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tons

Ok ,sports fans, I am amused. Please note I am limiting my commentary to the 1st editions of any cited publication unless otherwise noted.

Also Note I entered this conversation in the other unnamed forum as well.

Broadly looking at the source material one can conclude that indeed some flavor of mass was in the minds of the authors when they were writing the original game and supplements. Then if one starts to examine the graphics one quick has to come to the conclusion that the actual specific volumes are only broadly related to what the words say. Further more a number of pieces make much more sense if their stated tonnage is their mass instead of volume.
 
Ok ,sports fans, I am amused. Please note I am limiting my commentary to the 1st editions of any cited publication unless otherwise noted.

Also Note I entered this conversation in the other unnamed forum as well.

Broadly looking at the source material one can conclude that indeed some flavor of mass was in the minds of the authors when they were writing the original game and supplements. Then if one starts to examine the graphics one quick has to come to the conclusion that the actual specific volumes are only broadly related to what the words say. Further more a number of pieces make much more sense if their stated tonnage is their mass instead of volume.

That's just how it looks to me, too.


But I would rather not cheese off anybody else with an argument about an obscure point of LBB2 1977 rules, so I'm dropping out. :o

Peace guys.
I do hope that you will all have...


tons of fun.

:D
 
That's just how it looks to me, too.


But I would rather not cheese off anybody else with an argument about an obscure point of LBB2 1977 rules, so I'm dropping out. :o

A quick final note, the threads About Proto-Traveller have interesting ideas along these lines as well.
 
IIRC, in FF&S, the mass of a ship has no bearing on acceleration. Only volume matters. I have an issue with this ;)
No, of course not:
FFS said:
Spacecraft require (for the sake of simplicity) 10 tonnes of thrust per displacement ton to achieve an acceleration of 1G. Spacecraft with a final mass of more than 15 times (rounding fractions to the nearest whole number) their hull rate (in displacement tons) should recalculate their acceleration based on the actual thrust-to-mass ratio, dividing thrust (in tonnes) by mass (in tonnes) to determine acceleration in Gs (round fractions down).
 
No, of course not:

And how many TNE ships mass 15x displacement for this to come into effect? In the Reformation Coalition Equipment Guise, the Wildbat fighter is the only spacecraft that masses 15x or more it's displacement.

It seems that for the vast majority of spacecraft, mass is irrelevant.
 
And how many TNE ships mass 15x displacement for this to come into effect?
More or less any decently armoured ship, which also happens to be the ships that care about momentary acceleration since civilian ships tend to be more limited by fuel than momentary acceleration.
 
I'm not sure if I've ever even seen that book. Since it was 4e, wasn't on my radar anyway.
The vast majority of the book can be used with 3e or with any version of Traveller you care to use, or any other rpg for that matter. The setting info and the ship design system don't require 4e, and the ship design system is excellent.
IIRC, in FF&S, the mass of a ship has no bearing on acceleration. Only volume matters. I have an issue with this ;)
The approximation to use 10t per displacement ton or 15t for a heavily armoured and armed ship is just that, an approximation to give you an idea of how big to make your drive.

I always re-calculate the actual g rating at the end when I know the mass by thrust/mass, as it says in the design sequence, and yes the loaded mass will make a difference and hence a recalculation of the g rating, both of which are recorded in the ship data.

This has an interesting effect if you load the cargo hold of a merchant with a very dense cargo - orbital unloading will become a necessity :)
 
This has an interesting effect if you load the cargo hold of a merchant with a very dense cargo - orbital unloading will become a necessity :)


The Type J Seeker is an interesting case study. The S7 version postulates 20 tons of ore cargo space. Most of the time the Seeker is going to be working in zero-G, so 'overloading' past any 1000kg/dton limit would be normal- too much volume and money left on the shelf to bother with standards. You're not charging anyone for the haul, just incurring your own operational expenses plus whatever rules obtain to where you are going.

Two difficulties- when the Seeker goes to 1-2G accel, that ore load is going to shift to the bulkhead (or the bulkhead will accelerate into the ore, depending on whether the ore is under artificial gravity or not). The seeker may need to put on more artificial gravity to keep ore in place.

Which brings up a point- does putting things under more then 1G of artificial gravity increase their mass and thus create new load bearing/accel issues?


Anyway, the overloaded Seeker may or may not be able to pull this off, depending on whether the destination smelter/processor facility is in orbit and thus has planetary G or not.
The Seeker will leave empty, so belters living on the edge might try to pull a one-try approach to the facility and if it misses goes slingshotting around the planet and have to make another approach, or in bad circumstances choose whether to dump ore or burn up.
 
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Perhaps that's why the cargo hold displacement ton is limited to only a metric ton by mass, anything greater and the ship's artificial gravity and acceleration compensation can become compromised.
 
Looking through 77 CT.

In the trade rules you will find that 1 ship ton is explicitly 1000kg.

Throughout the book fuel is mentioned, nowhere does it say what the fuel is...

And a couple of final things, the maneuver drive can be used for 288 'burns' - that's 28 hours of continuous thrust on a normal fuel load - and fuel hits in combat can eventually prevent you maneuvering, but you can still fire weapons, use the computer etc - batteries or is the power plant still in operation for electricity production?

Then there is no mention of artificial gravity or inertial compensation...

The blanket adoption of volume-based drive effectiveness (which makes sense for the Jump Drive, but doesn't seem intuitive for a reaction drive) may have been what shifted the M-drive paradigm from reaction drive to gravitic/reactionless.

Remember this was the late '70s. It was tedious enough to run the numbers for a ship design on paper with a calculator using one set of figures (volume); imagine trying to do that for mass as well, in multiple iterations to get close to your desired design goals. For every ship or small craft... Ugh.

Also, it seems to me that the LBB2 maneuver drive was envisioned as a "rocket nozzle" attached to the power plant exhaust. That would at least explain the drive tonnage formula being 2x-1 (x=ordinal value of the drive letter size). The (-1) was the cavity in the exhaust bell...
 
To my mind Traveller ships grew from the Triplanetary paradigm - in that game the chemical rockets have to track fuel while the fusion torch ship doesn't at the scale of the game.

HG'79 explicitly defines the maneuver drive as a fusion rocket.

Not being physicists or engineers - or having access to Atomic Rockets - the folks at GDW gave their fusion rockets some pretty unrealistic performance characteristics.

Frank Chadwick is on record as stating that one of the design goals of TNE HEPlaR was to go back to the CT paradigm of reaction drives and that fuel should be a resource players would track.

In FF&S it actually gives rules for realistic fuel use rates that almost go as far as requiring the rocket equation...
 
Eh, I note Aramis came up with the same 10 metric tons per dton figure, good enough for me.


For profitability Straybow I worked out less a mass tonnage multiplier (although that's not bad) and more a cargo handling multiplier where shippers pay more for getting more real material shipped per dton because the ship operator is providing specialized space/containers.


Else the regular Cr1000 rate is no shipping arrangements/equipment, all such arrangements are being made by the shipper and a specialized container is presented for loading, all liability on the shipper and their 'packer/LCL provider' for cargo leaks, radioactive or otherwise.


Extra profit potential for taking on more up-front capital/ship modification costs and back-end cargo liability beyond the usual 'get it there without pirating or operating your ship in a dangerous stupid manner'.


Precedent in this direction with mail-handling contracts requiring an armed ship. Weight isn't changing, chances of cargo getting through without being jettisoned/captured increases.
 
Haha, I didn't notice that the original poster had already been scared off. :rofl:


:paragraph: To combatmedic, wherever you may be, patch up the rules wherever broken until you think the ship spaceworthy. Fare thee well!
 
Eh, I note Aramis came up with the same 10 metric tons per dton figure, good enough for me.

For profitability Straybow I worked out less a mass tonnage multiplier (although that's not bad) and more a cargo handling multiplier where shippers pay more for getting more real material shipped per dton because the ship operator is providing specialized space/containers.
10-15 mT per dT is from one of the Trav versions. Water would be 14 mT per dT, and for higher density stuff a mass limit is imposed.


5 mT per dT is from the old 100 ft³ British register ton (4.94 per dT), which was based on how miscellaneous cargo is placed and secured for load stability and seaworthiness, rather than maximizing density. It generally applies for road travel as well, with a standard US 53' trailer being 3300 ft³ and nominally limited to 32 short tons.


Even with inertial compensators you'd want loads to be well-secured with straps and nets. You'd want everything accessible for inspection by the crew and by any port authorities. Therefore it can't be simply stacked up and packed wall-to-wall.


My proposal was 5 mT/dT as a limit, with 2 mT allowed without performance penalty. Anything less than 2 mT would have a benefit to performance.
 
10 metric tons per 14 cubic metres is the approximation used in TNE, although you can, at the end of your design sequence calculate the ship's actual mass and thrust and calculate its unloaded and loaded acceleration.
 
And maneuver stability, and transmission/tire/road wear, and braking... it's the safe loading limit.



Yes, you can stuff a whole lot more into that trailer, and there's a good factor of safety built in to run through before the trailer itself breaks. Heard a scary story of a trucker whose client-filled trailer was so overloaded it broke the weigh station scale. Yeah, the rig could still pull it, but the danger while turning or braking is huge. People do stupid things, and the limits are there to minimize the stupidity.


A spaceship is no more amenable to having a load shift under maneuver than a truck.
 
Nearly a third less then a dton of water, seems low, and the ship itself weighs more per ton in the equipment parts,
 
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