This is a call to the technical design community.
FFS, FFS2, GURPS, and doubtless other detailed ship design systems exist for Traveller.
Yes, Traveller is primarily a role-playing game. Yes, that means that the core rules are RP oriented, and therefore are detailed to the RP level but not much further. RP rules tend not to be overly technical -- within some margin.
Traveller5 ship design is somewhere around the size of MegaTraveller's ship design system. Yes, there are fewer design "axes" (no megawatts for instance) and so at its basic level -- for example, designing a simple trader -- ship design approaches Book 2 speeds. That was one design goal. But the RP scope is larger than MT's, and able to represent any ship in the Traveller universe, up to the point where fantastic tech finally renders vehicles strange. That was another design goal.
Fire, Fusion, and Steel 3
Detailed design (FFS) was not a design goal. But a number of collaborators of T5, including Andrew Boulton and Scott Martin, were great supporters of detailed design. As a result, I think T5 ship design has plenty of hooks from which to hang a detailed design system. This hypothetical system has been called Fire, Fusion, and Steel 3.
Goals. The goal of FFS3 is to provide a playground for technical designers who wish to go deeper into the technology of Traveller, which includes power, mass, stress, radiation (of all energy types), and surface area as design constraints, in a way which could serve the RP community. My goal for such a system would be to use physics (and pseudo-physics where necessary) to create tools for building the components that T5 presents out of the box -- and to act as a factory for generating hypothetically new or hybrid components (I think that could be fun and useful). This includes all hulls (including pod hulls), landing gear, wings, fins, gravitics systems, armor design, drives, power systems, surface emplacement design, sensors, weapons, defenses, life support systems, computers (yes, how to build a custom Model/x computer) and control console design, air/cargo locks, smallcraft docking systems, fuel processing systems, living spaces (including barracks), labs and lab equipment, environmental cargo spaces, and some things I've forgotten.
Easier Targets. I think these tools would potentially be easier targets than those produced by earlier systems, because technological stage effects are factored out into the RP rules already. Thus the formulas would not generally need to take TL into account, except where common sense dictates different equipment for different TL ranges. Note that in some cases, such as sensors, different equipment is already posited for different TL ranges. Sensor design may thus focus on different subtleties in FFS3 than in FFS2.
Collaborative. Because we all have lives and a stack of things in our inboxes, and because I know physics is not my preferred activity, I open this up to ideas, algorithms, processes, and formulas from anyone and any Traveller rules systems.
If your interest lies here, let me know.
I expect this to be a freely available Spreadsheet and PDF, attached to COTI. There are other possibilities, but I'll start modestly -- the project itself is ambitious enough not to complicate matters further.
FFS, FFS2, GURPS, and doubtless other detailed ship design systems exist for Traveller.
Yes, Traveller is primarily a role-playing game. Yes, that means that the core rules are RP oriented, and therefore are detailed to the RP level but not much further. RP rules tend not to be overly technical -- within some margin.
Traveller5 ship design is somewhere around the size of MegaTraveller's ship design system. Yes, there are fewer design "axes" (no megawatts for instance) and so at its basic level -- for example, designing a simple trader -- ship design approaches Book 2 speeds. That was one design goal. But the RP scope is larger than MT's, and able to represent any ship in the Traveller universe, up to the point where fantastic tech finally renders vehicles strange. That was another design goal.
Fire, Fusion, and Steel 3
Detailed design (FFS) was not a design goal. But a number of collaborators of T5, including Andrew Boulton and Scott Martin, were great supporters of detailed design. As a result, I think T5 ship design has plenty of hooks from which to hang a detailed design system. This hypothetical system has been called Fire, Fusion, and Steel 3.
Goals. The goal of FFS3 is to provide a playground for technical designers who wish to go deeper into the technology of Traveller, which includes power, mass, stress, radiation (of all energy types), and surface area as design constraints, in a way which could serve the RP community. My goal for such a system would be to use physics (and pseudo-physics where necessary) to create tools for building the components that T5 presents out of the box -- and to act as a factory for generating hypothetically new or hybrid components (I think that could be fun and useful). This includes all hulls (including pod hulls), landing gear, wings, fins, gravitics systems, armor design, drives, power systems, surface emplacement design, sensors, weapons, defenses, life support systems, computers (yes, how to build a custom Model/x computer) and control console design, air/cargo locks, smallcraft docking systems, fuel processing systems, living spaces (including barracks), labs and lab equipment, environmental cargo spaces, and some things I've forgotten.
Easier Targets. I think these tools would potentially be easier targets than those produced by earlier systems, because technological stage effects are factored out into the RP rules already. Thus the formulas would not generally need to take TL into account, except where common sense dictates different equipment for different TL ranges. Note that in some cases, such as sensors, different equipment is already posited for different TL ranges. Sensor design may thus focus on different subtleties in FFS3 than in FFS2.
Collaborative. Because we all have lives and a stack of things in our inboxes, and because I know physics is not my preferred activity, I open this up to ideas, algorithms, processes, and formulas from anyone and any Traveller rules systems.
If your interest lies here, let me know.
I expect this to be a freely available Spreadsheet and PDF, attached to COTI. There are other possibilities, but I'll start modestly -- the project itself is ambitious enough not to complicate matters further.
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