Scope (video-enabled telescope) ought to do it, if you can get a long enough baseline (combine/compare multiple images from distant locations). An in-system jump would make this easy, otherwise, a long-enough normal-space transit would suffice given typical starship acceleration capability.Under the T5 rules, is it possible to detect a gas giant from 1pc away? What kind of sensor would you need to build to accomplish this?
Taking a look at the exoplanets stuff available for the last 1/4 century, that's even possible at TL8!Under the T5 rules, is it possible to detect a gas giant from 1pc away? What kind of sensor would you need to build to accomplish this?
B2, p138:
_ _ Maximum Range. Each Sensor has a Maximum Range; it cannot attempt detection beyond Maximum Range.
It's not defined how they see stars, so there is no defined sensor task to detect. That does not necessarily mean they can't see them... There's a difference between "can see" and "precise targeting information produced quickly".So technically sensors in T5 can not see (detect) stars...
Along with a few other issues in T5...I think this is probably something that needs fixing.
Well ... ACTIVE sensor scans are going to be "right out" as they say.Under the T5 rules, is it possible to detect a gas giant from 1pc away? What kind of sensor would you need to build to accomplish this?
I was going to point this out, but @BackworldTraveller got here ahead of me.Taking a look at the exoplanets stuff available for the last 1/4 century, that's even possible at TL8!
Quite, make something up.Maybe something like this?
To detect gas giants in system 1pc away (variable, a week)
Impossible (7D) ≤ Edu+Sensors+Astrogation+Mods (uncertain (1D))
Cooperative Sensors + Author
Mods:
+ Sensor TL
+ Sensor Mod
I deliberately didn't write that so that you can sub console for your skills (I like emphasizing characters over equipment), but I can see where the logic of T5 demands that. I was assuming 7+3+3 for average stats and skills. With that, I came up with typical values of 7+3+3+15=28 at TL 15 with no special sensor mod. That's 81% chance, which matches up with the TNE 80% accuracy idea. You do also have opportunity for spectacular results with this. Allowing console would up 7+3 to the TL, so at TL 15, that would be 15+3+15=33, or 98%, so yes, nearly automatic.Quite, make something up.
I would say that is too easy?
7D averages 24.5 with low dispersion.
With just a TL-12 console and default sensor and no skill, that's about 50% chance?
With a TL-15 ship it's nearly automatic?
There should be a hefty negative DM for distance? If we can do it at 1 Pc, we can do it at 2 Pc, it's just more difficult or needs a more sensitive sensor.
Astrogation is mostly jump space navigation, with a minor in sensor reading. I would use Physics as a bonus skill. something like:
Edu + (Sensor or Astrogation) + Physics + Sensor range + Sensor Mod - N×distance + target size?
Or perhaps Sensor, Astrogation, or 2×Physics, with just Sensor and Astrogation substitutable with a console? Sorry, I just like the idea of this not being a standard shipboard task, but something for a University and a few undergrads.
Sensor range should be rewarded? I should be easier with a longer ranged = more sensitive sensor?
Target size should be involved, a star is easier to detect than a GG, that is easier than a planet?
Quite, I would call that too easy, but it's your campaign. If it's 80% and not a life-or-death situation, I wouldn't bother rolling, just let it take a week.I deliberately didn't write that so that you can sub console for your skills (I like emphasizing characters over equipment), but I can see where the logic of T5 demands that. I was assuming 7+3+3 for average stats and skills. With that, I came up with typical values of 7+3+3+15=28 at TL 15 with no special sensor mod. That's 81% chance, which matches up with the TNE 80% accuracy idea. You do also have opportunity for spectacular results with this. Allowing console would up 7+3 to the TL, so at TL 15, that would be 15+3+15=33, or 98%, so yes, nearly automatic.
Agreed, -1 per size smaller is too little. It would have to be tuned to the difficulty of the task? And, say, a blanket +5 to detect and pinpoint active stars?I like the idea of extending to other object types and ranges, but honestly a simple -1 for size to detect a planet vs. a gas giant is not that satisfying to me, and for stars, I would double their sizes (they are active sources). The relevant sizes are S=13 (Planet), S=14 (Gas Giant), S=15 (Star), S=16 (Giant Star).
Sounds reasonable. +5 is a huge mod, but so it should be.I also like the idea of using the sensor range as a bonus - a deep space sensor should do better than a standard sensor. If you look at the max range table, it appears there is a per-sensor range value as well you could take into account. Something like:
Mods:
+Sensor range - 7 (Ex: +0 for standard range, +5 for deep space)
+Space range to detect ACS for the sensor type (Ex: +4 for Scope)
Agreed, it has to be tuned.I feel like that then needs to be compensated with more dice or an overall mod which I was trying to avoid in the original formulation.
I would say a little too easy, we don't want the players surveying systems 5-10 Pc away with standard shipboard sensors?I looked at range as defined in T5. Max defined range is S=23 which is 1pc. Space ranges seem to be roughly doubling every range band, so you could do something like -1 per doubling after one parsec?
Sounds reasonable. We need free space with no disturbances and a free field of view of the target system, but that should not be a problem with an M-drive.What do you think about the duration I proposed? (variable, a week)?
Gas giants can be detected in a star system by the ships' computer:
the referee secretly determines if there is a gas giant present
in the unknown system and rolls 1 D; DM +ships computer
model (Model/4 would give DM +4). If the result is 10+, the computer
has detected the gas giant if one is present. A computer cannot
detect the absence of a gas giant.
You automatically exit jump at the 100D limit, so just aim for the star? I don't see the problem.Wouldn't this ability be a necessity for ships that do surveying and scouting of new systems? After all, if they are going to jump into a system that hasn't been surveyed accurately for planets and planetary motion it'd be hard to jump to within 100 diameters of one to come out of jump, if that is how you interpret the jump rules...
Would something like this be "routine" "science equipment" on a starship? Obviously, today, they're a bit specialized.All you need is a James Webb equivalent and a bit of time:
10 km/s × 3600 s/h × 24 h/day × 365 day/year × 3 years ≈ 1 000 000 000 km.The relative velocity between stars is 10 to 20 km/s, so about 100,000,000km.
Yes, you could miss the star, unless you compensate for relative motion. Luckily it's very easy to measure.Just how far will an average star have travelled in 3 and a bit years? Could you miss the 100d limit by just aiming at it?
Do ships need them for routine operation: No.Would something like this be "routine" "science equipment" on a starship? Obviously, today, they're a bit specialized.
Agreed, but it might be nice to know that there is fuel to harvest there, incase we don't have fuel for both jumps and an extended survey period, hence looking for GGs.But in the end, the fastest way is simply to go there. Get a J1 ship with doubled up tankage so they can make it back, and jump. In 2 weeks you will know.