Can be found at;
http://www.mongoosepublishing.com/home/detail.php?qsID=1574
http://www.mongoosepublishing.com/home/detail.php?qsID=1574
EDG said:It'd be interesting to see what these ships look like - the artwork for them in the original CT books was frankly the worst ship art I've ever seen. Hopefully you've got Shaded-Ship-Art-Guy to do a bang-up job on them(who is that, btw?)
Fighting Ship Preview said:Over the years, various ships have suffered generator failures and the devices have not replaced.
AndrewW said:One ship in the preview does have an image.
Three errors in just the first half of the first line of the official Mongoose website description of Supplement 3: Fighting ShipsAndrewW said:Fighting Ship Preview said:Over the years, various ships have suffered generator failures and the devices have not replaced.
I hope this isn't a preview of the general quality of the editing.
Detaling the largest and most powerful vessels every to play the space lanes,
walkir said:Fuel for one Week of operation? That's one jump minus the time to reach / leave 100D...
simonh said:walkir said:Fuel for one Week of operation? That's one jump minus the time to reach / leave 100D...
I suppose this vessel is only supposed to operate in a fleet context, but still it's crippled because such a tight fuel capacity means it'll be unable to cope with even the least disruptive of emergency situations. Any military vessel should really have fuel for a minimum of a month's operation. Preferably 3 months. After all, how long might a protracted battle from planet to planet across a star system, or flee-and-hide from a surprise encounter with an enemy raiding party take? I'd want 4 weeks fuel endurance in a civilian vessel, let alone a military one.
I've noticed this with other designs as well, it's not a big deal really because I'm fully prepared to allow a few extra weeks worth of fuel in the 'slop space' from it being a fairly high level, abstracted design system.
Simon Hibbs
Stainless said:Poor proof-reading again. Sheesh, yet another book to not purchase. Despite my initial interest in MGT, so far they're doing a good job at saving my money.
AndrewW said:I hope this isn't a preview of the general quality of the editing.
msprange said:It isn't, no - for some reason this preview seems to have been drawn from a pre-edit file. Looking into that (it _should_ be impossible with our processes, but there is no accounting for Mr Cock Up).
Will be fixed come Monday. The print version will not be affected.
I see they have corrected this.lurker said:Three errors in just the first half of the first line of the official Mongoose website description of Supplement 3: Fighting ShipsAndrewW said:Fighting Ship Preview said:Over the years, various ships have suffered generator failures and the devices have not replaced.
I hope this isn't a preview of the general quality of the editing.
Detaling the largest and most powerful vessels every to play the space lanes,
walkir said:Fuel for one Week of operation? That's one jump minus the time to reach / leave 100D...
captainjack23 said:walkir said:Fuel for one Week of operation? That's one jump minus the time to reach / leave 100D...
True, but only if it executes a jump -6.
One could argue, I suppose that the time in jump space counts as minimal expenditure of power as detailed in High guard, counting as about 7/10 of a week.
But a better solution would be build the P Plant at TL 15, and M drives at TL +3 which gives a 75% reduction in space recovering 11 tons - and possibly one ton of cargo or take a compact bridge, perhaps. This gives you either 12 or 16 extra tons for fuel, and 1+ weeks extra endurance.
Assuming that any jump it makes will be from either a fleet or a station, outside of a 100d zone, there's minimal time before the outward jump, and a weeks thrust to get to its target; its tight, but doable. For planetary landings, or for any locations well within a deep 100d jump shadow, use another ship.
[Plug]Or, even better, Remulak-Lamaar Shipyards produces an excellent 100dt J6 courier -the XPS6 (Mustang)- for the Scout service. At MCr 198 , it is 100Mcr less, delivers up to 6 tons securely out to J6, and at 6G thrust, will get it there as fast as possible ! Now available for civilian and military purchase !
Details in "Book 3: Scout" ![/Plug]
captainjack23 said:Its much more expensive due to the high tech power parts, but it is a hot rod.
walkir said:You wouldn't fit in a J-6 drive otherwise. Going J-5 would save MCr 18 and 8 dTons before considering to reduce the fuel tanks.
So the J-Drive is only needed at full power to enter and leave Jumpspace? (And where exactly is it detailed, I did not find details about that)
drnuncheon said:walkir said:You wouldn't fit in a J-6 drive otherwise. Going J-5 would save MCr 18 and 8 dTons before considering to reduce the fuel tanks.
How often is the destination fleet going to be exactly a multiple of 6 parsecs away?
Third: actually exiting jumpspace doesn't seem to require jump drive or fuel. It happens when the Jump bubble collapses, which can happen due to gravity.
Agreed. But, as noted, a drop tank fitting would allow the ship to hold a jump 5 onboard, and extra 40-50 tons fuel when needed for a J6. 2 dt (IIRC) for an up to 50 ton droptank used when a J6 is needed.walkir said:You wouldn't fit in a J-6 drive otherwise. Going J-5 would save MCr 18 and 8 dTons before considering to reduce the fuel tanks.
Its one of those tings that can be interpreted in a variety of ways -and has been hashed around quite a bit. For my money, it allows refs to customize their campaigns within the OTU. But like I said: It's an argument.So the J-Drive is only needed at full power to enter and leave Jumpspace? (And where exactly is it detailed, I did not find details about that)
True, that's a good option. And should have been done from the start.
Imho, the military assumes the worst, not optimal circumstances. Just imagine coming out in the middle of a battle, closer to the enemy forces - it's a sitting target.