Search found 2319 matches

by AnotherDilbert
Tue Sep 19, 2017 6:56 am
Forum: Traveller
Topic: Solar Panel based power system
Replies: 23
Views: 244

Re: Solar Panel based power system

Picture a floating factory in space, as close to the sun as needed to give all the free energy you could want, ... That should not be a problem. As long as you are not accelerating, but simply floating in orbit, you can just extend more solar panels on flimsy structure. IIRC, current solar panels l...
by AnotherDilbert
Sat Sep 16, 2017 12:56 pm
Forum: Traveller
Topic: Solar Panel based power system
Replies: 23
Views: 244

Re: Solar Panel based power system

I'm thinking about a big colony ship. The thing's primary purpose is to jump two parsecs. It might even have manuever 0 and just let shuttles come pick up the colonists. Is it feasible to build such a craft with solar panels as its sole source of power? You need power though the entire jump with so...
by AnotherDilbert
Fri Sep 15, 2017 8:47 am
Forum: Traveller
Topic: Pocket Battleship and Dreadnought
Replies: 14
Views: 366

Re: Pocket Battleship and Dreadnought

Which would be inconsistent with the modifiers in the design step as they are additive and not multiplicative, -10% for close hull and +50% for the reinforced hull so ending up as +40%. Cost +50% = increase by 50% = multiply by 1.5 To imply additive percentages you would have to say "+50% of base c...
by AnotherDilbert
Fri Sep 15, 2017 8:38 am
Forum: Traveller
Topic: Solar Panel based power system
Replies: 23
Views: 244

Re: Solar Panel based power system

A solar "panel" backup system provades minimum power, but it is also very small at 10% of the corresponding fusion plant. You could reasonably get ample power by using a larger solar power plant. To get the amount of power implied it would have to be a thin film with a minimum structure to keep it f...
by AnotherDilbert
Tue Sep 12, 2017 3:49 am
Forum: Traveller
Topic: Pocket Battleship and Dreadnought
Replies: 14
Views: 366

Re: Pocket Battleship and Dreadnought

I can't say which is correct, but I do: 260000 × 0.05 × 90%[Close] × 150%[Reinforced] = MCr 17550 not 260000 × 0.05 × ( 1 - 10%[Close] + 50%[Reinforced] ) = MCr 18200 There seems to be an answer for this... From what I remember AndrewW has confirmed (for the Heavy Fighter) that it should be 3000 × ...
by AnotherDilbert
Tue Sep 12, 2017 3:46 am
Forum: Traveller
Topic: Pirates of Drinax 2nd Ed: Typos, Errors, Bugs, Gremlins, Etc.
Replies: 85
Views: 1395

Re: Pirates of Drinax 2nd Ed: Typos, Errors, Bugs, Gremlins, Etc.

So, just to be clear, ... So, reinforced, light and special hulls will adjust armour cost but rad shielding, Stealth, etc do not? Reinforced and Light don't. They don't? I wold like to draw your attention to the Heavy Fighter HG, p102: Hull cost: 50 × 0.05 × 120%[streamlined] × 150%[reinforced] = M...
by AnotherDilbert
Mon Sep 11, 2017 6:40 pm
Forum: Traveller
Topic: Pocket Battleship and Dreadnought
Replies: 14
Views: 366

Re: Pocket Battleship and Dreadnought

phavoc wrote: This discussion is classic Traveller ship design vs reality.
The old CT FS design are not carefully designed to be realistic, they are just a random bag of components.

It's not very difficult to design something better for any value of "better" you care to choose.
by AnotherDilbert
Mon Sep 11, 2017 6:33 pm
Forum: Traveller
Topic: Pirates of Drinax 2nd Ed: Typos, Errors, Bugs, Gremlins, Etc.
Replies: 85
Views: 1395

Re: Pirates of Drinax 2nd Ed: Typos, Errors, Bugs, Gremlins, Etc.

So, just to be clear, ... So, reinforced, light and special hulls will adjust armour cost but rad shielding, Stealth, etc do not? Reinforced and Light don't. They don't? According to the book they modify hull cost, just like configuration, whereas e.g. Stealth is a separate component with a separat...
by AnotherDilbert
Sun Sep 10, 2017 6:36 pm
Forum: Traveller
Topic: Radiation Trait?
Replies: 29
Views: 555

Re: Radiation Trait?

Hmmm, if the players can get most civilian ships to drop their cargo without a contest, that sounds like too easy money. On the other hand, maybe that will lure them into a false sense of security and make for some interesting ship encounters. Sure, but there are also Q-ships and stubborn s-o-bs wh...
by AnotherDilbert
Sun Sep 10, 2017 6:12 pm
Forum: Traveller
Topic: Pocket Battleship and Dreadnought
Replies: 14
Views: 366

Re: Pocket Battleship and Dreadnought

Combat Steps... Since certain steps don't require certain software it would be trivial to switch programs to active memory. Yes, we have combat steps, but that does not mean that we can use different software loadouts in different steps. We are actually manoeuvring and attacking throughout the roun...
by AnotherDilbert
Sun Sep 10, 2017 10:04 am
Forum: Traveller
Topic: Radiation Trait?
Replies: 29
Views: 555

Re: Radiation Trait?

I have simplified it to ignoring Radiation on shielded military ships, but that is obviously a house rule.

Regular civilian ships have the choice of surrendering or dying when confronting military WMDs like weapons with Radiation trait.
by AnotherDilbert
Sat Sep 09, 2017 10:03 pm
Forum: Traveller
Topic: Pocket Battleship and Dreadnought
Replies: 14
Views: 366

Re: Pocket Battleship and Dreadnought

baithammer wrote:
Sat Sep 09, 2017 9:23 pm
Mk2 of the pocket Dreadnought, has put on some weight and less advanced systems.
Looks better! 15% cheaper for 15% more Hull and the same firepower.
by AnotherDilbert
Sat Sep 09, 2017 9:52 pm
Forum: Traveller
Topic: Pocket Battleship and Dreadnought
Replies: 14
Views: 366

Re: Pocket Battleship and Dreadnought

Hull cost 260000 × 90%[Close] × 150%[Reinforced] = MCr 17550. You forgot 50,000cr per hull dt, (50,000*1.4*260,000)/ 1,000,000 = 18,200 You are right, I forgot kCr 50, thanks. I can't say which is correct, but I do: 260000 × 0.05 × 90%[Close] × 150%[Reinforced] = MCr 17550 not 260000 × 0.05 × ( 1 -...
by AnotherDilbert
Sat Sep 09, 2017 4:34 pm
Forum: Traveller
Topic: Pocket Battleship and Dreadnought
Replies: 14
Views: 366

Re: Pocket Battleship and Dreadnought

Hull cost 260000 × 90%[Close] × 150%[Reinforced] = MCr 17550. You can't use 3 advantages on the jump drive since J-4 is TL13. You have not applied Energy Efficient to the M-drive. You can't use 3 advantages on a TL15 P-Plant on a TL15 ship. You have not calculated the cost of Holographic bridge? Sco...
by AnotherDilbert
Fri Sep 08, 2017 7:09 pm
Forum: Traveller
Topic: CSC: Electronics Suite cost?
Replies: 4
Views: 153

Re: CSC: Electronics Suite cost?

I would assume an armour produced at TL12 is actually TL12 with appropriate electronics for TL12, regardless of when that type of armour became available.

Just like a ground-car at TL7 uses TL7 electronics, not TL4 or TL5 "electronics".
by AnotherDilbert
Mon Sep 04, 2017 7:52 pm
Forum: Traveller
Topic: Ship Design with Deck Plans: TL-14 Type RU Cargo Tug
Replies: 6
Views: 153

Re: Ship Design with Deck Plans: TL-14 Type RU Cargo Tug

Nice deck-plans!

How do you figure 2 G at full load?
by AnotherDilbert
Mon Sep 04, 2017 6:46 am
Forum: Traveller
Topic: Maneuver Drive Energy Efficiency
Replies: 7
Views: 204

Re: Maneuver Drive Energy Efficiency

Close numbers. Yes, but also use Size Reduced TL12 power plants. For your 400 Dt TL15 ship: Thrust 7 ( Energy Efficient ): M-Drive : 28 Dt, MCr 84, Power -70 P-Plant: 3.27 Dt, MCr 4,90, Power +70 Fuel: 1 Dt Sum: 32.27 Dt, MCr 88.9 . Thrust 7 ( Reduced Size ): M-Drive : 19,6 Dt, MCr 58,8, Power -280...
by AnotherDilbert
Sun Sep 03, 2017 9:55 pm
Forum: Traveller
Topic: Maneuver Drive Energy Efficiency
Replies: 7
Views: 204

Re: Maneuver Drive Energy Efficiency

phavoc wrote:
Sun Sep 03, 2017 12:08 am
I would disregard that, it's too much of a good thing. That discount should be 5%.
It's still generally better to use Reduced Size, so I don't worry about Energy Efficient...

Power is very cheap in MgT2.
by AnotherDilbert
Sat Sep 02, 2017 7:28 pm
Forum: Traveller
Topic: Maneuver Drive Energy Efficiency
Replies: 7
Views: 204

Re: Maneuver Drive Energy Efficiency

Up to you:
Where the referee deems it appropriate, the same Advantage or Disadvantage can be applied more than once to a component.
by AnotherDilbert
Sat Sep 02, 2017 2:36 pm
Forum: Traveller
Topic: Revisiting Fighters in a Post High Guard Era
Replies: 130
Views: 2799

Re: Revisiting Fighters in a Post High Guard Era

And then you could add High Burn Thrusters...

No-one was limited to 6 G in MgT1.