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Carried Vehicles, Small Craft and Ships

far-trader

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From a question by Andy Fralix I thought I'd break it off to it's own discussion. Please post how you think it should be done or why you like one way better than others. I've coverd in brief the different ways it's done, in all the rules except GURPS (don't have it). If someone would add that I'd be grateful. I'll get around to posting my preference later, now the brief outline...

Let's see, where to begin, CT Book 2 I s'pose...

In the most basic rules there is no difference if a sub-craft is internal or external, in fact there is no mention of which of the original starships use which method. All we have to go by are the illustrations. The starships with carried craft show 2 clearly external examples, the sub-merchant and the lab ship. The sub-liner, mercenary cruiser and patrol cruiser are debatable. Only the safari ship clearly shows a hanger bay. All these ships are carried with no cost to the build and only the tonnage of the carried small craft deducted from the hull.

Next up is High Guard (CT Book 5)...

The first printing is not much different from Book 2 and superseded by the second printing anyway (adding some fighter launch rules) so we'll use that. As noted by Fritz88 this seems to be the first mention of placement in hanger or externally BUT it is only Dispersed configuration hulls that carry externally and the only difference is that all carried craft can launch in one turn. Here small craft require tonnage from the hull equal to the craft UNLESS the mothership is over 1000tons in which case the small craft requires 130% of it's tonnage from the hull of the mothership. The required tonnage now requires a cost of Cr2000 per ton. Large craft (over 100tons) may also be carried now but require 110% of their tonnage from the hull of the mothership and also cost Cr2000 per ton required. A couple of notes. First note the bizarreness of the requirements if you carry a Shuttle (95t) and a Scout (100t). On a small ship the Shuttle needs 95t and the Scout needs 110t. Seems reasonable but now let's put the same carried craft on a large ship. Now the Shuttle needs 123.5t while the Scout still needs only 110t. Seems silly to me.

Let's jump to T20 next since it is bred from HG. Unfortunately that means T20 uses the same rules as above with a new wrinkle. Now externally carried craft always need 130% the rated tons and your streamlining suffers. Who would want this? Well maybe huge battle-rider/tender ships.

MegaTraveller, no matter the errata, did a better job. They actually imagined that carried vehicles, craft and ships would all need a little extra room to fit inside. 50% extra for vehicles, 30% extra for craft and 10% extra for ships. And external craft were only on Dispersed config but took no extra volume. So a little better but still that Shuttle vs Scout conundrum. And no mention of how any of that affects the jump grid which is iirc introduced in MT.

Next came TNE, and an improvement again but a different take too. Now you had to factor surface area as a limit in addition to volume. And you had more choices. There were minimal hangers (200% volume)which allowed maintenance but with difficulty, spacious hangers (400% volume) that allowed regular maintenance without difficulty, docking rings (100% volume) that did not allow maintenance, and external grapples in various streamlining efficiencies (and 110%, 130% or 150% volume) and of course allowed no maintenance. Again the problem is unless you want to operate without the carried craft the grapples are silly, you're better off with the docking ring. And again no mention made of the jump grid effects for grapples but I'm not sure the concept was included in TNE.

My last examples are from T4 which are nearly identical to TNE. The differences being that minimal hangers no longer allow maintenance and there are no docking rings. Guess somebody figured no one would use spacious hangers if maintenance could be done in a minimal hanger and that with docking rings no one would use the grapples so they were dropped.
 
Actually, Dan, I thought the numbers (110% and 130%) were for internally carried craft? Externally carried craft (on a large ship) don't require any extra tonnage, except for a larger j-drive and fuel.
 
You know I just realized the way I used to rationalize it I did use a grid. The thing is the grid was not a "jump grid" it was a hull grid. All ships using either a jump drive or a maneuver drive needed one so there was no problem with carrying a small craft externally since the docking connected the two grids as well.

The jump drive used the hull grid to protect the ship in J-space from the alien physics by forming it's field effect, while the maneuver drive used the hull grid in N-space to create an inertial damper field. Something like that. I'll have to hunt up the full notes, my memory seems to not be what it was lately
 
Originally posted by BlackIrish56:
I read in passing the entire jump grid/jump flashes controversy, and I never understood it myself...are they related?
The whole thing covers a lot of differing but related ideas. The SOM says only that when jumping out the grid lines glow blue, with the glow growing to hide the entire ship and then it slowly fades out to nothing and the ship is gone (having disappeared when the glow peaks). All of which, again according to SOM, takes about 20 seconds. Ships jumping in are the reverse, a blue glow appears from nowhere, grows and then there's a ship appearing in the dimming glow with the grid dimming last. The cool part of the descriptin is the notion of different ships having different grid layouts by species and even by the jump program/astrogator.

Some of the discussions of jump flash say it is quite bright and impossible to hide or miss. The result of burning all that fuel. That would make sense if it were burned but even then only at entry.

Others figure the flash is at the end because the bulk of the fuel is used to protect the ship in jump space and is in a hot plasma state. So when you drop back into normal space you're in the middle of this hot expanding cloud of plasma.

Something like that, it's been a while since I read all the ideas


Personally I think the bulk of the fuel is used at the start to tear the hole to J-space, and the rest of the fuel is used as coolant. So entry is bright and flashy, but coming out is quiet and hard to notice. I like being able to integrate some stealth chance in the game.
 
Originally posted by Fritz88:
Actually, Dan, I thought the numbers (110% and 130%) were for internally carried craft? Externally carried craft (on a large ship) don't require any extra tonnage, except for a larger j-drive and fuel.
High Guard (2nd edition) page 32:
Small craft are carried at their own tonnage on ships 1000 tons and under; they require tonnage equal to 130% of their mass within the hull of larger ships.

Ships may also carry non-starships greater than 99 tons, or even other starships, provided proper arrangements are made.
Note that there is no change in tonnage requirements for different mothership hull configurations.
 
about the flash. i played in an adventure once where the gm incorporated this lil gem. sneaking into a system by jumping to a point at the standard distances like 100 r out sends out an instant beacon to all. you cannot think to expend the type of energy it takes to take you out of this universe or bring you back and not be noticed.
so pirates and other sneaky types would have to jump and re-enter either next to a radical astrographic event. or "downwind" sorta say from a star. this took high astrogation or navagation skill. the trick was as the sensors where looking for you you would apear between them and the sun. where they could not even think of lighting you up active because the sun would burn out their sensors.
 
also note the carried craft rule. for FF&S they like many thigs forgot the rule for carried craft so we went to high guard and incorperated this rule. craft internally require 130% for hangers ect. externally 30%(this is the doking ring.) or 10% this was for grapples and jump grid etc. non jump drive motherships require only1% now these numbers are not accurate but guesses. because when we figured for an external carried ship we figured minimum but total mass of carried ship and mothership and caculated togeter for jump generation. also because you were required for any 101% by default in any situation. but at minimum you could not refuel or maintain. for each 5% under 130% was -1 on all maintenence, repair , and whatever checks you do on a docked or hangered craft. everything of couse took you more time as well
 
Emm, the FF&S rules for carried craft are on page 61...
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">internal hanger (minimal) x2
internal hanger (spacious) x4
docking ring x1
launch tube x25
external grapple (USL) x0.1
external grapple (SL) x0.3
external grapple (AF) x0.5</pre>[/QUOTE]
 
The whole hangar thing in all versions of Traveller seems a bit strange for me. I always give ships minimal hangar or a docking ring. I rarely uses external grapple in my designs.

However I install a seperate maintenance hangar for more elaborate repair jobs which probably would require cutting through the stasrhip hull to get to certain parts and so on. The "normal" hangars are just for storage prior to launch.
 
being raised up in the sorta star wars battlestar galactica era. our ship almost always had the ole hangers (more romantic and swashbuckling) the only time we externally hung was for battle riders. and then these ships were big and used a trender for repair anyway.
 
Ahh I rember once a pirate active system of three suns. this is why it was pirate active. jump to the unpopulated companion in the stars anti-shadow lite a couple of burst from your drive. and coast shut down (blackballed we called it) to the industrial populated primary. and "Arg and abast ye dirt lubbin, slow and lazy, fat merchants"
 
Having spent about 5 of my 8 years of active navy duty on aircraft carriers (Well 1.5 years of the 5 was in the shipyards either for construction or overhaul), I would like to sugest some RL comparisons. BTW, I also was employed at naval shipyards for 12+ years. For routine operations on aircraft carriers the 200% would seem reasonable as the US Navy used it's carriers. Basicly just a big open space with anchor points all over the deck to attach tie downs to the planes and choppers. This allowed room to do maintaince and repairs as extensive as removing jet engines and fuselage pannels. Now suppose that you had hanger space specifically designed to house "X" planes of a given design and a way to maneuver them in and out of parking stalls without having to do anything other than refuel them and restock their weapons. You could get by with a lot less extra space. Take the 800 tn mercenary cruiser with it's custom docking bays as an example. This configuration would use a lot less space than if it was for an unspecified "X" ton subcraft. I don't have the details for that design, but I would design it so I could close off the hanger bay and pressurize it for making minor exterior repairs knowing that any major undertaking must be done outside the ship. I would also include some sort of docking aid to mechanically maneuver the craft in and out of the hanger tubes due to the extremely close quarters rather than dock under the craft's power. For a 300,000 tn carrier with 3 squadrons of fighers, I would expect to have conditions more like a naval aircraft carrier.

As to the 95 ton shuttle vs. the 100 tn ship or large craft carried by a larger ship, why not use a transition volume instead of hull tonnage. At 110% of 100 tons the excess volume is 10 tons. 33 tons at 130% gives an extra 9.9 tons. Change the rule so that from 34 tons to 100 tons just add an extra 10 tons for hanger size. Then anything 100 + tons is 110% of carried hull size. The idea being that there is a minimum volume of extra space around the carried craft to give clearance between the carried and the carrier.

You could go so far as to use Sigg's "wiggle room" and say that that is for "internal" hanger space, then specify that under 1000 tons of carring ship, small craft are "external" to the hull in some sort of bay or depression in the hull that connects via an airlock of some type, and apply the external logic to a dispersed structure configuration also.

Added later: Hopefully this will clarify that last part. Call it a docking port, not a bay. The port would provide a means of securing the craft and any needed connections to the ship such as airlocks and power connections. Then the craft's displacement would be considered as part of the ship's total displacement. This would also require either standard connections between small craft or only small craft with the correct type configuration could use that port.
 
Andy: the extra tonnage (a ton or so) is used on the deck plans: for the airlocks. at 130%, that's enough for airlocks and a few (2-3) cm of clearance.

At 110%, that's enough to provide a similar clearance for the 100Td+ ships., and the requisite airlock or two, plus data/power/fuel conduit fixings.

Empty bays used 200%, IIRC...

And there is a math error: 30% of 99Td is 29.7Td... ;)
 
Originally posted by Aramis:
Andy: the extra tonnage (a ton or so) is used on the deck plans: for the airlocks. at 130%, that's enough for airlocks and a few (2-3) cm of clearance.

At 110%, that's enough to provide a similar clearance for the 100Td+ ships., and the requisite airlock or two, plus data/power/fuel conduit fixings.

Empty bays used 200%, IIRC...

And there is a math error: 30% of 99Td is 29.7Td... ;)
You make my point for me, if the 100 dt ship that is in a hanger needs only 10 dt of extra space then why does a 99 dt need almost 3 times that for a 1% smaller craft. Surely if 10 dt is sufficent to handle a 100 dt craft, nothing smaller than 100 dt should require any more than 10 dt. At 130% that 10 dt comes somewhere between 33 & 34 dt. That is why I proposed a flat 10 dt for anything between 33 and 100 dt.
 
Compare the CT 100t scout,jump drive removed, with the 95t shuttle.

The scout uses 20t for bridge, 5t for drives, 20t for fuel. That leaves 55t for cargo, staterooms, computer, hardpoint, etc.

The 95t shuttle has a 3G drive, and yet has 71 tons to allocate.

This suggests to me that the scout uses more internal space for drive access etc. so that maintenance can be carried out from the inside of the ship, while the shuttle must be maintained from the outside and thus requires more access space around it.
 
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