a little.
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Old January 13th, 2017, 10:30 AM
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Originally Posted by AnotherDilbert View Post
The ships did not carry less fuel.
That was not always true.

While it was the intent (as you say), as in MT the JD was fully indepenent from the Power Plant, if you didn't overload your PP you could have a high jump ship carrying quite less fuel than in other versions.

This was rarely true for military ships, but for merchants, that don't need high maneuver nor to devote too much power to weaponry, it was. It also lead to the diferent endurance for PPs in combat/non combat days by runing your PP at the minimal output needed for non combat systems.
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Old January 13th, 2017, 12:40 PM
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Initial MT designs did not address variable loads on the powerplant, so the fuel allocations are huge. Military ships, paradoxically, don't care all that much unless they are also very high jump. Merchants need cargo space, though, and the weapons load ends up having a huge effect on cargo because just one laser can add enough fuel need to knock a design from profitable to hard-scrabble.

Then the art of variable power loads was revealed in Challenge, and everything changed.
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Old January 13th, 2017, 02:16 PM
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Quote:
Originally Posted by AnotherDilbert View Post
IIRC the reduced jump fuel requirement in MT was intended to balance the very high power plant fuel requirement. The ships did not carry less fuel.

MgT has rather small pp fuel requirements, reducing jump fuel too would be a bit much. As McPerth points out it would break the 3I setting a little.
MT, you didn't need PP to match JDrive...

... it's perfectly reasonable to make a 2J4 MT design.
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Old January 13th, 2017, 03:12 PM
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There was at least one instance - Starship Operator's Manual - of a ship being described as entering and passing through jump space while the rest of the ship's systems were on batteries due to power plant damage. Little more than basic life support, environment and controls, I'd guess. That one has some very interesting potential ramifications, at least for MT.
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Old January 13th, 2017, 04:28 PM
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Quote:
Originally Posted by Carlobrand View Post
There was at least one instance - Starship Operator's Manual - of a ship being described as entering and passing through jump space while the rest of the ship's systems were on batteries due to power plant damage. Little more than basic life support, environment and controls, I'd guess. That one has some very interesting potential ramifications, at least for MT.
In MT, the Jdrive itself only operates for 20 minutes a jump... the grid, however...
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Old January 13th, 2017, 04:35 PM
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I'm rampantly stealing from every version of Traveller I can lay my grubby paws on FYI, which is why I was curious if anyone had used the fuel rates outside of an MT setting. I need to look at rift crossings a bit more I suppose, I had been thinking of ships having more payload rather than being able to double jumping. Merchants would be more interested in cargo/passenger space, and military ships would be faced with double jump capable "raiders" vs single jump battlewagons.
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