Ship Design Philosophy

Discuss the Traveller RPG and its many settings
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Thu May 18, 2017 5:37 pm

Spaceships: Medium Endurance Missiles

The missile flight times table states that a thrust ten missile takes four turns to reach a target from very long range.

After five turns, half the missile salvo tends to wander off somewhere else.

Therefore, with the exception of long range and ortillery missiles, all other variants optimalrange to be launched is at very long range, with a four turn flight time.

That means, you can half the fuel tank and make missiles about fifteen percent smaller.
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Thu May 18, 2017 11:48 pm

Spaceships: High Speed Missiles

Ever notice that despite being technological level twenty, antimatter missiles don't do faster than fifteen gees; and torpedoes limit themselves to ten gees.

Could that mean there's an absolute limit on acceleration?

At technological level twenty, I certainly wouldn't want to give my opponent much chance to shoot down what by then must be a very slowpokey missile; or torpedo.
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Fri May 19, 2017 12:55 pm

Spaceships: Ortillery Missiles and Torpedoes

While it's mentioned that they're supposed to be launched from orbit, no real range is mentioned, which is why you have to assume that they have ten times six gee turns of fuel in their tanks.

They also have a dice modifier of minus six when used against moving targets, though if you increase their acceleration to ten, would this still apply?
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Fri May 19, 2017 8:17 pm

Spaceships: Decoy missiles

What really intrigues me about decoy missiles are the decoy pods. Can they be reprogrammed to simulate spaceships? You could pack them into canisters.

Also, if they can simulate other missiles or torpedoes, because I'd gladly enlarge either one to stuff them in, which gets you a better chance to hit with a more effective missile.

Then how small a warhead volume does a potential two dice occupy; if they're small enough, you can turn a torpedo into a cluster munitions delivery system.
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Sat May 20, 2017 7:56 am

Spaceships: Standard and Multiwarhead Torpedoes

In theory, standard torpedoes are just four times larger versions of standard missiles, but more robust and not easily distractable.

Multiwarhead variants, though, only have three dee four warheads, whereas you'd think you could squeeze in four.

Or maybe just three multiwarhead missile warheads, which split once, then split again.
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Sun May 21, 2017 11:58 am

Spaceships: Missiles and Configuration

Our traditional missile configuration tends to be pencilesque, but that tends to be due to the necessities of aerodynamics.

In space, there is no air resistance, and more options are available.

The first ones would be long squarish, triangular or hexagonal profiles, which make storage more efficient and require minimal adaptation of the handling equipment and the launcher.

Then you have spherical and cubical.

That would probably require a major adaptations of the launchers, but actually may make handling easier.

Perhaps even adapt railgun bays and mass drivers to launch them as smart bullets.

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