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CT Scout ship computer ???

Been considering running a more-or-less Book 1-3 only campaign.....never done this before

The Scout ship in CT has a mod.1 computer (2/4 capacity)

These programs are mandatory (it would seem)
-------------------------------------------------------
Maneuver (1)
Navigation (1)
Target (1)
Jump (1)
Jump 2 (2)

any other choices, and the ship can either not move, not jump both 1 & 2, or not fight....

this ship cannot; generate it's own flight plans, launch missiles or sand, cannot evade, and has no library (plus no anti-hijack, making it possibly safer to steal).

even with a mod.2 computer (3/6 capacity) it can then generate flight plans and launch missles and sand, but still has no library and cannot evade....

let alone any mission-specific programs...and I guess any sensor data is printed out or stored on punch cards or something....

....am I missing something?
 
guess any sensor data is printed out or stored on punch cards or something....

....am I missing something?

Nope: for a ship off the shelf? Sure, that looks about right.

An active duty scout, or any ship that's been in service for any length of time, would have a more extensive library for sure.

Sensor data and the like is sort of handwaved: IMTU I assume it to be a background feature of the maneuver and navigation programs.
 
Been considering running a more-or-less Book 1-3 only campaign.....never done this before

The Scout ship in CT has a mod.1 computer (2/4 capacity)

These programs are mandatory (it would seem)
-------------------------------------------------------
Maneuver (1)
Navigation (1)
Target (1)
Jump (1)
Jump 2 (2)

any other choices, and the ship can either not move, not jump both 1 & 2, or not fight....

this ship cannot; generate it's own flight plans, launch missiles or sand, cannot evade, and has no library (plus no anti-hijack, making it possibly safer to steal).

even with a mod.2 computer (3/6 capacity) it can then generate flight plans and launch missles and sand, but still has no library and cannot evade....

let alone any mission-specific programs...and I guess any sensor data is printed out or stored on punch cards or something....

....am I missing something?

The scout has a computer model 1 bis, with 4/0 capacity. See that a model 1 computer could not support jump 2...

Not sure if that's better or worse, as it can run more programs at once, but have none in storiage. See though that it can have more programs, just not running them (let's say in CD equivalents) and change them as needed.

I guess when not in combat it could ruun with maneuver, J-2 (if needed), and navigation. If not expected to jump, it can load the library, and so on...

In combat it could run with auto-evade, target, return fire and launch (if needed, predict 1 or gunner interact otherwise)

About anti-hijack, it does not use to carry passengers, so who will hijack it?
 
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I find it easiest to grasp the slot methodology by thinking of it as a backplane system.

The Model 1 has 8 slots - 2 are processors, and the others are the cards, and you can soft-switch processors between any of the installed cards. The system automatically does that, ship-combat-phase by ship-combat-phase.

The 1/Bis has the same 8 slots - but puts CPUs in 4 of them and upgrades the bus width a little.

loading a program means popping the computer open, and unslotting the old program, and slotting the new one, and tightening the lock screw.

And there's a tape drive for the jump course...

A two slot program sits in two adjacent backplane slots, and needs two processors to run its data.
 
I find it easiest to grasp the slot methodology by thinking of it as a backplane system.

The Model 1 has 8 slots - 2 are processors, and the others are the cards, and you can soft-switch processors between any of the installed cards. The system automatically does that, ship-combat-phase by ship-combat-phase.

The 1/Bis has the same 8 slots - but puts CPUs in 4 of them and upgrades the bus width a little.

loading a program means popping the computer open, and unslotting the old program, and slotting the new one, and tightening the lock screw.

And there's a tape drive for the jump course...

A two slot program sits in two adjacent backplane slots, and needs two processors to run its data.

Funny you should say that.

I had some thoughts once on a secure, high-availability computer architecture that made extensive use of game-console style ROM cartridges - the sort of system that was intended to be configured for a specific purpose (probably as an embedded system), deployed in a remote location and left unattended for 50 years.

Given that a starship avionics system would require certification for any software that was running on it (much like any flight systems need to be certified today) a ship's computer is not really a 'general purpose' computing device as such, even if it used a standard CPU architecture (q.v.. the IBM System/4Pi). Running un-certified software on it during flight (while technically possible) would be frowned upon at the least. In practice, general applications software not connected with avionics would be run on a different computer anyway.

So, the notion of software 'modules' on a backplane isn't entirely unreasonable for a system of this nature. Like some console cartridges, the modules could actually include custom hardware (for example, the SNES Doom cartridge had a custom 3D accelerator chip built onto it.) Others (ECM, for example) may be dependent on additional hardware being fitted - an ECM pod in this case.

Although it's not specified this way in Book 2, it certainly wouldn't be much of a stretch to make this sort of assumption.

Tape is still by far the most cost-effective and reliable backup medium. For a collection of jump courses a tape would certainly be an appropriate distribution and archival medium to use in locations where ubiquitous internet connectivity can't be assumed.
 
...I have never actually played straight CT rules (always a CT/MT home-brew or GURPS)

So, after re-reading the rules, it sounds like;

a ship can have essentially an infinite number of programs that are not stored in the computer (like a collection of old Atari Game cartridges on your bedroom floor)

The 2 capacity numbers define the total size of programs that can be stored/loaded in the computer. The computer automatically switches these in and out of storage as-needed each phase (as selected by the operator).

The end-of-Turn re-programming interphase is where programs are removed from the computer (dropped on the floor, so to speak), and other programs loaded into computer storage...

is this how it works?

Question - what if there is no one with Computer skill (or equivalent) - would an 8+ roll be needed to change programs loaded in the computer? I would ignore this unless the plot depended on it, but could see times where this could add tension...
 
a ship can have essentially an infinite number of programs that are not stored in the computer (like a collection of old Atari Game cartridges on your bedroom floor)

The 2 capacity numbers define the total size of programs that can be stored/loaded in the computer. The computer automatically switches these in and out of storage as-needed each phase (as selected by the operator).

The end-of-Turn re-programming interphase is where programs are removed from the computer (dropped on the floor, so to speak), and other programs loaded into computer storage...

is this how it works?

That's the nub of the gist, yes. No rolls required, though I do like the detail of needing to blow on the contacts of that one Maneuver/evade cartridge that never seems to load quite right.
 
...I have never actually played straight CT rules (always a CT/MT home-brew or GURPS)

So, after re-reading the rules, it sounds like;

a ship can have essentially an infinite number of programs that are not stored in the computer (like a collection of old Atari Game cartridges on your bedroom floor)

The 2 capacity numbers define the total size of programs that can be stored/loaded in the computer. The computer automatically switches these in and out of storage as-needed each phase (as selected by the operator).

The end-of-Turn re-programming interphase is where programs are removed from the computer (dropped on the floor, so to speak), and other programs loaded into computer storage...

is this how it works?

Question - what if there is no one with Computer skill (or equivalent) - would an 8+ roll be needed to change programs loaded in the computer? I would ignore this unless the plot depended on it, but could see times where this could add tension...

It's how I've always understood it to work.
 
...or given the cost of programs (especially the good ones), I can see most Downports having a robust market in 2nd hand programs (like old Atarai game cartridges) that come with a 100% warranty! (but the fine print states as soon as the program is taken off planet, the warranty is void)

then there is a 11+ secret roll made by referee each time it is slotted to have a failure (which someone with computer, maybe electrical-1, can fix with an 8+ roll)
 
then there is a 11+ secret roll made by referee each time it is slotted to have a failure (which someone with computer, maybe electrical-1, can fix with an 8+ roll)

I've always assumed that this applies only to home made programs, while comercial ones (being already proven) are safe from those flaws. Of course, in second hand ones this not need to be the case...
 
I've always assumed that this applies only to home made programs, while comercial ones (being already proven) are safe from those flaws. Of course, in second hand ones this not need to be the case...

For X million credits you should get absolute assured reliability, fault tolerance that passes all certifications with flying colors, upgrades and service/support for connecting to new engineering/weaponry equipment, and a mint on your computer console after every yearly inspection.
 
...I have never actually played straight CT rules (always a CT/MT home-brew or GURPS)

So, after re-reading the rules, it sounds like;

a ship can have essentially an infinite number of programs that are not stored in the computer (like a collection of old Atari Game cartridges on your bedroom floor)

The 2 capacity numbers define the total size of programs that can be stored/loaded in the computer. The computer automatically switches these in and out of storage as-needed each phase (as selected by the operator).

The end-of-Turn re-programming interphase is where programs are removed from the computer (dropped on the floor, so to speak), and other programs loaded into computer storage...

is this how it works?

Question - what if there is no one with Computer skill (or equivalent) - would an 8+ roll be needed to change programs loaded in the computer? I would ignore this unless the plot depended on it, but could see times where this could add tension...

You've got it.

The time to start rolling program swap checks is when the computer has taken damage and could fail during any specific phase- which would include the reprogramming phase. I believe that rule includes computer skill as a modifier- checked, yes it does.
 
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Loving the ideas of uncertified, secondhand and accelerator modules. Not that I understand the rules very well, but I've always thought some CT ships had really low specs, particularly scout ships, which can be essentially science vessels.
 
Looking things over, a Model 1bis is flatly insufficient for the operations of even a unarmed scout. A Model 2 should be sufficient.
 
Looking things over, a Model 1bis is flatly insufficient for the operations of even a unarmed scout. A Model 2 should be sufficient.

Well, it's not optimal, but it is workable.

Combat configuration

Maneuver
Target
Gunner Interact/Predict (whichever is best)
Launch

Up against missiles, likely replace one of the two fighting programs with Anti Missile.

With no weapons in the turret, probably best is ECM, or one of the Evades.

Jump Configuration

Maneuver
Generate
Auto/Evade or Return Fire or Anti Missile or Anti Hijack, whichever 2 is appropriate- if you rule Navigation must be up to receive Generate data, then load that.

Once Generate is done, time to load up both Navigation and Jump for the actual jump.

Maneuver
Jump-2
Navigation

Once the jump is underway, replace the Maneuver with Anti-Hijack or Library.

Cruise Configuration

Maneuver
Auto/Evade
Return Fire
Anti Hijack or Library

I think it is particularly important to have Auto/Evade on as a standard default for the ship to attempt auto avoiding space debris, especially in notoriously short handed Scout crewing.
 
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Well, it's not optimal, but it is workable.

...

Once Generate is done, time to load up both Navigation and Jump for the actual jump.

Maneuver
Jump-2
Navigation

Unless it's only making J-2's, its need both the Jump-1 and Jump-2 programs on the ship (according to the Starter edition, 1983, and probably in the earlier LBBs).
 
It only needs to run the jump 1 program if it is making a jump 1 or less; it needs only the jump 2 program running if it makes a jump 2
 
Unless it's only making J-2's, its need both the Jump-1 and Jump-2 programs on the ship (according to the Starter edition, 1983, and probably in the earlier LBBs).

Er. No.

Maybe the Starter Edition has something, can't speak to that, but my LBB2 clearly states you use the Jump program for the jump you are performing.


Even gives an example of a Jump-6 ship executing a Jump-3 uses the Jump-3 program.
 
Er. No.

Maybe the Starter Edition has something, can't speak to that, but my LBB2 clearly states you use the Jump program for the jump you are performing.


Even gives an example of a Jump-6 ship executing a Jump-3 uses the Jump-3 program.

That's what I said. A ship with J-2 drives requires both the Jump 1 and Jump 2 programs to get full use of those drives.
 
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