The first mate, he got drunkI'm picking up jump vibrations
Sig's calling them excitations
Jump, jump, jump... Jump vibrations.
It also doesn't say anything about needing hydrogen...Looking at the JTAS #2 article, it says anti-matter can be used, yes, but it says nothing that I can see about obliviating the need for hydrogen fuel.
When the jump drive is activated, a large store of fuel is fed through the ship’s power plant to create the energy necessary for the jump drive. In the interests of rapid energy generation, the power plant does not work at full efficiency and some of the fuel is lost in carrying off fusion by-products and in cooling the system.
Just like CT (capacitors), you need the power from the batteries AND the jump fuel turned into power (and therefore a power plant).I finally read the rules on high efficiency batteries.
Why would you bother with any other power source for your ship?
Yes, it's measured in PowerTurns.What is missing is the timescale for using the energy stored in the battery, should it be per combat turn?
I am not talking about the jump fuel here.Just like CT (capacitors), you need the power from the batteries AND the jump fuel turned into power (and therefore a power plant).
But what about the woo-woo excitations? They aren’t mentioned and I thought the hydrogen fuel was processed to get them. A straight reading of the rules says you’re right about antimatter not needing fuel to generate the power, I suppose.Nor does it explicitly say you do need hydrogen for the jump drive, it does explicitly state you need the hydrogen for the power plant.
"Power Source
Jumping uses large amounts of energy to rip open the barriers between normal space and jump space. Normally, only a fusion power plant can supply this energy. Some alternate systems make use of solar power generators (which operate far more slowly) or anti-matter power systems (rare and very high-tech).
Energy Storage Nodes
Once power is generated, it must be stored until the instant of jump. Capacitors or large fast discharge batteries fit this requirement"
"When the jump drive is activated, a large store of fuel is fed through the ship’s power plant to create the energy necessary for the jump drive. In the interests of rapid energy generation, the power plant does not work at full efficiency, and some of the fuel is lost in carrying off fusion byproducts, and in cooling the system. At the end of a very brief period (less than a few minutes), the jump drive capacitors have been charged to capacity. Under computer control, the energy is then fed into appropriate sections of the jump drive and jump begins."
No mention of a hydrogen filled jump bubble.
We all know that Traveller has long had a difficulty distinguishing between rules and setting. Nothing wrong with ion weapons being part of the rules. In fact, its probably good that they are.There were no ion weapons until Mongoose decided Traveller couldn't be Star Wars without them.
Woo-Woo excitations are an attempt to explain the hydrogen being used to produce the jump bubble that appeared at some point but is not in Classic Traveller or T5. In that version, the hydrogen is explicitly burned as fuel for the power plant. Shipboard fusion power plants have a fuel inefficient turbocharge mode that produces a massive spike of energy at the point of jump.But what about the woo-woo excitations? They aren’t mentioned and I thought the hydrogen fuel was processed to get them. A straight reading of the rules says you’re right about antimatter not needing fuel to generate the power, I suppose.
Now @Arkathan will have to change the sheet to not require hydrogen fuel for antimatter power and he’s going to grumble.![]()
I invented the "jump particle/exotic particle woo woo".But what about the woo-woo excitations? They aren’t mentioned and I thought the hydrogen fuel was processed to get them. A straight reading of the rules says you’re right about antimatter not needing fuel to generate the power, I suppose.
Now @Arkathan will have to change the sheet to not require hydrogen fuel for antimatter power and he’s going to grumble.![]()
I agree, but will continue to rename them as electromagnetic pulse projectorsWe all know that Traveller has long had a difficulty distinguishing between rules and setting. Nothing wrong with ion weapons being part of the rules. In fact, its probably good that they are.
Yes, ion weapons are now on published Third Imperium ship designs.They don't belong in Charted Space as traditionally envisioned. I don't pay that much attention to the big warships, as they don't feature in my campaigns at that level of detail. Has Mongoose been putting ion weapons on their published ships?
Now I’m confused again. If the antimatter power plant doesn’t use hydrogen to make power, why is it needed? Maybe I’m dense, but didn’t you just tell me the hydrogen wasn’t required for antimatter? Maybe you need to use smaller words and speak more slowly so I can get it because I seem to remember starting off saying that it was required for antimatter power plants and you telling me it wasn’t.I invented the "jump particle/exotic particle woo woo".
Now according to HG2022 jump drives require a power plant (fusion or antimatter, for some reason a TL9 fission plant giving 9.78 EP per ton isn't good enough) and 10% of the hull jump fuel per jump number (less TL advantages if any). Going by the rules as written an antimatter power plant jump 6 ship will still require 60% "jump fuel". The same applies to batteries (so technically you could wire up a fission plant to a battery pack, but the rules for fission fuel are silly so not much point) - you still need the jump fuel.
A collector on the other hand replaces the "jump fuel".
So your disagreement with initial comment was splitting hairs? I’d have to look, but I seem to remember starting this off by saying that antimatter powered jumps required hydrogen fuel and you stating (and pointing to JTAS articles to prove it) that that power plant didn’t need hydrogen. I’ve gotten all turned around in this discussion and will have to go back and see what I said.Look at the fuel section in HG2022
You need power plant fuel - chemical, hydrogen, uranium/thorium or whatever for fission (although those rules are seriously wrong), and I am assuming matter/antimatter (it isn't specified)
In addition you need "fuel" for the jump drive - the amount of fuel is dependent on jump number, hull size, and any TL advantages/disadvantages
unless you have a collector, then you don't need the jump fuel at all.
My initial comment that sparked this response from you was “Got it. Woo-woo excitations, then. That is what the hydrogen is for.”Only if a fusion power plant is used, since it is not used in collector or antimatter enabled jump drives.
Collectors don't use hydrogen.My initial comment that sparked this response from you was “Got it. Woo-woo excitations, then. That is what the hydrogen is for.”
My personal opinion, based on the Jumpspace article and T5, is that hydrogen shouldn't be needed for an antimatter powered jump drive either.So, no hydrogen for woo-woo excitations unless it is for fusion power. You can see where I would take that as you meaning no hydrogen required for an antimatter power plant, right?
I agree, the extra hydrogen should be reduced, since the antimatter plant is vastly more powerful.If antimatter powered jumps required plants to use hydrogen in a rush to generate the power, that seems off. How would an antimatter power plant use it? Not as a means of generating the power. Antimatter is potent enough to do that on its own.
In my model the collector doesn't generate the jump field excitaions, it harvests them from the "jump quantum field" - in the past I posited that stars produced exotic particles that the collector was gathering, the more precise version of this is that the star's output includes an excitation of the "jump quantum field" (the Annic Nova required a star nearby, this appears to have been changed and I don't know why, but hey ho)If it is in generating the woo-woo excitations that a collector does, then my comment way back that it was needed was accurate. Pick a side. You don’t need to be right when arguing both sides of a position.![]()
Now I'm trying very hard not to think of a Trav version of "The Good Ship Venus". Thanks a bunch.The first mate, he got drunk
And broke in the captain's trunk
The Steward had to come and take him away
Sheriff John Stone
Why don't you leave me alone? Yeah, yeah
Well, I feel so broke up
I wanna jump home