bluekieran wrote: ↑
Tue Apr 11, 2017 10:13 am
h1ro wrote: ↑
Tue Apr 11, 2017 5:39 am
Are you planning on adding the recalculation of drive performance to account for drop tanks, external cargo and clamped ships or did I miss it?
You mean M-drive performance? I hadn't considered that at all. It's a good idea, I'll try and take a look later.
What's the reason for the 75 ton limit on external cargo?
Hmm, I don't remember, and looking at the rules I have no idea what it might have been... I've removed the validation, anyway.
Both the maneuver and jump performance need to be recalculated depending on circumstances MgT HG 2e does provide information supporting the need to recalculate maneuver and jump drive performance.
MgT HG 2e p. 12 Recalculating Maneuver Drive Performance
Breakaway Hulls: A ship can be designed so it can operate as two or more independent vessels, breaking or splitting away from one another. Each section must have an appropriate bridge and power plant to operate it. Manoeuvre drive, jump drive, sensors, weapons, screens and so forth are all options that can (and, under normal circumstances, should) be included in each section. While the sections are together, drives, power plants and weapons can all be combined when calculating performance. This whole process consumes 2% of the combined hull tonnage for the extra bulkheads and connections needed, and costs an additional MCr2 per ton consumed. Hull points of each section will be proportionate to the total Hull points of the ship.
For example, you have a 1,000 ton ship and decide to split it so 400 tons can break away as a separate vessel. You install 20 tons of manoeuvre drive in the 400 ton section which gives it a Thrust of 5, while the 600 ton section has 66 tons of manoeuvre drive giving it Thrust 9. When combined, this is 86 tons of manoeuvre drive giving the 1,000 ton vessel Thrust 8. It typically takes 1D rounds to seperate a breakaway hull.
MgT HG 2e p. 130 Recalculating Jump Drive Performance
Gazelle Close Escort
With the internal tankage Jump-3 can be achieved, with drop tanks Jump-5, with the drop tanks retained Jump-4.
Jump 3 is with the drop tanks having been removed from the hull's exterior.