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#1 |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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Various canon Traveller sources state that Air-rafts can reach orbit and in my Traveller campaign precisely that situation arose during my weekend session with my kids. I assume here that the ship we want to match orbit with is in Low Earth Orbit (LEO). The problem is much simpler if the ship is hovering on its contragrav above the planet but that is not what the canon sources say; 'orbit' does not mean outside the atmosphere, it means outside the atmosphere with enough speed for centripetal forces to match gravity.
Has anyone playing a fairly realistic Traveller ran into this problem and how did you solve it (ruling out air-raft to orbit is one solution)? If you dig into the problem there are lots of complications that crop up: Problems with the vehicle: An open topped vehicle is hardly built for vacuum as this costs a lot extra, so I guess the instrumentation, upholstery etc will break in vacuum. Another problem is that an air-raft produces something like 0.1 G thrust for propulsion which mean (ballpark calculations here) that to reach say 5 km/s orbital velocity they must accelerate for over an hour (ca 5000 seconds). Problems with the calculations: To match the orbit of a ship the air-raft driver must eyeball the ship and vector (yes, LEO ships can be seen at dusk or dawn by the human eye) and then match that orbit by hand with the air-raft over a more than an hour long acceleration phase. The air-raft will have no instrumentation for orbit matching and the like, just an accelerometer based (Traveller vehicles does not rely on the crude GPS system we use) absolute positional instrument that also indicate height as well as speed gauges. Calculating the orbital mechanics and driving the air-raft to comply is in my opinion a really hard problem for a spaceship pilot and impossible for mere grav-jockeys. If you think orbit matching is a piece of cake try it yourself with the free PC space simulator Orbiter. IMTU: My TL progression differs from canon and GURPS Traveller and this causes even more problems: (I don't add gravtech until TL 10, so I can have cultures with jumpdrives without grav and floorfield, 'Hard-SF with jump' if you will) Jumpdrives TL 9 Floaters TL 10 Floorfield TL 11 Gravthrust TL 12 Floater gravbelts TL 13 Reactionless drives TL 13 Gravbelts TL 14 Tractor beams TL 15 Presser beams TL 16 Rattlers (high freq tractor weapons) TL 17 Floaters are grav 'thrusters' that can only negate gravity, they can never create upwards or lateral thrust, just negate the downward pull of gravity. Floaters and gravthrust have 'thrust' proportional to local gravity so a 1G (Thrust = mass) floater will negate gravity on all planets, regardless of gravitation (simplifies designing gravvehícles and 'explains' why gravthrust is useless for interplanetary travel). Floaters come at TL 10, are much cheaper and require much less power per 'thrust' than regular gravthrust. Regular gravthrusters produce floating at the cost of x1/10 thrust (a 1G gravthrust would use 0.1 G for floating and 0.9 G for propulsion for example). My air-rafts are so cheap they use floaters powered by a fuelcell for lift and turbojet for thrust (both the fuelcell and turbojet are hydrogen powered and need an atmosphere with oxygen to work). So IMTU the air-rafts cannot reach orbit at all, they cannot even operate in anything near vacuum, fitted with compressors they can work in Very thin atmospheres, but that's it.
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ Last edited by MrBackman; 12-29-2010 at 10:37 AM. Reason: Clarifyed my TL progression |
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#2 | ||||
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Join Date: Aug 2004
Location: traveller
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There are certainly situations where this is an intractable problem (uncooperative ship above an uninhabited world), but in most cases the orbital mechanics are the least of your problems. Do your gravitics allow floaters to reach orbit at all? If so, does anyone want to spend multiple hours in a vacc suit to get there? |
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#3 | ||||
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Join Date: Jun 2006
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-- MA Lloyd |
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#4 |
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On Notice
Join Date: Apr 2007
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/facepalms
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If you think an Apache can't tell right from wrong....wrong him, and see what happens. |
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#5 |
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Join Date: Jun 2010
Location: Alsea, OR
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Canon already has a tech level with JDrives but without gravitics. The GT mangling of Tech Levels to fit GURPS rendered missing.
In actual GDW Traveller, not GT nor MgT, TL 9 has no artificial Grav nor gravitic thrust, but has Jump 1; gravitics come in at TL 10. This not appearing to exist in GT is simply an artifact of GT's tech level compression past TL 8. |
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#6 |
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Join Date: Aug 2004
Location: traveller
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#7 | |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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MA Lloyd: My floaters merely negate any and all gravity from all directions so none of the problems you depict occur. 'Floaters' break the law of momentum conservation as does reactionless thrusters, you cannot really say that one is worse than the other. When air-rafts where built using Megatraveller design system or Fire Fusion and Steel they didn't put radars etc needed for matching a ship in orbit. I am pretty sure that the air-raft in GURPS Traveller (built using GURPS Vehicles?) didn't have the needed instrumentation and sensor either. I'm sorry if I offended anybody by pointing out some, in my opinion, unrealistic stuff from old canon. I am actually a bit surprised at the strong reaction, especially from mr Lloyd - is this the same Lloyd who wrote the awesome additions to Vehicles with audio signatures and realistic falloff for communicators and sensors, way back?
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ |
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#8 | |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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Various historical inventions appear all the way up to TL 7. After that they invent fusion, grav etc at TL 8, jump at TL 9 and from then on only small increment in capabilities occur.
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ |
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#9 |
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Join Date: Aug 2004
Location: traveller
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At least GDW was relatively consistent about it: per capita GNP doubled between TL5 and TL6, TL6 and TL8, and TL8 and TL12, and arguably wouldn't have doubled again until TL20 (Striker, Book 2, p. 38, under "Integration with Traveller"). This implies that the differences between TLs become finer the higher one goes on the scale.
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#10 | |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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I have been toying with the idea to have the population limiting what one can produce: 1 million inhabitants and they can produce items that cost 1 MCr in local currency, everything more expensive has to be imported or 'hand built' ie much more expensive. The population limit would not apply to Industrial planets, they are the heavy lifters of industrial production in Traveller.
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ |
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| Tags |
| air-raft, canon, orbital dynamics |
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