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Help me with fuel calculation

Hello!

For sure there is something that I'm doing wrong about BOOK2 fuel and distance calculation.

Take a normal FREE TRADER ... it has 1G POWER PLANT and JUMP-1 DRIVE.

Having 30 tons of fuel tankage, it can make 1 JUMP (7 days - 1 week) consuming 20 tons and it can travel for 28 days (4 weeks) consuming 10 tons.

With the jump it will cover 3.26 ly (1 parsec) and with the remaining fuel, travelling for 4 weeks, it will cover 0.001547 ly (14,631,321,600 km) totalling 3,261547 ly.

Looking at the REGINA SUBSECTOR for example, and if my calculation are right,
if the FREE TRADER is at BOUGHENE it won't reach FERI for example ... because,
being 1 hex = 3.26 ly, the distance is greater than 3,261547 ly.

Where I'm making mistakes? otherwise with a free trader my characters can't reach anything!

Thanks for your help!

Roberto
 
You are correct, the standard Free Trader on Boughene can't reach Feri, or anywhere outside the 4 world cluster of Pixie, Yres, Menorb, and Boughene.

There are work arounds though. You can rent or buy dismountable or collapsible fuel tanks. They are installed in the cargo bay and you fill them up with fuel instead of cargo. Then you make a jump half to Feri (empty space hex), refill your tanks from the ones in the cargo hold, and jump again. It takes 2 weeks instead of 1 week though so plan ahead. You'll lose money unless you've got some speculative cargo that will pay.

Dismountable tanks always take up the full fuel space but you can use the fuel directly from them. They cost about Cr1050 per dton of capacity. Some allow storing them disassembled at 25% of full volume.

Collapsible fuel tanks are big bladders that only take up the full fuel space when full, empty they only take up 5% of the full volume. They cost about Cr490 per dton.

Some refs allow use of drop tanks. These are externally mounted solid tanks that drop away as you jump. It increases the risk of misjump (+1) but allows you to carry the full internal cargo and fuel load. They cost the same as internal dismountable tanks, about Cr1050 per dton, but also require (MTU Rule) fittings costing Cr10,000. The fittings are permanent and take up no space.

Renting tanks should probaly be priced at the rate of chartering hull tonnage for the minimum 2 week rate, even for drop tanks (to cover the recovery of them).
 
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Or you could just start them on The Main instead. That's a string of worlds in The Marches that are all linked by J1. In the Regina subsector it goes from Efate to Jenghe. Efate being last to the end (Louzy in the next subsector) while it continues on beyond Jenghe, including looping back to Yori and the worlds leading from Wochiers.
 
I should note that those solutions are not in the basic CT books. There is the introduction of drop tanks in Book 5 High Guard (where the price is Cr10,000 plus Cr1,000 per dton of fuel capacity) but it's not until Mega Traveller (unless perhaps in a JTAS article or other supplement) that we get collapsible tanks and dismountable tanks in the design rules. Given the price of the tanks in High Guard you could also round the prices above to Cr500 and Cr1,000 if you like round numbers.

Oh, btw, the dismountable tanks may also be externally mounted, but then your J1 1G Free Trader is only going to be able to maneuver at a reduced thrust and not jump at all unless you allow J0, another wrinkle introduced in High Guard. I figure you can travel up to 1/2 parsec doing J0 in MTU. The offcial rule is J0 uses the same fuel as J1 though so that won't help either.
 
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One more option :)

Upgrade the players to a J2 ship. You could make a good part of the campaign around trading in the Pixie cluster in their old J1 Free Trader trying to scrape together enough to trade up to a J2 Far Trader :D
 
OK, one more thought, requires referee fiat though, misjump. Trick them into using unrefined fuel, maybe the guy they buy from lies or you can convince them they need to save a few thousand creds to make the next payment so they just skim some fuel.

They plot their jump in the cluster and a week later they come out at Feri instead. Must have misjumped. Of course then they're stuck in Feri. So maybe misjump them to The Main instead.
 
I should note that those solutions are not in the basic CT books. There is the introduction of drop tanks in Book 5 High Guard (where the price is Cr10,000 plus Cr1,000 per dton of fuel capacity) but it's not until (unless perhaps in a JTAS article) Mega Traveller that we get collapsible tanks and dismountable tanks.

Try looking in Trillion Credit Squadron for a canonical run down of the various options. There are several.
 
Roberto,

This is why, in the OTU, the mains are so important. They're the string of worlds connected by one parsec--so that ships fitted with J-1 drives can travel far.

You'll find the J-1 vessels close to these mains.

And, look a the Traveller Adventure. The March Harrier has a subsidy to service the five worlds in the Aramis Trace--and only those five worlds. Any time spent outside of those five worlds is considered "off subsidy", and off subsidy time is limited. If the Harrier spends too much time off its subsidy route, her captain risks losing the subsidy contract all together.

Of course, at the beginning of the campaign, the Harrier is "landlocked" into the subsidy route because the ship is only fitted with J-1 drives with enough fuel for one jump (and, during that campaign, the crew comes across a "deal" on dismountable fuel tanks).



Use this information to "detail" your campaigns. Where there are clusters of stars, you'll find J-1 ships. Where the distribution of stars is thin, you'll find J-2 and J-3 ships. You'll rarely find vessels with greater than J-3 drives unless they are military vessels or merchant vessels back by a megacorporation and the like.
 
I should note that those solutions are not in the basic CT books. There is the introduction of drop tanks in Book 5 High Guard (where the price is Cr10,000 plus Cr1,000 per dton of fuel capacity) but it's not until (unless perhaps in a JTAS article) Mega Traveller that we get collapsible tanks and dismountable tanks.

[pendant]
Demountable tanks appear in The Traveller Adventure, and early on in it at that.
[/pendant]

And aren't collapsable tanks in High Guard?
 
I suppose I could have clarified a little better...

"
...but it's not until Mega Traveller (unless perhaps in a JTAS article or other supplement) that we get collapsible tanks and dismountable tanks in the design rules.

:)

And nope, no collapsibles or other alternate fuel hauling in HG, only drop tanks.
 
These are the rules from Trillion Credit Squadron-- presented as "clarifications" of High Guard in the "Rules and Rulings" section.

Other Types of Fuel Tankage: There are four varieties of fuel tankage which are not integral to a ship, each with i t s advantages and disadvantages. These are collapsible tanks, demountable tanks, exterior demountable tanks, and drop tanks. These may be added to any ship at any time, and may be added to any ship for Trillion Credit Squadron provided the cost is paid. Insure that the proper notation is made on the ship statistics if such additional tankage is installed.

Collapsible tanks hold fuel in the cargo hold to allow refueling when there is . no other source of fuel available. Demountable tanks hold fuel to increase the total available tankage of the ship. Exterior demountable tanks and drop tanks simultaneously increase fuel capacity and ship tonnage; drop tanks, however, may be detached just prior to jump to reduce ship tonnage in order to achieve greater performance.

Collapsible Tanks: Large fuel bladders can be used to hold additional fuel; the collapsible tanks are filled with fuel and take up space in the ship's main cargo hold. It must have a hold equal to, or greater than, the tonnage required for the collapsible tanks, and the tanks displace tonnage in the cargo hold when in use.

When not in use, collapsible tanks collapse and are'stored in the cargo hold; they take up 1% of their filled tonnage.

Fuel from collapsible tanks must be pumped into the normal fuel tanks before it can be used; thus a jump made using collapsible tanks may not use more fuel than the capacity of the normal interior fuel tanks. Pumping fuel before a jump takes about three hours.

The typical use for collapsible tanks is to allow a short-jump ship to cross a gap in two or more jumps. For example, to cross between two worlds located four parsecs apart, jump-4 drives are needed. With collapsible tanks, a ship with jump-2 could negotiate the distance in two sequential jumps, the first to deep space half way across, where the collapsible tanks provide the fuel for the second jump.

Collapsible tanks may not be used to enable a ship to satisfy minimum jump
parameters in Trillion Credit Squadron. They may be installed at any class A or B starport in one week and cost Cr500 per ton.

Demountable Tanks: Sturdy fuel tanks can be installed on a ship to supplement i t s normal fuel capacity. These tanks take up space in the ship's cargo hold; they occupy that space regardless of whether the tanks are full or empty. Demountable tanks may be installed in any tonnage, but may not exceed the cargo capacity of the ship.

Demountable tanks operate in the same manner as normal fuel tanks, and their fuel is available for use by the drives immediately.

Demountable tanks may be fabricated at any class A or B starport, at a cost of Cr1,000 per ton, in 10 weeks. Once installed, demountable tanks may be demounted by the ship's crew in about two weeks, or at a class A, B, C, or D starport by professionals in about one week (at a cost of CrlO per ton). Remounting costs are similar. It should be noted that demountable tanks (once demounted) must be stored and safeguarded. Costs for such run CrlO per day per ton of tanks stored.

Exterior Demountable Tanks: Exterior demountable tanks may be installed on a ship which does not have sufficient interior cargo capacity (or if that capacity is to be conserved). All costs and times are the same as those for interior demountable tanks, with the addition of a charge for exterior tank supports of Cr500 per ton. Any ship carrying exterior tanks is considered unstreamlined regardless of its configuration. A ship's tonnage is increased by the size of the tanks, with consequent effects on i t s jump, maneuver drive, and power plant numbers.

Drop Tanks: The disposable tank rule (Book 5, page 27) allows the construction of tanks which can be dropped from the ship. The reduced ship tonnage, combined with the higher resulting capacity of the ship's drives, can result in an increased jump number or maneuver drive number. Power plant number may increase, but its energy point output remains the same.

When a ship is produced with drop tanks, the total tonnage of the ship without drop tanks determines the number of weapons allowed.

Drop tanks may be built onto a ship when it is originally produced at a cost of Cr10,OOO; they may be added to an existing ship at a cost of Crl 000 per ton. In both cases the tanks themselves must also be purchased at CrlOOO per ton. Building time is 10 weeks; installation time is only a few minutes.

Drop tanks do not affect the streamlining of the ship carrying them.

Both drop tanks and exterior demountable tanks are very vulnerable to battle damage. Whenever a battle damage die-roll, if unmodified by ship armor, would produce a fuel hit, all exterior or drop tanks are destroyed. For example, suppose a ship equipped with drop tanks and level 8 armor is hit by a factor 5 fusion gun. After defenses are penetrated, damage is rolled; the unmodified die roll is 4. The modified roll for ship damage is 18 (+8 for the armor, +6 for a weapon code of 9 or less). The modified roll for the drop tanks is 10 (ignoring the armor), resulting in Fuel-I ; the drop tanks are destroyed.

We don't need to wait for no stinkin' errata-filled Mega-Traveller.

Note that TCS also contained useful design worksheets and example designs that couldn't fit in HighGuard. Core rules that did not fit in Book 5 were put in TCS. TCS is not some sort of hacked JTAS article written by some amateur. It's the real deal.
 
These are the rules from Trillion Credit Squadron-- presented as "clarifications" of High Guard in the "Rules and Rulings" section.

We don't need to wait for no stinkin' errata-filled Mega-Traveller.

Note that TCS also contained useful design worksheets and example designs that couldn't fit in HighGuard. Core rules that did not fit in Book 5 were put in TCS. TCS is not some sort of hacked JTAS article written by some amateur. It's the real deal.

I found TCS very useful and today I was reading it based on your previoss answer to this thread ... I found in it a very exaustive explain of the tanks types ... I like the idea of the Demountable Tanks!

Roberto
 
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Excellent, rsitalyct. Glad to be of help!

When I got GT 5 years ago, I was flummoxed by this exact same issue. I got some help on a message board but had no idea there were different options than the "drop tanks" that were suggested at the time. I felt like I was "cheating" if I used them-- so it makes a difference to me if these sorts of rules are "core" or "add-on."

My question is... how common is navagational information about "blank" hexes? How hard is it and how long does it take to use (for example...) a Type-S's sensors to find an object to jump to in an empty hex? How 'canonical' are the rules for these sorts of things...?
 
My question is... how common is navagational information about "blank" hexes? How hard is it and how long does it take to use (for example...) a Type-S's sensors to find an object to jump to in an empty hex? How 'canonical' are the rules for these sorts of things...?

I think this must be "ruled" by the GM ... in the core rules (the 3 LBBs) there are no details for these sort of things; thinking about sensors lead you to think at the space combat, but they can be used as navigation aids as you told.
The core rules are really short when they explain interstellar or interplanetary navigation ... and they are related to know space in my opinion; but an explorer (scout) has to survey also uncharted space zones and this is really dangerous if your ships sensors are unable to receive signals from well know sources and you get lost.

A good "view" (and an hard work) at the sensors subject is a post from Supplement Four:

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=11103

But I think that your questions are unanswered by the rules as you well know ... the solution in order to navigate in a unknown zone could be to lay (release) some sort of buoys like the ones used by military helicopters or aircraft for subs search.
These ones could be detected by the ships sensors and they will act as a "string of pearls" that will guide you back in know areas of space; but I don't know if these objects exists in the TRAVELLER universe!

Another reason for the lacks of specific rules about space navigation, could be that the rules are aimed to adventures involving many people and ruled a a GM ... and I don't know how much can be fun if a party of several people has to explore an unknown sector of space simply reading at the sensors!
But it should be a lot of fun if you play solitaire ... so you can generate aliens encounters, visit to new and strange worlds, meeting creatures never seen before ... I think it is a perfect solitaire environment.

Roberto
 
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