acgetchell
SOC-7
Werror? I'm not familiar with that word... :rofl:
It's when you tell the compiler to convert warnings to errors.
Werror? I'm not familiar with that word... :rofl:
Yeah, that's what I love about T5 too! It's like Ultimate Traveller with all the tools that it packs. Plus, that 3 Book style being back, totes voted for it in the Privy Council.I should say I'm enjoying this incarnation of the rules. Reading through the rules in between compilations, as it were.
As a physicist, I'd probably replace "Jump" with "Alcubierre warp", "Fusion+" with "Monopole Catalysis", and a few other things (e.g. Hard AI proves impossible), but this toolkit certainly allows all of that.
You can purchase the T5.10 pdfs from DriveThruRPG for download or you can purchase them on disc from Far Future Enterprises.
Yeah, that's what I love about T5 too! It's like Ultimate Traveller with all the tools that it packs. Plus, that 3 Book style being back, totes voted for it in the Privy Council.
So what do you mean by Hard AI? Full-on sentience or just Turing levels of simulation?
EDIT: "Monopole Catalysis", is that perchance the proper name of cold fusion? I used to have copies of the first two papers on that not mention UW-Madison's lab exploding.![]()
Too bad the T5 rules seem to require hydrogen only for jumps, but I’ll probably work up the antimatter warp drive equivalent.
T5 has two options for not using Hydrogen for fuel, you can use the Collectors to gather a charge of exotic particles. Or you can use the TL-17 antimatter power systems instead of the fusion /hydrogen system.
That is correct, as long as you have the energy to feed to the Jump Drive you're fine. You will still need a fusion or antimatter power plant for ship operations but the actual Jumps can be done with whatever system you have as long as it delivers the proper level of EPs.So Jump in T5 doesn't require hydrogen?
That is correct, as long as you have the energy to feed to the Jump Drive you're fine. You will still need a fusion or antimatter power plant for ship operations but the actual Jumps can be done with whatever system you have as long as it delivers the proper level of EPs.
I agree, that's because HG80 only deals with fusion power plant enabled jump drives.This is actually consistent with JTAS #24, it was just never developed further in any of the subsequent versions because of the impact of jump fuel on ship design.
In JTAS #24, it's power -> charge capacitors -> dump to jump drive. It could even been solar powered.
That's even highlighted a bit in High Guard, with the caveat about fuel.
"If a ship absorbs enough energy to make a jump, and is supplied with sufficient fuel, it may jump at the end of the turn."
This is talking about filling the capacitors with energy, ostensibly from a black globe, to power the jump. But it still highlights a fuel requirement.
This is actually consistent with JTAS #24, it was just never developed further in any of the subsequent versions because of the impact of jump fuel on ship design.
high guard said:"If a ship absorbs enough energy to make a jump, and is supplied with sufficient fuel, it may jump at the end of the turn."
Book 2 p183 said:A ship with Jump Drive can shift internal temperature to its Jump Drive Capacitors: the total possible is Tons times Jump Potential.
By popular demand, we have committed to producing the Traveller5 Player's Book: a handy digest-size rules reference tailored for use by Players but without the (primarily) Referee’s rules. We expect to produce a printed version in Spring 2013, but every Backer who orders a Book will receive a link to an Ebook version when it is complete.
We'll use your [ character / ship ] name in a rules example in the text of the Traveller5 Core Hardcover book,
and we create an Illustration for inclusion in the upcoming EPIC Galaxiad adventure.
Subject to naming review, and perhaps some negotiation for canonicity and atmosphere.
Several of these characters non-human and ship designs will be non- human.