CosmicGamer said:Might be difficult to do repairs, load ammo, and other functions while depressurizing and pressurizing the hanger for launches and recovery.
Do the rules cover retrieval of launch tube fighters and getting them back into the launcher?
dragoner said:IMO, the hangars would be depressurized most of the time, I can imagined some giant clamshell doors over a hangar deck.
phavoc said:But why? You would only want that if you were preparing to launch. Otherwise you'd want atmo on it so your crew could work without having to be in a vacsuit. As long as it's onboard it makes more sense to make your crew's life easier.
phavoc said:CosmicGamer said:Might be difficult to do repairs, load ammo, and other functions while depressurizing and pressurizing the hanger for launches and recovery.
Do the rules cover retrieval of launch tube fighters and getting them back into the launcher?
MGT rules state the launch tubes launch AND recover fighters. Ugh.
I like BG launch tubes, and the recovery bays - which also doubled as hangars. The reimaged BGS had the Vipers launching from the pods, while the original had them launching from the nose. Both were pretty massive ships. I thought the bouncy-bounce landing sequence for the new series was kind of funny.
dragoner said:IMO, the hangars would be depressurized most of the time, I can imagined some giant clamshell doors over a hangar deck.
But why? You would only want that if you were preparing to launch. Otherwise you'd want atmo on it so your crew could work without having to be in a vacsuit. As long as it's onboard it makes more sense to make your crew's life easier.
dragoner said:phavoc said:But why? You would only want that if you were preparing to launch. Otherwise you'd want atmo on it so your crew could work without having to be in a vacsuit. As long as it's onboard it makes more sense to make your crew's life easier.
Robots, the "crew", won't need it (if you are talking loadtoads). Though pilots and other hangar deck crew would most likely be in a vaccsuit anyways, to avoid explosive depressurization, facilitate easier take-offs and landings, etc..
hiro said:If you're going into combat, launching fighters, you wouldn't have crew in vacc suits?
phavoc said:Individual hangars don't make logistical sense.
hiro said:yeah OK, I get that someone will tell me it's canon and it's written down so it must be true and I'm a heretic...
Condottiere said:To reiterate, it's an abstraction, because it's based on smallcraft tonnage, rather than configuration.
The Harrier Skyhook concept would be more logical (and actually, in zero gee, more plausible.
I used to think that you could embed artificial gravity plates into the top of the hull and turn it into a flight and park deck, with elevators connecting it to the hangar.
Or give the Launch Tube a Thrust number. Every craft that launches from the tube gets to apply that amount of Thrust for movement as it launches.phavoc said:Ideally the launch tubes should provide a significant acceleration boost to small craft upon launch. That would make a basic assumption that they are in fact more catapult-like and use magnetic accelerators to provide a launch speed of say 10-14G's. The speed wouldn't technically degrade over time since there is no atmosphere, but some sort of idea would need to be applied to slow them down to their normal thrust-rated speed. Perhaps they lose 1G per turn until they reach their normal thrust. One minor issue would be getting the separate launch groups to the same speed as they formed into groups. Not difficult, but it does mean they would have to slow down to join up, thus giving thought to shedding speed.
Condottiere said:The Harrier Skyhook concept would be more logical (and actually, in zero gee, more plausible.
I used to think that you could embed artificial gravity plates into the top of the hull and turn it into a flight and park deck, with elevators connecting it to the hangar.
Sevain said:Or give the Launch Tube a Thrust number. Every craft that launches from the tube gets to apply that amount of Thrust for movement as it launches.
phavoc said:Nah, I don't think so. The Traveller universe has never been about replacing people everywhere with robots. Sure, they do exist and are useful in many ways. But ships still have crews, and wars are still fought with flesh not metal bodies.
And yes, crew would be in vacsuits when the bay was open to space, or as necessary (I assume during combat nearly all crew are in suits because it ain't Star Trek...).
Reynard said:For me, the launch tube concept for Traveller is the RAPID deployment of large numbers of craft and that is, more often than not, fighter craft. The image used has been the tube and the Azhanti High Lightning give the best image of a assembly line load and launch, a ship sized full automatic gun. The tubes allow simultaneous quick ejection and rapid retrieval in one efficient unit. That's one reason it's so big. Other craft need not use the system often because there are so few and not always the same configuration. That's why they often have dedicated docking facilities or shared hangars.
A variant to the launch tube would be the way TIE fighters are stored on assembly racks, set for launch then launched in wing tandem. Storage is a hangar and the 'launch tube' is shaped for a group launch.
Alternately, we have repair drones and repair robots. The 3I isn't big on robots, but they use them, and having robots that handle minor repairs, routine serving, and refueling all seems perfectly reasonable. Any fighter that needs more than this can be moved into a repair hanger.Condottiere said:You can cheat, of course, by having the clamps in a trench acting as a hangar looking like a long corridor exposed to space, with a series of doors isolating sections and amosphering them