I've been playing around with this problem for a bit...
Doing a little Wikipedia research led me to create a table of pressures for different depths on an Earth-like world, as well as different pressures for Large/Small Gas Giants and Ice Giants.
Pressures in the GGs range from 0 to appx 300 Atmospheres for the various layers, with the first real "skimmable" layers beginning around 1 Atm. I've ruled the deeper you skim, the less skimming and refining time necessary but also the more difficult for the Pilot and increased chance of Hull hits on a failed Pilot task.
The Pressure of water on an Earth-like planet gets intense rather quickly so I had to do a different rule. Anyway:
In GG or similar atmos: Crush Depth = (Structure + Armor)^2
In water/fluid oceans: Crush Depth = (Hull + Structure + Armor)^2
Rating in Atmospheres (1 Atmosphere = Surface of Earth pressure)
In all cases, multiply Pressure by local gravity for true Pressure
This allows a basic Free Trader to skim past Ammonia and Methane Clouds down into Water Cloud layers and save a lot of refining time but it's dangerous; the Free Trader can also dive in an Earth-like ocean to appx the lower Twilight Zone/Upper Midnight Zone (appx 1200m).
Doesn't account for buoyancy though, and rust makes a good point about hull configuration. But this is quick and easy (now that the chart is built
) and gives some good crunch.
Doing a little Wikipedia research led me to create a table of pressures for different depths on an Earth-like world, as well as different pressures for Large/Small Gas Giants and Ice Giants.
Pressures in the GGs range from 0 to appx 300 Atmospheres for the various layers, with the first real "skimmable" layers beginning around 1 Atm. I've ruled the deeper you skim, the less skimming and refining time necessary but also the more difficult for the Pilot and increased chance of Hull hits on a failed Pilot task.
The Pressure of water on an Earth-like planet gets intense rather quickly so I had to do a different rule. Anyway:
In GG or similar atmos: Crush Depth = (Structure + Armor)^2
In water/fluid oceans: Crush Depth = (Hull + Structure + Armor)^2
Rating in Atmospheres (1 Atmosphere = Surface of Earth pressure)
In all cases, multiply Pressure by local gravity for true Pressure
This allows a basic Free Trader to skim past Ammonia and Methane Clouds down into Water Cloud layers and save a lot of refining time but it's dangerous; the Free Trader can also dive in an Earth-like ocean to appx the lower Twilight Zone/Upper Midnight Zone (appx 1200m).
Doesn't account for buoyancy though, and rust makes a good point about hull configuration. But this is quick and easy (now that the chart is built
