Spinward Flow
SOC-14 5K
"Ground! That's what I'll call it! Ground! I wonder if it will be friends with me?"The energy has to go somewhere.

"Ground! That's what I'll call it! Ground! I wonder if it will be friends with me?"The energy has to go somewhere.
A 50 kg missile less drive, fuel or batteries, etc. means the warhead is about 5kg or less. That isn't much at all.A LBB2 missile is 50kg.
You can actually get twenty missiles per cargo ton.
If nothing else the missile turret can be set for lower gravity to assist in lifting/handling.
That's fantastic! Very similar to what I imagined, thanks so much!I have parts of a game (don't know what happened to the parts that are missing) called Star Viking by Dwarfstar Games that had system cards with exactly that sort of set up. Box for main world, gas giants, asteroid belts even a space station on a couple as I recall. Always thought that it was a neat way to game fighting at the system level. Fleet elements could disengage and either leave or move to another part of the system.
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Not saying it’s a not bother, am saying it’s diminishing returns at a certain point. What that point is is mostly a game preference choice not a modeling/ sim one.Atmospheric Drag IS A FACTOR ... but it's not a "don't even bother" type of thing (particularly with respect to weapons engineering).
Use robot builds. Done.I'd be pretty hopeful that by TL10 there's be some pretty useful automation to assist loading missiles from their magazine, wherever in the ship that was. Otherwise things could get pretty difficult when there's battle damage to in-ship grav systems.
The requirement for manual reloading is the result of an RPG game design decision, not the limits of mechanical systems.Not saying it’s a not bother, am saying it’s diminishing returns at a certain point. What that point is is mostly a game preference choice not a modeling/ sim one.
Use robot builds. Done.
The turrets were predicated on launch tubes with tiny magazine. The reloads are in the hold. In many designs, the loader has 5 mins (or less) to get the reload across the ship, through various doors that really should be sealed for damage control purposes - and then has to return twice more because it's a triple turret! The ready rounds could be fed from an auto-loader. The Gunner's role would be keeping that loader fed with rounds.The requirement for manual reloading is the result of an RPG game design decision, not the limits of mechanical systems.
In fairness, this might not have been the case back in '77, but autoloaders aren't all that high tech even if they weren't as common when the first set of rules were written as they have since become.
* restocking would replace the three in the rack and the twelve in the turret.Each standard missile rack can hold one missile ready to fire and two additional
missiles ready for future game turns. The role of the gunner in the turret is to aim
and fire the weaponry in the turret; once the missile racks and ready missiles are
exhausted, the gunner must reload them with new missiles. A gunner can load new
missiles into the racks and still operate the weaponry in a game turn.
The standard turret has room to store an additional 12 missiles in it. Once these
missiles have been used, the turret must be restocked with missiles carried elsewhere
in the ship (usually in the cargo hold).
Restocking a turret with missiles is accomplished during the game turn interphase.
If the gunner participates in restocking, he may not operate weaponry in the turret
in the next game turn. It is possible for non-gunner crewmembers who are not otherwise
engaged to perform restocking instead. One person can restock a turret* in one
game turn.
That starts a whole other conversation on relative delta-VsThe whole concept of aiming a missile turret in the direction of the target becomes irrelevant (in the real world) later. Traveller was designed before the Naval preference for vertical launch tubes that you don't reload while at sea.
That's a fair call.I’d say the turret missiles were based on the 1950s/60s rail launchers.
Torpedoes are bigger than Traveller missiles, and they get the added benefit of detonating underwater, which boost their impact.Torpedoes.
I have to wonder though -A 50 kg missile less drive, fuel or batteries, etc. means the warhead is about 5kg or less. That isn't much at all.
Try again.the warhead is about 5kg or less. That isn't much at all.
Minimum warhead mass is 10kg and can go up to 40kg ... in a 50kg missile.Warheads
- High Explosive (TL=6): 10kg per explosive charge
- Focused Charge (TL=9): 10kg/20kg/30kg
- Nuclear (TL=8): 30 kg
- Enhanced Radiation (TL=9): 20kg
- Fusion (TL=8-9): 40kg
- Fusion (TL=10): 20kg