Search found 79 matches

by cavebear
Sat Sep 17, 2016 3:40 am
Forum: Traveller
Topic: Old ship computer programs
Replies: 1
Views: 304

Old ship computer programs

So I was going through one of my old FASA products from 1982 and noticed they had a listing of computer software for the ships computer. Some are now renamed but more interesting is that some are combined and some look useful but seem to have disappeared in the mists of time. Even more interesting a...
by cavebear
Sat Sep 17, 2016 3:19 am
Forum: Traveller
Topic: [Moon Toad Publishing]Ship Files: RAX Type Protected Merchant
Replies: 31
Views: 2301

Re: [Moon Toad Publishing]Ship Files: RAX Type Protected Merchant

-Daniel- wrote:
cavebear wrote:Do you have a 20 ton launch already done up for the ship in one of your other products?
He has a 20 ton is several products as well as the one in the 1e core rule book that you could use. :D
Thank you :)
by cavebear
Sat Sep 17, 2016 12:47 am
Forum: Traveller
Topic: [Moon Toad Publishing]Ship Files: RAX Type Protected Merchant
Replies: 31
Views: 2301

Re: [Moon Toad Publishing]Ship Files: RAX Type Protected Merchant

In the pdf page 3 under Specifications in paragraph 2 you have the computer down as a model/1 where everywhere else it is a model/3. Do you have a 20 ton launch already done up for the ship in one of your other products?
by cavebear
Tue Sep 06, 2016 9:16 pm
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Condottiere wrote:A barbette is five times bigger than a turret.
Yes! So should it not have some power use too just like the regular sized turrets? I would think it should but it isn't in the book :(
by cavebear
Tue Sep 06, 2016 6:49 pm
Forum: Traveller
Topic: [Moon Toad Publishing]Ship Files: RAX Type Protected Merchant
Replies: 31
Views: 2301

Re: [Moon Toad Publishing]Ship Files: RAX Type Protected Merchant

Just picked it up and love it. Design is perfect for a sector I'm putting together with a great main line system running through it.
Did notice that on picture: a3_plans_deck4_6 that Deck D is labelled Deck E.
by cavebear
Tue Sep 06, 2016 4:32 pm
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Unless they changed the information in the original HG tables, barbettes and turret missile weapons required 0 power. Bays did require power, though the scale of 5/10/50 for small/medium/large still doesn't make sense when you think about what it's doing. A large mass driver bay, which actually nee...
by cavebear
Tue Sep 06, 2016 4:10 pm
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Power points for missile launchers should be quite small. 1 point of power should easily suffice for the machinery to load a missile round, whether it be in a turret or a barbette. Energy weapons would be far more of energy hogs than a mechanical device. You know, one of the problems with using pow...
by cavebear
Mon Sep 05, 2016 2:26 pm
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Fifty tonne bay needs five power points; weightwise would indicate at least one, salvo size would indicate two points. I like your idea of using 2 power points for a missile barbette. I think that will be very doable when putting in your power plant as even with dozens of missile barbettes it would...
by cavebear
Mon Sep 05, 2016 2:19 pm
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Even if just a little push out of the container,they still have the firing ships vector. That has to be overcome before the missile begins moving in the correct direction. A powered launch from a movable launcher can give the missile the extra boost it needs to overcome the firing ships vector and ...
by cavebear
Sun Sep 04, 2016 6:39 pm
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Condottiere wrote:...Except, it looks like missiles have no energy requirements.
That is where I think there may be an issue. The turret missile system requires power but the barbette missile system does not.
by cavebear
Sun Sep 04, 2016 6:38 pm
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Missiles don't operate in space like they do in atmosphere. In atmosphere, they have fins that can maneuver them as it goes, while in space every bit of movement must come directly from the engines as there isn't a medium like air to help turn the missile. Every bit of Thrust stopping the missile g...
by cavebear
Sun Sep 04, 2016 2:06 am
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Oh, almost forgot: would a missile barbette really just be like a VLS anyway? It's not like you need to point the missile at the target when you shoot. Been on enough missile shoots to know that much.
by cavebear
Sun Sep 04, 2016 2:05 am
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Re: Barbettes/power/# in turret?

Barbette's require only the power of the weapons. Since each barbette is its own emplacement—and you can only have one weapon type per barbette—there is no additional charge for the mounting. Turrets can mount a variety of weapons, but each barbette is a specific emplacement. And no, you can't do a...
by cavebear
Sun Sep 04, 2016 1:49 am
Forum: Traveller
Topic: Barbettes/power/# in turret?
Replies: 19
Views: 1517

Barbettes/power/# in turret?

1) As barbettes are described as being effectively heavy turrets, do they require the same power as the single, dual and triple turret does (I.E.: 1 power point)? The only power requirement I can find is for the weapons themselves. 2) Can you have more than one of the energy weapons in a barbette as...
by cavebear
Fri May 20, 2016 2:51 am
Forum: Traveller
Topic: [GK Games] More Updates!
Replies: 42
Views: 3151

Re: [GK Games] More Updates!

That did indeed fix the problem, thanks! :D
by cavebear
Thu May 19, 2016 8:31 pm
Forum: Traveller
Topic: [GK Games] More Updates!
Replies: 42
Views: 3151

Re: [GK Games] More Updates!

So I downloaded all the updates for the material I had previously bought and it went well with the exception of this file: SS4_Sequoyah_OGL.pdf
Batch down load and individual down load both had corrupt copies and were unreadable.
by cavebear
Wed Apr 06, 2016 1:26 am
Forum: Traveller
Topic: Ortillery - Shouldn't be used to engage targets in space
Replies: 5
Views: 404

Re: Ortillery - Shouldn't be used to engage targets in space

I really liked David Weber's use of "Rods from God" in his latest Honor Harrington book.
by cavebear
Mon Apr 04, 2016 1:24 am
Forum: Traveller
Topic: Key Deck Plan Design Considerations
Replies: 74
Views: 3717

Re: Key Deck Plan Design Considerations

middenface wrote:Image

Not too shabby..
Got that too as soon as I saw you had put it up for sale. Love the way you did the variants :D
by cavebear
Fri Apr 01, 2016 9:37 pm
Forum: Traveller
Topic: Key Deck Plan Design Considerations
Replies: 74
Views: 3717

Re: Key Deck Plan Design Considerations

Well I have published my own plans and have done plans for Mongoose, Spica and a couple of others. No has actually complained that the numbers of squares is incorrect ever. That tiny bit extra or less allows for a bit of corridor space too. So no one really cares, as long is it is about right and y...
by cavebear
Fri Apr 01, 2016 8:33 pm
Forum: Traveller
Topic: "Hamster Cage"
Replies: 30
Views: 1495

Re: "Hamster Cage"

I covered reaction drives and artificial gravity generation quite comprehensively in the Anderson and Felix Guide to Naval Architecture for Gypsy Knights Games Clement Sector setting. Still fits perfectly for HG 2e as well. No, hamster is not mentioned at all. :) Oh, I picked that up a while ago bu...