01-07-2014, 06:15 PM | #11 | |
Join Date: Jul 2008
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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And merging multiple volleys isn't appropriate either. Combining multiple launcher volleys into one is a technical challenge in the setting. Failing to keep volleys discrete would also weaken the shock of missile pods. Also, relative velocity of combatants is a significant factor in effective missile range, which it wouldn't be for warp missiles.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-07-2014, 08:48 PM | #12 | |
Join Date: Aug 2004
Location: In the UFO
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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His sometime co-author Steve White corresponded with me in the early 90s, back when they were doing the Starfire books, and we did discuss future weapons and technology.
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Is love like the bittersweet taste of marmalade on burnt toast? Last edited by David L Pulver; 01-07-2014 at 09:13 PM. |
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01-08-2014, 08:06 AM | #13 |
Join Date: Aug 2007
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
Sorry I got t wrong. Glad to clear things up.
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Fred Brackin |
01-08-2014, 08:11 AM | #14 | |
Join Date: Aug 2007
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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You would also probably find that these initial details would have to be determined randomly as there would be no author to dictate the set-up conditions.
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Fred Brackin |
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01-08-2014, 08:27 AM | #15 | ||
Join Date: Jul 2008
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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And missile pods, relative velocities, and combatants present tend to be factors influenced by PC decisions, if PCs have an important role in the combat.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-08-2014, 09:21 AM | #16 | |
Join Date: Jul 2005
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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If you're not going to focus on life in the space navies, where are you going to run an Honorverse game? Personally, I would say that I have no interest in role-playing someone trapped in a fragile container while people hurl dangerous toys at me. Especially not if the Salamander is anywhere in my chain of command!
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
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01-09-2014, 11:25 AM | #17 |
Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
Wow! I've never got such a response from new topic before. Frankly, adapting all the "Honorverse" tech to GURPS would be a major project in itself. I was more interested in defining the cosmology and converting the grav/hyper drive tech so that a GURPS Space campaign could be played in an Honor Harrington style universe. Below are the hyperlimits calculated for main sequence stars from GURPS Space.
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Stellar Hyperlimit|Stellar Hyperlimit|Stellar Hyperlimit Type Mass (c-sec) |Type Mass (c-sec) |Type Mass (c-sec) A5 2.00 2,454 | F7 1.25 1,534 | K5 0.65 798 A6 1.90 2,331 | F8 1.20 1,472 | K6 0.60 736 A7 1.80 2,209 | F9 1.15 1,411 | K8 0.55 675 A8 1.75 2,147 | G0 1.10 1,350 | M0 0.50 614 A9 1.70 2,086 | G1 1.05 1,288 | M1 0.45 552 F0 1.60 1,963 | G2 1.00 1,227 | M2 0.40 491 F1 1.55 1,902 | G4 0.95 1,166 | M3 0.35 429 F2 1.50 1,841 | G6 0.90 1,104 | M4 0.30 368 F3 1.45 1,779 | G8 0.85 1,043 | M4 0.25 307 F4 1.40 1,718 | K0 0.80 982 | M5 0.20 245 F5 1.35 1,656 | K2 0.75 920 | M6 0.15 184 F6 1.30 1,595 | K4 0.70 859 | M7 0.10 123 Impeller Drive - This is essentially a gravitational bootstrap drive that causes the ship to fall into an artificial gravity well that moves with the ship. This leads to a couple of questions:
Optional Ship Systems: Maximum military acceleration of a Superwarp Drive should be (600 - SM×10) Gs with a military grade (grav) compensator, or half that with a civilian grade one (half price). Note that maximum routine (safe) accelerations should be 80% this; for 81%-90%, do an "Engineering (Gravitics)" skill once per game day to determine system failure, while for 91%-100% do the roll once per game hour. If the compensator fails, the crew dies. Dalton “who has issues with the Honorverse tech sequence too” Spence
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01-09-2014, 12:17 PM | #18 | |
Join Date: Jul 2008
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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It seems to me that the impeller drive is a typical reactionless drive in function, albeit with extremely high performance. The impeller wedge somehow allows the ship to push off from empty space with pretty much arbitrary force, limited mainly by the vessel's ability to survive that force. That's primarily determined by the inertial compensator, the performance of which depends on the strength of the wedge and on the space covered. (Volume? Longest dimension? I don't remember, but it was discussed in some of the books.) The critical role of the inertial compensator in determining performance is very clear in the books. Going at maximum acceleration is redlining your compensator, not your impeller nodes. The size of the largest warships is the size at which compensator efficiency starts tailing off too much, and has increased over time as technology improved that. There's also described as being some hull shape requirements pertaining to nodes, at least in the early books, which justify the universal 'spindle' shape. I'm not sure what they are, but I'm pretty sure Honorverse freighters aren't at all spherical. Troubling point: Compensator failure is generally described as killing everyone aboard. But it seems extremely unlikely that the internal construction of any starship would hold up under 500g! I'd expect most of the ship to be turned into confetti, the drive system to rip itself out of the hull, and/or the reactor to blow, but in the books a compensator failure seems to leave the ship (or partial ship, as a lot of such failures seem to happen when a warship breaks in half) at least superficially intact. Troubling point the second: I don't remember whether there are inertial compensators in missile blueprints, but it seems obvious that they would be required. Less troubling point: Nobody ever pushes their acceleration further up by allowing noticeable G-forces on the ship to get through the compensator. I'd suggest that the compensator functions in an additive manner rather than multiplicative. (Alternatively there may be no way to make the compensator work at a level other than totally canceling the impeller's acceleration?)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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01-09-2014, 02:49 PM | #19 | ||
Join Date: Aug 2004
Location: Hamilton, Ont. CANADA
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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For example, the Hyper-generator is the Stardrive from p.25 GURPS Spaceships with the standard (civilian) version [TL10+] being limited to the first four bands (Alpha to Delta) and the super (military) version [TL11+] able to reach the eighth (Theta) band (the last four bands require FTL-2). For the Mesan "Streak" drive [TL12] that can reach the ninth and tenth (Iota and Kappa) bands, use two super stardrives (requiring FTL-3 and 4 respectively). Each hyperspace translation should require a "Piloting (Hyperspace)" roll with a skill penalty equal lower band number (just to make things ... interesting). Dalton “who has no intention of becoming the next David Weber” Spence
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01-09-2014, 10:00 PM | #20 | |
Join Date: Aug 2004
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Re: [Space] Adapting "Honorverse" Concepts to GURPS
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space, spaceships |
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