Book 3: Scout - Terrapin Station Question

rust

Mongoose
I very much like the idea of the modular Terrapin Station and plan to
use a modified version of it as the military part of an orbital highport
in my setting.

While playing around with this concept, I realized that I was unable to
find out where the station's modular cutter (very important for my con-
cept) would normally be docked or stored.

It would of course be easy to designate one of the Surveyor Docking
Areas for the cutter, or to come up with another solution.
I only ask because I would like to make sure that I did not overlook
something.

Thank you. :)
 
I would be very interested to see this Modular station.

I have a series of modules posted on some forums showing a modular station using Modules for a Modular Cutter.

Hmm.


I know it's not a new concept to some, but it something that was being worked on for a while.

Dave Chase
 
Dave Chase said:
I have a series of modules posted on some forums showing a modular station using Modules for a Modular Cutter.
Yep, your modules will form the civilian part of the orbital highport. :D

The Terrapin Station has docking areas for four 50 ton modules. Seve-
ral types of these modules are described in Scout, together with various
ways to use them, for example as a part of a Scout that carries one of
the modules, but also as parts of stations or other types of starships.

At first I intended to use your excellent BTE Modules for the military or-
bital facility, too, but then I realized that it would add a nice touch to the
setting if the types of modules used by the military and by the colonists
would be different, even incompatible.
 
Dave Chase said:
I would be very interested to see this Modular station.

I have a series of modules posted on some forums showing a modular station using Modules for a Modular Cutter.

Hmm.


I know it's not a new concept to some, but it something that was being worked on for a while.

Dave Chase

Well, since I contributed the one in scouts, I can say that while I don't consciously remember your station, I was generally inspired by a series of designs for modular starships using cutter modules; so it's possible it had an influence -in which case, thanks ! The actual design was a one night brainstorm when I sat down and thought about the implications of a pro-modularization policy in the scout service, and what could be done with the 50 ton ship modules I built for the Frontiersman class Scouts. That session also generated the Survey rider and Fat Surveyor, as well as the Turtle class refuge modules.

The modules that the station uses for compartments are the 50 ton ones, not the cutter modules.

It's in Scouts if you want to see it !
 
captainjack23 said:
Well, since I contributed the one in scouts ...
In this case: Thank you very much indeed :D

Ah ... and where did you imagine the cutter to be ? :wink:
 
rust said:
captainjack23 said:
Well, since I contributed the one in scouts ...
In this case: Thank you very much indeed :D

Ah ... and where did you imagine the cutter to be ? :wink:


On top, I think. Please note I didn't do the art. Let me check -it had 5 50dTon grapples, right ?

Oh, and BTW, you are very welcome !
 
captainjack23 said:
On top, I think. Please note I didn't do the art. Let me check -it had 5 50dTon grapples, right ?
It is described as having 9 docking clamps with a capacity of 90 dtons
each, and the deckplans show 4 docking clamps used for Surveyors
and 4 used for modules.

To put the cutter at the remaining docking clamp somewhere on top or
below the main body of the station is fine with me, I just wanted to make
sure that I did not miss or misunderstand a part of the concept - "my"
players have a nasty habit of "catching" me whenever I do so. :D
 
captainjack23 said:
Well, since I contributed the one in scouts, I can say that while I don't consciously remember your station, I was generally inspired by a series of designs for modular starships using cutter modules; so it's possible it had an influence -in which case, thanks !

...

The modules that the station uses for compartments are the 50 ton ones, not the cutter modules.

It's in Scouts if you want to see it !

Sorry, If it sounded like I was inferring that my modules concepts were stolen. Not at all. And did not mean to sound that way, if that's the was it read.

I was just trying to say, that it was interesting to note that just a while back, I (and I left out, some others) were discussing a module space station and outpost designs. I decided to get off my butt and actually make the deckplans for these modules, as I had the CT version of data on them for years.

I am just very interested in seeing this modular station/ship because that is one of my more favorite type ships to have in space.

Sorry about any confusion or appearace of accusing. Not what I intended. More of amusing to my self the timing of things, if you will. :lol:

Dave Chase
 
rust said:
captainjack23 said:
On top, I think. Please note I didn't do the art. Let me check -it had 5 50dTon grapples, right ?
It is described as having 9 docking clamps with a capacity of 90 dtons
each, and the deckplans show 4 docking clamps used for Surveyors
and 4 used for modules.

To put the cutter at the remaining docking clamp somewhere on top or
below the main body of the station is fine with me, I just wanted to make
sure that I did not miss or misunderstand a part of the concept - "my"
players have a nasty habit of "catching" me whenever I do so. :D

As far as I can see, there ninth dock isn't noted, so you'll need to install a hatch (so to speak).

Here's what I see from looking at the deck plans: adding it at the top makes some sense if you think it mainly needs be accessed by the command crew -otherwise people will be dragging through areas such as the armory or the control room for access. The bottom seems a better idea overall. One can easily have a general access through the main bay.

Have fun !
 
Dave Chase said:
Sorry, If it sounded like I was inferring that my modules concepts were stolen. Not at all. And did not mean to sound that way, if that's the was it read.

No, not really read that way; but the thanks for any inspiration was sincere.
I was just trying to say, that it was interesting to note that just a while back, I (and I left out, some others) were discussing a module space station and outpost designs. I decided to get off my butt and actually make the deckplans for these modules, as I had the CT version of data on them for years.

I am just very interested in seeing this modular station/ship because that is one of my more favorite type ships to have in space.

Sorry about any confusion or appearace of accusing. Not what I intended. More of amusing to my self the timing of things, if you will. :lol:

Dave Chase

Me too. Still, ideas are produced by the times, as much as men....or , as Chairman Mao confusingly said: "In a proper environment, an egg will bring forth a chicken; but, nothing is born of a stone."
 
Jame Rowe said:
I think that my objection to the Terrapin is that it has a fission plant instead of a fusion plant.

Its not been a popular design feature in a few things - but, as the rules are written, its way more efficient in terms of space for long duration systems.
 
In my setting I use almost exclusively fission reactors because of their
minimal fuel requirements: The smallest fusion reactor needs 2 tons of
hydrogen fuel per 2 weeks (= 52 tons per year), while the smallest fis-
sion reactor needs 2 tons of radioactive elements per year.

This is perfect for any kind of small and temporarily unmanned outpost,
or station: Visit it once per year with a small craft, refuel the fission ge-
nerator (no fuel tanks needed), look after the maintenance and repair
drones - and then forget about it for the next twelve months.

And since my setting's main world has sufficient uranium ore to produce
the fuel for a fission reactor at a comparatively low cost (much lower
than the price given in the core rulebook), a fission reactor on the orbi-
tal (Terrapin) station is just fine for me. :D
 
captainjack23 said:
Jame Rowe said:
I think that my objection to the Terrapin is that it has a fission plant instead of a fusion plant.

Its not been a popular design feature in a few things - but, as the rules are written, its way more efficient in terms of space for long duration systems.

Yes. You are correct.

And I have been houseruling it. :twisted:
 
rust said:
In my setting I use almost exclusively fission reactors because of their
minimal fuel requirements: The smallest fusion reactor needs 2 tons of
hydrogen fuel per 2 weeks (= 52 tons per year), while the smallest fis-
sion reactor needs 2 tons of radioactive elements per year.

Realistically that is definitely wrong for the fusion reactor. One ton of hydrogen fuel (the right isotopes) should be able to run a fusion reactor for decades. The massive fuel use in Traveller was rationalised (not particularly convincingly IMO) as hydrogen being used for jump bubbles, but if you just have a reactor on its own then you don't need to worry about that.
 
EDG said:
Realistically that is definitely wrong for the fusion reactor.
Yes, indeed, and with the GURPS technology assumptions I used in the
early phase of the setting a fusion reactor would have run for 200 years
on its internal fuel, without any refueling - which may well be realistic.

However, with the move to Mongoose Traveller technology assumptions
we decided to use as many rules as possible "by the book" and to keep
new house rules to a minimum.

And since our setting uses fission reactors anyways, we did not change
the somewhat strange rules for the fusion reactor (which we may well
do once the characters can afford to buy fusion technology, which is ex-
tremely expensive in our setting, for their colony).
 
I have adopted a variation of EDG's/the GURPS rule: fusion power plants come with enough fuel for 200 years of operation (although for me there is a way to get fuel in and out). The power plant fuel has become fuel for manuever drives.
 
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