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Looking at starship software vs. Computers.

In the discussion on small fighters in LBB2 combat I was reminded on limited program capacity for computers. I decided to look and see how computer software in the THB worked.

Now I remember why I basically ignored that part of the THB. It gives me a headache trying to figure it out. Programs require a number of PP to run. Yet Starship Computers don't have PP available listed. They have a two part free CPU output instead. The first number being higher than the second.

What does all that mean? What software can I run on the ship's computer? What software am I required to run on the ship's computer? What are the two numbers in CPU output? (They aren't mentioned anywhere in the computer text for a starship.) Where do I find the answers?
 
Bhoins,

You had some excellent recommendations for modifying large-scale combat, so I'm sure you'll think of something here.

Oh, and post the specifics of the lack of info to the THB Errata page, too.


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I had the same question after reading the section on computers. It is like they cut out a section that further explained it.

The actions listed in the combat section about computer assisted targetting and such seems to imply that the starships have whatever programs they need to perform all the listed actions.
 
The two numbers for PP in the ship's computer section are [available PP / max PP]. Where available PP is the total amount of PP that can be used at one time running software. And the max PP is the maximum PP that can be used to run a single program.

e.g. A Model 1 has 28/11. This means that a M1 can simultaneously run 28 PP worth of software and the largest single program can use no more than 11 PP.

Furthermore, my understanding of the total PP is that one can install more than the max, just not simultaneously run more than the max.

I hope this helps.
 
Why does nobody include any computer software on their ship details? It seems like there are some pretty handy programs that a starship would want, especially if they wanted to go light on crew members.

A side question: Do the classic traveller and reprint books 1-8 go into more detail and options about starship/computer design or is the T20 version a general compilation of the original? I was wondering whether it would worthwhile for me to pick up the reprint or not. If it has alot more details it could serve as a good read.
 
Classic Traveller used the standard computer model numbers and that's it, as I recall. (Mostly basing my knowledge on book 2 stuff)

There was a bit more detail on computers as used as brains for robots, but not alot.

Of course, there could be something I missed.
 
CT listed computer program processing and storage capacity for the various models of starship computer. It also listed different software programs and the amount of space they took up in the computer.

For example, a Model 1 computer could process 2 units of software at a time and hold an additional 4 units of software in readiness for processing.

A Model 1bis could process 4 unites of software at a time, but had no space to hold software in readiness.

The "volume" of jump software was equal to the jump rating. In other words, software to handle a Jump 1 took up 1 space, Jump 2 took up 2 spaces, etc.

Other programs ranged in size from 1 to 4 spaces.
 
Originally posted by Remul:
The two numbers for PP in the ship's computer section are [available PP / max PP]. Where available PP is the total amount of PP that can be used at one time running software. And the max PP is the maximum PP that can be used to run a single program.

e.g. A Model 1 has 28/11. This means that a M1 can simultaneously run 28 PP worth of software and the largest single program can use no more than 11 PP.

Furthermore, my understanding of the total PP is that one can install more than the max, just not simultaneously run more than the max.

I hope this helps.
Where did this info come from? I didn't see it there. And why would you have a largest piece of software and not like the LBB2 Active/Storeage model.

Bruce
 
It's in the errata for the Traveller's Handbook.

The free CPU stuff is an error... ;)

It is corrected in the second printing p263.
 
Originally posted by Sigg Oddra:
It's in the errata for the Traveller's Handbook.

The free CPU stuff is an error... ;)

It is corrected in the second printing p263.
Thanks Sigg. But Page 263 doesn't explain the Free CPU column of the table. :(
 
Originally posted by RainOfSteel:
Bhoins,

You had some excellent recommendations for modifying large-scale combat, so I'm sure you'll think of something here.

Oh, and post the specifics of the lack of info to the THB Errata page, too.


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Thanks Rain.
 
Originally posted by Paraquat Johnson:
CT listed computer program processing and storage capacity for the various models of starship computer. It also listed different software programs and the amount of space they took up in the computer.

For example, a Model 1 computer could process 2 units of software at a time and hold an additional 4 units of software in readiness for processing.

A Model 1bis could process 4 unites of software at a time, but had no space to hold software in readiness.

The "volume" of jump software was equal to the jump rating. In other words, software to handle a Jump 1 took up 1 space, Jump 2 took up 2 spaces, etc.

Other programs ranged in size from 1 to 4 spaces.
Problem with the analogy is that T20 doesn't fit that nice pattern. Granted that is how it worked in LBB2, and in LBB5 it was pretty much ignored. In T20's THB the Jump Software is by and far the largest software packages in the game. Average software package runs 1-3PP. Jump Software runs 23-52PP. So given the Free CPU cloumn being total processing power and largest program interpretation, a Model 9 (65/14) computer can't run a Jump-1 Program so the ship can't jump.

Or if you state that the Jump software is included in the Avionics portion of the computer and therefore doesn't fall into the Free CPU column then even a lowly Model-1 (28/11) can run all the software in the book without breaking a sweat. And the bigest piece of software is 6pp unless you are giving the computer large skill numbers in things. (For example Gunnery skill 11, so the ship can fire on its own. And the total of the shipboard software packages runs to about 17PP. So take the shipboard total, max out the gunnery skill of the computer model 1 (11) and you are now at 28pp. The Gunnery Skill of 11 happens to be the skill level of an average Naval gunner. So we have just eliminated the need to carry gunners.

Though on a Scout ship, the Model 1bis (32/7) would be limited to a skill level of 7, but would have a bit of processing power left over. If you didn't need sensors, avionics for bigger ships and/or jump capability there is no reason to carry more than a Model 1 computer to run all your software.

As far as Rain stated that I like to come up with fixes... My fix is a nice simple one. I am going to ignore the software in the THB as applied to starship computers and most other computers. Since Robots don't have a rule for Robot BAB, I guess I am stuck with ignoring it for them as well. The software that allows modifications to Gunnery would be a wash and in T20 it is too easy to hit a starship as is. (My solution to Starship combat includes eliminating the gunnery skill anyway.
) Because of the limit on ranges for sensors I am going to assume all starships are running Laser Return Fire and can therefore engage any target regardless of range that fires a Laser or Energy Weapon at it because it just lit itself up and put a big "here I am" sign on itself. Otherwise I am going to just ignore the Computer software for T20. (Except for individual software package adventuring hooks.)
 
Book 5 said to use Book 2 for actual computer progamming rules, I never felt it was ignored or meant to be and have always used it.

Anyway, yes the computer system in T20 is messed, but the errata at least allows it to work (i.e. you can jump) with the listed Total PP. The Free CPU is a goof, no such beastie exists.

The computer stuff is just one of the little nightmares in T20. I have some thoughts but what's the point? They won't be adopted by the powers that be, and even pointing out errors for fixing seems to be a losing proposition :(

Well, I guess I can share my easy fix for T20 computer rules that I'm using for now, since every time I look at what's needed to fix them, and knowing it's not official, I just get sick and feel like ripping out whole pages from the book. That's basically what I'm doing, pretend they aren't there. I'm using Book 2 and 5 for my computer and programming rules
 
Originally posted by far-trader:
Book 5 said to use Book 2 for actual computer progamming rules, I never felt it was ignored or meant to be and have always used it.

Anyway, yes the computer system in T20 is messed, but the errata at least allows it to work (i.e. you can jump) with the listed Total PP. The Free CPU is a goof, no such beastie exists.

The computer stuff is just one of the little nightmares in T20. I have some thoughts but what's the point? They won't be adopted by the powers that be, and even pointing out errors for fixing seems to be a losing proposition :(

Well, I guess I can share my easy fix for T20 computer rules that I'm using for now, since every time I look at what's needed to fix them, and knowing it's not official, I just get sick and feel like ripping out whole pages from the book. That's basically what I'm doing, pretend they aren't there. I'm using Book 2 and 5 for my computer and programming rules
True the software in LBB5 was supposed to be used as is from LBB2 but the majority of the software in LBB2 was combat related and that part was taken out of the LBB5 combat system. So while ignored in LBB5 was stating it a bit strongly, it is what the effects on playing the game for the common software was effectively from that point on ignored. Sure we all ran Anti-Hijack, and Library and had to have generate and jump, but basically when the fecal matter impacted the rotating propeller the software was no longer a factor.
 
Originally posted by Bhoins:
True the software in LBB5 was supposed to be used as is from LBB2 but the majority of the software in LBB2 was combat related and that part was taken out of the LBB5 combat system. So while ignored in LBB5 was stating it a bit strongly, it is what the effects on playing the game for the common software was effectively from that point on ignored. Sure we all ran Anti-Hijack, and Library and had to have generate and jump, but basically when the fecal matter impacted the rotating propeller the software was no longer a factor.
You are quite correct there, my mistake, funny how time colors the memory. I wonder if part of my forgetting that fact is house rules our group had to implement the combat software into HG combat? I'm not sure we actually did that much HG combat come to think of it. Maybe that was why. We did build and use HG ships, and some USP damage system, but I remember (I think ;) ) it all being conducted with Book 2 software programming. Maybe it'll come back to me, I doubt any of the battle sheets still live. Yes we mapped them all in vectors, on paper, in different colors for each ship, and I still had some even a few years ago in the last big cleaning of the boxes
Can't recall if they were then tossed or repacked again.
 
My understanding of the Max PP value in T20 is that this is the maximum number of skill ranks from the "normal skills" miscellaneous program.
eg. A ship equipped with a model 1 ships computer has processing power of 28/11. In normal space it can run all sorts of programs simultaneously. Upto 11 ranks of skills and the remainder as other programs, maybe in combat it has gunnery 11 leaving 17 PP capacity for "weapons systems" (1), "predict"(2), "auto evade"(1), "ECM"(3), "return fire"(1), "anti hijack"(1) and a further 8 PP's for anything else like user interface progs, library data etc.
In jump-1 however 23 of the total 28 would already be in use leaving only 5 PP's for anti hijack, personality interface, library data and 2 ranks in a skill.
This is where additional slave/ server computers onboard come in handy.
 
As much as I prefer your interpretation of the Max PP ruling Chris it's not the way I read it. To use the model/9 with 65/14 as a more extreme example the way I read it is that you could have 3 seperate skill programs of rank 14 each and still have 23 PP left for other programs. Or you could have 14 seperate skill programs of rank 3 each and still have the same 23 PP left.

Anyway you shouldn't be forgetting the Logic and Command programs either in the mix which could take as much as 30 PP in my model/9 example (for a full verbal command low AI), or as little as 1 in your model/1 example (for a Simple operating system and manual interface).

Classic Traveller computers had a ratio of about 2/3 storage for every 1/3 active programs, and bis models traded the storage for half as much additional active programs. Hunter seems to have done away with storage, replacing it with the Max PP in effect.

Well I threatened to share some of my thoughts so here you go. Applying my CT model to the "corrected" computer listing would produce:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TL Model/# Tot PP Max PP Off PP Standard OS Int, Command & Logic (Tot PP/Off PP)

05 0 21 11 42 Int 01 Manual Simple OS (-1 PP/-2 PP)
05 0 bis 42 11 0 Int 01 Manual Simple OS (-1 PP/-2 PP)
07 1 28 11 56 Int 03 GUI Low Basic Logic (-3 PP/-6 PP)
07 1 bis 56 11 0 Int 03 GUI Low Basic Logic (-3 PP/-6 PP)
08 2 35 12 70 Int 04 Limited Verbal Low Basic Logic (-4 PP/-8 PP)
08 2 bis 70 12 0 Int 04 Limited Verbal Low Basic Logic (-4 PP/-8 PP)
09 3 42 12 84 Int 07 Basic Verbal High Basic Logic (-10 PP/-20 PP)
09 3 bis 84 12 0 Int 07 Basic Verbal High Basic Logic (-10 PP/-20 PP)
10 4 49 13 98 Int 07 Basic Verbal High Basic Logic (-10 PP/-20 PP)
10 4 bis 98 13 0 Int 07 Basic Verbal High Basic Logic (-10 PP/-20 PP)
11 5 57 13 114 Int 10 Full Verbal Low Autonomous Logic (-20 PP/-40 PP)
11 5 bis 114 13 0 Int 10 Full Verbal Low Autonomous Logic (-20 PP/-40 PP)
12 6 65 14 130 Int 10 Full Verbal Low Autonomous Logic (-20 PP/-40 PP)
12 6 bis 130 14 0 Int 10 Full Verbal Low Autonomous Logic (-20 PP/-40 PP)
13 7 73 14 146 Int 12 Full Verbal High Autonomous Logic (-25 PP/-50 PP)
13 7 bis 146 14 0 Int 12 Full Verbal High Autonomous Logic (-25 PP/-50 PP)
14 8 81 15 162 Int 13 Full Verbal High Autonomous Logic (-25 PP/-50 PP)
14 8 bis 162 15 0 Int 13 Full Verbal High Autonomous Logic (-25 PP/-50 PP)
15 9 99 15 198 Int 15 Full Verbal Low Artificial Intelligence (-30 PP/-60 PP)
15 9 bis 198 15 0 Int 15 Full Verbal Low Artificial Intelligence (-30 PP/-60 PP)</pre>[/QUOTE]Notes:

TL - I used the original TL breakdown for starship computers, modified slightly at the lower levels. This to me implies that the starship computers are not Master computers but Expert computers. See the table on page 224 for the TL comparisons to model # However that would make the programming capacity even more ridiculous and boost the intelligence to unrealistic levels. Besides the Master type fits better with it operating the Avionics, Sensors, and Communications electronics (slave systems). So we'll stick with it as a Master type but don't forget to include at least one Master Program requiring 5 PP when setting up your computer. I'd recommend three in fact so you can access each of the sub-systems simultaneously. The bonus is of course that you don't have to worry about the programming of those subsystems. The Jump Program(s) for example reside entirely in the Avionics subsystem with all the appropriate versions included. More on that below.

Tot PP - This is the capacity for total active running programming. Reprogramming can be undertaken any turn by moving active programs to empty space in the offline capacity and then moving any programs there to the now empty capacity for active programs.

Max PP - This is the limit for the number of PP any one skill program can devote to ranks.

Off PP - This is the offline program capacity the model includes. Space should be left for moving programs from active to offline.

The final column lists the computer's native intelligence based on model and operating system. The standard operating system is listed as the command interface and logic programming, along with the required programming space (not included in the previous totals for the model, user must install) listed as Active/Offline. This offers two backups to the operating system in the offline storage should the active installation fail. In this case the corrupt active operating system is flushed and one of the secure offline ones loaded automatically. Note that bis models do not have offline storage and instead install two sets of operating systems in the active programming area, using one until it is corrupt and then switching to the backup.

You'll also have noted I allow not only a model/0 but also bis versions of each model.

My model/0 has a basic cost multiplier of x0 and each subsystem has a cost factor of +0. The base size of each model/0 component is 0.0tons. Yes, that means a model/0 is free and takes no space from the craft. It is included free of charge in all bridge installations, and serves as a final emergency backup for a failed main computer. The maximum hull rated for a model/0 is up to 100tons though. The model/0 bis could function in a hull of up to 600tons and manage jump-1 in a pinch. The base range for the model/0 sensors and communications is Visual. This is the default emergency backup for small starships while the base model/0 is the default for small craft, even if no main computer is installed. This was adopted for my game for two reasons, to allow reconstruction of CT small craft, where the build option was for a computer or bridge, not a requirement for both. By using a model/0 as outlined I stick to the T20 rules in spirit and the CT rules in function. Also the computer rules list a model/0 so why shouldn't it be included in starship construction.

I also do the pricing of my bis models a little differently to make them more sensible in my mind. Rather than an added cost factor of x2 I use x1.5, after the cost calcualtion based on the basic (non-bis) version of the same model.

The cost of programs has been drastically reduced in T20 while the cost of computers is about the same, compared to CT, so I don't bother charging for the initial programming, the purchaser may have the computer loaded however they desire within the limits of the PP notes. There are some notable changes even so:

Avionics Programs - The following programs are included free of charge and require no PP from the main computer. They are resident in the Avionics subsystem and include all routines to match the performance of the ship in both jump-space travel which includes Generate, T/Astrogation-X, and Jump X as well as normal-space travel including Navigation-X and Pilot-X (where X is the Avionics model number). No other programming may be added to this subsystem.

Sensors Programs - T/Sensors-X (where X is the Sensors model number) is included free of charge and requires no PP. No other programming may be added to this subsystem.

Communications Programs - T/Communications-X (where X is the Communications model number) is included free of charge and requires no PP. No other programming may be added to this subsystem.

General Programming - As noted the Operating System programming requirements vary with the model number and are listed in the table. In addition at least one copy of the Master Program at 5 PP per application is required to access the subsystems. One copy will allow one system at a time to be used, while multiple copies will allow multiple access.

Additional Programming is left to the user but cost is not an issue for the initial programming with a computer purchase. Note that skill programming will require a seperate installation for each position to be handled. For example a ship with two turrets wishing to use a Gunnery program to fire them both will have to install two copies, one for each weapon. A ship turning control of a Bay Weapon over to the computer will require the equivalent of two Gunnery programs of identical rank, while a computer firing a Spinal Mount will need the equivalent of one Gunnery program of identical rank per 100tons of weapon. This is in addition to any Gunnery Command program(s), which will also have to be the same rank, that may be required to replace Gunnery Officers if full atuomation of firing is desired. Also don't forget that all skill programs are subject to modifiers for the apporpriate ability score, usually making them less able than a person, and in an unusual circumstance the computer may have to make a "judgement" call on how to proceed, basically a Wisdom check. So does your computer's auto-Pilot program have enough Wisdom to know that an overtaking asteroid on a collision course is not going to yield the right of way according to the protocol ;)

-------

All of the above is a little rough and very unofficial, use at your own risk, but feel free to comment or ask for clarification, it'll help me hammer out the problems.
 
I always just interpreted the ship's computer PP availabilit as this: The essential, BASIC software required to fly the ship is there. The remaining PP is what's left, for other stuff. That allow ssome simple stuff like security programs of pilot programs, and assumes that they work. It's somewhat clumsy, but it's simple and it works.
 
Yeah... I agree something doesn't make sense. At first, I didn't know what everyone was talking about but then I looked at Pg. 232 and saw how much PP Jumping takes which in all cases exceeds the max processing of its corresponding computer. I think I'll go with ignoring the max in the case of Jump for the simplest answer...
 
I'd also be curious to see the breakdowns of how they built the starship computers in the T20 system. It says what kind of computer cores they're made of, but I can't make that work...
 
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