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TNE Design Questions

far-trader

You probly know more about T20 than me but isn't SI kind like Hit points for your ship? If that's the case I think you've gone too far re ruducing SI by 100Disp Tonnes equivelent per turret when even for a 100 Disp Tonne Scout ship a (one)turret at 3Disp tonnes is only 3% of your ship yet by adding another one thus loosing another 3% of your ship to weapons you loose 50% of your SI?

Is that how you were going to implement it?

I'll have to re read your example about the 2 turreted 400Disp tonne Fat Trader upping to 4 turrets but it seemed alot of SI lost for a little Hull % changed to me.
 
I'm confused as well. In FFS, SI is just something to eat up hull space. For instance, a hull that needs to do 6Gs needs to be beefier than one that only needs to do 2Gs, so the 6G hull takes up about 3 times the space. The actual design isn't that important, and hardpoints don't add or detract from the SI or its volume. It doesn't really matter what the internal structure looks like. Just because it doesn't SAY there's no cross beams doesn't mean they aren't there.

Am I totally on a tangent here, or what?
 
I'm new here, and I have a question about the TNE starship design process. This seems to be the logical place to put it. If you're designing a small ship, for example a 200-300 to trader, can you still put a mixture of weapons in the turret (much like CT)? And if so, how? The description of the sandcaster and missile turrets in Appendix I seem to indicate one weapon/launcher per turret.

Also, that limitation of two missiles per turret in TNE appears too limiting. I prefer to design the missiles using the Missile Supplement, which allows up to twelve missiles per turret.

Sincerely

Damocles
 
damocles.

Re your questions about multiple weapons per turret. I have done that, and have seen it done on other designs posted on the web. Unfortunenatly I have no idea how to post a link even if I could remember where it was so I can only tell you of my experience at this.

Point one, In my opinion you will NEED Fire Fusion and Steel to do it.

Point two, you may have to "homegrow" rules about implementing them to your traveller universe.

FF&S has a design sequence for both lasers and spacecraft missile launchers. Therefore all you need to do is use these sequences to make laser's, missiles, and their launchers "small" enough to fit in a turret together. The TNE standard missile is seven cubic meters, thus with supporting infrastructure, ie the workstation for local control and the size of the launcher itself, you will not be able to fit more than two "standard" missiles, or one standard missile plus one smallish laser per 42 cubic meter turret.
The Bard pages at Downport.com have some great smaller missiles listed as "Solomani" missiles. Five of these fit in launchers in a turret without a local workstation therefore requiring an MFD on the Bridge.

With mixed weaponry though, how "you" determine what the gunner is controlling will be up to you.

As for adding sandcasters here is where it gets a little bit trickier. You'll need to reverse engineer the example turret. By that I mean determine the space required by the various components at the various Tech levels. Obviously the workstations will allways only take 7 cubic meters. From that check the size of each individual sand cannister and how many fit into a turret at each TL.(cannister size is in FF&S) From that you can determine the required size of the sandcaster "launch & manipulate" mechanism. To then add a weapon you delete sand cannisters as appropriate to the volume of the weapon you are adding. If you retain or delete the local workstations is a design choice for your own preferrence, however the sandcaster will need a workstation somewhere.
Again you will need to devise an IYTU ruling on which can be controlled per combat turn? one or the other or maybe, at + 1 diff mod per task, both.

IMTU I have designed turrets that have:

a sandcaster plus one missile, but the missile (or sensor probe) can only be controlled from elsewhere on the ship and the caster only has about 12 cannisters as opposed to the comparable TL's 24.

a small short range hi ROF laser and a missile tube with the same restrictions.

a twin laser turret with MFD as part of the local workstation built right into the turret.

and

a tripple laser Barbette also with built in MFD

My twin laser and tripple laser mounts only mount one beam pointer however so IMTU all lasers strike the same target location if a hit is rolled due to the single beam pointer being the on mount fire controll ie no multiple targets or target locations per target per combat turn (each focal array generates a seperate hit ofcourse)

arrrgh if I add anymore I'll be rambling


Hope it helps.
 
Originally posted by TheDS:
I'm confused as well. In FFS, SI is just something to eat up hull space. For instance, a hull that needs to do 6Gs needs to be beefier than one that only needs to do 2Gs, so the 6G hull takes up about 3 times the space. The actual design isn't that important, and hardpoints don't add or detract from the SI or its volume. It doesn't really matter what the internal structure looks like. Just because it doesn't SAY there's no cross beams doesn't mean they aren't there.

Am I totally on a tangent here, or what?
Yes, er, no, um, what was the question again :confused:

I guess TNE designs are structurally framed so you need to have all that bracing and can cut holes in and shape the hull however you want without impacting the safety. Just like they used to make cars.

T20 designs are more like today's unibody designs. So the strength is tied directly to the hull and you can only put so many holes for turrets and such into a certain size and they use gravitics to isolate the whole ship from g stresses and it also deflects annoying micrometeors.

hmm, no frantic "hand-waving" instant graemlin, think I mentioned the need before ;)

<edit> gee, did I just pretty much repeat and contradict myself above :confused: :rolleyes: That's what I get for multitasking on too little sleep
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