AnotherDilbert said:
Agreed, obviously.
But the skin of the hull (the armour) would only increase by four, offsetting the increased internal structure. By TNE, that modelled this (accurately or not), the big ship need less mass fraction for armour and structure.
Note that even "unarmoured" Traveller ships require significant hull thickness.
The extra armor thickness is used as decks and bulkheads, given the scaled up distances between decks and bulkheads in the larger version. I can no longer check how FF&S1 did things, but if it was as you say, then it is wrong, and it would imply that as ship mass approaches infinity, then the mass ratio for load bearing structure approaches zero.
FF&S2 seems to be proper as far as it goes; I have no idea how it works with real-world structural strength of materials though.
Of, course, that is irrelevant to MongTrav rules, eh?
AnotherDilbert said:
Again by TNE, this is not a significant problem, at least until the megaton range, since M-drives need very little surface area per thrust.
I don't know about FF&S1 anymore, but FF&S2 requires .005m^2 per tonne of thrust, so you're probably right, as it means a type 'S' scout only needs 10m^2 for its thrusters by FFS2. But even then, doubling the scale of the type 'S' would mean 8 times the thruster area for the same performance even when the available area increase only 4-fold. This would eventually rob area needed for turrets, bays, sensors, etc.
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AnotherDilbert said:
Agreed, and TNE did this by tracking surface area, not "hardpoints". But I have the impression that the level of detail in FFS wasn't universally appreciated.
One hardpoint per 100 Dt is a simple approximation, just as an M-drive of 1% of the ships volume produce 1 G acceleration, regardless of ship's current mass. Both are probably somewhat inaccurate, but simple to use.
I fully agree that keeping track of square meters of hull is cumbersome, and that tracking hardpoints is easier.
But area scales with volume^(2/3) and thus the number of hardpoints a ship may have should too, otherwise huge ships become vastly overgunned when compared to smaller ships, at rates that would allow a type 'S' to have a dozen turrets, if applied equally.
Personally, I use a 100dt cube as a baseline where it has ~600m^2 area. I say each 'hardpoint' uses 100m^2 for convenience. This gives a type 'S' 6 hardpoints. However, I also use hardpoints to mount thrusters, sensors and radiators ( 2 for thrusters, 2 for radiators, one for sensor and one for a turret, et al. ... I have not bothered to work out details ). This gives hardpoints = vol^(2/3) * .285
I know I am deviating from canon and rules, but I prefer my TU to be a little less space-opera-y.