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by AnotherDilbert
Mon Apr 22, 2019 3:03 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

Reynard wrote: I was reading that as a canopy's worth of a charge.
Note the cost (p297): Half of the collector, for a Free Trader it would be MCr 5, far too much for a refuel.

The canopy degrades and needs to be replaced every few years (p384), hence the need for replacement canopies.
by AnotherDilbert
Mon Apr 22, 2019 11:04 am
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

In the Worldgen Basics section in T5 there is a chart showing what fuels are available at each starport class. If the A or B starports are also tech level 14+ they will provide Collector energy. As clarified in the Fuel Costs and Fittings table on p297, that is replacement collector canopies, not c...
by AnotherDilbert
Mon Apr 22, 2019 8:31 am
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

reference MGT HG 2e: "A jump drive will have capacitors equal to 20% of its size in tons. Additional capacitors may be purchased at a cost of MCr3 per ton." page 34 " the capacitors can be discharged. For every combat round the black globe generator is switched off, the capacitors will discharge an...
by AnotherDilbert
Mon Apr 22, 2019 8:16 am
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

... but here from T5 which from what MGT 2e is trying in complying compatibility with under "Black Globe options" ("It follows that any event against a Black Globe which sends hits to the Jump Drive Capacitors is the equivalent of fuel and can also drive a jump") from T5 page 401, in my mind that i...
by AnotherDilbert
Sun Apr 21, 2019 1:53 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

Sorry, since you want to be pedantic, they don't need hydrogen fuel and therefore do not use hydrogen to create a hydrogen filled jump bubble :) If we absolutely need hydrogen to blow up the jump bubble: With "enough" energy available from the AM power plant hydrogen could be synthesised, if necess...
by AnotherDilbert
Sun Apr 21, 2019 12:50 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

You keep saying as always - and as usual I will point out that collector and antimatter powered drives do not need hydrogen. :) T5 AM drives still need jump fuel in the form of AM pods in addition to power from the PP. MgT Collector powered jump drives still need jump fuel in the form of "exotic pa...
by AnotherDilbert
Sun Apr 21, 2019 7:21 am
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

From (1e) I seem to remember a black globe device can also make the jump drive function without hydrogen fuel present for a bubble as well I guess the "exotic particles" come into play. I don't think MgT1 HG said anything about jumping and Black Globes, but the original HG'80 said: If a ship absorb...
by AnotherDilbert
Sat Apr 20, 2019 6:43 am
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

The tender charges the batteries for jump power and the jump fuel is entirely for the bubble. I see no reason to assume that the jump fuel is ONLY for blowing up the jump bubble. Jump has always been about energy, and the jump fuel used to generate that energy, at least in part. The required power ...
by AnotherDilbert
Fri Apr 19, 2019 9:46 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

Collector based rift ship in Great Rift. Is that designed and built by an Imperial shipyard, or is it a unique alien artefact like the Annic Nova? MT and T5 antimatter drives do not require hydrogen fuel for jump drives, they consume an antimatter pod - ... Ah, yes, I found it in T5.09, cleverly hi...
by AnotherDilbert
Fri Apr 19, 2019 8:06 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

antimatter powered jump drives collector powered jump drives Collectors are an exception, but not Imperial tech as far as I know. Who says antimatter powered ships don't need jump fuel? MT only says that extreme tech jump drives need less fuel, but they still require jump fuel in addition to the po...
by AnotherDilbert
Fri Apr 19, 2019 7:56 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

Sigtrygg wrote: So why does it need the batteries?
For some reason you need to generate enough energy for the jump in a limited time, the batteries allows you to generate the energy a little at a time and then shunt it to the jump drive in a short pulse.
by AnotherDilbert
Fri Apr 19, 2019 7:49 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 81
Views: 1642

Re: High Efficiency Batteries for Jump

Sigtrygg wrote: Why does it have 41 tons of fuel as well?
40 Dt for the jump.
_1 Dt for the power plant.
41 Dt in total.

You have always needed both power and fuel to initiate jump, see HG'80.
by AnotherDilbert
Mon Apr 15, 2019 2:22 pm
Forum: Traveller
Topic: Implications of the Firmpoint to Turret conversion rule
Replies: 21
Views: 624

Re: Implications of the Firmpoint to Turret conversion rule

baithammer wrote: Could you list some, as I've only seen one area where there is a difference and that was the shipping size which aligns with storage in a hangar.
The extremes are of course shipping sizes, 1 Space = 1 Dt for Heavy Aeroplane and 10 Spaces = 1 Dt for Airships.
by AnotherDilbert
Mon Apr 15, 2019 2:19 pm
Forum: Traveller
Topic: The Armed Packet
Replies: 27
Views: 870

Re: The Armed Packet

Garnfellow wrote: Are computer programs included in the costs for the ships in the core rules or High Guard?
The ones listed in the ship's description should be included in the price.

Software, Craft, and Ammo are not discounted for standard designs, they already are standard.
by AnotherDilbert
Mon Apr 15, 2019 12:09 am
Forum: Traveller
Topic: The Armed Packet
Replies: 27
Views: 870

Re: The Armed Packet

Are there any programs beyond Jump Control that would be helpful? Auto-Repair fits with Repair Drones, but is expensive for small ships. Virtual Crew can stand bridge watch in a pinch. Virtual Gunner/Crew can replace gunners, but with low skill. Evade for combat. Fire Control aids the laser turret....
by AnotherDilbert
Sun Apr 14, 2019 5:35 pm
Forum: Traveller
Topic: Breakaway Hulls and turrets
Replies: 54
Views: 1273

Re: Breakaway Hulls and turrets

baithammer wrote: You missed the point in that the mechanics follow a breakaway hull but without the connector, ...
I did not miss it, I disagree with it.
by AnotherDilbert
Sun Apr 14, 2019 5:30 pm
Forum: Traveller
Topic: Implications of the Firmpoint to Turret conversion rule
Replies: 21
Views: 624

Re: Implications of the Firmpoint to Turret conversion rule

baithammer wrote: So no, spaces aren't just mass it is also used for displacement.
The Vehicle Handbook uses several different conversion factors, sometimes it is 1 Spaces per Dt, sometimes 4 Spaces per Dt, and sometimes up to 10 Spaces per Dt.

There is no single simple conversion factor between mass and volume.
by AnotherDilbert
Sun Apr 14, 2019 5:20 pm
Forum: Traveller
Topic: The Armed Packet
Replies: 27
Views: 870

Re: The Armed Packet

Right now I've got a couple tons devoted to "missile storage" in keeping with Rob's T5 design, but is this worth it? A few extra missiles never hurts, but it is not really worth it. It's not a warship. With six launchers you already have capacity for 72 missiles. If you have not killed the enemy wi...
by AnotherDilbert
Sun Apr 14, 2019 11:20 am
Forum: Traveller
Topic: Breakaway Hulls and turrets
Replies: 54
Views: 1273

Re: Breakaway Hulls and turrets

The pods use the same construction as a breakaway hull minus the connector, such as having a bridge in the pod with its own power source. Pods are explicitly not breakaway sections. Installing pods is a dockyard job requiring several weeks of work, as they become an integral part of the final desig...
by AnotherDilbert
Sun Apr 14, 2019 11:10 am
Forum: Traveller
Topic: Implications of the Firmpoint to Turret conversion rule
Replies: 21
Views: 624

Re: Implications of the Firmpoint to Turret conversion rule

The vehicle guide provides an idea of how big the components are, with each turret weapon being 0.25 dt (1 space) and the gunner position also being 0.25 dt (1 space) for a total of 1.0 dt (4 spaces) outside the ship. 1 spacecraft displacement ton = 14 m³. It is a measurement of volume. 1 vehicle S...