Condottiere
Emperor Mongoose
Legacies.
The Millenium Falcon school of gunnery is alive and well.
The Millenium Falcon school of gunnery is alive and well.
LOL, you have to admit it did look good. Very computer game like. :mrgreen:Condottiere said:Legacies.
The Millenium Falcon school of gunnery is alive and well.
-Daniel- said:I think we need to take a step back from all these assumptions being made. Some real world correlations make sense, but taken too far just feels odd. Why would there be the assumption of manual loading at all? Why even assume the gunner is anywhere near the turret? Even now we have automatic loading systems. Given the advancements over the TLs seems to warrant shifting our thinking towards automatic loading as well as ready to fire systems. No need to prime the well by hand. :wink:snrdg121408 said:CT Special Supplement 3 indicates that there three missiles ready to launch and another twelve stowed in the turret. What is not clear is if the gunner or whoever has to manually transfer the twelve missiles. When all the turret missiles have been launched the gunner and/or whoever has to manually reload a nearby cargo hold.magazine.
A civilian vessel would probably fall under OSHA or similar Traveller regulations, however the military has there own rules and regulations. Having one ready to launch under military regulations would probably be an issue if caught.
Just my opinion of course. :mrgreen:
EldritchFire said:Interesting find in the CRB: "Each turret with one or more missile racks holds 12 missiles and costs Cr250000 to refill. It takes one round to reload a missile rack (see page 161)," (pg 157).
The missile rack entry in HG is an exact copy/paste for the first half, then when it starts talking about where to find the rules for missile salvos, the copy/paste stopped. Which is a shame, since the above quote comes right after the 'find missile weapon rules on page xx' blurb.
This might alleviate some of the questions/concerns in this thread. We now know that no matter how many launchers in a turret, there will only be 12 missiles. It also shows that once a rack is empty, it takes an action to reload, meaning snrdg121408 could have a point about flying around with a loaded missile tube.
The cost of 12 standard smart missiles is Cr250,000 or approximately Cr20,800 per missile that takes up approximately 0.08 d-tons or 1.17 m^3 of space.
I disagree that we know there are only twelve missiles in a turret. From HG 2e p. 25/PDF 26:
"Missile Rack: Though missile racks require ammunition and the warheads take time to reach distant targets, they can be very powerful weapons and, when a range of warheads is available, extremely versatile too. Each missile rack holds 12 missiles (missile racks on Firmpoints hold four missiles). The missile rack here is equipped with standard missiles."
My understanding of the underlined sentence is that a single missile rack has twelve missiles, two missile racks has twenty-four missiles, and three missile racks has thirty-six missiles. A single Small craft missile rack on a firmpoint would have four, two missile racks on the same firmpoint would have eight, and three missile racks would have twelve missiles or four missiles in a single turret mount on a firmpoint. Once all available missiles have been launched reloading, per Traveller Core Rulebook, prevents the gunner from engaging targets until the task is completed.
The bit about Cr250,000 to refill also lets us know that the prices in HG are per ton (12 missiles per ton, and the price for standard missiles is Cr250,000).
Condottiere said:The question would be, exactly where these ready rounds are positioned, but that also means we need to know the layout of a turret.
Otherwise, the missiles are in the ready position in the magazine.
phavoc said:The manual reload of turrets has always bugged me from the days of CT. The idea that a gunner has to physically lug a missile from a rack and load it into the breach of the missile tube makes me think of days back in artillery. I was in MLRS and while a crack crew could reload 12 missiles (in two pods) in five minutes - that assumed that everything was picture perfect, nothing jammed, there weren't any terrain issues, etc, etc. Plus they had to be humping, so either it was a graded drill or wartime. In wartime you don't follow the 'rules' for safety because you are more worried about your ass being spotted by a helo or someone else instead of safety regs.
Missiles should be stored in a magazine, in a feed mechanism. During combat automated loaders do all the work. Only after the shooting has stopped might you try and pull spares from your cargo or storage for your on-mount reloads.
And as far as the storage on-mount goes, it's never been a good rule, but it kinda sorta falls in the 20% rule that is used for deck plans. If missiles take up space, and the one ton is set aside for fire control, then all the rest of this is magical Tardis space.
You are right, I have found Traveller often seems to be a real interesting mix of SciFi and "Old Style Tech" that gives the game a particular feel. The idea of hand loading a gun as if we were in the 1800s but doing so in a space ship that can fly at FTL is so odd and yet I admit, part of what I love about Traveller. :mrgreen:snrdg121408 said:I believe that this forum's consensus is that MgT, and the other Traveller rule sets, design process is based on real concepts that have, where needed, been modified, simplified, and extrapolated to fit the game. Unfortunately, attempts to use real examples are regularly found to be invalid in my opinion which means that my closest real example I can think of would be would be a 5"/54 caliber Mark 45 naval gun or the Iowa-Class Battleship three 16-inch main gun turrets is not going to fly. I'll go no further than mentioning the weapons designations.
Condottiere said:You can manually load six inch breech loaders, fairly fast, which is why they were known as quick firers.
The largest practical manual loader was the nine point twoers, which is why that was armoured cruisers largest guns.
A colleague told me how he got a medical discharge/disability from the Marine Corps, by lifting up a one fifty five millimetre shell.
-Daniel- said:You are right, I have found Traveller often seems to be a real interesting mix of SciFi and "Old Style Tech" that gives the game a particular feel. The idea of hand loading a gun as if we were in the 1800s but doing so in a space ship that can fly at FTL is so odd and yet I admit, part of what I love about Traveller. :mrgreen:snrdg121408 said:I believe that this forum's consensus is that MgT, and the other Traveller rule sets, design process is based on real concepts that have, where needed, been modified, simplified, and extrapolated to fit the game. Unfortunately, attempts to use real examples are regularly found to be invalid in my opinion which means that my closest real example I can think of would be would be a 5"/54 caliber Mark 45 naval gun or the Iowa-Class Battleship three 16-inch main gun turrets is not going to fly. I'll go no further than mentioning the weapons designations.
Condottiere said:You can manually load six inch breech loaders, fairly fast, which is why they were known as quick firers.
The largest practical manual loader was the nine point twoers, which is why that was armoured cruisers largest guns.
A colleague told me how he got a medical discharge/disability from the Marine Corps, by lifting up a one fifty five millimetre shell.
phavoc said:Condottiere said:You can manually load six inch breech loaders, fairly fast, which is why they were known as quick firers.
The largest practical manual loader was the nine point twoers, which is why that was armoured cruisers largest guns.
A colleague told me how he got a medical discharge/disability from the Marine Corps, by lifting up a one fifty five millimetre shell.
ROF for a 155 is about 4 rounds/minute. That includes closing the breech, loading the propellant (bags for most, liquid for G6). Shells are about 100lbs. In US artillery you are supposed to duo-load them, though there are some big guys that can do it solo, at least for a little while. Sustained rates of fire don't stay that high for long as the crew gets fatigued. Auto-loaders really help here. Personally I preferred using hydraulics and saving my muscles to put the fracking camo netting.
snrdg121408 said:Hydraulics make a lot of things easier, on one patrol of SSBN610 the hydraulics went down for loading the torpedo tubes, I was one of the volunteered to help unload and load tubes. Sonar at that time on SSBNs were part of operations not weapons, at least I did not have workout that day.;-)
phavoc said:snrdg121408 said:Hydraulics make a lot of things easier, on one patrol of SSBN610 the hydraulics went down for loading the torpedo tubes, I was one of the volunteered to help unload and load tubes. Sonar at that time on SSBNs were part of operations not weapons, at least I did not have workout that day.;-)
You guys still had the chain hoists above the tubes right? Old-school chains and tackle? Though how do you pull it OUT? Carefully I know, but does it slide out somehow, or do you have to tug it out with chain?
Warning Heretical Comment Ahead..... I do not care one bit what any rule says, I will never, ever picture a gunner sitting in the turret B-24 belly gunner style. I just can't accept that between now and the future that is Traveller that man has not figured out how to load and fire a missile from a magazine using an automatic loading system. I just can't. :|Condottiere said:So we're back to the one tonne turret, which supposedly has space for a human gunner.
snrdg121408 said:Hello Condottiere & Daniel,
Condottiere I don't have any idea who you are referring to when referring to someone mentioning reloading is a two person job, however the current 5"/54 caliber Mark 45 naval gun has four ammunition loaders in addition to the gun captain and panel operator.
Daniel there is an illustration of a Traveller turret, unfortunately I can not find the book it is in, that appears to show the gunnery station/fire control located next to the turret foundation going up to the area where the weapons are mounted. One thing I just caught is that the Iowa-Class 16" guns are housed in a three gun turret not a triple turret. Each gun tube can be elevated and fired separately. Until now I thought the triple turret could elevate and fire mounted weapons looks like I've been in error, nuts.