NASA pushed LHyd 179kl/min through the 43.18cm diameter fixed line of the Shuttle ET umbillical, at 220-235kPa. They pushed LOx at 66.5kL/min at 137-152kPa
Note that fire hose pumps can often operate up to about 1700kPa; but that the shuttle ET is acceleration and pressure fed, not pumped, at the above rates.
my 10cm channel at 10kL/min should be about the same flowrate as the shuttle external tank per unit cross-sectional area, so the pressure isn't that high.
Thanks! This is exactly what I was looking for. I think I'll just ballpark fueling at 10kl/min. Maybe higher tech planets could do it faster, but this is probably a safe and reasonable way to do it- just like we don't fill out cars with the 1000 gal/min hoses that we Earth humans are technically capable of doing in certain circumstances.
I also figure that a typical tankage has one feeder port per 20Td (280kl), so if the locals can and will hook up multiples, you're looking half an hour.
Also great little nugget of color to add to the scene.
Um... if the pursuers arrive at the jump limit two minutes after the pursuee lifts off from the ground, you're looking at a hazardous jump just outside the 10 diameter limit if they want to avoid a confrontation, which would give them plenty of time.
Worse. I make jumping from within a jump shadow* vastly more dangerous than RAW-indeed bordering on simply suicidal. This particular star the players have arrived at is a dim, puny little M9 and the mainworld races around it at mere .015 AU mean orbital distance. I use a tidal model for jump distances and the math means that the star's jump shadow extends out to around .3 AU. The PCs have a solid 4 hour slog maxing out their tricked out 4G trader before they can jump.
* Not precisely the same as the canonical "jump-shadow"ing/masking. Instead the Jump shadow is the area where space is so churned up by gravity that the jump drive cannot safely engage. It is in essence my in-universe term for the "100d limit", since there is not a precise 100d limit in my universe.
The bigger issue for timing this is the random jump time for the involved ships. Even if the PC's jumped first there's a fair chance the chasers will arrive in the system*before*they do and be waiting for them. Presuming they know where to go in the first place.
I considered this. To calculate jump duration, I use 4d6 where 14 =100% (of 168 hours) and each point above or below adds or subtracts 1% of that time. The players rocked there roll, and the one pursuer who was ready to jump jumped to the wrong system. Or possibly the right one, as I am pretty sure it is where the PCs plan to jump next. I gave the pursuers a roll at a +4 advantage on the roll to represent multiple ships that left at some point after the player's jump. The players still managed to eke out around a 10 hour total head start.
As for
My opinion: Do some fake calculations behind the screen, roll some dice and get a surprised look on your face before you tell the PC's that they finished fueling and are headed for the Jump Point just as the opposition shows up in system to chase them down.
and the other suggestions like it:
I totally get where this is coming from, and from time to time I do make arbitrary plot decisions to fit the drama or keep the store going or the like. But I fall pretty hard on the "simulationist" side of the RPG gamer spectra, especially with Traveller. I do my best to keep the verisimilitude level really high on things like this. But, such decisions can be totally valid, and indeed invaluable in certain instances. If we had not been right at a stopping point when the PCs jumped last session, I probably would have rolled with something along these lines to keep the action going- but now that I can work it out, I want to be as accurate as reasonably possible.
Thanks for all the replies!