Continuing on PFVA's rather spiff response...
CT Bk 2 is rather unimpressive in its space craft tech array. Small craft take no hangarage per se, but are apparently presumed (as did another fine SF RPG of a few years later) that many sub-craft are simply hung in hull recesses by a few clamps not worth accounting for.
Likewise, Bk2 doesn't specify maximum launch rate nor land rate - which is a major issue - leaving it presumable to be "1/turn", "all" or "GM's choice" depending upon how one interprets the rules.
Further, Bk2 doesn't specify how much warning one has on jump exit. Many people (And T5) presume you know within minutes of entry when you will exit if the jump is normal.
As far as wet naval comparisons, a modern sub's requirements are much the same as a traveller ship's requirements space wise, and unlike surface vessels, the ship's water displacement in short tons is directly convertible to traveller Displacement Tons... at roughly 13.5:1...
CT Bk 2 is rather unimpressive in its space craft tech array. Small craft take no hangarage per se, but are apparently presumed (as did another fine SF RPG of a few years later) that many sub-craft are simply hung in hull recesses by a few clamps not worth accounting for.
Likewise, Bk2 doesn't specify maximum launch rate nor land rate - which is a major issue - leaving it presumable to be "1/turn", "all" or "GM's choice" depending upon how one interprets the rules.
Further, Bk2 doesn't specify how much warning one has on jump exit. Many people (And T5) presume you know within minutes of entry when you will exit if the jump is normal.
As far as wet naval comparisons, a modern sub's requirements are much the same as a traveller ship's requirements space wise, and unlike surface vessels, the ship's water displacement in short tons is directly convertible to traveller Displacement Tons... at roughly 13.5:1...