The rules are clear (at least after the TCS clarification): The Gazelle should have three hardpoints.
And yet, it was kept in latter versions...
The rules are clear (at least after the TCS clarification): The Gazelle should have three hardpoints.
LBB5'79, p32:
The following items are suggested uses for interior space aboard a starship. The actual masses and costs for such areas are left to the referee when actually designing such a ship. Many of these items are subsumed in the costs and tonnages of 4 ton staterooms. In most cases, such areas are required only when drawing up deck plans. Food Service Areas, including mess hall, galley, ward room. Scientific Areas, including laboratories and storerooms. Electronics Areas, including commo suites, avionics areas, electronics counter-measures installations, gunnery simulation trainers, computer operations areas and parts storage. Vehicle Decks, including garaging, maintenance bays, launching areas and parts storage. Recycling Stations. Medical Areas, including isolation wards, surgeries, pharmacies, and examination rooms. Recreational Facilities, including theatres, crafts shops, libraries, and pool rooms. Agricultural Areas, including fresh food gardens, hydroponics areas, and algae tanks. Troop Barracks, including squad areas, training rooms, armories, brigs, am- munition magazines, vacc suit storage, capsule launch areas and briefing rooms.
Starship hull costs MCr0.1 per ton for custom hulls (before modification for configuration).if you follow the rules step by step as written you increase the hull size of the ship by adding drop tanks
That's it, thank you very muchPresumably not what you mean?
And there we have it.The easiest solution is to give a smaller bridge a minus one disadvantage to bridge activities if way beyond designed limits.
Presuming that 1980 High Guard was used in this 1981 TCS tournament, this design fell short of legality in one area: at a tech level of C (12), the highest jump drive available is only capable of Jump-3. A jump drive capable of Jump-5 (per BA-K952563) requires a tech level of E (14) to construct.This is a legal design, published in JTAS#10:
View attachment 3176
Agreed, it can only be capable of J-3 at TL-12.Presuming that 1980 High Guard was used in this 1981 TCS tournament, this design fell short of legality in one area: at a tech level of C (12), the highest jump drive available is only capable of Jump-3. A jump drive capable of Jump-5 (per BA-K952563) requires a tech level of E (14) to construct.
@AnotherDilbert provided the correct answer before I could.The J-5 rating is presumably there to show that the jump drive is oversized, so it can do J-3 with the drop tanks.
11100 × ( 5 + 1 )% = 666 Dt drive (hull only).
16650 × ( 3 + 1 )% = 666 Dt drive (hull + drop tanks).
That makes sense—thanks. I should have looked for the same pattern in the larger ships of Lenat’s squadron.Agreed, it can only be capable of J-3 at TL-12.
The J-5 rating is presumably there to show that the jump drive is oversized, so it can do J-3 with the drop tanks.
11100 × ( 5 + 1 )% = 666 Dt drive (hull only).
16650 × ( 3 + 1 )% = 666 Dt drive (hull + drop tanks).
The controversial "innovation" was to carry jump fuel not internally, but in drop tanksHere’s another possible problem with the Eurisko class:
...
Fuel tankage:Fuel for jump: (10% of hull × jump-3) 3,330 tonsFuel for power plant: (1% of hull × p. p. 5) 555 tons
HTML strips white space (blanks and tabs), use a CODE block to maintain whitespace, hence columns.EDIT: Once I’d saved this post, the columns became unaligned, but when I edited it (both before and now), they become reäligned. I apologize if they remain unaligned once I press the Save button again.
After carefully reading the relevant sections on pp. 22 and 27 of 1980 High Guard and pp. 10–14 of 1977 Starships, if the tournament was held before 1981 Starships was released, then that “innovation” wasn’t explicitly forbidden. (1981 Starships notes that fuel tankage within the hull is required, but it doesn’t mandate that the interior fuel tanks must hold at least what the jump drive and power plant require for full operation; that is left to “ship fuel tankage”, which by the same “innovation” could have been mostly in drop tanks.)The controversial “innovation” was to carry jump fuel not internally, but in drop tanks
It looks like you’d used “Z” (33) missile batteries rather than “V” (29) of them, and have one extra crewman (132 vs. 131). Perhaps that “Z” affected the population of each of the crew sections, and thus the stateroom count?See my recreation here (post #120, page 6):
https://www.travellerrpg.com/index.php?threads/what-is-a-safari-ship.42858/post-644648
Yes, I’d posted that just before going to bed last night. This morning, I realized that the HTML rendering was consuming the white space, and thought that I should have used a CODE block instead.HTML strips white space (blanks and tabs), use a CODE block to maintain whitespace, hence columns.
Start a CODE block from the menu in the post, paste the formatted text in the dialog.
It's explicitly allowed by TCS, and the example set by the Gazelle (JTAS#4):After carefully reading the relevant sections on pp. 22 and 27 of 1980 High Guard and pp. 10–14 of 1977 Starships, if the tournament was held before 1981 Starships was released, then that “innovation” wasn’t explicitly forbidden.
TCS, p12:
FUEL TANKAGE
All craft must be fitted with fuel tanks during the design and construction process. The size of those tanks is determined by the fuel formulae for jump drives and power plants. For jump fuel, 10% of the total hull tonnage must be committed per jump number the drive is capable of. For power plant fuel, 1%of the total hull tonnage must be committed per power plant number (this is equal to one ton per energy point produced by the power plant). Enough fuel for the power plant must be carried in normal fuel tanks; jump fuel and additional fuel may be carried in one of the additional tankage types outlined below.
JTAS#4, p19:
L-HYD TANKS
The two longitudinal fuel tanks of the Gazelle class ship are engineered to be droppable in extreme circumstances. The ship has high capacity accumulators in its jump drive, and can completely burn its fuel prior to jump, storing the energy while the tanks are then jettisoned. The decrease in tonnage for the ship results in greater efficiency, and the ship can jump farther (J-6). Additional fuel tankage within the ship allows maneuver, but the tanks must be replaced before the ship can again jump.
I believe (without being able to prove) that the last few letters were redefined in the Eurisko fleet block. Filling all the hardpoints on the Eurisko fits better with the crew count, which gives 108 missile turrets organised into 54 batteries.It looks like you’d used “Z” (33) missile batteries rather than “V” (29) of them, and have one extra crewman (132 vs. 131). Perhaps that “Z” affected the population of each of the crew sections, and thus the stateroom count?
Armour 6 for Buffered plus added regular armour 12 = Armour 18?I think that the hull armor was overbilled (the tonnage was right), since a buffered planetoid comes with a hull armor factor of 6 gratis.
LBB5 doesn't deal with that trivia.Some computer programs for that model/6 probably need to be purchased as well.
Adventure 5 Trillion Credit Squadron was published in 1981, but was it published before Origins was held that year? (Did Lenat have a copy of Adventure 5 when he was programming his EURISKO program to compete in the tournament at Origins? A couple of EURISKO “concepts” (each about half of a printed page) were noted as being entered into EURISKO on June 4, 1981, a month before the tournament, in an article by Lenat in volume 21 of Artificial Intelligence, which was published in 1983.)It’s explicitly allowed by TCS, and the example set by the Gazelle (JTAS#4):
[…] Enough fuel for the power plant must be carried in normal fuel tanks; jump fuel and additional fuel may be carried in one of the additional tankage types outlined below.
[…] The decrease in tonnage for the ship results in greater efficiency, and the ship can jump farther (J-6). Additional fuel tankage within the ship allows maneuver, but the tanks must be replaced before the ship can again jump.
I’ll post an updated version of my “another possible problem” comment above (using a CODE block this time); even if the “innovation” was explicitly allowed at 1981 Origins, I think that 131 crew weren’t sufficient for the Eurisko-class ships when they were equipped with the drop tanks.I believe (without being able to prove) that the last few letters were redefined in the Eurisko fleet block. Filling all the hardpoints on the Eurisko fits better with the crew count, which gives 108 missile turrets organised into 54 batteries.
My comment on the cost of 12 armor points was mistaken; I’d transposed two digits when figuring the cost using paper and pencil.Armour 6 for Buffered plus added regular armour 12 = Armour 18?
Hull, unladen 11,100 tons
with H₂(l) drop tanks + 5,550 tons
─────────────
Hull, laden 16,650 tons
═════════════
Hull, buffered planetoid (armor factor of 6) 11,100 tons
less 35% interior waste space − 3,885 tons
─────────────
Usable interior space 7,215 tons
═════════════
Jump drive: 3, sized as 5 (6% of hull) 666 tons
(4% of laden hull)
Maneuver drive: 1, sized as 2 (5% of hull) 555 tons
(3.3̅% of laden hull; 2% needed)
Power plant: 3, sized as 5 (15% of hull) 1,665 tons
(10% of laden hull; 9% needed)
Fuel tankage:
Fuel for jump: (10% of hull × jump 5) 5,550 tons
(10% of laden hull × jump 3 = 4,995 tons needed)
Fuel for power plant: (1% of hull × power plant 5) 555 tons
(1% of laden hull × power plant 3 = 499.5 tons needed)
Bridge: 3% of hull (2% of laden hull) 333 tons
Fire control equipment for 65 turrets 65 tons
Computer: model/6 7 tons
Meson screen: 1 90 tons
Nuclear dampers: 1 50 tons
Staterooms, individual and shared:
Command: 1 + (10 ÷ 2 =) 5 = 6
(7 officers + 4 non-officers; 5 per 10,000 tons, minimum 11; medical officer has own stateroom)
Medical: 1 + ( 0 ÷ 2 =) 0 = 1
(1 officer + 0 non-officers; 1 per 240 crew/ship’s troops)
Engineering: 1 + (28 ÷ 2 =) 14 = 15
(3 officers + 6 petty officers + 20 non-officers; 1 per 100 tons of installed drives)
Gunnery: 1 + (44 ÷ 2 =) 22 = 23
(5 officers + 14 petty officers + 26 non-officers [32: turret batteries; 8: screens])
Service: 0 + (10 ÷ 2 =) 5 = 5
(2 per 1,000 tons of ship; minimum 34 with laden hull)
Ship’s troops: 1 + (34 ÷ 2 =) 17 = 18
(platoon: lieutenant + senior NCO + specialist + two squads of three fire teams each + one squad of two fire teams)
(if present, minimum 3 per 1,000 tons, so 50 with laden hull)
┄┄┄┄┄┄┄┄┄┄┄┄┄┄ ─ ┄ ─── ┄┄┄┄┄┄┄┄┄┄┄ ── ┄┄┄┄┄┄┄┄┄┄
totals 5 + 126 = 131 crew; 68 staterooms 272 tons
Cargo 8 tons
────────────────────────────────────────────── ─────────────
Total interior space requirement 9,816 tons
Usable interior space in buffered planetoid − 7,215 tons
─────────────
Interior space deficit in buffered planetoid 2,601 tons
═════════════
Total interior space requirement 9,816 tons
less jump drive tankage in H₂(l) drop tanks − 5,550 tons
─────────────
Total revised interior space requirement 4,266 tons
═════════════
Adventure 5 was based on the rules from the two Origins tournaments, so I presume that those rules were sent out to participants beforehand.Adventure 5 Trillion Credit Squadron was published in 1981, but was it published before Origins was held that year? (Did Lenat have a copy of Adventure 5 when he was programming his EURISKO program to compete in the tournament at Origins? A couple of EURISKO “concepts” (each about half of a printed page) were noted as being entered into EURISKO on June 4, 1981, a month before the tournament, in an article by Lenat in volume 21 of Artificial Intelligence, which was published in 1983.)
Since the first TCS tournament was in 1981 at Origins, and Adventure 5 has a “Rules and Rulings” section, I wasn’t sure if the ruling that AnotherDilbert had mentioned was decided before, during, or after that tournament. It’s certainly possible that before the tournament, the participants could have received some portion of what would become Adventure 5, so it could have been a portion of TCS rules sent to the participants before the tournament, Lenat’s “innovation” being accepted as valid during the tournament, and Adventure 5 being published with the rulings that were decided during Origins after the tournament.Adventure 5 was based on the rules from the two Origins tournaments, so I presume that those rules were sent out to participants beforehand.