Don't forget to have extra batteries to cover a week in jump space, though.
Otherwise who knows Watt would happen...?
Based on that, the batteries will work. But, if that is wrong (wouldn't be the only wrong ship...) then from a design standpoint, you just need enough to power jump, half the hull power (lights dim) and nothing else to actually jump - and even the dim lights can be battery. I think its fairly well established that the jump drive only needs to be powered during jump. If so then minimum requirements are just life support, internal system (med bay, low berths, etc. and more Latin) for the duration of the jump.They are correct on the X-Boat example. The battery bank is rated at 40. The power plant at 20.
The basic requirements are 20. The jump drive is 40.
The batteries power the drive, because there is no other source onboard capable of doing so.
Well, it's not expected that you'd DESIGN a ship without enough power for the hull basics. But if you find yourself in that situation due to damage or other crisis reasons, that's in "PCs need to make a bunch of quick decisions and skill rolls" territory.Based on that, the batteries will work. But, if that is wrong (wouldn't be the only wrong ship...) then from a design standpoint, you just need enough to power jump, half the hull power (lights dim) and nothing else to actually jump - and even the dim lights can be battery. I think its fairly well established that the jump drive only needs to be powered during jump. If so then minimum requirements are just life support, internal system (med bay, low berths, etc. and more Latin) for the duration of the jump.
I wish the high efficiency batteries had been called capacitors or supercapacitors instead, then the rapid discharge could be more easily handwaved.
You need some Power from the batteries AND a massive amount of energy from burning the jump fuel. The batteries does not replace the jump fuel, or the massive power generated from it.Yet batteries can also do so now.
Oh, yes it is, you need some Power AND the jump fuel converted into even more Power.Not according to the rules as written.
Core, p157:
Divert Power: A jump drive requires a tremendous amount of power to function, which must be supplied by the ship’s power plant. On many vessels, especially older ships, the power plant strains to provide this much, leading to the tradition of ‘jump dimming’ where non-essential systems including lighting is shut down to allow for jump. If insufficient Power is available, the jump drive cannot be activated.
JUMP TRAVEL
When making a jump, a ship will use an amount of fuel equal to 10% of its hull tonnage for every parsec jumped. For example, if a 200-ton ship makes a two parsec jump, it will require 40 tons of fuel (10% of 200 tons = 20, multiplied by two parsecs = 40 tons).
Yes, the second (clearly marked) part is a house rule, the first part is not...Ah, a house rule. I do it the same way![]()
The rules as written allow you to fire up the jump drive with batteries, no power plant needed.
"This Power can then be used in subsequent rounds as if they were being produced by the power plant; simply add the amount of Power stored within the batteries (they need not be completely drained) to the Power the ship has available that round."
So somehow the jump drive knows the batteries were filled by a fusion or antimatter power plant?
"Jump Drive: In order to use the jump drive, the ship requires an amount of Power equal to 10% of the hull’s total tonnage multiplied by the maximum jump number the drive is capable of. Only fusion and antimatter power plants can generate the intense burst of energy
necessary to operate a jump drive.* In either case, the power plant must be used to inject hydrogen into a jump bubble**, so alternative fuels cannot be used. Note that this Power requirement is only needed when the ship actually initiates a jump – at all other times, the jump drive remains inert."
Jump Drive: In order to use the jump drive, the ship requires an amount of Power equal to 10% of the hull’s total tonnage multiplied by the maximum jump number the drive is capable of. Only fusion and antimatter power plants can generate the intense burst of energy necessary to operate a jump drive. In either case, the power plant must be used to inject hydrogen into a jump bubble, so alternative fuels cannot be used. Note that this Power requirement is only needed when the ship actually initiates a jump – at all other times, the jump drive remains inert.
JTAS#2, Jumpspace:
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. 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.
This is not just a battery, it cannot provide regular Power. It only replaces the jump fuel.HG'22, p83:
COLLECTORS
These are accumulators, sweeping up exotic particles captured by a canopy and removing the need to carry separate fuel for the jump drive. This charge is released in a single spike to power a jump drive; collectors cannot be used for normal ship operations.
And I could swear that some earlier Traveller version let you use black globe capacitors to power a jump drive without using jump fuel... but that's probably a Chat-GPT-level hallucination.
This made jump faster, it didn't replace the jump fuel.CT HG, p43:
If a ship absorbs enough energy to make a jump, and is supplied with sufficient fuel, it may jump at the end of the turn.
I don't see the basic contradiction. You need a jump drive, a power plant, and a massive amount of fuel. A part of the jump fuel is burned to produce power, and a part is ejected, as the JTAS article describes.Yes, Mongoose reprinted Marc's article in JTAS and then wrote completely different rules in the actual rule book. That's been the point of the entire conversation. That's why the explanation of what the hydrogen is for differs between the two quotes in your last post.
The jump drive needs Power points in MgT, the Collector does not provide Power points, hence a power plant (or battery) is needed in addition to the Collector.That said, there's no reason to believe that collectors require anything from the power plant to trigger jump in any edition. "This charge is released in a single spike to power a jump drive". They can't do sustained power distribution, so can't be used for anything else. This is consistent with T5, where Collectors are classified as a type of power plant, just with limited applications.
Not according to the rules as they are written in High Guard.You need some Power from the batteries AND a massive amount of energy from burning the jump fuel.
The power generated is calculated in the power plant section and is only used when the jump drive is switched on, a batttery may provide these EPs. The jump drive then using fuel to generate even more energy is not in High Guard, it is fluff text (that I agree with) in other books.The batteries does not replace the jump fuel, or the massive power generated from it.
You could, except when the jump drive needs more energy than the power plant can output...You could just as well run life support off the batteries while the power plant is busy feeding the jump drive.
HG isn't the only rule book... Core describes the basics.Not according to the rules as they are written in High Guard.
Agreed, only the turn the jump drive is activated.The power generated is calculated in the power plant section and is only used when the jump drive is switched on, a batttery may provide these EPs.
The Core rules chapter on Spacecraft Operation isn't fluff:The jump drive then using fuel to generate even more energy is not in High Guard, it is fluff text (that I agree with) in other books.
Fuel mean it is "burnt" for power:Core, "Spacecraft Operations", p153:
JUMP TRAVEL
When making a jump, a ship will use an amount of fuel equal to 10% of its hull tonnage for every parsec jumped. For example, if a 200-ton ship makes a two parsec jump, it will require 40 tons of fuel (10% of 200 tons = 20, multiplied by two parsecs = 40 tons).
https://dictionary.cambridge.org/us/dictionary/english/fuel
Agreed, that is a (hopefully) rare corner case, that is inconsistent with the fluff and some previous editions.You could, except when the jump drive needs more energy than the power plant can output...
Disagree:Yes, you need power for the ship. The point is that you don't need power for the jump drive itself when using a collector. The collector apparatus provides everything necessary for the jump drive to function. What it does not have is the ability to feed sustained energy to the rest of the ship.
HG, p17:
Jump Drive: In order to use the jump drive, the ship requires an amount of Power equal to 10% of the hull’s total tonnage multiplied by the maximum jump number the drive is capable of. Only fusion and antimatter power plants can generate the intense burst of energy necessary to operate a jump drive.
Collectors can't provide Power points.HG, p83:
COLLECTORS
These are accumulators, sweeping up exotic particles captured by a canopy and removing the need to carry separate fuel for the jump drive. This charge is released in a single spike to power a jump drive; collectors cannot be used for normal ship operations.
It does indeed, what am I missing? Where does it say the power plant feeds energy to onitiate jump and then the jump drive or power plant then generates even more?HG isn't the only rule book... Core describes the basics.
Where does it state the jump drive requires a larger burst of energy than that required by the drive?The Core rules chapter on Spacecraft Operation isn't fluff:
Traveller uses the term fuel to refer to the hydrogen used during the jump process, it is not burnt as fuel. As far as I can tell it is only used to maintain the jump bubble.
And yet it is now MgT canon.Agreed, that is a (hopefully) rare corner case, that is inconsistent with the fluff and some previous editions.
T4 is where the hydrogen filled bubble comes from, there is no mention of it in T5 that I have found.T5 is different, sadly. The separate Power and fuel requirement for jump is presumably taken from T4, like many other concepts in MgT2.