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Power plant fuel for a small craft is changed in the Small Craft Catalog page 4 to no longer have the 1 dTon minimum. It is tracked down to 2 decimal places in that book.
I don't have that, but I have the impression that the minimum is still 1 Dt for 4 weeks, but you don't need 4 weeks of fuel?

So, you can have 0.25 Dt for one week on most small craft?



Note that the software is explicitly only using Core and HG.
 
I don't have that, but I have the impression that the minimum is still 1 Dt for 4 weeks, but you don't need 4 weeks of fuel?

So, you can have 0.25 Dt for one week on most small craft?



Note that the software is explicitly only using Core and HG.
No, there is no minimum for small craft regardless of weeks of fuel.

REVISED FUEL OPERATION TIMES
The small craft detailed in the Traveller Core Rulebook
and High Guard use the ship construction rule of a
minimum of one ton needed for power plants and this is
enough to run a spacecraft for the standard four weeks
of operation. However, it makes sense for small craft to
be able to use less than a ton of fuel for their tiny power
plants and this is what the Small Craft Catalogue does
to alter the operational characteristics of each craft.

As an example, the first small craft in the book is the Hopper, 5 dTon vessel with 8 weeks of operational fuel taking 0.1 dTon of volume.
For High Guard small craft that you don't want to change the fuel tonnage on, they recommend either converting the excess fuel space to cargo, or increasing the weeks of operation, which would give the Light Fighter 40 weeks of operation.

And we get back to the argument that if you are building a tool for the game system, it should use the all the rules of the system, not just Core and HG. At least make it clear that you are not using all the proper rules but only those from HG Update 2022.
 
No, there is no minimum for small craft regardless of weeks of fuel.
Thanks, I had misunderstood that.


And we get back to the argument that if you are building a tool for the game system, it should use the all the rules of the system, not just Core and HG. At least make it clear that you are not using all the proper rules but only those from HG Update 2022.
Well, Arkathan is doing it, so it's possible, but a lot of continuous work...
Make an enhancement request to the author?
 
When I installed weapons on the medium fighter, hence Power, hence larger power plant, hence recalculated fuel:
View attachment 6316
View attachment 6317


Finalise says:
View attachment 6318

Summary:
View attachment 6319
View attachment 6320

If I go back to the Power or Fuel tab, then fuel is recalculated correctly.


Remove the weapons, and it's back...
View attachment 6321

Despite the decreased power plant, it's the same amount of fuel allocated:
View attachment 6322
Excellent, thank you. The power/fuel issue stems from whatever the Weapons system is doing with its calculations. I'll begin work on bug fixing that.
 
Enhancement request:
Recalculate on 'Enter' or 'Return' in all input fields.

Sorry, I'm spreadsheet damaged, recalculate on 'Tab' or mouse click feels unnatural...
Okay, so that 'should' be how it works now. If you press enter/return, that should trigger a change, as should 'clicking off' or 'tabbing out' (called update on-blur).
I'll take another look, I'm sure I've missed something simple if it's not working that way.
 
Missiles are not 1 Dt each, but 1 Dt for 12, 10 missiles should be 0.83 Dt:
Okay, this is primarily a wording issue.

What I meant by "Per Unit" isn't per item - I should change it to say something else.

What you have selected there is not 10 missiles, but 10 bundles(?) of 12 missiles.

I didn't break down cost/weight to an individual item level, and left it as the book defined it (the misiles table sells "per 12", canisters are sold per 20, I've messed up torps which should be per 3, railguns & mass drivers are per attack, what else have I missed?)

I have to say, the wording around the various kinds of packaging of ammunition in the book was very confusing for me at the time, so I won't be surprised when people point out I have it wrong for those. When I read it now, with fresh eyes and brain it isn't so confusing - I must have just got myself into a twist with it at the time.
 
Crew calculations (docking spaces allocated, but no craft allocated):
View attachment 6344
Engineers: 8, should be 7 = (50 + 130 + 44) / 35, round up.
Maintenance: 3, should be 2 = 1200 / 500, round down.
Gunners: 8, should be 20 = 2 × (#turrets + #barbettes + #screens)
Administrator: 2, should be 1 = 1200 / 1000, round down.
Officer: 0, should be crew/10, round down.

Rounding is not generally specified in the rules, but implicit from the example ships in HG.

In general the crew specified in LBB2 50 years ago are rounded up, the new crew categories are rounded down, I believe... Small ship copied from Classic Traveller often use the same crew as was specified in CT. It would be nice if the software recreated that...
Thanks for doing the crunching on the rounding types - I was 'winging' the rounding rules. I'll adjust to suit.

I think (again, with the imperfect Small Ships system) the Engineer numbers are being increased when a docking type thingy is added, rather than when the small ship is being added. But as the bugs are being worked out of the main ship builder gradually, I'm getting pretty close to doing the Small Ship builder implementation, so this is something that should probably just wait til that happens.
 
Recommended Common Areas should presumably be calculated on allocated accommodations, not on crew.

View attachment 6345

Here 60 Dt Common Areas are allocated for 25 staterooms and 35 barracks. Common Areas are calculated before barracks are considered.

View attachment 6348
By default I would allocate 25% of actually allocated accommodations, so (25×4 + 35) × 25% = 33.75 Dt.

The Kinunir allocates 20 staterooms, 35 barracks, and 29 Dt [≈(80+35)×25%] common areas:
View attachment 6349
View attachment 6350


Note that barracks are only allowed for troops and basic passengers, not crew. Should be checked?


By Traveller convention, troops are not crew, but more permanent passengers, so should be included in Medic calculations, but not Officer requirement, see e.g. HG,p242.
Okay, got a few things to look over there.

I do know I originally had barracks only count for those crew/passenger types, but that may have broken in the meantime.

I'll double check the Common Areas calculations, as well as the medic/officer calcs.
 
Let's build a Patrol Corvette (HG, p187):

Allocate hull and drives, fuel is OK:
View attachment 6323

Install some weapons, fuel is OK:
View attachment 6325

Visit the Power and Fuel tab without changing any values:
View attachment 6326
Fuel is now reserved for three jumps à 3 Pc each. Probably not intended?
I noticed this earlier, but forgot to write it down!
When you install a larger J-Drive but then reduce the size of it, the J-Drive fuel wasn't revising downwards - it probably has something to do with a rule I was using to 'not auto-change something that the user had edited' which is now a defunct rule. I've added it to my investigation list.
 
Yes, perhaps, but that clashes with the Detachable Bridge table...
View attachment 6313

ç

A Small Detachable Bridge would be the next smaller size on the Detachable Bridge table, 15 Dt (+20%?) and cost 500 Dt / 100 Dt × MCr0.25 × 150% = MCr 1.875, 50% more than a regular small bridge.

I believe... Check with @MongooseMatt?


The earlier version of High Guard, from 2016, was clearer:
View attachment 6312
Hmm. yes - I would like to hear from an official source on it for sure, @MongooseMatt?

The way I've read it is:

For a 500-ton ship, the 'standard bridge' is 2.5 MCr and 20 tons.
If I want to make it detachable, first I need to respect the 'minimum size', so it gets increased to 30 tons. But the cost stays the same as it is 'size of ship' not 'size of bridge' that matters at that step.
Then I add 50% to cost and 20% to volume - so it becomes 3.75 MCr and 36 tons.

OPTION A: If I'd made a 500-ton ship, with a 'smaller bridge' which is detachable, applying the "one size smaller" rule solely to the Bridge Size table:

For a 500-ton ship, the 'smaller bridge' is 1.25 MCr and 10 tons.
If I want to make it detachable, first I need to respect the 'minimum size', so it gets increased to 30 tons. But the cost stays the same as it is 'size of ship' not 'size of bridge' that matters at that step.
Then I add 50% to cost and 20% to volume - so it becomes 1.875 MCr and 36 tons, with a negative DM applied to the user.

OPTION B: If we look at the "one size smaller" rule as applying to BOTH the Bridge Size table and the Detachable Bridge Minimum Size Table simultaneously:

For a 500-ton ship, the 'smaller bridge' is 1.25 MCr and 10 tons.
If I want to make it detachable, first I need to respect the 'minimum size', so it gets increased to 15 tons. But the cost stays the same as it is 'size of ship' not 'size of bridge' that matters at that step.
Then I add 50% to cost and 20% to volume - so it becomes 1.875 MCr and 18 tons, with a negative DM applied to the user.

I think that I probably implemented Option A originally, but think it probably should be Option B.

I think this is more in keeping with the wording of the current rulebook, which makes Detachable Bridges an optional add-on instead of a replacement type.
 
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