Not really, but it is your Universe, not mine. I will drop out of the discussion.
Well, shoot, I was probably too harsh in my response.
It just felt like you were being condescending.
I'm sorry if I took it the wrong way, TimeRover.
Not really, but it is your Universe, not mine. I will drop out of the discussion.
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.![]()
No, of course not:IIRC, in FF&S, the mass of a ship has no bearing on acceleration. Only volume matters. I have an issue with this![]()
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:
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.And how many TNE ships mass 15x displacement for this to come into effect?
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.I'm not sure if I've ever even seen that book. Since it was 4e, wasn't on my radar anyway.
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.IIRC, in FF&S, the mass of a ship has no bearing on acceleration. Only volume matters. I have an issue with this![]()
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![]()
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...
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.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.
It generally applies for road travel as well, with a standard US 53' trailer being 3300 ft³ and nominally limited to 32 short tons.