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tbeard's air/raft

Mithras

SOC-14 1K
tbeard, if I may ask here, you mentioned in another thread that you don't use contra-grav vehicles like the air/raft, instead favouring vectored thrust, which I like.

What powers your spacecraft? What kind of maneuver drive do you use. Don't you see a disparity between having grav plates but not contr-grav....? Wouldn't any grav manipulation lead quickly to unviversal grav manipulation ... maybe I don't see the fine details here...
 
I assume a gentle push gets it out of the bay. All my spaceships mount an attitude control system, so after exiting the bay they point the exhaust away from the ship and get some distance to the side then point to the target and do the normal burn.
Put a spin on the main ship and board the boat, open the doors and release the grapples and the spin gently pushes it out.

* Attitude control system 6 disks mounted in pairs at center of ship mass each pair in X, Y, or Z planes with motors and a battery system, so you can kill a dead man tumble even if the power plant is offline. 1m3 per 100td. mass 2mt/m3 power 1Kw/m3 cost 2* battery cost at respective tech level T4 FF&S. Has computer interface as well as a manual control panel.
 
tbeard, if I may ask here, you mentioned in another thread that you don't use contra-grav vehicles like the air/raft, instead favouring vectored thrust, which I like.

What powers your spacecraft? What kind of maneuver drive do you use. Don't you see a disparity between having grav plates but not contr-grav....? Wouldn't any grav manipulation lead quickly to unviversal grav manipulation ... maybe I don't see the fine details here...

Originally, I assumed a highly efficiency Nuclear Thermal Rocket, using (ideally) hydrogen as the reaction mass. However, unrefined fuel often contained methane, which had the delightful effect of contaminating the fuel rods with carbon, reducing power. So when the coolant/cleanser plumbing malfunctioned (or was damaged in an attack), a crewman had to periodically don a rad suit and scrub the carbon off the fuel rods with a brillo pad.

As an aside, power plants in my campaign were originally assumed to be fission, not fusion. Jump fuel was reaction mass (IMTU a ship had to maintain a very modest amount of thrust in hyperspace to get anywhere, hence the reaction mass). The labels changed, the design rules and systems did not.

Subsequent research led me to discover that solid NTR drives would leave a radioactively contaminated residue behind, which would make planetary landings problematic. I also decided that having fusion power widely available would make my colonial military forces plausible. So, with a stroke of the backspace key, I decided that the drives were fusion and that the maneuver drive was a fusion drive, probably an "intertial confinement fusion drive" (i.e., a pellet of fusion fuel is bombarded on all sides by strong pulses from laser or particle accelerators. The inertia of the fuel holds it together long enough for most of it to undergo fusion.). <sigh> I really liked those brillo pads...

In any case, my objection to widely available grav tech is that it is a dramatic buzz kill. I get tired of having to come up with clever ways to deprive players of their air rafts, grav belts, etc. Plus, I *like* things like helicopters, tiltrotors, ornithopters and dirigibles. All would be obsolete with Traveller style contragrav.

Finally, I like the military aspects of having no grav tech. Unlike Traveller militaries, which can mount everything in grav vehicles and zip all over the planet, militaries in my campaign have to make harder choices -- highly mobile light infantry vs slower heavy armor? How much air transport (or sealift) will you need? Etc.

EDIT: I *do* have artificial gravity, primarily so that I can make use of the numerous free deckplans available on the interweb. I haven't bothered to come up with a rationale for why it works (or why you can have artificial gravity but not contragrav propulsion).
 
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Ty:
Your AG vs no Cotragrav is easily solved: AG requires being between two plates, and is directional. this gives you fixed gravity direction (no grav-pong with boarders), you can compensate main drive thrust (by simply putting a second set of plates perpendicular to the thrust axis), even have gravitic focusing, all without having to worry about inverse square (AG becomes a flow, not a field).
 
Agreed. I love to create unique transportation for each planet, to suit the culture, environment and atmosphere. Really gives the worlds colour. G-carriers and air/rafts everywhere seem so bland.

Do you still invert the fuel consumption? Fusion rockets gobbling up the 0.1MJn whilst the J-drive uses the power-planet energy? That makes more sense to me than the opposite OTU.

In any case, my objection to widely available grav tech is that it is a dramatic buzz kill. I get tired of having to come up with clever ways to deprive players of their air rafts, grav belts, etc. Plus, I *like* things like helicopters, tiltrotors, ornithopters and dirigibles. All would be obsolete with Traveller style contragrav.
 
Ty:
Your AG vs no Cotragrav is easily solved: AG requires being between two plates, and is directional. this gives you fixed gravity direction (no grav-pong with boarders), you can compensate main drive thrust (by simply putting a second set of plates perpendicular to the thrust axis), even have gravitic focusing, all without having to worry about inverse square (AG becomes a flow, not a field).

I hereby adopt this rationale... Thanks.
 
How do you deal with the blast effects during landing and liftoff? At the Atomic Rockets site, this subject is titled "Landing in Lava".

The paint reminds me of a community theater I did some shows at years ago called Spotlighters. It was an arena stage, very small, with four great honking pillars at the corners. Most sets consisted of simply painting the pillar sides facing the stage. Since they did one show a month, more or less continuously since 1962, there was quite an accumulation, an inch or more deep, with a sort of lip or ledge of hardened paint extending from the sides. I always thought it would be interesting to take a core sample, but the vitrified paint may be all that's holding up the roof.

Maybe that's the best way to judge the true age of that used scout ship. They might roll back the odometer, but they can't scrape the paint!
 
Agreed. I love to create unique transportation for each planet, to suit the culture, environment and atmosphere. Really gives the worlds colour. G-carriers and air/rafts everywhere seem so bland.

Do you still invert the fuel consumption? Fusion rockets gobbling up the 0.1MJn whilst the J-drive uses the power-planet energy? That makes more sense to me than the opposite OTU.

For simplicity (and compatibility with existing Traveller materials), I kept fuel usage, mass, and costs the same. Only the terminology changed.

Jump fuel is easy -- a constant acceleration over the course of a week would use up a *lot* of reaction mass -- 10% per jump number conveniently enough :)

Power plant fuel requires a more significant handwave. I assume that most of the "power plant" fuel is used by the Fusion Drive as reaction mass (I handwave it and make the drives Sooper Efficient).

However, there are other major differences IMTU from the OTU besides gravitics.

1. All ships must have at least maneuver drive-1 to make a jump. Actually, the requirement is something like 0.05G x jump number, but regulations require 1-G. Some parts of hyperspace can require a bit more power, so 1-G drives provide a safety margin. The jump drive converts the acceleration into FTL pseudo-velocity, so a 1-G maneuver drive is sufficient for any jump up to Jump-6. And no, doubling the acceleration won't double the jump distance -- but it will probably cause a misjump.

2. No drop tanks.

3. The hyperdrive is a mechanical nightmare of gyroscopes ala A. Bertram Chandler's Mannschenn Drive. Get too close and you'll get turned inside out.

4. There's a precursor drive called the Gauss drive. It's similar to the Jump Drive, but far more susceptible to misjumps. Available at TL9-10, it is responsible for a large number of Lost Colonies. Uses far less fuel, but is much slower (1 parsec/3 weeks); long distance travel is practical only with low berths (which are far more reliable than in the OTU). Oh, and misjumps always come out on a star (roll randomly per CT rules, then put ship in nearest hex with a star).

5. Electronics are not as advanced because the process of Jumping (or using the gauss drive) creates the equivalent of a very strong EMP inside all electronic devices. As a result, starship electronics carry heavily shielded computers with discrete components (including high tech vaccuum tubes). This phenomenon also makes transporting sophisticated electronic devices problematic. Most electronics are fabricated on planet. Weaponized EMP systems can defeat even the most heavily shielded microprocessors, so they aren't much used in combat. The result is that most frontier electronics will be bulky and less capable than civilian systems in the core. Effectively, electronics tech plateaus out at about 2020 levels. No cybernetic implants in hyperspace... No nanotech, but very advanced micro-mechanical devices.
 
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How do you deal with the blast effects during landing and liftoff? At the Atomic Rockets site, this subject is titled "Landing in Lava".

I handwave it by assuming that all starships have conventional vectored thrust to lift off with and only activate the fusion drive at a safe altitude. <shrug> Not much else I *can* do.

Maybe that's the best way to judge the true age of that used scout ship. They might roll back the odometer, but they can't scrape the paint!

I like that.
 
Agreed. I love to create unique transportation for each planet, to suit the culture, environment and atmosphere. Really gives the worlds colour. G-carriers and air/rafts everywhere seem so bland.

I'd add that in a recent campaign, one story arc involved the PCs on a riverboat (I combined the plot of "Heart of Darkness" with "The Sand Pebbles" and the battle of Rorke's Drift). Couldn't have done that if grav vehicles were ubiquitous.
 
Originally, I assumed a highly efficiency Nuclear Thermal Rocket, using (ideally) hydrogen as the reaction mass. However, unrefined fuel often contained methane, which had the delightful effect of contaminating the fuel rods with carbon, reducing power. So when the coolant/cleanser plumbing malfunctioned (or was damaged in an attack), a crewman had to periodically don a rad suit and scrub the carbon off the fuel rods with a brillo pad.

As an aside, power plants in my campaign were originally assumed to be fission, not fusion. Jump fuel was reaction mass (IMTU a ship had to maintain a very modest amount of thrust in hyperspace to get anywhere, hence the reaction mass). The labels changed, the design rules and systems did not.

Subsequent research led me to discover that solid NTR drives would leave a radioactively contaminated residue behind, which would make planetary landings problematic ... <sigh> I really liked those brillo pads...

I think that this is still doable without expelling radiation. You just need a system more advanced than the 1950's version of spraying a block of uranium with a Liquid Hydrogen hose. The radiation is caused by the contact transfer of radioactive particles 'scrubbed' off of the fuel rods by the stream of hydrogen. You just need a small handwave to avoid actual contact and you have a solid 'light bulb' type Nuclear Thermal Rocket.

Perhaps a 'ceramic' coating transfers heat at near 100% efficiency. Hydrogen can then pass through without becoming radioactive. The Hydrogen will not stick, but the carbon bonds with the coating and builds up. This would clog the tubes and cause the fuel rods to overheat.

That's where Brillo comes in.
 
I think that this is still doable without expelling radiation. You just need a system more advanced than the 1950's version of spraying a block of uranium with a Liquid Hydrogen hose. The radiation is caused by the contact transfer of radioactive particles 'scrubbed' off of the fuel rods by the stream of hydrogen. You just need a small handwave to avoid actual contact and you have a solid 'light bulb' type Nuclear Thermal Rocket.

Perhaps a 'ceramic' coating transfers heat at near 100% efficiency. Hydrogen can then pass through without becoming radioactive. The Hydrogen will not stick, but the carbon bonds with the coating and builds up. This would clog the tubes and cause the fuel rods to overheat.

That's where Brillo comes in.

I like it. There's just something so priceless about a PC having to scrub the inside of an atomic reactor with a brillo pad...
 
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