South Saxon
SOC-1
Any suggestions for the best resources on communication devices and their effective ranges?
T4's(Marc Miller's Traveller) Fire Fusion and steel rule set gives you rules for radio with many options like directional, frequency hopping, and so on as well as giving you the rules to calculate volume, mass, area, power usage, and cost.Any suggestions for the best resources on communication devices and their effective ranges?
Sorry, scrolled right by.Have you got me on ignore or something?
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That sounds promising, thank you.T4's(Marc Miller's Traveller) Fire Fusion and steel rule set gives you rules for radio with many options like directional, frequency hopping, and so on as well as giving you the rules to calculate volume, mass, area, power usage, and cost.
The same goes for laser communicators and meson communicators, ranges from a few km for grav vehicle mounts to 1000AU systems. Tech level built at affects all of the stats.
Modulate a signal on a turret laser. 250MW and an unrealistic lack of beam dispersion, and there you have it. Receiver is the "We're being shot at!" laser detector.I've always liked how TNE has a maser comms which has infinite range.
Good luck getting a timely response from further than the next system.
T5 had (until fixed in a later edition) a way to send a yes/no message at Jump-28 across the X-Boat network, or Jump-42 across a Jump-6 network.I always thought that any Comm system going through Jumpspace would move at Jump-36. Which is the max level of Jumpspace according to MegaTraveller.
Communicating at 36 parsecs in a week would change the dynamic of Traveller significantly. But only until you build ships that can have a Jump-36 drive.
That's one way of doing it, yes.Modulate a signal on a turret laser. 250MW and an unrealistic lack of beam dispersion, and there you have it. Receiver is the "We're being shot at!" laser detector.
Timely is relative.