According to both the CSC and the VH this is dton not mass. But I have noticed a common theme and probably the biggest issue with the VH is often the authors of these books don’t take any of the lore or other books in consideration when writing. The fusion plant in the current VH is a good example there was no real attempt to consider Highguard when it was written. That’s one of the reasons I’m happy Gier is doing this he understands that these books are not in vacuum and need to take other books in consideration even if that means rewriting the vehicle weapon section of the CSC.A lot of confusion in Traveller though is definitely the crossed wires of dTons vs Metric tonnes - it fairly obvious that some past writers didn’t quite grasp the concept that volume is not mass. Ship missiles are the classic example of this.
From Striker onwards standard assumption seems to be that a cubic meter of stuff weighs about 0.5 metric tons - a dTon of stuff that isn’t liquid hydrogen would approximate to 7 metric tons.
For comparison, the maximum weight of current 20 and 40 foot shipping containers give just under 0.8 and 0.4 tons per cubic meter respectively so 0.5tonnes per cubic meter is pretty reasonable for dense things.
So is it a 60 tonne Meson gun or a 60dTon Meson gun - the former is just under 9 dTons and the latter a hefty 420 tonnes.
Of course there’s also the point that the stuff in question almost certainly doesn’t occupy all the volume - if it did then anything weighing less than 1 metric ton per cubic meter would float. Most cars if sealed would actually float. Bicycles don’t float which means its actual density is more than 1 tonne per cubic meter despite taking up fairly large an amount of space. Weapon systems are the same they take up a lot of operating space but would sink like a rock. So dTons for size is more about occupied or swept volume rather than density per se.
It’s kind of akin to current merchant ship cargo tonnage (GRT) where 1 ton cargo capacity actually means 100 cubic feet not 1 metric or imperial ton. Ship Gross tonnage follows an even weirder progression where a 1000m3 ship has a Gross Tonnage of 260 tons but a 10000m3 is 2,800 tons and a 100000m3 is 30,000 tons.
They’re all tons but it’s a clear case of having to be very specific about what kind of tons - and of course you’ve also got tuns…
I think it's odd that one slot in a robot would be equivalent to a slot in a vehicle. Unless you are building mechs these are two entirely different sets of vehicles/items.Building on top of the old 4^0 -> 4^1 -> 4^4 system is building on errors; and it was the old vehicle system that screwed up the scaling in Robots. Just trash it already. Again, if a dTon = 256 'Slots' is the high holy dogma, how many liters is a slot? Robot Handbook Update cannot decide.
Don't keep anything from the old Vehicles Handbook; it was flawed.
I'm terribly sorry if people do not 'like the huge complexity' that comes from doing away with the 'chassis' concept & the problems it created; I should warn you to stay away from High Guard -- since HG uses exactly the approach I am advocating.
If one 'slot' is supposed to be the volume of a single simple component inside a Robot (about 1.5 up to 3 liters) then that means that a dTon should have 4096 (2^12) 'Slots'. In that light, maybe 4^0 -> 4^3 -> 4^6 makes better sense -- but we would need to redefine a person a 4 'Spaces' in Vehicles (3 for a 'cramped' seat, 5 for a 'roomy' seat).
It wouldn't be. It would be something like 256 Robot Slots is equal to 1 Vehicle Slot. Probably not those numbers, but it is only for illustration of what is being discussed. Basically, it will allow you to switch back and forth from robot scale to vehicle scale to spaceship scale flawlessly. Want to build a robot vehicle, you can. Flying arcology with a City Mind. You can do that as well, although the city mind thing might be too high of a TL.I think it's odd that one slot in a robot would be equivalent to a slot in a vehicle. Unless you are building mechs these are two entirely different sets of vehicles/items.
I get the idea and I see the positive side. But also the negative side. Having a scale for a palm-sized robot to a G-Carrier to a 500.000 Dton ship makes for comparisons, but at a very high price. In some cases you might have 2x10 spaces of a robot to compare it to a ship. And that doesn't help anything.It wouldn't be. It would be something like 256 Robot Slots is equal to 1 Vehicle Slot. Probably not those numbers, but it is only for illustration of what is being discussed. Basically, it will allow you to switch back and forth from robot scale to vehicle scale to spaceship scale flawlessly. Want to build a robot vehicle, you can. Flying arcology with a City Mind. You can do that as well, although the city mind thing might be too high of a TL.
Basically, what I hope they are going for will allow for stuff from the robot book to be used on vehicles and spaceships, stuff from the vehicle book to be able to be used on robots and spaceships, and stuff from HG to be able to be used in robots and vehicles.
Not comparisons, using parts of one type (robot, vehicle, or spaceship) to build a different type (robot, vehicle, or spaceship). That is why, not only does the size have to scale, but the power output of the power plants needs to as well.I get the idea and I see the positive side. But also the negative side. Having a scale for a palm-sized robot to a G-Carrier to a 500.000 Dton ship makes for comparisons, but at a very high price. In some cases you might have 2x10 spaces of a robot to compare it to a ship. And that doesn't help anything.
As long as the math is simple and is internally consistent, that is all that is needed. I might want to put a Luxury Stateroom in My Robot-brained RV or a Fabrication Chamber in My Spaceship. If you can't slide up and down the scale easily, then none of this is possible. I would prefer to switch to a different game if the construction books in Traveller aren't going to be compatible. Compatible enhances creativity. Making the books not work together, stifles it.Scale can also be set by the displacement, or even dimensions. Displacement gives you a rough estimate, but it's not always an equivalent. The game generalizes size, so the scalar question could be more trouble than it's worth.
Your desire is both unrealistic and impractical. Nobody but you wants to burn two books in this. Both spaces and slots are not supposed to be absolute. Robots works fine as does Highguard but you would have both of those books burned in order to fix one book. Do you want to chase away players nobody but you wants to effectively create a new edition.Building on top of the old 4^0 -> 4^1 -> 4^4 system is building on errors; and it was the old vehicle system that screwed up the scaling in Robots. Just trash it already. Again, if a dTon = 256 'Slots' is the high holy dogma, how many liters is a slot? Robot Handbook Update cannot decide.
Don't keep anything from the old Vehicles Handbook; it was flawed.
I'm terribly sorry if people do not 'like the huge complexity' that comes from doing away with the 'chassis' concept & the problems it created; I should warn you to stay away from High Guard -- since HG uses exactly the approach I am advocating.
If one 'slot' is supposed to be the volume of a single simple component inside a Robot (about 1.5 up to 3 liters) then that means that a dTon should have 4096 (2^12) 'Slots'. In that light, maybe 4^0 -> 4^3 -> 4^6 makes better sense -- but we would need to redefine a person a 4 'Spaces' in Vehicles (3 for a 'cramped' seat, 5 for a 'roomy' seat).
I think you need to read this from RobotsBuilding on top of the old 4^0 -> 4^1 -> 4^4 system is building on errors; and it was the old vehicle system that screwed up the scaling in Robots. Just trash it already. Again, if a dTon = 256 'Slots' is the high holy dogma, how many liters is a slot? Robot Handbook Update cannot decide.
Don't keep anything from the old Vehicles Handbook; it was flawed.
I'm terribly sorry if people do not 'like the huge complexity' that comes from doing away with the 'chassis' concept & the problems it created; I should warn you to stay away from High Guard -- since HG uses exactly the approach I am advocating.
If one 'slot' is supposed to be the volume of a single simple component inside a Robot (about 1.5 up to 3 liters) then that means that a dTon should have 4096 (2^12) 'Slots'. In that light, maybe 4^0 -> 4^3 -> 4^6 makes better sense -- but we would need to redefine a person a 4 'Spaces' in Vehicles (3 for a 'cramped' seat, 5 for a 'roomy' seat).
Your desire is both unrealistic and impractical. Nobody but you wants to burn two books in this. Both spaces and slots are not supposed to be absolute. Robots works fine as does Highguard but you would have both of those books burned in order to fix one book. Do you want to chase away players nobody but you wants to effectively create a new edition.
No you’re not suggesting a Highguard approach since Highguard only has a very limited number of base options when it comes to chassis Starship or Station everything else is based on those two choices. The chassis system in vehicles is the same.
This is about fixing one broken book not replacing 3 books.
Agreed!It was pretty clear, that once you tried designing vehicles, the prevailing system didn't work.
If this was a technical field, you'd buy up a company that had a functional design system, and integrate that.
One design sequence that may have been overlooked, is weapons.
This.This isn’t about absolute perfection it’s about a reasonable design system meant to be useable by most players.
I think the aim for a 3ed would be to burn the lot down and do it properly from the ground up. This interim Vehicles book is a sticking plaster to cover a gaping wound.Your desire is both unrealistic and impractical. Nobody but you wants to burn two books in this.
How can you have a measurement scale that varies? A slot is 1.5 litres except when it is 3 litres, a space is two cubic metres except when it is 3.5 cubic metres, or 0.25 cubic metres.Both spaces and slots are not supposed to be absolute. Robots works fine as does Highguard but you would have both of those books burned in order to fix one book. Do you want to chase away players nobody but you wants to effectively create a new edition.
Use the displacement ton, get rid of spaces entirely for vehicles.No you’re not suggesting a Highguard approach since Highguard only has a very limited number of base options when it comes to chassis Starship or Station everything else is based on those two choices. The chassis system in vehicles is the same.
I don't see how pinning down a definitive vehicle space as 8 or 16 to a displacement ton invalidates HG or Robots.This is about fixing one broken book not replacing 3 books.
Yes but you won't like the answer - scale.So far I haven’t really seen a single reason for changing the progression from 1-4-256 other than people don’t like the math? Does anyone have a logical reason to change this that we can show Gier?
You do realize one of the most broken things about the current Vehicle Handbook is making fusion plants take space. That’s literally one of the biggest counter dictating aspects of the current book. It’s also something Gier has already said was changing. And we don’t need a gear head construction rule set we need something something that easy to use. Leave the complex gear head version as a JTAS!How many spaces does 1 dTon of High Guard equipment take up in a vehicle? 16! Easy! No new rules needed! By the same token, a one 'Space' TL 8 Fusion plant produces exactly 10 'Vehicles scale' power points -- but less than one point (0.635, if anybody cares) at the High Guard scale. By the same token, that same Vehicle powerplant, used in a structure to provide power -- it can provide 160 'Robot scale' power.
No, the problem is that High Guard fusion power can never possibly work in the current Vehicle Handbook paradigm. All of the vehicle powerplant, drivetrain, and suspension decisions are made by the rule-maker & baked into the flawed 'chassis' approach; while the vehicle-designer has little choice, or freedom to make unique vehicles. High Guard works just fine, and people are happy with it -- and the only reason it doesn't scale down to vehicles is because the Vehicle Handbook 'chassis' design approach deliberately screws it up. Vehicles messed up the scale so badly that Robots was forced to write itself into corners & ALSO be incompatible with High Guard.You do realize one of the most broken things about the current Vehicle Handbook is making fusion plants take space. That’s literally one of the biggest counter dictating aspects of the current book. And we don’t need a gear head construction rule set we need something something that easy to use. Leave the complex gear head version as a JTAS!