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HG2 Using a Black Globe Force Field Generator

snrdg082102

SOC-14 1K
Howdy all,

I'm verifying that I've got handle on The Black Globe rules found on HG2 page 42.

Ship: 25,000 tons
Jump Drive: 4
Jump Capacitors in drive: (.005 x 25,000 x 4) = 500 tons
Jump EP: (0.01 x 25,000 x 4) = 1,000 EP
Additional Jump Capacitors: 0 tons
Power Plant: 4
Black Globe: 9, Max Flicker Rate 60%, Armor DM 18
Jump Capacitors in drive Max EP: (500 x 36) = 18,000

Laser-4 inflicts 4 EP which the BG absorbs 3.6 round to 4 EP
HE Missile-4 inflicts 8 EP which the BG absorbs 7.2 round to 7 EP
Nuc Missile-4 inflicts 400 EP which the BG absorbs 360 EP
Plasma Gun-4 inflicts 4 EP which the BG absorbs 3.6 round to 4 EP
Fusion Gun-4 inflicts 8 EP which the BG absorbs 7.2 round to 7 EP
PA Turret/Barbette/Bay-4 inflicts 20 EP which the BG absorbs 18 EP
PA Spinal- D inflicts 600 EP which the BG absorbs 540 EP
Meson Gun Bay-4 inflicts 80 EP which the BG absorbs 72 EP
Meson Gun Spinal-D inflicts 700 EP which the BG absorbs 630 EP

The jump capacitors can dispose of the stored BG EP at a rate equal to the EP and fuel required to jump between 1 and 4 parsecs. Note the BG has been turned off before the jump.

The jump capacitors can dispose 100 BG EP to the power plant each turn with a BG flicker rate of 90%.

My first thought is that with the BG turned off the capacitors should be able to dispose a maximum EP = the Power Plant EP.


Silly question: How much BG EP can be disposed of through the power plant from the jump capacitors when the BG is off?

Thanks for any feedback.
 
Howdy all, ...
My first thought is that with the BG turned off the capacitors should be able to dispose a maximum EP = the Power Plant EP.

Silly question: How much BG EP can be disposed of through the power plant from the jump capacitors when the BG is off?
I'd say yes to the first -> PP EP minus (10% x 0) is 100% of PP EP.

To the question - I'd say the same as when the BG is on. ;)

What I read is EP used 'to power the ship' is whatever the ship can use and distinct from the 'dispose of' EP. (To me, the ship circuits shouldn't be designed to nominally take any more than the PP puts out, but that's strictly IMO.)

However, someone (mike wightman?) mentioned errata that BG EPs couldn't be used for powering the ship (only jump).

*WARNING* -- *HOUSE RULES*
I haven't used BGs in a long time... decied to look up my notes and found I actually had some house rules...

I limited powering the ship from caps to the PP EP rating since that is what the circuits would be designed to carry (players may 'overload' at their own risk) - and only by re-routing the cap feed (disabling jump drive and/or PP feeds to specific equipment).

For the 'dispose of' side, I use the Jump EP (usually identical to PP) - insinuating that the EP was disposed of via the jump system side instead of on the PP side - whose wiring is spec'd for cap discharge rate used by the jump generators...​
 
Howdy all,

I'm verifying that I've got handle on The Black Globe rules found on HG2 page 42.

Ship: 25,000 tons
Jump Drive: 4
Jump Capacitors in drive: (.005 x 25,000 x 4) = 500 tons
Jump EP: (0.01 x 25,000 x 4) = 1,000 EP
Additional Jump Capacitors: 0 tons
Power Plant: 4
Black Globe: 9, Max Flicker Rate 60%, Armor DM 18
Jump Capacitors in drive Max EP: (500 x 36) = 18,000

Jump EP, if you mean the amount of energy needed to jump, is two turns output from a power plant equal to the jump, therefore 2,000 EP.

Laser-4 inflicts 4 EP which the BG absorbs 3.6 round to 4 EP
HE Missile-4 inflicts 8 EP which the BG absorbs 7.2 round to 7 EP
Nuc Missile-4 inflicts 400 EP which the BG absorbs 360 EP
Plasma Gun-4 inflicts 4 EP which the BG absorbs 3.6 round to 4 EP
Fusion Gun-4 inflicts 8 EP which the BG absorbs 7.2 round to 7 EP
PA Turret/Barbette/Bay-4 inflicts 20 EP which the BG absorbs 18 EP
PA Spinal- D inflicts 600 EP which the BG absorbs 540 EP
Meson Gun Bay-4 inflicts 80 EP which the BG absorbs 72 EP
Meson Gun Spinal-D inflicts 700 EP which the BG absorbs 630 EP

A Black Globe 9 is TL 18 hardware. Maximum flicker rate for the Black Globe 9 is 90%, not 60%. However, your later equations appear to be based on the 90% flicker rate, so everything there looks good.

The jump capacitors can dispose of the stored BG EP at a rate equal to the EP and fuel required to jump between 1 and 4 parsecs. Note the BG has been turned off before the jump.

The jump capacitors can dispose 100 BG EP to the power plant each turn with a BG flicker rate of 90%.

My first thought is that with the BG turned off the capacitors should be able to dispose a maximum EP = the Power Plant EP.

Everything looks right. Just a couple of points to clarify:

Clarification 1: The jump capacitors do not dispose of the stored BG EP at a rate equal to the EP and fuel required to jump between 1 and 4 parsecs. The jump capacitors may use the stored BG EP to jump, assuming enough stored EP and fuel are available.

Clarification 2: under Consolidated CT Errata 7, the power discharged from the capacitors - excepting for jump - is not being used for anything. It's being "eliminated," bled off into the heat exchangers maybe, with the rate of elimination equal to the power plant output, or the power plant rating modified by the flicker rate when the BG is flickering.

Silly question: How much BG EP can be disposed of through the power plant from the jump capacitors when the BG is off?

Thanks for any feedback.

The amount that can be disposed of does not depend on the kind of capacitor being discharged. Whether it's the jump capacitor or capacitors bought for the BG, the discharge rate is the same: it's equal to the power plant output modified by the flicker rate, so 10% of PP output when flickering at 90%, or 100% of PP output when the BG is entirely off - UNLESS you use it to actually jump, in which case whatever portion is needed for jump is consumed by the jump.

A couple of additional rules to remember:

1. Agility is reduced by the flicker rate too. At 90% flicker, your agility is only 10% of your normal agility, "round fractions to the nearest whole number". Thus, assuming you had a maneuver 4 to go with that power plant 4 and were running at agility-4 (not using any power except for drive), your actual agility would be 0.4 or, rounded to the nearest whole number, 0.

2. If your black globe is on full (not flickering), "all enemy fire automatically hits the screen," and of course 100% of that energy gets absorbed. AND, after running it on full like that, on the first turn that it's turned off all fire automatically hits the ship (though it still has to penetrate your other screens and your defenses.)
 
Evening PST BytePro,

Thanks for looking over my work and letting me know that I'm finally getting a handle on something the first time round.

What I read is EP used 'to power the ship' is whatever the ship can use and distinct from the 'dispose of' EP. (To me, the ship circuits shouldn't be designed to nominally take any more than the PP puts out, but that's strictly IMO.)



I used the word disposed, I missed including of, from the following on Page 42

"During a turn, a ship may dispose of its energy from its capacitors equal to the number of points generated by its power plant,..."

and not the sentence found on page 42 that states based on the errata

"Stored energy may be removed from capacitors by using it to power the ship."

However, someone (mike wightman?) mentioned errata that BG EPs couldn't be used for powering the ship (only jump).

I do believe Mike Wightman did cite the errata

From Consolidated CT Errata v 0.7:

"Energy disposed of through a ship‘s power plant is not actually used to power the ship; it is eliminated."
*WARNING* -- *HOUSE RULES*
I haven't used BGs in a long time... decied to look up my notes and found I actually had some house rules...

I limited powering the ship from caps to the PP EP rating since that is what the circuits would be designed to carry (players may 'overload' at their own risk) - and only by re-routing the cap feed (disabling jump drive and/or PP feeds to specific equipment).

For the 'dispose of' side, I use the Jump EP (usually identical to PP) - insinuating that the EP was disposed of via the jump system side instead of on the PP side - whose wiring is spec'd for cap discharge rate used by the jump generators...

Had the errata not dropped the powering of the ship the house rule is interesting.

The Black Globe rules, at least my take, already limited the amount of stored EP that can be disposed of through the PP.

Jump Drive Capacitor EP Disposal through the PP = PP Rating - (10% for every 10% of the Black Globe's Flicker Rate)

Thanks again for taking the time to check over my work.
 
Evening Carlobrand

Jump EP, if you mean the amount of energy needed to jump, is two turns output from a power plant equal to the jump, therefore 2,000 EP.

Sorry, I wasn't thinking about the stored energy being used to make a jump. The numbers I crunched are based on "The Black Globe" rules found on HG2 page 42.

A Black Globe 9 is TL 18 hardware. Maximum flicker rate for the Black Globe 9 is 90%, not 60%. However, your later equations appear to be based on the 90% flicker rate, so everything there looks good.

Oops, I originally used the TL 16 USP 6 Black Globe and then decided to use the TL 18. Thanks for catching the missed edit on my part.

Everything looks right. Just a couple of points to clarify:

Clarification 1: The jump capacitors do not dispose of the stored BG EP at a rate equal to the EP and fuel required to jump between 1 and 4 parsecs. The jump capacitors may use the stored BG EP to jump, assuming enough stored EP and fuel are available.

The jump capacitors can dispose EP to the power plant, per page 42, and the Consolidated Eratta v 0.7, states that the EP is eliminated.

Isn't using the EP from the capacitors being disposed of by powering the jump drive?

If there isn't enough fuel for a jump then the energy stored in the Jump Capacitors can't be used or disposed of through the jump drive.

Clarification 2: under Consolidated CT Errata 7, the power discharged from the capacitors - excepting for jump - is not being used for anything. It's being "eliminated," bled off into the heat exchangers maybe, with the rate of elimination equal to the power plant output, or the power plant rating modified by the flicker rate when the BG is flickering.

How about this for wording then:


A Black Globe generate using a flicker rate of 90% can remove 100 EP from the jump capacitors per turn which is eliminated by the power plant.

The amount that can be disposed of does not depend on the kind of capacitor being discharged. Whether it's the jump capacitor or capacitors bought for the BG, the discharge rate is the same: it's equal to the power plant output modified by the flicker rate, so 10% of PP output when flickering at 90%, or 100% of PP output when the BG is entirely off - UNLESS you use it to actually jump, in which case whatever portion is needed for jump is consumed by the jump.

Per HG2 pages 31 and 42 additional capacitors are jump capacitors. The difference is the additional jump capacitors are intended as energy storage for the black globe generator not as part of the jump drive.

Again my apologies for not taking more time at correctly wording or being more detailed since my intent was to make sure I had the math right where that might be needed should I ever get a round to sharing more of my stuff in the future.

A couple of additional rules to remember:

1. Agility is reduced by the flicker rate too. At 90% flicker, your agility is only 10% of your normal agility, "round fractions to the nearest whole number". Thus, assuming you had a maneuver 4 to go with that power plant 4 and were running at agility-4 (not using any power except for drive), your actual agility would be 0.4 or, rounded to the nearest whole number, 0.

I totally missed this until going through BytePro's post, which means I have a bit more work to put into my BG spreadsheet.

2. If your black globe is on full (not flickering), "all enemy fire automatically hits the screen," and of course 100% of that energy gets absorbed. AND, after running it on full like that, on the first turn that it's turned off all fire automatically hits the ship (though it still has to penetrate your other screens and your defenses.)

Thanks for adding to the details I wasn't thinking about.
 
Had the errata not dropped the powering of the ship the house rule is interesting.

The Black Globe rules, at least my take, already limited the amount of stored EP that can be disposed of through the PP.
Part of my house rules prevented powering the ship from the capacitors without first rerouting (takes time and disables other systems depending on routing) - so that part is actually a good fit with the errata. (Just adds extra player options.)

I switched the EP limit for disposing from PP to JD vs rerouting power back into the PP network to feed other systems, which would use the PP EP limit. Normally these two are the same, except when the PP has a higher rating. Noting that I used the explicit RAW of 'EP Required =0.01MJn' for the limit of the JD power conduits when I made my notes (and probably still would).

(Hmm, I referred to disposing of the unwanted EP as 'dumping EP' in my notes and added some small risk of damaging the JD generator coils if this was done for more than a couple of rounds continuously. Probably all my own fluff...)

Re: Agility.
IIRC, Agility is calculated with the same 0.01M x rating in EPs as per the PP and JD ratings. Useful if one is not using the Errata (or using a house rule like mine).

Re: jumping with BG on.
This is supported in the rules under Invisibility. I mention because it contradicts the explicit 'No energy may be removed from the ship's capacitors while the screen is on.' three paragraphs above. ;)
A better phrasing might have been 'No energy may be removed from the ship while the screen is on.' This would cover 'disposed' EP, but EP removed from the capacitors, such as for jump (or computers if one is overriding the Errata), that is consumed by the ship should still be an option.
 
Howdy BytePro,

Part of my house rules prevented powering the ship from the capacitors without first rerouting (takes time and disables other systems depending on routing) - so that part is actually a good fit with the errata. (Just adds extra player options.)

I switched the EP limit for disposing from PP to JD vs rerouting power back into the PP network to feed other systems, which would use the PP EP limit. Normally these two are the same, except when the PP has a higher rating. Noting that I used the explicit RAW of 'EP Required =0.01MJn' for the limit of the JD power conduits when I made my notes (and probably still would).

(Hmm, I referred to disposing of the unwanted EP as 'dumping EP' in my notes and added some small risk of damaging the JD generator coils if this was done for more than a couple of rounds continuously. Probably all my own fluff...)

With the knowledge of how 4 submarines and 1 auxiliary surface ship distributed power my concept is that the appropriate circuitry was either done through an automatic bus transfer or flipping switches on a control panel or maybe several breaked boxes.


Re: Agility.
IIRC, Agility is calculated with the same 0.01M x rating in EPs as per the PP and JD ratings. Useful if one is not using the Errata (or using a house rule like mine).

Agility is based on the remaining EP after the EP usage by the computer, weapons, and screens have been accounted for. The Energy Points text mentions that the maneuver drive uses EP for Agility.

Agility = A
(PP EP - Computer EP - Weapons EP - Screens EP) = E

A = E/(0.01M)

The rules also state that the calculated Agility cannot exceed the M-Drive rating. Emergency Agility is determined between the M-Drive and Power Plant rating, whichever is lower.

Oh yeah emergency agility is a 1 combat turn option.

Re: jumping with BG on.
This is supported in the rules under Invisibility. I mention because it contradicts the explicit 'No energy may be removed from the ship's capacitors while the screen is on.' three paragraphs above. ;)
A better phrasing might have been 'No energy may be removed from the ship while the screen is on.' This would cover 'disposed' EP, but EP removed from the capacitors, such as for jump (or computers if one is overriding the Errata), that is consumed by the ship should still be an option.

Okay, my reading until now was that the hostile fleet arrived in the system and then powered the black globe not that the globes where powered while the ship was being inserted into jump space.

Of course I've not been able to figure out how to get all the ships in a fleet to re-enter normal space close enough together in time with the 168 plus or minus ? hours. Enough slop factor that the incoming fleet could take damage before they are all there.

Drat, cannot remember or find the plus/minus factor and I have to head out for my bi-yearly doctors vist.
 
...
With the knowledge of how 4 submarines and 1 auxiliary surface ship distributed power my concept is that the appropriate circuitry was either done through an automatic bus transfer or flipping switches on a control panel or maybe several breaked boxes.
Yeah, that's the concept - and switching disabled the other feed.

To relate this to the RW, in terms of power outage at a house...
When one loses utility power, one could just throw the main service panel main breaker - disconnecting from utility power - then back-feed power through another circuit* into the panel to distribute from the panel into the house circuits.

This can be done manually. But should not be done without proper fail safes in order to ensure back-feeding does not occur while the panel is connected to utility power (AND is illegal to do so without proper setup, in many areas). As the lower voltage power would back-feed into the utility down transformer, which would up its voltage to lethal levels for your neighbors and linemen who could potentially become part of an unexpectedly live system. Line equipment could also be damaged - especially in the case of industrial systems where this could result in exploding transformers, etc.

Manual devices exist to do this, as do automatic fail-overs.​

Traveller primary starship systems I see as the equivalent of industrial sub-station architectures. Hence, my house rule limits having re-routing disabling some systems and taking time. The time is within a combat turn, but it is not negligible as such systems would not be automatic without a lot of manual confirmation. Accidental switch-overs could be catastrophic...

*Back to the RW example: The circuit used to back-feed into the panel needs to be big enough (wiring and breakers) to support the current of the external source. (Optimally the same as utility power.)​

This is the reason for my limits on removing EP from capacitors.

Note that I take the rule limits and my house rule limits as referring to safe, dependable operation. If players want to exceed the limits - we got dice! :devil:

Agility is based on the remaining EP after the EP usage by the computer, weapons, and screens have been accounted for. The Energy Points text mentions that the maneuver drive uses EP for Agility.
Yep.

So if one where using the RAW (vs Errata) or allowing diverting power from caps to non-jump systems, the extra EP from BG feed caps could be used for Agility and Emergency Agility. Again, limited to PP max EP - so reduced PP EP intentionally, or from damage. (Unless feeds are directly re-routed to a sub-system like weapons, in my house rules...)

But - only with the BG not fully on. And, reduced by flicker when BG is on.

Okay, my reading until now was that the hostile fleet arrived in the system and then powered the black globe not that the globes where powered while the ship was being inserted into jump space.
Guessed this from a prior comment. As you can see - the rules explicitly provide for coming out of jump with a BG on.

As to jumping with a BG a very literal reading of the rules presents a conflict. :(

The explicit 'No energy may be removed from the ship's capacitors while the screen is on.' could be taken meaning Jump could not be initiated...

I take it in context as referring only to the extra energy from the BG - as it is inline with the prior rules about flicker rate and max EP removal - and only for powering non-jump systems.

[This may be part of why errata disallowing using EP for other ship systems - aside from it allowing of doubling the removal rate...?
My own qualifiers don't need this errata, but support its spirit. <shrug>]

Of course I've not been able to figure out how to get all the ships in a fleet to re-enter normal space close enough together in time with the 168 plus or minus ? hours. Enough slop factor that the incoming fleet could take damage before they are all there.

Drat, cannot remember or find the plus/minus factor and I have to head out for my bi-yearly doctors vist.
HG start of section about starships has 150-175 hours embedded in text, IIRC. Fleets jumping with BG would seem a case of: a) - not all the ships (given rarity of BG); and, b) - based on engaging. i.e. disengaging BG or flickering, at some prearranged max time from jump (since sensors and comms won't work to coordinate).

Good luck at docs!
But I also recall something about 168 +/- somewhere (which is what I use in my 3D time calcs).
 
Yeah, that's the concept - and switching disabled the other feed.

I'm not sure what you mean by disable the other feed.

Circuit 1 is the normal feed and Circuit 2 is a special feed. To route Circuit 2 through Circuit 1 switches and/or breakers are thrown to isloating certain items on Circuit 1 from Circuit 2. In this condition Circuit one is an open. To ensure Circuit 2 doesn't cross connet with all of Circuit 1's feed something in Circuit 1's path is removed disabling the feed.

Hopefully the above is cleared than mud.

To relate this to the RW, in terms of power outage at a house...
When one loses utility power, one could just throw the main service panel main breaker - disconnecting from utility power - then back-feed power through another circuit* into the panel to distribute from the panel into the house circuits.

This can be done manually. But should not be done without proper fail safes in order to ensure back-feeding does not occur while the panel is connected to utility power (AND is illegal to do so without proper setup, in many areas). As the lower voltage power would back-feed into the utility down transformer, which would up its voltage to lethal levels for your neighbors and linemen who could potentially become part of an unexpectedly live system. Line equipment could also be damaged - especially in the case of industrial systems where this could result in exploding transformers, etc.

Manual devices exist to do this, as do automatic fail-overs.
Traveller primary starship systems I see as the equivalent of industrial sub-station architectures. Hence, my house rule limits having re-routing disabling some systems and taking time. The time is within a combat turn, but it is not negligible as such systems would not be automatic without a lot of manual confirmation. Accidental switch-overs could be catastrophic...
*Back to the RW example: The circuit used to back-feed into the panel needs to be big enough (wiring and breakers) to support the current of the external source. (Optimally the same as utility power.)
This is the reason for my limits on removing EP from capacitors.

Note that I take the rule limits and my house rule limits as referring to safe, dependable operation. If players want to exceed the limits - we got dice! :devil:

From watching programs on the TLC, Discover, or HGTV most of the systems open breakers or switches disconnecting the untility companies input and closes breakers or switches connecting to the alternate input source like a diesel generator or batteries.

Yep.

So if one where using the RAW (vs Errata) or allowing diverting power from caps to non-jump systems, the extra EP from BG feed caps could be used for Agility and Emergency Agility. Again, limited to PP max EP - so reduced PP EP intentionally, or from damage. (Unless feeds are directly re-routed to a sub-system like weapons, in my house rules...)

But - only with the BG not fully on. And, reduced by flicker when BG is on.

The problem here is that Agility rating is really determined by M-Drive not the Power Plant.

HG page 28: "A ship's agility rating may never exceed its maneuver drive rating."

An aircraft has a certain amount of maneuverability when flying with just the power plant running unassited.

HG page 28: "A ship may voluntarily refrain from using any weapons or screens (computers may still be used) which requires energy points and recieve an emergency agility rating (for that combat round only) equal to its current maneuver-drive rating or power plant rating (whichever is lower)."

As long as the power plant has the higher rating the emergency agility rating will be that of the M-Drive.

This rule I have some issues about since kicking in turbo-boost or the after-burner increases the aircraft's maneuverability. Of course kicking in the turbo or after burner has the effect of increasing fuel usage and may also push the limits of the air frame or other flight characteristics.
Guessed this from a prior comment. As you can see - the rules explicitly provide for coming out of jump with a BG on.

As to jumping with a BG a very literal reading of the rules presents a conflict. :(

The explicit 'No energy may be removed from the ship's capacitors while the screen is on.' could be taken meaning Jump could not be initiated...

I take it in context as referring only to the extra energy from the BG - as it is inline with the prior rules about flicker rate and max EP removal - and only for powering non-jump systems.

[This may be part of why errata disallowing using EP for other ship systems - aside from it allowing of doubling the removal rate...?
My own qualifiers don't need this errata, but support its spirit. <shrug>]

I'm one of the literal types, which means had I been in charge of an invading fleet my ships would have waited until arriving in the target system before energizing the black globes.

If the black globes were either energized at jump space insertion or just before normal space re-entry they wouldn't have had time to store energy in the jump drive capacitors that needed to be removed.

As mentioned I'm very literal so I don't see how utilizing BG stored energy in the jump capcitors to provide power to ship systems or used to make a jump.

With a quick glance at HG2 page 25 powering ship sytems, with the exception of some weapons and meson screen, appears to be less than that of the jump drive. I'm just guessing here.

Of course if the jump is a break off combat maneuver the jump capacitors needed discharge 2 x the BG stored energy.

HG start of section about starships has 150-175 hours embedded in text, IIRC. Fleets jumping with BG would seem a case of: a) - not all the ships (given rarity of BG); and, b) - based on engaging. i.e. disengaging BG or flickering, at some prearranged max time from jump (since sensors and comms won't work to coordinate).

Thanks for narrowing the source to HG2 and to narrow it down more on page 17. After you pointed me to HG I found the page and before writing down the page number the book flipped shut. Took a while to find the page again.

Good luck at docs!

The Doc passed me for another six months :D with the standard get the weight down and exercise more.:rolleyes: I also got a booster immuniztion shot and had blood drawn for testing.

But I also recall something about 168 +/- somewhere (which is what I use in my 3D time calcs).

I'm pretty sure I saw the the 168 +/- in one of the books, unfortunately my search found a reference on page 34 of JTAS 24 in the Jumpspace article. The duration given there is 168 hours (+/10%).

Someday, if the 168 +/- is in one of the books and I'm looking for something else I'll find the page.

Thanks again for the help.
 
Of course I've not been able to figure out how to get all the ships in a fleet to re-enter normal space close enough together in time with the 168 plus or minus ? hours. Enough slop factor that the incoming fleet could take damage before they are all there.

Yes, which is why it's considered a bad idea to jump into a system aiming for a place where you think the enemy may be gathered in force (Unless you're prepared to pay the butcher's bill, of course). Instead, you jump into the system some place far enough from where you expect the defender to be that all your ships can arrive before the defender can get within shooting range of you.

This has the added advantage that if the defender has been reinforced in the 14 days since your last intelligence report from his system, you can leave again without having to fight overwhelming odds.

It's possible to coordinate jumps to make a fleet arrive in +/- 1% instead of 10%, but the calculations take so long that it's not worth doing so for commercial traffic.

T20 makes a jump take 147+6D hours. Personally I prefer 140+8D6 because it's easier to add 140 (And because I'd used that for many years before T20 was published). A more accurate (but even clumsier) calculation would be 143½+7D6.


Hans
 
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...As mentioned I'm very literal so I don't see how utilizing BG stored energy in the jump capcitors to provide power to ship systems or used to make a jump.
I will try to make some pretty pictures in the next day or so... I think that might help things (and be a fun diversion) ;)
 
Hello rancke,

Yes, which is why it's considered a bad idea to jump into a system aiming for a place where you think the enemy may be gathered in force (Unless you're prepared to pay the butcher's bill, of course). Instead, you jump into the system some place far enough from where you expect the defender to be that all your ships can arrive before the defender can get within shooting range of you.

This has the added advantage that if the defender has been reinforced in the 14 days since your last intelligence report from his system, you can leave again without having to fight overwhelming odds.

It's possible to coordinate jumps to make a fleet arrive in +/- 1% instead of 10%, but the calculations take so long that it's not worth doing so for commercial traffic.

T20 makes a jump take 147+6D hours. Personally I prefer 140+8D6 because it's easier to add 140 (And because I'd used that for many years before T20 was published). A more accurate (but even clumsier) calculation would be 143½+7D6.


Hans

With my luck the odds my ship, let alone a fleet, usually ends up on the worng end of initial weapons fire. Once my scout dropped out of jump between two combatants and took hits from both sides.

I like options 1 and 2, option 3 would be if I really wanted accuracy.

Thanks Hans.
 
Howdy BytePro,

As mentioned I'm very literal so I don't see how utilizing BG stored energy in the jump capcitors to provide power to ship systems or used to make a jump.

I will try to make some pretty pictures in the next day or so... I think that might help things (and be a fun diversion) ;)

Looks like in my haste this morning I really messed up what I was typing and now I haven't a clue what I left out.:(

I might have been trying to say was

As mentioned I'm very literal so I don't see how utilizing BG stored energy in the jump capcitors to provide power to ship systems or used to make a jump woud be a problem. The underlined and bolded or means one or the other in a combat round. If using the power for breaking off by jump then the combat rules apply.

Of course I still could be wrong to many hours have elapsed.

Thanks for catching the incomplete musing.
 
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