Fission in Traveller
Here's some stuff on TRAVELLER fission plants I came up with a long time ago, integrating the nuclear fission plants from MT into HG, with some stuff borrowed from FF&S as well.
Suggested tables for using nuclear fission powerplants in HIGH GUARD, with TL improvements.
Fission Power Plant Table (percentage/factor-based)
Code:
Percent --------TL---------
times 7-9 10-12 13+
Pn 10% 6% 3%
Cost is MCr1.35/dton. Fuel for 1 year of continuous full-power operation (good for 10 years of normal operation) costs 1MCr per EP produced. Fuel volume is included in the powerplant volume.
Fission Power Plant Table (EP-based)
Code:
TL dtons/EP Cost/EP (MCr)
7-9 10 13.5
10-12 6 8.1
13+ 3 4.05
Fuel for 1 year of continuous full-power operation (good for 10 years of normal operation) costs 1MCr per EP produced. Fuel volume is included in the powerplant volume.
I have also created a Book 2 table for fission power plants. I based this on my TL13+ fission plant values.
Code:
Rating Mass Cost Fuel Cost
A 12 16 2
B 24 32 4
C 36 48 6
D 48 64 8
E 60 80 10
F 72 96 12
G 84 112 14
H 96 128 16
J 108 144 18
K 120 160 20
L 132 176 22
M 144 192 24
N 156 208 26
P 168 224 28
Q 180 240 30
R 192 256 32
S 204 272 34
T 216 288 36
U 228 304 38
V 240 320 40
W 252 336 42/50
X 264 352 44/60
Y 276 368 46/80
Z 288 384 48/120
The costs are in MCr. Fuel cost is also equal to the EPs generated (for HG purposes). The values after the slash for the W+ plants is the EPs they must generate based on their performance.
A civilian-fuel reactor running a starship which didn't need full power all the time would last much longer, at least for years instead of months.
Let's do some math:
We assume the core will last 1 year at continuous full-power operation, or 8760 hours of full-power.
The ship needs full power when in flight to/from destinations, and for one hour prior to jump to charge jump capacitors.
While in hyperspace, the ship need 10% of max power to maintain the jump field, ship functions, life support, etc. I have no idea if this is reasonable or not; does anyone else have any idea?
While downworld, the ship needs no power (connected to a dirtside powergrid).
From the Book 2 tables, flight time for a 1-G ship to/from a size A world is 7 hours, add one hour for jump and you get 8 hours. Using that figure to give us some cushion built-in (certainly not all planets are size-A, and you don't need the 1 hour of full power to exit jumpspace) and assuming 30 jumps a year, we need 480 hours of full-power operations a year (remember, it's 8 hours out to jump and 8 hours in from jump, for 16 hours/jump).
30 jumps a year means 30 x 168 hours (average) in jumpspace, which at 10% of full power is the equivalent of 504 more hours of full-power operation.
Total: 984 hours a year of full-power equivalent needed, which means that 8760 hours of full-power on the core will last 8.9 years.
That's how I got my figure of 10 years duration for normal operation of a civilian starship fission powerplant. I figured there was enough slack in my calculation to allow a "rough" estimate of 10 years. Military ships might get only half that, as I would expect them to spend more time in space and less on the ground, plus expending more energy on things like weapons and screens.
The one thing this doesn't account for is the need for LH2 as "fuel" for jump, either as coolant, displacement mass, or whatever buzzwords you want/use.