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Starships - batteries not included

atpollard

Super Moderator
Peer of the Realm
[Moved from another thread to avoid drifting off topic.]

Heck, I have *starships* designed this way, with jump drives kicked off by battery banks powered by a "trickle" fusion plant, but they certainly aren't likely to appear in the OTU any time soon (although with cargo at Cr 1,000/dT I'm pretty sure that I can make a J-4 version profitable on cargo alone at TL -13)

Scott Martin

I would be very interested in seeing the numbers.

Batteries are available as early as CT Striker, but I thought that they were LESS cost efficient that the Magic Fusion Power Plant.

What version of Traveller are they based on?
Are the batteries per rules or strictly “House Rules”?
 
Since I haven’t heard back from Scott, do any of the versions of Traveller have hard data on the energy required for a jump?

I know that CT is vague with a rough approximation implied by the Jump Capacitors in the Black Globe rules. Until they backpedaled with the whole you need the charged capacitors PLUS the jump fuel. At 1 EP per dTon of fuel for the power plant and 10 dTons of fuel per 100 dTons of ship per parsec of jump, one could estimate Total EP per jump = total jump fuel required. Anybody know of a contradiction/confirmation in another version of Traveller?
 
HG places an EP requirement for Jump Initiation. Don't have it handy.
 
A warning that all numbers are from memory, so double-check for accuracy: I've included where to look for the appropriate sections to make it easier to fact-check ;)

Sorry I haven't been lurking much lately, I have a brand new daughter (Victoria Susan Annabelle) and not so much sleep...

Remember that I use batteries to be *cost effective* as distinct from *space efficient* since most of the bulk freighters that I have in use have very low (less than 0.1 G) maneuver performance, and use tugs and tenders for insystem maneuver.

HG requires that powerplant equal to the jump number be supplied within 2 combat turns to allow jump (this is in the combat / disengagement section). This is IIRC the *only* listed requirement anywhere in the rules base for power required for jump. This means that to power a jump you need 1/2 EP per jump number to be provided to the Jump drive.

To convert for TNE / T4, 1 EP is the same as the amount of power needed to provide 1 G of accelleration, which is (IIRC) 50 MW per 100 dT.

Using TNE / T4, TL-12 batteries provide the best power/cost balance, and are far cheaper than a powerplant of the same size, and can hold a charge indefinitely. This means that if you don't care about maneuver drive performance (and 1G is a *lot* of thrust for a deep space application) you can run a "jumpframe" on a 10-50 MW reactor and a large pile of batteries. Note that this means that your ship will have performance similar to those in BattleTach, requiring days to recharge after a jump (or recharging during jump: this really depends on whether your house rules require power expenditure to *exit* jump as well...)

Hope that this is useful and answers your question. If not, hit me with a PM when you post here, I check email more often than COTI these days, and my PM is set to mail notify me.

Scott Martin
 
annic nova

the annic nova from JTAS 1 used a "accumulator" to power the jump drive when fully charged. i would like to see some stats on size vs power.


ship is 600dt has 2 jump drives one jump 2 and the other jump 3.
when fully charged the "accumulator" can power each jump drive once.
it takes 1D6 weeks to recharge (1-6) the accumulator depending on distance from star and star type. ship had 150dt of cargo and 2 external docked 40dt pinnaces. 8 state rooms ... but no fuel and now power plant... and no maneuver drive (ship used pinnaces for maneuvering in system)

i think it would be fun for a traveller to "reverse engineer" the ships drive and incorporate it into other ships.
 
HG requires that powerplant equal to the jump number be supplied within 2 combat turns to allow jump (this is in the combat / disengagement section).
Ah, right. Not in the ship design/construction section of the book then. I'll still take a look anyway, just to refresh my memory.
 
the annic nova from JTAS 1 used a "accumulator"...

i think it would be fun for a traveller to "reverse engineer" the ships drive and incorporate it into other ships.

Basically the accumulator comes out to the same as the required fuel volume near as I could figure it, which seems a fair dodge/handwave.

So if you want to build other AN Alien ships with accumulators just calculate everything the way you would do a normal build but instead of jump fuel you have the same volume dedicated to a deployable collector/batteries (aka accumulator). Cost? MCr2 per dton maybe? I haven't a clue really. Pricey though.

Oh, btw the original AN seems to be a 1st ed Book 2 build, no powerplant requirement for the jump drive. If building an AN in any other rules I'd suggest still allowing no powerplant for the jump drive but upping the cost of the accumulator to at least MCr4 per dton.
 
I'd go with a large bank of capacitors charged by the ship's main reactor (taking 1D6x20 minutes to fully recharge), with the jump fuel used to cool the drive (to prevent over-heating by the huge sudden discharge of energy). This would give a Babylon-5-style delay before re-jumping, with a rapid re-jump possibly requiring some power re-direction...
 
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