The Vehicle Handbook is Here!

Discuss the Traveller RPG and its many settings
snrdg121408
Greater Spotted Mongoose
Posts: 1025
Joined: Mon Dec 15, 2008 3:17 am
Location: Roy, WA USA

Re: The Vehicle Handbook is Here!

Postby snrdg121408 » Mon Apr 03, 2017 5:10 pm

Hello again Condottiere,
Condottiere wrote:
Mon Apr 03, 2017 4:32 pm
Thank you.

I'll see if I can dig something up from older publications and adapt it.
Hopefully my response has in some small way repaid all the help you have provided me on the forums.
snrdg121408 (aka Tom R)
arcador
Banded Mongoose
Posts: 245
Joined: Sun Oct 11, 2015 10:34 pm

Re: The Vehicle Handbook is Here!

Postby arcador » Sun Apr 09, 2017 8:49 pm

I got a few questions on the example vehicles, related to the weapons.

--- Page 78: Vanguard Air Superiority Fighter
It has (light autocanon x2) and (heavy machinegun x4).
Question: In the weapon stats I don't see the linked weapon damage bonuses. I assume it's an omission. Or is it something else - i.e. separate weapons?

--- Page 84: GVR Minicoin
It has 2 separate heavy machineguns fixed in front.
Questions: Are they linked, or are they separate weapons, which make separate attacks (even though the crew is one)?

--- Page 114: Violator Strategic Bomber
It has a multibay with 24 slots. I assume it can drop them all at once (according to the multi bay rules), although the practical reasons to do so might be low.

--- Page 141: Hydra Heavy Support Walker
It has five x twin-linked plasma missile racks. Only 1 pilot.
Question: does the pilot fire all five twin-racks at once?

--- Page 144: Predator Ambush-Hunter Tank
This tank has five x heavy gauss cannons and five x twin-gauss cannons. It has only a crew of 3
Question: Is this a mistake, or does that tank make 10 attacks (with the possibility of each being an auto attack)?

--- Page 146: WALKURE FIGHTING GRAV ASSAULT VEHICLE
The stats block says the heavy gauss cannon is twin-linked. The stats, however, say there is only one gauss cannon.
Question: Which is true - the stat block or the weapon lists? I.e. twin-linked or not?
snrdg121408
Greater Spotted Mongoose
Posts: 1025
Joined: Mon Dec 15, 2008 3:17 am
Location: Roy, WA USA

Re: The Vehicle Handbook is Here!

Postby snrdg121408 » Mon Apr 10, 2017 3:01 pm

Morning PDT arcador,

Thank you for asking the questions here, I'm breaking down the record sheets by components and had wondered about them too.
arcador wrote:
Sun Apr 09, 2017 8:49 pm
I got a few questions on the example vehicles, related to the weapons.

--- Page 78: Vanguard Air Superiority Fighter
It has (light autocanon x2) and (heavy machinegun x4).
Question: In the weapon stats I don't see the linked weapon damage bonuses. I assume it's an omission. Or is it something else - i.e. separate weapons?

--- Page 84: GVR Minicoin
It has 2 separate heavy machineguns fixed in front.
Questions: Are they linked, or are they separate weapons, which make separate attacks (even though the crew is one)?

--- Page 114: Violator Strategic Bomber
It has a multibay with 24 slots. I assume it can drop them all at once (according to the multi bay rules), although the practical reasons to do so might be low.

--- Page 141: Hydra Heavy Support Walker
It has five x twin-linked plasma missile racks. Only 1 pilot.
Question: does the pilot fire all five twin-racks at once?

--- Page 144: Predator Ambush-Hunter Tank
This tank has five x heavy gauss cannons and five x twin-gauss cannons. It has only a crew of 3
Question: Is this a mistake, or does that tank make 10 attacks (with the possibility of each being an auto attack)?

--- Page 146: WALKURE FIGHTING GRAV ASSAULT VEHICLE
The stats block says the heavy gauss cannon is twin-linked. The stats, however, say there is only one gauss cannon.
Question: Which is true - the stat block or the weapon lists? I.e. twin-linked or not?
snrdg121408 (aka Tom R)
arcador
Banded Mongoose
Posts: 245
Joined: Sun Oct 11, 2015 10:34 pm

Re: The Vehicle Handbook is Here!

Postby arcador » Tue Apr 11, 2017 7:23 pm

I also made some calculations to figure stuff out.

The Predator tank has only 1 heavy gauss turret and 1 twin-gauss turret because it has no slots for more. I have no idea what this x5 means.

A big turret takes 4 spaces + 1 space for a crew member + 8 spaces for the weapon itself (heavy gauss cannon)
Pintle mount takes 0 spaces + 4 spaces for each of the twin gauss cannons.

The tank has decreased fuel capacity in order to find space for the crew or the improved speed; couldn't figure it out. It's a minor thing anyway.
Also, the tank has Fast (medium) speed, which I assume is High (medium) since the difference is 2 bands and by the rules, it's 1 band.

---

The WALKURE FIGHTING GRAV ASSAULT VEHICLE is most likely twin-lined. My calculations weren't precise, yet the most slot elements are the armor and the twin heavy gauss turret.
snrdg121408
Greater Spotted Mongoose
Posts: 1025
Joined: Mon Dec 15, 2008 3:17 am
Location: Roy, WA USA

Re: The Vehicle Handbook is Here!

Postby snrdg121408 » Tue Apr 11, 2017 9:02 pm

Hello arcador,
arcador wrote:
Tue Apr 11, 2017 7:23 pm
I also made some calculations to figure stuff out.

The Predator tank has only 1 heavy gauss turret and 1 twin-gauss turret because it has no slots for more. I have no idea what this x5 means.

A big turret takes 4 spaces + 1 space for a crew member + 8 spaces for the weapon itself (heavy gauss cannon)
Pintle mount takes 0 spaces + 4 spaces for each of the twin gauss cannons.

The tank has decreased fuel capacity in order to find space for the crew or the improved speed; couldn't figure it out. It's a minor thing anyway.
Also, the tank has Fast (medium) speed, which I assume is High (medium) since the difference is 2 bands and by the rules, it's 1 band.

---

The WALKURE FIGHTING GRAV ASSAULT VEHICLE is most likely twin-lined. My calculations weren't precise, yet the most slot elements are the armor and the twin heavy gauss turret.
Before I try to recreate the samples I'm putting together a master table of the various weapons, mounts, and other components. Once I've got the tables I'll run a test. I have a working draft for the Honey Badger that actually matches the vehicle record sheet's information.
snrdg121408 (aka Tom R)
arcador
Banded Mongoose
Posts: 245
Joined: Sun Oct 11, 2015 10:34 pm

Re: The Vehicle Handbook is Here!

Postby arcador » Wed Apr 12, 2017 4:15 pm

Nice!

Keep in mind minor discrepancies are ok according to the rules - i.e. they can be considered design choices.
snrdg121408
Greater Spotted Mongoose
Posts: 1025
Joined: Mon Dec 15, 2008 3:17 am
Location: Roy, WA USA

Re: The Vehicle Handbook is Here!

Postby snrdg121408 » Wed Apr 12, 2017 7:29 pm

Hello arcador,
arcador wrote:
Wed Apr 12, 2017 4:15 pm
Nice!

Keep in mind minor discrepancies are ok according to the rules - i.e. they can be considered design choices.
Thank you for the reminder that the included designs may have minor discrepancies when someone other than the designer tries to replicate the material. If my numbers are within about 10% of the example that means I've got a handle on the process. Of course if my numbers go over the or seriously under the total number of spaces that means I may have miss understood the directions.
snrdg121408 (aka Tom R)
steve98052
Lesser Spotted Mongoose
Posts: 490
Joined: Tue Oct 01, 2013 6:13 am
Location: near Seattle

Re: The Vehicle Handbook is Here!

Postby steve98052 » Mon Apr 24, 2017 5:25 pm

snrdg121408 wrote:
Fri Mar 10, 2017 2:17 pm
. . .
I've built a spreadsheet for light ground vehicles using the Honey Badger example without rounding the cost is Cr50,436. Using the Mass Production instruction of rounding to the nearest Cr1,000 my cost matched the listed one on MgT Vehicle Handbook p. 11 Step 7 and matches the price shown on the Vehicle Record Sheet p. 12. I must have done something wrong since I usually fail to match cost, but I'm happy that I appear to have at least gotten one right.
. . .
This message (from six weeks ago) gives me a suggestion box idea for the Mongoose web site: add to the downloads page build explanations for ships, other vehicles, and anything else that is built according to a procedure in the rules, as examples for players who want to put together spreadsheets. If the build explanation says, "Cost: Cr50436, rounded to Cr50,000", snrdg121408 and others could look at their spreadsheet and confirm that they got it right – or say, "Oops! I forgot to include fire retardant upholstery, and only got the price right because of rounding," if there's a mistake.

Such a thing would not not merit space in print (or even space in an electronic edition), because there are so many other things that belong in the print edition, and demand editorial time even in a PDF edition. But it might be worth some space on the web site.
steve98052
Lesser Spotted Mongoose
Posts: 490
Joined: Tue Oct 01, 2013 6:13 am
Location: near Seattle

Re: The Vehicle Handbook is Here!

Postby steve98052 » Mon Apr 24, 2017 5:56 pm

snrdg121408 wrote:
Sat Mar 18, 2017 2:53 pm
. . .
Based on my background in real world technology the Supercavitating Drive is something that I find very hard to suspend belief because cavitation gives notice a sub is in the area and if the hull is surrounded by a bubble how are the underwater sensors gathering information so the operator can avoid running into something.
. . .
A submarine using a supercavitating drive could operate on detailed 3D maps and inertial navigation without any external sensors at all. That has the problem of only being able to detect mapped hazards, not other underwater vehicles, constructed obstacles, geographic changes (underwater landslides, for example), and simple map errors.

With Traveller technologies available, it might be possible to add ultra-tech sensors that could see through the cavitation zone, to the real-world technologies of sonar (usable only at non-cavitation speeds) inertial navigation.

Another possible solution that wouldn't require ultra-tech would be to periodically switch off the super-cavitating drive, pause for the boat to stop bouncing around in its bubble and for the waters to quiet, scan ahead with sonar to make sure that there weren't any obstacles in the way, and then blast ahead again with the super-cavitating drive as far as the sonar scan had observed clear waters. That wouldn't work in hostile waters, because an enemy could toss a few mines into the waters ahead once the sub was cavitating, and watch while the sub charges right into them at full speed. But one wouldn't use a super-cavitating drive in hostile waters anyway, because it's noisy, and completely abandons one primary reason to use a sub in combat, which is its stealth.

Yet another application for a supercavitating drive would be a sub that serves as high-speed transportation on a world where surface travel is for some reason undesirable. In that case, the underwater highway could be marked with sensors that make sure the sea is clear for passing super-subs, and communicates its sensor readings to anyone within the range of underwater radio.
snrdg121408
Greater Spotted Mongoose
Posts: 1025
Joined: Mon Dec 15, 2008 3:17 am
Location: Roy, WA USA

Re: The Vehicle Handbook is Here!

Postby snrdg121408 » Tue Apr 25, 2017 4:58 am

Hello steve98052,

Cavitation is noise that tells everyone that a submarine is present making detection so much easier if the platform is intended for combat. On the commercial side cavitation is not as big of deal unless the boat is in a war zone which means they are once again screaming sink me.

The super cavitating drive is not something that I would equipment a submarine with. Now if MgT had introduced the drive from the movie/book Hunt for Red October I would look forward to using the drive.
steve98052 wrote:
Mon Apr 24, 2017 5:56 pm
snrdg121408 wrote:
Sat Mar 18, 2017 2:53 pm
. . .
Based on my background in real world technology the Supercavitating Drive is something that I find very hard to suspend belief because cavitation gives notice a sub is in the area and if the hull is surrounded by a bubble how are the underwater sensors gathering information so the operator can avoid running into something.
. . .
A submarine using a supercavitating drive could operate on detailed 3D maps and inertial navigation without any external sensors at all. That has the problem of only being able to detect mapped hazards, not other underwater vehicles, constructed obstacles, geographic changes (underwater landslides, for example), and simple map errors.

With Traveller technologies available, it might be possible to add ultra-tech sensors that could see through the cavitation zone, to the real-world technologies of sonar (usable only at non-cavitation speeds) inertial navigation.

Another possible solution that wouldn't require ultra-tech would be to periodically switch off the super-cavitating drive, pause for the boat to stop bouncing around in its bubble and for the waters to quiet, scan ahead with sonar to make sure that there weren't any obstacles in the way, and then blast ahead again with the super-cavitating drive as far as the sonar scan had observed clear waters. That wouldn't work in hostile waters, because an enemy could toss a few mines into the waters ahead once the sub was cavitating, and watch while the sub charges right into them at full speed. But one wouldn't use a super-cavitating drive in hostile waters anyway, because it's noisy, and completely abandons one primary reason to use a sub in combat, which is its stealth.

Yet another application for a supercavitating drive would be a sub that serves as high-speed transportation on a world where surface travel is for some reason undesirable. In that case, the underwater highway could be marked with sensors that make sure the sea is clear for passing super-subs, and communicates its sensor readings to anyone within the range of underwater radio.
snrdg121408 (aka Tom R)
egoaz2ca
Shrew
Posts: 16
Joined: Mon Sep 14, 2015 5:23 am

Re: The Vehicle Handbook is Here!

Postby egoaz2ca » Mon May 29, 2017 6:06 pm

Hi msprange,

There are 2 more days of May left. Is the printed version going to meet the target date?

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