Free Epic Campaign - The Pirates of Drinax
Re: Free Epic Campaign - The Pirates of Drinax
Any update on when we can expect the second part?
- MongooseMatt
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Re: Free Epic Campaign - The Pirates of Drinax
Already delivered by Gareth, just sitting on my desk waiting for a few quiet moments! Should be later this month, early next!
Re: Free Epic Campaign - The Pirates of Drinax
msprange wrote:Already delivered by Gareth, just sitting on my desk waiting for a few quiet moments! Should be later this month, early next!
You need a few more quiet moments in your life then!

- MongooseMatt
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Re: Free Epic Campaign - The Pirates of Drinax
Well, beats the alternativeLemming23 wrote: You need a few more quiet moments in your life then!

I have been meaning (for a few years now!) to do a Planet Mongoose article on one of my average days, to sort of throw a spotlight on the working day of a games company.
Never seem to have time to do that

Re: Free Epic Campaign - The Pirates of Drinax
You just need to recruit your friendly neighbourhood psion to do a little time manipulation then.msprange wrote:I have been meaning (for a few years now!) to do a Planet Mongoose article on one of my average days, to sort of throw a spotlight on the working day of a games company.
Never seem to have time to do that
Re: Free Epic Campaign - The Pirates of Drinax
Bah!
Enough with these wasteful 'sleep' and 'food' concepts! Someone fetch the motivating stick!
Enough with these wasteful 'sleep' and 'food' concepts! Someone fetch the motivating stick!
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.
I'm just saying that it's highly effective and I strongly recommend using it.
Re: Free Epic Campaign - The Pirates of Drinax
Nonsense just be sure to knock on any remaining 50's styled police boxes and ask the gentleman within to lend a hand!AndrewW wrote:You just need to recruit your friendly neighbourhood psion to do a little time manipulation then.msprange wrote:I have been meaning (for a few years now!) to do a Planet Mongoose article on one of my average days, to sort of throw a spotlight on the working day of a games company.
Never seem to have time to do that
The real question is will be Fourth?
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Re: Free Epic Campaign - The Pirates of Drinax
He's done it again - awsome stuff. I cannot wait to play this.
Hail Hanrahan, supreme ruler of the Mongoose Traveller universe!
Hail Hanrahan, supreme ruler of the Mongoose Traveller universe!
- MongooseMatt
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Re: Free Epic Campaign - The Pirates of Drinax
Quick update, the second adventure is the very next thing in my 'folder of Traveller stuff to be edited!'
Re: Free Epic Campaign - The Pirates of Drinax
This looks to be a great campaign. Any news as to the release of the next episode?
- MongooseMatt
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Re: Free Epic Campaign - The Pirates of Drinax
Desperately trying to find some time to sit down and edit it. Unfortujnately, a whole bunch of you have just ordered the Campaign Guide and the Vehicle Handbook, so I have had to dive in to help with mail orders!
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Re: Free Epic Campaign - The Pirates of Drinax
That cos a lot of us have just been paid!msprange wrote:Desperately trying to find some time to sit down and edit it. Unfortujnately, a whole bunch of you have just ordered the Campaign Guide and the Vehicle Handbook, so I have had to dive in to help with mail orders!

Looking forward to seeing my copies of the above books!
Egil
Alles fur Gram - Official motto of Gram's 3rd Grenadier Regiment
Wein, Weib und Gesang - Unofficial motto of Gram's 3rd Grenadier Regiment
Wein, Weib und Gesang - Unofficial motto of Gram's 3rd Grenadier Regiment
- MongooseMatt
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Re: Free Epic Campaign - The Pirates of Drinax
All UK/European/ROW Vehicle Handbooks and Campaign Guides are now out of the door, I believe the US-side is almost complete as well!
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Re: Free Epic Campaign - The Pirates of Drinax
What do I need to play The Pirates of Drinax?
- MongooseMatt
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Re: Free Epic Campaign - The Pirates of Drinax
The core rulebook and Alien Module1: Aslan are just about all that are necessary!jonathon10 wrote:What do I need to play The Pirates of Drinax?
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Re: Free Epic Campaign - The Pirates of Drinax
Arrrrggggg.msprange wrote:The core rulebook and Alien Module1: Aslan are just about all that are necessary!jonathon10 wrote:What do I need to play The Pirates of Drinax?
I looked, saw an MSPRANGE post in this topic and was all excited about the next part being ready


Traveller: Nonsense, those rumours about me and crashes, no truth in them at all. I never had a landing I didn't walk away from!
ACTA-SF: Who are we, GORN. What do we want, Cruisers that can turn.... Wait, OK Escorts... Wait. I'll get back to you !
ACTA-SF: Who are we, GORN. What do we want, Cruisers that can turn.... Wait, OK Escorts... Wait. I'll get back to you !
Re: Free Epic Campaign - The Pirates of Drinax
Nice stuff so far.
I’m totally confused by the numbers given though.
A Planet size 5 was mentioned elsewhere and a 4g ship.
d (planet) = 8.000km
100d = 800.000km
Meaning, on arrival in the system one must travel 400.000km twice, once at full throttle and then at full break. Naturally that assumes a very accurate jump exactly at the 100d point.
My memories of physics come up with
t = root (2*s/a)
t = time [s]
s = distance [m]
a = acceleration [m/s²]
And that is a lot more than that number listed in that table. The table lists 2.5h, whereas the above calculates to 7.86h
Did my mere knowledge of basic physics fail me completely or are the numbers indeed wrong ?
Furthermore, I must admit that I was utterly startled by the differentiation between arrival times and departure times to that ever so important d100.
I have always assumed that you need to be at zero velocity before engaging the jump drives. Thus, regardless of your direction of flight, you would need to turn around your ship at half point.
I suppose that has been discussed before, but I am anything but a Traveller expert and so I would kindly raise the question again.
Is it possible to jump at non-zero velocity ?
And if that is the case: what is the velocity of a ship after a jump ?
Is it the same as the one you left the previous planet with ? Or does engaging the jump drives immediately knock you down to zero velocity ?
A Planet size 5 was mentioned elsewhere and a 4g ship. At 100d (after about 5.56h) it would have a velocity of 80.000m/s.
And of course, it would take 5.56h to break down to zero velocity.
Which in turn would require an incoming ship arriving at a smaller planet than the one it jumped from to actually arrive way outside the 100d of the destination planet… or take a non-direct route at least. So, in all the assumptions about actually positions of ships, one would need to consider the departure planet of the potential victim.
Well ,apart from all that… can’t wait for the second episode !
I’m totally confused by the numbers given though.
A Planet size 5 was mentioned elsewhere and a 4g ship.
d (planet) = 8.000km
100d = 800.000km
Meaning, on arrival in the system one must travel 400.000km twice, once at full throttle and then at full break. Naturally that assumes a very accurate jump exactly at the 100d point.
My memories of physics come up with
t = root (2*s/a)
t = time [s]
s = distance [m]
a = acceleration [m/s²]
And that is a lot more than that number listed in that table. The table lists 2.5h, whereas the above calculates to 7.86h
Did my mere knowledge of basic physics fail me completely or are the numbers indeed wrong ?
Furthermore, I must admit that I was utterly startled by the differentiation between arrival times and departure times to that ever so important d100.
I have always assumed that you need to be at zero velocity before engaging the jump drives. Thus, regardless of your direction of flight, you would need to turn around your ship at half point.
I suppose that has been discussed before, but I am anything but a Traveller expert and so I would kindly raise the question again.
Is it possible to jump at non-zero velocity ?
And if that is the case: what is the velocity of a ship after a jump ?
Is it the same as the one you left the previous planet with ? Or does engaging the jump drives immediately knock you down to zero velocity ?
A Planet size 5 was mentioned elsewhere and a 4g ship. At 100d (after about 5.56h) it would have a velocity of 80.000m/s.
And of course, it would take 5.56h to break down to zero velocity.
Which in turn would require an incoming ship arriving at a smaller planet than the one it jumped from to actually arrive way outside the 100d of the destination planet… or take a non-direct route at least. So, in all the assumptions about actually positions of ships, one would need to consider the departure planet of the potential victim.
Well ,apart from all that… can’t wait for the second episode !
Last edited by Denalor on Wed Mar 14, 2012 11:32 am, edited 1 time in total.
My 50 pence
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Re: Free Epic Campaign - The Pirates of Drinax
Try running the numbers again assuming that the outbound trip is all acceleration and the ship jumps out with its velocity as soon as it crosses the limit, For the inbound calculate the time to decelerate relative to the world based on which ever is the larger of the world they jumped from or the arrival world.
Not sure what the rules say as not near a book but I don't play that you need zero velocity to jump. Though you probably need to set a maximum safe speed based on Hull strength/Armour level as going above 10-15% light leads to Jump suicide runs at huge velocity jumping out heading for a world target. Keeps the defence forces on their toes
Not sure what the rules say as not near a book but I don't play that you need zero velocity to jump. Though you probably need to set a maximum safe speed based on Hull strength/Armour level as going above 10-15% light leads to Jump suicide runs at huge velocity jumping out heading for a world target. Keeps the defence forces on their toes

Traveller: Nonsense, those rumours about me and crashes, no truth in them at all. I never had a landing I didn't walk away from!
ACTA-SF: Who are we, GORN. What do we want, Cruisers that can turn.... Wait, OK Escorts... Wait. I'll get back to you !
ACTA-SF: Who are we, GORN. What do we want, Cruisers that can turn.... Wait, OK Escorts... Wait. I'll get back to you !
Re: Free Epic Campaign - The Pirates of Drinax
Inbound.
Half of distance continuously accelerating towards the planet.
Then turn around 180°
Second half of distance continuously breaking towards the planet.
For Planet Size 5 and a 4g ship
I.e. 400.000km accelerating PLUS 400.000km breaking.
Equals 28.284,27 seconds or 7:51:24, i.e. 7.86h (rounded up).
Outbound
Full distance continuously accelerating towards the 100d mark
For Planet Size 5 and a 4g ship
I.e. 800.000km accelerating.
Equals 20.000 seconds or 5:33:20, i.e. 5.56h (again rounded up).
Unless MS Excel is wrong that’s the way it is.
Unless my physics is wrong.
Thing is, whoever made that table seems to have done the simple mistake of not considering the correct dimensions.
First the factor of 1.000 was missed to calculate from km to m (skipped totally)
Then the factor of 1/3.600 was missed to calculate from s to h (used 1/360 instead)
The Errata of CORE has it right, btw. Based on the turn-around scenario, since it deals with interplanetary travel times.
So, if you jump in at 80km/s, by the time your sensor array picks up data and by the time you have interpreted that data, you are long gone from your entry point (time and distance).
Jumping towards a larger planet is no problem at all. However jumping towards a smaller planet requires you to either enter far beyond 100d of the destination or do a curve rather than a direct route.
I guess that’s why I always subconsciously “ruled” that jumps need to have zero velocity to begin with.

Half of distance continuously accelerating towards the planet.
Then turn around 180°
Second half of distance continuously breaking towards the planet.
For Planet Size 5 and a 4g ship
I.e. 400.000km accelerating PLUS 400.000km breaking.
Equals 28.284,27 seconds or 7:51:24, i.e. 7.86h (rounded up).
Outbound
Full distance continuously accelerating towards the 100d mark
For Planet Size 5 and a 4g ship
I.e. 800.000km accelerating.
Equals 20.000 seconds or 5:33:20, i.e. 5.56h (again rounded up).
Unless MS Excel is wrong that’s the way it is.
Unless my physics is wrong.
Thing is, whoever made that table seems to have done the simple mistake of not considering the correct dimensions.
First the factor of 1.000 was missed to calculate from km to m (skipped totally)
Then the factor of 1/3.600 was missed to calculate from s to h (used 1/360 instead)
The Errata of CORE has it right, btw. Based on the turn-around scenario, since it deals with interplanetary travel times.
So, if you jump in at 80km/s, by the time your sensor array picks up data and by the time you have interpreted that data, you are long gone from your entry point (time and distance).
Jumping towards a larger planet is no problem at all. However jumping towards a smaller planet requires you to either enter far beyond 100d of the destination or do a curve rather than a direct route.
I guess that’s why I always subconsciously “ruled” that jumps need to have zero velocity to begin with.

My 50 pence
Re: Free Epic Campaign - The Pirates of Drinax
You can jump at any speed, several Challenge articiles have jumps at very high speeds. You keep the speed and direction when you arrive at the next system.
Merchant ships generally slow down. They have rubbish sensors, smaller drives and less well trained crew. Slower speed means less chance of them slamming into something. Also less time to slow and make a course correction and for a merchant time is money
Warships with better drives, computers / sensors and crews tend to jump at higher real speed. They would only go flat out in an emergency, but they wopuld keep more of their velocity for routine jumps.
Merchant ships generally slow down. They have rubbish sensors, smaller drives and less well trained crew. Slower speed means less chance of them slamming into something. Also less time to slow and make a course correction and for a merchant time is money
Warships with better drives, computers / sensors and crews tend to jump at higher real speed. They would only go flat out in an emergency, but they wopuld keep more of their velocity for routine jumps.
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