Originally posted by Aramis:
MT had materials (SSOM, by DGP) stating that drives could produce:
10% rated reverse(170-180° from thrust line)
50% rated at 90° from thrust line
100% rated between 0 and 10° on thrust line.
Also, it said that the drive could be run at up to 300% rating for short periods; so you could, for a short bit, get 150% rated thrust off-axis, for "Star Wars" type TO & Landings.
Using this, you need to figure most ships will come in with A/G on, and unless AF designs, will come in engines down, then rotate over the field to landing gear down (and then A/G off) for touchdown.
No offense (cause you've got a better memory than me), but just so we get the right numbers I pulled out my copy of SSOM (one of my favorite books):
10% rated reverse(170-180° from thrust line)
25% rated at 90° from thrust line
100% rated between 0 and 10° on thrust line.
40% overdrive for several days at a time (minimal supervision by engineer)
400% for brief periods under 5 minutes (utmost care by engineer)
This makes high performance craft like SDBs even scarier, since a 6G SDB could put on 8.4Gs of thrust for several days (40% overdrive) to chase down a 1 or 2 G civilian craft, or even a 4G corsair, each of which could only boost to 1.4 G, 2.8 G or 5.6 G for several days. If you've got a hot engineer, I guess an SDB could even make a 400%/24G emergency dodge. Presumably, your inertial compensators are capable of handling 24Gs, or the salvage crew better bring along some sponges to recover the SDB crew.
SSOM also explains that thruster plates are not efficient for vessels under 20 tons. Instead, regular anti-grav tech is better below 20 tons.
Nose up landings/take-offs are explained by saying that passengers/crew keep their "horizontal" orientation using the internal gravity field (thus the floor stays the floor).
I've never gotten the sense from SSOM that spacecraft thrusters cut off gravity like regular anti-grav tech, and have treated them as thrust only systems in the games I've run. The practical scenario-busting problem I've found is if you allow starship thrusters to be used as if they were anti-grav units, then you get players who decide to simply float the starship around like a portable gun platform and use the turret weapons on low tech opponents. At high tech levels, even civilian starship armor is difficult for low tech guys to punch through, and basic turret weapons (e.g. a beam laser) on a starship will shred low tech planes, zeppelins, and even battleships. By treating thrusters as providing thrust, players have to actually fly the starship around and make rolls to stay in the air, as opposed to using minimal skill to simply float around on anti-grav. Also, if the thrusters are anti-grav units, then you wouldn't need to land nose up or use wings to glide in, just float in and apply minimal thrust to push the ship against the ground.
The MT Starship Operator's Manual is awesome. If you can find a copy, I highly recommend getting it. All of the above and more is in the Maneuver Drive section. There are sections on Flight Controls, Jump Drive, Power Plant/Fuel, Sensors/Comm/Transponders, Main Computer/Security, Hull/Environment, Cargo/Passengers, Weapons/Screens, and Crew Duties