Full Hangars or Recovery Decks?

MasterGwydion

Emperor Mongoose
What do you guys use more of on your Carrier-type warships and warstarships?

Full Hangars or Recovery Decks? The Full Hangars allow each ship to embark/disembark in 2-12 minutes. Recovery Decks are 5 times the size and allow 1 ship to land every 6 minutes.

With Full Hangars, you can land 5 ships in 2-12 minutes. With the Recovery Decks, you need 30 minutes to land 5 ships and be the same size as the Full Hangar, and you still need hangar space for the ships.

What am I missing here?
 
Both.

You probably have a maintenance cycle you want to practice on the smallcraft.

Also, you may be in a hurry, so could be awkward to stop accelerating, while your smallcraft are transitting the hangar.
 
Both.

You probably have a maintenance cycle you want to practice on the smallcraft.

Also, you may be in a hurry, so could be awkward to stop accelerating, while your smallcraft are transitting the hangar.
Where does it say that you can't expend thrust when entering or exiting a Full Hangar? It does say that for the Docking Space, but not for the Full Hangar.
 
For the hanger, it takes either one or two combat turns for a ship to enter or exit. During the process of entering or exiting, you cannot use thrust in the combat sense. Obviously you are using thrusters of some sort at low power bursts to get in/out, but not the 1000km per turn kind.
If it takes a ship eight minutes to exit, then on the second combat round, the ship has four of the remaining six minutes remaining. I would rule that you could use 2/3 of the available thrust, rounded down to whole numbers.
Similarly, if you were a fraction of your thrust away from the carrier, I would allow the ship to roll for entering, and apply some of those minutes to the landing process, based on the fraction of thrust unused.
So a craft with M3 that is two hexes away (the hex/inch/range increment being equal to one thrust point - our group uses models on a table with tape measures) would use 2/3 of its thrust to reach the ship and has two minutes left for beginning the landing process.
Most of the time you are going to take longer than a single round to launch or land from a hangar, and unless you have separate hangars for each ship, you will be hard pressed to launch or land more than one craft at a time.

The recovery deck allows one ship per 6 minutes. They make more sense when stacked to the size of the fighter squadron.
The launch tube spits out 10 in six minutes, providing sufficient advanced warning was available to prepare for launching.

The full hangar on a full service carrier will be in the middle or underneath. Elevators or hatches to the launch tubes and/or recovery deck.
That way, you can repair/re-arm craft while landing and launching. If you ONLY have the hangar, you can launch, land OR repair/re-arm.
 
It's a dog's breakfast.

Because I tried cheapening my way out of it, and that's before I started considering what happens when you jump up and down in a moving truck.
 
Matching vectors outside means you are both going at the same speed. Once inside the ship, the M-Drive ensures that you don't feel the ship's acceleration, just like jumping in a truck moving at a steady state velocity.
Now, unlike the M-Drive, jumping in a panel truck as it smashes into a concrete barrier is a good way to practice your imitation of an uncontrolled projectile flying out the front window.
 
Mid-air refueling has to be way harder than docking while moving. Much smaller target for refueling. Even easier since air resistance and wind don't exist in space.
 
As easy as unrep once vectors are matched and range is adjacent.
Even better, since the hose is more like a Doctor Octopus arm than a boom.
But it is easier to refuel in a full hangar.
 
In the Fifty Seventh century, the fuel boom is unlikely to be stiff.

But flexible and intelligent, like an octopus's tentacle.


in deep space
a rear chase
guide and glide together
 
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No. I did not think that you were being snarky, I just didn't want My response to sound snarky as no snark was intended. :)
Lol, I though I was being... oh never mind.

The energy envelope of ships in Traveller and the background orbital mechanics they must still obey make for matching vectors and the like not as straightforward as it appears to be.
 
Lol, I though I was being... oh never mind.

The energy envelope of ships in Traveller and the background orbital mechanics they must still obey make for matching vectors and the like not as straightforward as it appears to be.
I agree, but if this can't be handled by TL-9+ computers, then We have no business being in space. It is simple physics. A computer should be able to handle this easily at these TLs
 
How does this apply to docking in space other than when in orbit around a planet?
Because you are always in orbit around something...
if you are travelling at less than 41 km/s then you are in orbit around the sun (speed changes for different sized stars), if you are moving at less than ~537km/s then you are still orbitting the galactic core, faster yet to escape the great attractor over 600km/s
 
I agree, but if this can't be handled by TL-9+ computers, then We have no business being in space. It is simple physics. A computer should be able to handle this easily at these TLs
And the computers flying TL7.8 planes can do inflight refueling easily too :)
 
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