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A Question about mother/fuel ships

Tacoma, WA; with the Lexington...

...and a few times during WWII. Ship to shore power has been used in the past and could still be done today but most modern ships aren't really set up for the role. You'd need a tie in to the grid close to a safe mooring, and a lot of cables which would have to come from the locals as the ship wouldn't have them.

Same thing in Traveller imo. I don't see that a Free-Trader is going to be set up to run ship to shore (port), or ship to ship power, even though they will be routinely going shore (port) to ship power (and life support). You could jury rig something but it wouldn't be easy or optimal.
 
...and a few times during WWII. Ship to shore power has been used in the past and could still be done today but most modern ships aren't really set up for the role. You'd need a tie in to the grid close to a safe mooring, and a lot of cables which would have to come from the locals as the ship wouldn't have them.

Same thing in Traveller imo. I don't see that a Free-Trader is going to be set up to run ship to shore (port), or ship to ship power, even though they will be routinely going shore (port) to ship power (and life support). You could jury rig something but it wouldn't be easy or optimal.

Though I would be surprised if a tender/rider combo didn't already have the connections.

A Free-trader, not so much (agreed).
 
Use the riders as generators to power the tender, imo, there isn't a logical reason it can't be done.

Quite right, it make sense, was done in real world, and one can reasonably take for granted that if it is not standard built it is only a minor task to fit a switch to rout PP electrical to an external connector in an emergency... and that is what I mean when I say everything have to be and can be extrapolated and does not need a luxury of details in the CT design system.

Still I need to figure out the jump capability of a 2,000 t tender using a Type A PP. And because we have no real life reference to jumpspace (none of us can say "I was in jump space last week") I have to use games rules. Under LBB2 the PP number need to equal the M number but does not need to match the J; it may take "forever" to charge large capacitors with a small PP, but it can be done as extrapolated by Canon...:oo: if disregarding the table limiting the size of ships associated with Type A PP. May be this limitation is really for the "drive" alone? In HG your trick would not work because a pair of J-2 100t scout, even if you combine their power plant, do not have enough power to J-1 a 2,000t (including the scout and the mission supplies pods loaded) tender.

I love simple systems but sci-fi create a situation where some rules create the universe rather than translate the universe into a gaming system as if you were playing micro-armor.

Selandia
 
You could make the riders have a critical roll as if they are overloading their power plants, if failed: misjump.
 
Quite right, it make sense, was done in real world, and one can reasonably take for granted that if it is not standard built it is only a minor task to fit a switch to rout PP electrical to an external connector in an emergency... and that is what I mean when I say everything have to be and can be extrapolated and does not need a luxury of details in the CT design system.

Still I need to figure out the jump capability of a 2,000 t tender using a Type A PP. And because we have no real life reference to jumpspace (none of us can say "I was in jump space last week") I have to use games rules. Under LBB2 the PP number need to equal the M number but does not need to match the J; it may take "forever" to charge large capacitors with a small PP, but it can be done as extrapolated by Canon...:oo: if disregarding the table limiting the size of ships associated with Type A PP. May be this limitation is really for the "drive" alone? In HG your trick would not work because a pair of J-2 100t scout, even if you combine their power plant, do not have enough power to J-1 a 2,000t (including the scout and the mission supplies pods loaded) tender.

I love simple systems but sci-fi create a situation where some rules create the universe rather than translate the universe into a gaming system as if you were playing micro-armor.

Selandia

Note that the PP has been required to match the J-drives since 1981... CT 2E (1981 copyright date and later LBB's, plus TTB and Starter Traveller) made that change. Only one design was grandfathered - the XBoat - because it can't be made under Bk2 of CT2E. (It can under HG - but only just.)
 
Under CT and MT, ships used jump grids. So I don't think there would be any affect to nearby ships (physically docked could potentially be different, but also you could say the jump field would simply fail and nothing would happen).

In MGT, there is a jump 'bubble' that surrounds your ship. But nothing I have found puts much more detail than that. The bubble could be quite small (centimeters?) and again, you would not affect anything else other than your own ship.

Personally I would go with only the jumping ship would be destroyed somewhere else in hyperspace. Otherwise terrorists or enemies would dock free traders on planets or stations and activate their jump drive and cause massive destruction.
 
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