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Question on vehicle sensors

I was looking over the revised template for Battle Dress and I noticed that the holovisual sensors (1 km) was 33.6vl. Unless I missed a change in the errata, isn't that number way too high? :confused:
 
To let some information from the TA's slip, the algoithm they were using for upgraded range was

VL = Base VL * range /100m
Cost = Cost * range /100m
Power = Base Power + 0.01 / extra 100m

rather then what is mentioned in the design sequence.

Of course this ends up with a different number again
 
Originally posted by veltyen:
To let some information from the TA's slip...

Of course this ends up with a different number again
Seems to be SOP. I can't figure out how the numbers were arrived at for batteries in the examples in TA6.

They are both way over volume and over priced according to the design text (the errata ruling is the table is wrong last I heard) if I'm looking at it right.
 
Don't start me on batteries.

At most tech levels it is easier to have a battery operated vehicle (of ANY size) that operates further and more effectively then a independently powered vehicle.

As a thought experiment... batteries for a laser pistol weigh a significant ammount. Vehicle batteries to fire a vehicle class medium laser continuously for an hour take up less space and cost then the pistol power pack.

The pistol does 2d10/d10-4 the medium laser does 8d10/3d10 damage at much greater range.

I have been tinkering with changing the batteries to EPminute, or EP(human scale combat round(6 seconds)) or even EPseconds. This would make the laser weapon power packs a better fit.
 
Batteries are very space efficient and very expensive. You can add a fusion power plant for the cost of approximately six to twelve hours of batteries.

Batteries are quite useful when you aren't looking for much in the way of endurance. Otherwise, you should go ahead and install a power plant.
 
I have a question about sensors. I am designing a grav APC and wish to include both visual systems and some primary sensors to the vehicle. The visual system is to have a range of 5 km. I'm assuming that if the visual range is increased from a base of 100m to 5km then it would be classified as a model/1 sensor and add one to T/sensors check to acquire a target. The radar system has a base range of 5km and starts as Model/1 sensor. If I were to increase the range to 500km as detailed on p.250 THB increasing the cost, size, and EP by x4 then my sensor model goes from Model/1 to Model/5. Shouldn't the increase be based on the Model steps listed in the Sensor Encounter Ranges (Vehicles Only) on THB p. 147 and not the range rules listed on p. 154?
 
Interesting. Are you taking the Model/# conversion from the ranges listed for the ship sensors? Just curious and no real help at the moment on the questions. That will depend on the answer to that and finding a few spare moments as I have to dash off again. Will check back later.
 
On p. 147 of the THB there are three charts detailing encounter ranges. The one at the top, Visual Encounter Ranges, is to be used when the PC's or NPC's don't have any extra sensors beyond the standard Mark 1 eyeball and Mark 1 ear. I assume this chart is for spot checks.
The second is Sensors Encounter Ranges (Vehicles Only). This is the only listing containing the different Model/# for vehicle sensors though the vehicle design sequences doesn't follow the same step increases on p. 249 & 250 for increasing sensor range. I can't find any reference in the vehicle design sequence about the different Model/# sensors.
The third chart is Sensor Encounter Ranges (Small Craft and Starships Only). On p. 264 THB there is a listing of the different sensor Model/#'s. I'm not using these sensors since I'm designing an 8 ton grav APC utilizing the vehicle design sequences beginning on p. 233 THB.
 
I've just designed a Strider Yacht. Jump four with collapsible tanks giving it 2 x j4 hops before refueling. I'm still trying to figure out bridge costs?!? Can't nut out the tables on page 256 and 262. MJD Bridge price asside, and thats probably just me, you've designed a beutifull System.

Can anyone fix my bridge?
 
A starship needs a bridge equal to 2% of its hull displacement or 20 tons, which ever is larger.
In other words ships below 1000t need a 20t bridge regarless of their actual size, ships over 1000t use the 2% formula.
The cost of the bridge is 5000Cr per ton of ship, the size of the bridge itself does not matter.

And by the way, for a ship to make 2 jump 4s using fuel in the cargo hold would require 80% of the ship given up to fuel, 40% in regular tankage and a cargo hold that's 40% of the ship.
 
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