A few things about Traveller are enigmas to me.
How much power does it take to Jump?
To figure that out you need to know weather power production(pp) is based off of a 6 second round or a 20 min round (i didn't see that listed in the play test doc, but i may have just overlooked it).
Then, all that's needed is to do some simple math: (assuming a 20min round) 2 pp per round, 3 rounds equals an hour, 168 hours in a week, 1 dton is burned per week (1008pp), and 10 dtons of fuel per 100 dtons of ship.
For a 100 dton scout that would require 10080 pp to jump.
But here is the enigma, the burning of jump fuel is described as highly inefficient in some Traveller books, but how inefficient, 60%, 50%, 20%?
If its 60% efficient then that would lower the pp requirement to 6048.
If its 50% efficient then that would lower the pp requirement to 5040.
If its 20% efficient then that would lower the pp requirement to 2016.
I ask, because in one of my Traveller games we came across a ship that used a solar sail to collect energy to power its jump-drive. A large portion of the ship was filled with capacitors.
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Also, how many kW are in a pp?
If I knew how many kW are stored in a liter of LH2 it would be simple.
There are 1008 pp in one ton of LH2 which is 14,000 liters in volume.
So divide the number of pp (1008) by the number of liters (14,000) and you get the pp per liter of LH2 (.072).
Now multiply the kW liter by .072 and you have the number of kW per pp.
Walla!
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And another problem I have is Hydrogen embitterment. Hydrogen is the smallest atom and it seeps into all other known forms of matter and over time weakens them. this would mean that a ship would have to have the fuel tanks replace every so often. If not the tanks would rupture.
Also hydrogen is not the best fuel source for fusion. It has horrible proton discharge in the fusing reaction. This means that you get next to nothing in the form of electrical energy. Helium3 (H3) however is a larger atom, and thus has a slower rate of embitterment, has a predominant discharge of protons during the fusing reaction. This allows directly draw of electrical current from the reaction.
This is of course according to one of my players that designs power plants. He's the ships engineer in the game (how creative, but ha, play your strengths).
How much power does it take to Jump?
To figure that out you need to know weather power production(pp) is based off of a 6 second round or a 20 min round (i didn't see that listed in the play test doc, but i may have just overlooked it).
Then, all that's needed is to do some simple math: (assuming a 20min round) 2 pp per round, 3 rounds equals an hour, 168 hours in a week, 1 dton is burned per week (1008pp), and 10 dtons of fuel per 100 dtons of ship.
For a 100 dton scout that would require 10080 pp to jump.
But here is the enigma, the burning of jump fuel is described as highly inefficient in some Traveller books, but how inefficient, 60%, 50%, 20%?
If its 60% efficient then that would lower the pp requirement to 6048.
If its 50% efficient then that would lower the pp requirement to 5040.
If its 20% efficient then that would lower the pp requirement to 2016.
I ask, because in one of my Traveller games we came across a ship that used a solar sail to collect energy to power its jump-drive. A large portion of the ship was filled with capacitors.
------------------------------------------------------
Also, how many kW are in a pp?
If I knew how many kW are stored in a liter of LH2 it would be simple.
There are 1008 pp in one ton of LH2 which is 14,000 liters in volume.
So divide the number of pp (1008) by the number of liters (14,000) and you get the pp per liter of LH2 (.072).
Now multiply the kW liter by .072 and you have the number of kW per pp.
Walla!
------------------------------------------------------
And another problem I have is Hydrogen embitterment. Hydrogen is the smallest atom and it seeps into all other known forms of matter and over time weakens them. this would mean that a ship would have to have the fuel tanks replace every so often. If not the tanks would rupture.
Also hydrogen is not the best fuel source for fusion. It has horrible proton discharge in the fusing reaction. This means that you get next to nothing in the form of electrical energy. Helium3 (H3) however is a larger atom, and thus has a slower rate of embitterment, has a predominant discharge of protons during the fusing reaction. This allows directly draw of electrical current from the reaction.
This is of course according to one of my players that designs power plants. He's the ships engineer in the game (how creative, but ha, play your strengths).