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Fuel Purification Plant

Originally posted by far-trader:
First the only reference in CT seems to be in Striker*, that's hardly a convincing cite.

[snip]

* except for a strange reference to gravity altering the vector in the space combat rules in Book 2, strange because it isn't mentioned in any other CT rules, unless I'm forgetting some mention
Bad news, fellas. I just read that cite. This Escape Velocity rule IS mentioned in CT. In a big way. It's right where Dan just pointed...right in the middle of Book 2.

It's been there from the beginning, and I've never seen it. Heck, I think most Traveller players have just skimmed past this reference.

It's in a section that nobody reads because it has to do with rulers, milimeters, and math.

Yep, it's the Movement section of Book 2 space combat. It's the section that details a planet's gravitational effect on starships in Traveller.

That's what we're talking about, right? A ship's ability, with it's 1G M-Drive, to reach escape velocity on a Size 8 world.

I don't think this is a strange reference as Dan calls it above. Once you read it and understand it, I think it's pretty clear.

A ship with a 1G drive that begins on the surface of a Size 8 world will accelerate to a distance of 10,000 km...that is, if we do not account for the world's gravitational field.

Do the math. Look at the vector.

Once you apply the gravitational vector adjustment to the ship lifting off a Size 8 world, the ship's velocity becomes 0.

Yep. That's right. It ain't going anywhere.

It's right there in black and white. Right there in the heart of the LBBs.

THAT's where LKW is coming from when he wrote what he did in his 20 ton Launch deckplans.

THAT's what the references in the CT magazines are talking about.

THAT's why Striker's design system says what it does.

It's right there. Plot the course of the ship. It won't go anywhere. Now, if the ship had already been moving at some higher velocity, then the ship could make escape velocity through the Size 8 world's atmo. But, a ship on the ground, with a 1G drive, is starting at Velocity 0.

That's the big CT reference, right there in front of our faces.

We all missed it. But, it's there.
 
Originally posted by far-trader:
First the only reference in CT seems to be in Striker*, that's hardly a convincing cite.
Whoops! I've got another canon CT reference for ya! ;)

Not only do we have the references in Striker, LKW's CT ship, the CT magazine references (an Andy Slack article in White Dwarf comes to mind), and the mathematical representation displayed in the movement formula from the starship combat section of Book 2, but we also have this...

Check out pg. 49 of Book 6 under the paragraph title Escape Velocity.

Yep. There it is.

The escape velocity for a Size 8 world is given on a table, stated in km/sec.

A ship that accelerates at 1G averages 10 km/sec.

There it is again. Another CT reference. Right there in black & white.

The escape velocity for a Size 8 world is 11 km/sec.

Just like the rule I stated above says, a ship with a 1G M-Drive can make escape velocity from any size world that is Size 7 or less. It cannot make escape velocity from a world Size 8 or greater.

Check the table on pg. 48 of Book 6.

It's right there--another CT reference for ya. :cool:
 
Originally posted by far-trader:
First the only reference in CT seems to be in Striker*, that's hardly a convincing cite.
Whoops! I've got another canon CT reference for ya! ;)

Not only do we have the references in Striker, LKW's CT ship, the CT magazine references (an Andy Slack article in White Dwarf comes to mind), and the mathematical representation displayed in the movement formula from the starship combat section of Book 2, but we also have this...

Check out pg. 49 of Book 6 under the paragraph title Escape Velocity.

Yep. There it is.

The escape velocity for a Size 8 world is given on a table, stated in km/sec.

A ship that accelerates at 1G averages 10 km/sec.

There it is again. Another CT reference. Right there in black & white.

The escape velocity for a Size 8 world is 11 km/sec.

Just like the rule I stated above says, a ship with a 1G M-Drive can make escape velocity from any size world that is Size 7 or less. It cannot make escape velocity from a world Size 8 or greater.

Check the table on pg. 48 of Book 6.

It's right there--another CT reference for ya. :cool:
 
So a ship with 1G maximum acceleration cannot take off from a world with greater than 1G of local gravity. After 30 years, common sense prevails (who would have thought?)
 
My take on book 2 drives is that when FPs are present, they are part of the listed drives/plants tonnage. Also, the reason that scout and naval vessels take no penalty with unrefined fuel is that they not only are ruggedized to handle it but also have FPs built in. I generally allow any ship which has streamlining to have an FP in order to take on unrefined fuel at port.

Strange, I'm certain I posted something like this, but I can't find it...
 
My take on book 2 drives is that when FPs are present, they are part of the listed drives/plants tonnage. Also, the reason that scout and naval vessels take no penalty with unrefined fuel is that they not only are ruggedized to handle it but also have FPs built in. I generally allow any ship which has streamlining to have an FP in order to take on unrefined fuel at port.

Strange, I'm certain I posted something like this, but I can't find it...
 
Originally posted by atpollard:
So a ship with 1G maximum acceleration cannot take off from a world with greater than 1G of local gravity. After 30 years, common sense prevails (who would have thought?)
Isn't it amazing how so many people (myself included) just completely glossed over this in the rules. Sure, it's a bit hidden. I guess MWM and LKW and Frank thought the math example in Book 2 was enough.

But, after 25 years of playing Traveller, do you know this is the first time I've ever even bothered with the math and mm conversion in Book 2 space combat. It alwasy looked complicated, and I didn't want to mess with it. Besides, my first Traveller purchase was Starter Traveller, which completely skips that section of the rules in favor of Range Band movement.

Then MT comes along and changes the concept all together. The M-Drive can be placed into "overdrive" for short periods of time so that a drive rated at 1G can actually produce thrust of up to 3Gs for a short period of time.

The rest, is history. Things get glossed over. Things get left out.

For example, under Book 1 autofire for gun combat, if two other targets are close to the primary target, then they may be attacked by an autofire burst at the appropriate negative only if the adjacent targets aren't using evasion. If they're using evasion, they can't be targets.

That same rule is regurgitated in TA#1: Personal Weapons of Charted Space EXCEPT the part about evasion is convieniently left out.

I see this happening with a lot of Traveller editions that are based on CT. Whole sections of CT text are cut-n-based to later Traveller editions (sometimes so that some people actually think the concept originated in an edition other than CT ... like skill cascades or the Experience Limit in MT), but important sentences are trimmed for space or not added from another section of CT rules.

The Escape Velocity rule is certainly a rule that disappears when you get to other versions of Traveller.

I remember when, years ago, I was reading an article about it, and my brain was like, "What's this? What do you mean a 1G ship can't land on every world it comes into contact with?! Rubbish!"

But, it makes sense. And, it also adds a dimension to the game that I find rather enjoyable.

The tramp captains with J-1, M-1 vessels have not only stick to the mains, but also look at the world size and starport class of their next destination.

If the world is size 8+, then hopefully the starport is Class A or Class B. That way, the ship can dock at the High Port, and business goes on as usual.

If the world has a Class C or less starport, the tramp freighter captain may want to skip that world.

Somebody has said this before about this very issue, but I'll quote them here, "Heck, maybe this is why there are so many Far Trader's floating around out there!"








Here's a handy table, presented in FIFTY STARBASES by Judges Guild (one of the best supplements JG ever put out...don't let the crappy art and newprint cover fool ya).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">UWP Starport Orb. Port Orb. Station Orb. Dock
------------ --------- ------------ ----------
A 9+ Present No
B 10+ Present No
C 11+ 8+ Present
D 12+ 10+ Present
E 13+ 12+ 11+</pre>[/QUOTE]DM of +1 for each UWP TL above 8.

If Orbital Facility is present, then roll 2D on this next chart to determine Services offered. Use a DM of +1 for each UWP Population code above 5.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 2D
------
2-7 Basic Services at the Orbital Facilty
8-11 Standard Services at the Orbital Facility
12+ Extensive Services at the Orbital Facility</pre>[/QUOTE]Definitions
------------------
Basic Orbital Port: Construction of vessels up to 1000 tons displacement. Construct J-Drives on a roll of 9+. Accomodates at least 5,000 passengers and 5,000 work crew. Scheduled shuttle flights to world below as well as all other important settlements and installations in the system. Small craft and interplanetary vessels available for hire. Interstellar vessels of 1000 tons available on roll of 8+. Refined fuel, water, and luxury food supplies available. Repairs and annual maintenance available on 7+.

Standard Orbital Port: Construction of vessels up to 10,000 tons displacement. Construction of J-Drives. 10,000 passengers and up to 10,000 work crew. Scheduled shuttle flights to world below as well as all other important settlements and installations in the system. Small craft, interplanetary, and interstellar vessels of up to 10,000 tons displacement available for hire. Interstellar craft over 10,000 tons available on 8+. Refined fuel, water, and luxyry food available. Reparis and annual maintenance avaiable.

Extensive Orbital Port: All the capabilities of a space born city. Construction of vessels up to 100,000 tons displacement. Construction of J-Drives. 50,000 passengers and up to 50,000 work crew. Scheduled shuttle flights to world below as well as all other important settlements and installations in the system. Small craft, interplanetary, and interstellar vessels of up to 50,000 tons displacement available for hire. Vessels over 50,000 tons available on 8+. Refined fuel, water, and luxyry food available. Reparis and annual maintenance avaiable.

Special Category: A special category exists for those extremely large Orbital Ports in systems with populations of A or better and tech levels of E and above. The Orbital Ports, in addition to the services provided by the Extensive Orbital Port, are capabile of building vessels of 1,000,000 tons displacement and above. They are a complete industrial complex in space, capable of producing any device or item their tech level will allow.

Basic Orbital Station: Accomodate up to 250 passengers and 250 work crew. Scheduled shuttle service to the planet below available. Small craft are available for hire, and a Type A Free Trader will be available on a roll of 11+. Refined fuel, water, and basic food supplies are available. Spare parts for standard small craft available.

Standard Orbital Station: Accomodate up to 1,000 passengers and 500 work crew. Scheduled shuttle service to the planet below available. Small craft are available for hire, and a Type A Free Trader will be available on a roll of 7+. Other types of commercial vessels will be available on a roll of 11+. Refined fuel, water, and basic food supplies are available. Roll 9+ for luxury food supplies. Spare parts for standard small craft available. Repair services for small craft available on 7+.

Extensive Orbital Station: Accomodate up to 5,000 passengers and 1000 work crew. Scheduled shuttle service to the planet below available as well as scheduled shuttle service to other significant settelments and bases in the system. Small craft and interplanetary craft of up to 500 tons are available for hire. Interstellar craft of up to 200 tons available for hire. Interstellar vessels of up to 1000 tons are available on a roll of 7+. Refined fuel, water, and basic food supplies are available. Roll 9+ for luxury food supplies. Spare parts for standard small craft available. Repair services for small craft available on 7+.

Basic Orbital Dock: Facility for storing cargo in geosynchronous orbit at one of the beacon positions. At a minimum, this is a pressurized bubble with standard cargo hatch adapters for transferring cargo and a series of mesh wire open cages for holding materials which can be shipped and stored in vacuum (vacuum storage container, normally). Unrefined fuel, water, and basic food supplies available on a roll of 4+. Refined fuel available on a roll of 11+. No replacement parts of any type available.

Standard Orbital Dock: Adds a small crew of cargo handlers, several small space mules, at least one small craft capable of re-entry, and a life support facility capable of handling 100 people indefinitely to the facilities offered under the Basic Orbital Dock description. Unrefined fuel, water, and basic food supplies available. Refined fuel available on a roll of 7+. No replacement parts of any type available.

Extensive Orbital Dock: Accomodates 50 passengers and up to 200 work crew. Several small craft available as scheduled cargo and passenger shuttle service world below. Unrefined fuel, water, and basic food supplies available. Refined fuel available on a roll of 6+. Some spare parts for small craft available on a roll of 9+.
 
Originally posted by atpollard:
So a ship with 1G maximum acceleration cannot take off from a world with greater than 1G of local gravity. After 30 years, common sense prevails (who would have thought?)
Isn't it amazing how so many people (myself included) just completely glossed over this in the rules. Sure, it's a bit hidden. I guess MWM and LKW and Frank thought the math example in Book 2 was enough.

But, after 25 years of playing Traveller, do you know this is the first time I've ever even bothered with the math and mm conversion in Book 2 space combat. It alwasy looked complicated, and I didn't want to mess with it. Besides, my first Traveller purchase was Starter Traveller, which completely skips that section of the rules in favor of Range Band movement.

Then MT comes along and changes the concept all together. The M-Drive can be placed into "overdrive" for short periods of time so that a drive rated at 1G can actually produce thrust of up to 3Gs for a short period of time.

The rest, is history. Things get glossed over. Things get left out.

For example, under Book 1 autofire for gun combat, if two other targets are close to the primary target, then they may be attacked by an autofire burst at the appropriate negative only if the adjacent targets aren't using evasion. If they're using evasion, they can't be targets.

That same rule is regurgitated in TA#1: Personal Weapons of Charted Space EXCEPT the part about evasion is convieniently left out.

I see this happening with a lot of Traveller editions that are based on CT. Whole sections of CT text are cut-n-based to later Traveller editions (sometimes so that some people actually think the concept originated in an edition other than CT ... like skill cascades or the Experience Limit in MT), but important sentences are trimmed for space or not added from another section of CT rules.

The Escape Velocity rule is certainly a rule that disappears when you get to other versions of Traveller.

I remember when, years ago, I was reading an article about it, and my brain was like, "What's this? What do you mean a 1G ship can't land on every world it comes into contact with?! Rubbish!"

But, it makes sense. And, it also adds a dimension to the game that I find rather enjoyable.

The tramp captains with J-1, M-1 vessels have not only stick to the mains, but also look at the world size and starport class of their next destination.

If the world is size 8+, then hopefully the starport is Class A or Class B. That way, the ship can dock at the High Port, and business goes on as usual.

If the world has a Class C or less starport, the tramp freighter captain may want to skip that world.

Somebody has said this before about this very issue, but I'll quote them here, "Heck, maybe this is why there are so many Far Trader's floating around out there!"








Here's a handy table, presented in FIFTY STARBASES by Judges Guild (one of the best supplements JG ever put out...don't let the crappy art and newprint cover fool ya).

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">UWP Starport Orb. Port Orb. Station Orb. Dock
------------ --------- ------------ ----------
A 9+ Present No
B 10+ Present No
C 11+ 8+ Present
D 12+ 10+ Present
E 13+ 12+ 11+</pre>[/QUOTE]DM of +1 for each UWP TL above 8.

If Orbital Facility is present, then roll 2D on this next chart to determine Services offered. Use a DM of +1 for each UWP Population code above 5.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 2D
------
2-7 Basic Services at the Orbital Facilty
8-11 Standard Services at the Orbital Facility
12+ Extensive Services at the Orbital Facility</pre>[/QUOTE]Definitions
------------------
Basic Orbital Port: Construction of vessels up to 1000 tons displacement. Construct J-Drives on a roll of 9+. Accomodates at least 5,000 passengers and 5,000 work crew. Scheduled shuttle flights to world below as well as all other important settlements and installations in the system. Small craft and interplanetary vessels available for hire. Interstellar vessels of 1000 tons available on roll of 8+. Refined fuel, water, and luxury food supplies available. Repairs and annual maintenance available on 7+.

Standard Orbital Port: Construction of vessels up to 10,000 tons displacement. Construction of J-Drives. 10,000 passengers and up to 10,000 work crew. Scheduled shuttle flights to world below as well as all other important settlements and installations in the system. Small craft, interplanetary, and interstellar vessels of up to 10,000 tons displacement available for hire. Interstellar craft over 10,000 tons available on 8+. Refined fuel, water, and luxyry food available. Reparis and annual maintenance avaiable.

Extensive Orbital Port: All the capabilities of a space born city. Construction of vessels up to 100,000 tons displacement. Construction of J-Drives. 50,000 passengers and up to 50,000 work crew. Scheduled shuttle flights to world below as well as all other important settlements and installations in the system. Small craft, interplanetary, and interstellar vessels of up to 50,000 tons displacement available for hire. Vessels over 50,000 tons available on 8+. Refined fuel, water, and luxyry food available. Reparis and annual maintenance avaiable.

Special Category: A special category exists for those extremely large Orbital Ports in systems with populations of A or better and tech levels of E and above. The Orbital Ports, in addition to the services provided by the Extensive Orbital Port, are capabile of building vessels of 1,000,000 tons displacement and above. They are a complete industrial complex in space, capable of producing any device or item their tech level will allow.

Basic Orbital Station: Accomodate up to 250 passengers and 250 work crew. Scheduled shuttle service to the planet below available. Small craft are available for hire, and a Type A Free Trader will be available on a roll of 11+. Refined fuel, water, and basic food supplies are available. Spare parts for standard small craft available.

Standard Orbital Station: Accomodate up to 1,000 passengers and 500 work crew. Scheduled shuttle service to the planet below available. Small craft are available for hire, and a Type A Free Trader will be available on a roll of 7+. Other types of commercial vessels will be available on a roll of 11+. Refined fuel, water, and basic food supplies are available. Roll 9+ for luxury food supplies. Spare parts for standard small craft available. Repair services for small craft available on 7+.

Extensive Orbital Station: Accomodate up to 5,000 passengers and 1000 work crew. Scheduled shuttle service to the planet below available as well as scheduled shuttle service to other significant settelments and bases in the system. Small craft and interplanetary craft of up to 500 tons are available for hire. Interstellar craft of up to 200 tons available for hire. Interstellar vessels of up to 1000 tons are available on a roll of 7+. Refined fuel, water, and basic food supplies are available. Roll 9+ for luxury food supplies. Spare parts for standard small craft available. Repair services for small craft available on 7+.

Basic Orbital Dock: Facility for storing cargo in geosynchronous orbit at one of the beacon positions. At a minimum, this is a pressurized bubble with standard cargo hatch adapters for transferring cargo and a series of mesh wire open cages for holding materials which can be shipped and stored in vacuum (vacuum storage container, normally). Unrefined fuel, water, and basic food supplies available on a roll of 4+. Refined fuel available on a roll of 11+. No replacement parts of any type available.

Standard Orbital Dock: Adds a small crew of cargo handlers, several small space mules, at least one small craft capable of re-entry, and a life support facility capable of handling 100 people indefinitely to the facilities offered under the Basic Orbital Dock description. Unrefined fuel, water, and basic food supplies available. Refined fuel available on a roll of 7+. No replacement parts of any type available.

Extensive Orbital Dock: Accomodates 50 passengers and up to 200 work crew. Several small craft available as scheduled cargo and passenger shuttle service world below. Unrefined fuel, water, and basic food supplies available. Refined fuel available on a roll of 6+. Some spare parts for small craft available on a roll of 9+.
 
Why do the class A and class B starports have no chance for an Orbital Dock? Important worlds do not ship cargo?
 
Originally posted by atpollard:
Why do the class A and class B starports have no chance for an Orbital Dock? Important worlds do not ship cargo?
It's in the descriptions. The Orbital Docks are only cargo oriented. The Orbital Stations and Orbital Ports include cargo handling services and facilities, just a like a downport would.
 
Originally posted by atpollard:
Why do the class A and class B starports have no chance for an Orbital Dock? Important worlds do not ship cargo?
It's in the descriptions. The Orbital Docks are only cargo oriented. The Orbital Stations and Orbital Ports include cargo handling services and facilities, just a like a downport would.
 
Originally posted by far-trader:

Which is why it has been ignored, or explained as contra-grav lifters nullify local gravity (99% or so anyway) leaving your full maneuver G for thrust.

The only problem there is some people seem to have come to the conclusion that contra-grav will allow a ship, no matter how ungainly designed it's extreme unstreamlined shape, to safely, gently, routinely, and easily, enter an atmosphere. I think it's wrong but hey, it's a game.
So... you've banned the safe, gentle, routine, slow, unstreamlined air/raft from atmospheric flight IYTU?
 
Originally posted by far-trader:

Which is why it has been ignored, or explained as contra-grav lifters nullify local gravity (99% or so anyway) leaving your full maneuver G for thrust.

The only problem there is some people seem to have come to the conclusion that contra-grav will allow a ship, no matter how ungainly designed it's extreme unstreamlined shape, to safely, gently, routinely, and easily, enter an atmosphere. I think it's wrong but hey, it's a game.
So... you've banned the safe, gentle, routine, slow, unstreamlined air/raft from atmospheric flight IYTU?
 
Nope, covered this in another thread a while back. Nowhere does it say the air/raft can deorbit, only that it can slowly make orbit. I have no problem with that.

So, you want to make orbit in your air/raft you're welcome to. It won't be a comfy trip, and it'll take a long time. You want to come back down in it you have two choices imtu, toasted or splattered
If there's an atmo, you'll burn up attempting reentry. If there's no atmo you'll hit the ground very very fast.
 
Nope, covered this in another thread a while back. Nowhere does it say the air/raft can deorbit, only that it can slowly make orbit. I have no problem with that.

So, you want to make orbit in your air/raft you're welcome to. It won't be a comfy trip, and it'll take a long time. You want to come back down in it you have two choices imtu, toasted or splattered
If there's an atmo, you'll burn up attempting reentry. If there's no atmo you'll hit the ground very very fast.
 
Originally posted by Supplement Four:
According to CT, a ship, streamlined and winged or not, cannot land on a world unless its M-Drive rating is greater than the world's G rating. A ship with a 1G M-Drive cannot reach escape velocity of a size 9 world, for example.
But it doesn't say that. Not plainly. All it plainly says is only streamlined ships can skim and land in atmo. It doesn't even define how much atmo does it?

CT strongly implies with the travel time formula, and The Traveller Book reinforces with it's time to orbit table, that you don't factor local gravity. This is why I called the obscure reference in the vector movement strange.

Besides, we don't need to fly straight up to reach escape velocity. We can accelerate at a tangent until we reach sufficient velocity. The two are not the same (acceleration and velocity) though often confused.

I think this is the point to remember. Most large planets will have atmo with the extra gravity. And if only streamlined ships are allowed to land it's easy to imagine they "fly" to make orbit and deorbit. While an unstreamlined ship "might" be able to land and take off with sufficient thrust, in a tail sitter orientation, it can't rely on streamlining. So it'll need some thrust in excess of the gravity to do so.

Originally posted by Supplement Four:
...but we also have this...

Check out pg. 49 of Book 6 under the paragraph title Escape Velocity.

Yep. There it is.

The escape velocity for a Size 8 world is given on a table, stated in km/sec.

A ship that accelerates at 1G averages 10 km/sec.

There it is again. Another CT reference. Right there in black & white.
Another good try, but again velocity and thrust are not the same. Streamlined ships can fly in atmo so they don't need to be rockets.

If you're so sure of this, explain to me how the lowly air/raft and heavy g-carrier, each with far less than 1G of thrust is able to make orbit of any world, even a size 10?

That's right, it flies there, very slowly
 
Originally posted by Supplement Four:
According to CT, a ship, streamlined and winged or not, cannot land on a world unless its M-Drive rating is greater than the world's G rating. A ship with a 1G M-Drive cannot reach escape velocity of a size 9 world, for example.
But it doesn't say that. Not plainly. All it plainly says is only streamlined ships can skim and land in atmo. It doesn't even define how much atmo does it?

CT strongly implies with the travel time formula, and The Traveller Book reinforces with it's time to orbit table, that you don't factor local gravity. This is why I called the obscure reference in the vector movement strange.

Besides, we don't need to fly straight up to reach escape velocity. We can accelerate at a tangent until we reach sufficient velocity. The two are not the same (acceleration and velocity) though often confused.

I think this is the point to remember. Most large planets will have atmo with the extra gravity. And if only streamlined ships are allowed to land it's easy to imagine they "fly" to make orbit and deorbit. While an unstreamlined ship "might" be able to land and take off with sufficient thrust, in a tail sitter orientation, it can't rely on streamlining. So it'll need some thrust in excess of the gravity to do so.

Originally posted by Supplement Four:
...but we also have this...

Check out pg. 49 of Book 6 under the paragraph title Escape Velocity.

Yep. There it is.

The escape velocity for a Size 8 world is given on a table, stated in km/sec.

A ship that accelerates at 1G averages 10 km/sec.

There it is again. Another CT reference. Right there in black & white.
Another good try, but again velocity and thrust are not the same. Streamlined ships can fly in atmo so they don't need to be rockets.

If you're so sure of this, explain to me how the lowly air/raft and heavy g-carrier, each with far less than 1G of thrust is able to make orbit of any world, even a size 10?

That's right, it flies there, very slowly
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
Which is why it has been ignored, or explained as contra-grav lifters nullify local gravity (99% or so anyway) leaving your full maneuver G for thrust.
Or...

I wonder...

I wonder if this rule is a left-over reference from 1st edition CT.
</font>[/QUOTE]Could very well be just that.


Originally posted by Supplement Four:
It's not a direct reference, but in the Starship Economics chapter of The Traveller Book (and I assume this is in the LBBs too, but I haven't checked), goods taken on in orbit are delivered when placed in orbit around the destination world. Goods loaded on a planetary surface are delivered when off-loaded on the surface if the destination. The custom applies to cargo, passengers, and mail.

Yep, not definitive enough I agree. I always took it as applying to unstreamlined ship operations like the Sub Liner and read nothing else into it.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
Which is why it has been ignored, or explained as contra-grav lifters nullify local gravity (99% or so anyway) leaving your full maneuver G for thrust.
Or...

I wonder...

I wonder if this rule is a left-over reference from 1st edition CT.
</font>[/QUOTE]Could very well be just that.


Originally posted by Supplement Four:
It's not a direct reference, but in the Starship Economics chapter of The Traveller Book (and I assume this is in the LBBs too, but I haven't checked), goods taken on in orbit are delivered when placed in orbit around the destination world. Goods loaded on a planetary surface are delivered when off-loaded on the surface if the destination. The custom applies to cargo, passengers, and mail.

Yep, not definitive enough I agree. I always took it as applying to unstreamlined ship operations like the Sub Liner and read nothing else into it.
 
Originally posted by far-trader:
So, you want to make orbit in your air/raft you're welcome to. It won't be a comfy trip, and it'll take a long time. You want to come back down in it you have two choices imtu, toasted or splattered
If there's an atmo, you'll burn up attempting reentry. If there's no atmo you'll hit the ground very very fast.
So... Free Traders are just SOL at Size 8+, Starport D- worlds, then?
 
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