|
|
|
|
|
#1 | |
|
Join Date: Sep 2008
Location: near London, UK
|
Quote:
In the Travelleresque space trader game I ran under hybrid 3/4e (pre Ultra-Tech, never mind Spaceships, with full Vehicles writeups for the spacecraft), I - incorrectly per RAW - required multiple pilot skills for different modes of flight on the same vehicle: High-Performance Spacecraft for manoeuvres in orbit, Aerospace for re-entry, Vertol for vertical landing/takeoff. I still think there's something to be said for that as a design philosophy.
__________________
Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
|
|
|
|
|
|
#2 | |
|
Join Date: Jun 2016
|
Quote:
|
|
|
|
|
|
|
#3 |
|
Join Date: Jun 2006
Location: On the road again...
|
Yeah, though sometimes I think the aircraft modes should really be High-Performance Airplane or Heavy Airplane rather than Aerospace; I tend to reserve Aerospace for making the actual transition, craft like dropships and shuttles, and for orbiters. This gives stuff like aerospace fighters three "modes" or skills: High-Performance Airplane for fighting in atmo, High-Performance Spacecraft for fighting in a vacuum, and Aerospace for making the transition between vacuum and atmo.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
|
|
|
|
|
#4 | |
|
Join Date: Aug 2004
Location: traveller
|
Quote:
The FAA rating implies that the pilot of a powered-lift aircraft has to be equally skilled at all modes of flight, since proficiency will be evaluated in all of them. My impression is that GURPS flight skills are specific to the vehicle, not the mode of flight. There's no requirement for High Performance Spacecraft pilots to have (or roll against) Low Performance Spacecraft skill to perform low energy docking maneuvers, for example. Infrequently used modes of flight are captured in lower defaults to other specialties. |
|
|
|
|
|
|
#5 | |
|
Join Date: Jul 2006
|
Quote:
Actually, speaking of helicopters, quadcopters and similar things, is driving a twin rotor (like a Chinook) a different skill from a single rotor? How about Kamov style stack rotors? Based on my (limited) understanding of how these things fly, they should behave very differently... |
|
|
|
|
|
|
#6 |
|
Join Date: Sep 2008
Location: near London, UK
|
I think one big question at this point is:
"Should a single aircraft only ever require a single GURPS skill to fly it in all its modes?" And I think the answer must be "no", because we have things like Ospreys and Harriers and stoppable-rotor helicopters that have multiple distinct – let's call them "flight modes", one helicopter- or vertol-style for hovering and low-speed flight and one airplane-style for faster flight. Mind you, I'm working right now on an adventure set during the Falklands War, and one of the stock PCs is a Harrier pilot who's been shot down. I'm not going to insist that he have Vertol as well as High-Performance Airplane even if that's what he should have, because his piloting skill in this adventure is only going to be useful for knowing things about aviation, not for flying.
__________________
Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
|
|
|
|
|
#7 |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
It's not actually STOL if the thrust is not vectored. Its wing is fairly small, and it needs a fair run to take off or land in this mode.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
|
|
|
|
|
#8 | |||
|
Join Date: Aug 2004
Location: traveller
|
Quote:
Quote:
Helicopters, not so much. Quote:
Features that can produce different handling characteristics even in a single main rotor helicopter include clockwise vs. counter-clockwise rotation, fixed vs. semi-rigid vs. fully articulated rotor system, high vs. low inertia rotors, conventional tail rotor vs. ducted fan vs. NOTAR, nose-high vs. skids-level hover attitude, and degree of automation and hydraulic assist in the flight controls. I was surprised and pleased as a senior aviator to sit down in my first unfamiliar helicopter type in almost ten years (fifth overall) and pick it up to a hover with nary a bobble. Learning all the systems and how to respond to specific emergencies took considerably longer -- but that's what familiarity penalties represent. Last edited by thrash; 07-15-2016 at 04:22 PM. |
|||
|
|
|
![]() |
| Tags |
| gurps |
|
|