PsiTraveller
Cosmic Mongoose
I've been thinking about some of the threads and the use of batteries to power a Jump Drive. How long and how much power do you have to generate?
In the ship operations description of Jump Travel the diversion of power and Jump Dimming is described to divert power to the drive.
Firing the drive takes 1D X 10 minutes, so it takes 10 to 60 minutes to fire the J Drive.
Take the Far Trader: It has 5 tons of fuel and produces 75 power. In combat that is for each 6 minute combat round. M Drive and Basic systems and Sensors account for 61 points. You better not put in more than 14 points of weapons or you cannot fire everything every round. So no triple Pulse lasers in both Triple turrets. A battery with 60 points of stored power could supply power until the battery is drained.
Does this match with the 1D X 10 minutes of the Jump Drive roll? If it takes an hour to fire the Jump Drive would it take 10 rounds at 40 points a round, so 400 power points. This would be true in combat if the crew was being chased or in combat and trying to escape, they would have to maintain the 40 points of power to the Jump Drive in order to make their Jump.
What about peaceful operations? If the roll is for 1 hour of Jump Drive to fire, how much power does the ship need to generate for the Jump Drive in that hour? The A2 Far Trader is short on power production and cannot run M Drive and Jump at the same time (at full power). For battery designers the answer will determine how many tons of batteries and how much power plant is needed and what balance between the two is required.
If it is just 40 points once then a single ton of battery works, if it is 400 points of power then that is a different situation entirely.
In the ship operations description of Jump Travel the diversion of power and Jump Dimming is described to divert power to the drive.
Firing the drive takes 1D X 10 minutes, so it takes 10 to 60 minutes to fire the J Drive.
Take the Far Trader: It has 5 tons of fuel and produces 75 power. In combat that is for each 6 minute combat round. M Drive and Basic systems and Sensors account for 61 points. You better not put in more than 14 points of weapons or you cannot fire everything every round. So no triple Pulse lasers in both Triple turrets. A battery with 60 points of stored power could supply power until the battery is drained.
Does this match with the 1D X 10 minutes of the Jump Drive roll? If it takes an hour to fire the Jump Drive would it take 10 rounds at 40 points a round, so 400 power points. This would be true in combat if the crew was being chased or in combat and trying to escape, they would have to maintain the 40 points of power to the Jump Drive in order to make their Jump.
What about peaceful operations? If the roll is for 1 hour of Jump Drive to fire, how much power does the ship need to generate for the Jump Drive in that hour? The A2 Far Trader is short on power production and cannot run M Drive and Jump at the same time (at full power). For battery designers the answer will determine how many tons of batteries and how much power plant is needed and what balance between the two is required.
If it is just 40 points once then a single ton of battery works, if it is 400 points of power then that is a different situation entirely.