But Striker specifically says top speed is dependent on local gravity, and the 1.1 g drive performance of the air/raft is from the Striker tables. If you use one, I think you should use the other.
That's a defensible position. Since Striker grav vehicles are handled differently than CT grav vehicles, I'd prefer to use only the minimum necessary and most relevant info from the latter source.
At least MT and TNE has unified design systems; vehicles and spacecraft are designed using the same system. The overlap is clearly defined.
Useful info, thanks! They may be designed with the same system, but I was more concerned with how people think of them and how that shapes expectations of what they can do.
Of course we can build sub-orbital or orbital grav vehicles, but we end up with something less efficient than a small craft. Once we have M-drives they are superior for space and orbital interface.
True, but that's TL-9+ and an entirely different matter. Still, four Air/Rafts have more payload capacity (by mass) than a 20-ton Launch and take up 20% less space, while costing MCr 2.4 instead of MCr 14. You give up a lot of flexibility and the ability to operate beyond planetary orbit in exchange for the low-budget price tag.
That said, I was pointing out that even while trying to push the envelope of what a lowly Air/Raft is capable of, I was still thinking in terms of it just being a car that flies. For example, why does it have to stay horizontal like a car? Could you just point it straight up so drag is less of a factor in a vertical ascent? Maybe not, but it's noteworthy that I didn't even think of it until then
even when I was trying to eke out every advantage for it.
The funny part is that I've thought of pointing them nose-up for aerobraking in normal flight (120kph airspeed, meet barn door!) as well as heat-shielded re-entry. Doing the same for vertical ascent didn't occur to me
because cars don't do that.
Addendum: In previous posts, I miscalculated the time to descend from 30km to the surface (and thus to descend from 100km).
Ascent is at 30kph in the lower atmosphere (up to 30km) because it's at 0.1G.
Descent through that zone is at up to 1G and at the craft's terminal velocity.
Top speed is power/drag, drag is square of airspeed (all else equal, low subsonic regime).
Descent speed is sqrt(10 times the acceleration force)*(the 30kph ascent speed): approx 100 kph. Expect a turbulent ride down, but it's plausible.
With 0.1G available for arresting the fall, it'll take 30 seconds to come to a stop from 100kph (that is, come to rest in a hover).
So, it takes an hour to get to 30km altitude, but only 18.5 minutes to get back down through that again.
Getting from 30km to 100km is D=AT^2 where A=0.1. Getting back down is similar, but requires speed<100kph at 30km altitude. Acceleration down is at 1G, deceleration to atmosphere contact is at 0.1G. This is slightly different from orbital re-entry, as that will be at 0.1G deceleration all way down.
It's 0200 local and I'm too tired to do the math right now. Goodnight!