11-10-2021, 03:18 PM | #41 | |||
Join Date: Jun 2020
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Re: Hydrocarbon Fuel Cells for 3e
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This and it was an ambusher, not for line combat. |
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11-10-2021, 03:25 PM | #42 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Hydrocarbon Fuel Cells for 3e
I'll take the word of people who've actually played the game, but the basic point is that stealth detection is not the norm, nor is it clear that it requires active sensors, just sensors most units don't have.
In both the video game and real life, often the way you detect snipers is by getting shot at. |
11-10-2021, 06:37 PM | #43 | |
Join Date: Jun 2020
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Re: Hydrocarbon Fuel Cells for 3e
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11-11-2021, 06:54 AM | #44 | |||
Join Date: Jun 2013
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Re: Hydrocarbon Fuel Cells for 3e
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Given the active sensors now only need to activate for a moment to send out the pulse, you should be able to get away with capacitors or similar that can be recharged later by the engine. I don't know how much power your active sensors are drawing, but let's say the disruptive pulse use twice as much energy as your high-res LIDAR running for 1 second - so if your LIDAR suite burns through 1 MW when actively scanning, you need a 2 MJ capacitor (perhaps several of them, if you anticipate needing to do multiple pulses in a relatively short time frame). If it takes you a minute to recharge the capacitor, and want to be able to do so during combat without any reduction in other systems, that means 1 MW of output (for active scanning) can be replaced by 33 kW; assuming the weight of your engine scales linearly with power output (IIRC, unless it's fairly small, reactors in Classic Vehicles have constant plus a value that scales linearly, but at 4 MW I think you're powerful enough of an engine that it might as well be linear again), that reduces your fuel cell from 2025 lbs to around 1535 lbs, and the fuel consumption from 80 gph to around 61 gph (although given the vehicle would be a bit lighter, this might improve fuel efficiency further by not requiring as powerful of an engine to reach your top speed). Now, the passive sensors would likely still require some power to run, so you'll lose a little of what you gained, and you'll need to also tack on some weight (losing some more of that gain) for the capacitors, but overall you'll be looking at a net gain in lightness and fuel efficiency. Note you can gain a bit more by accepting a longer charge time per capacitor - or you can even have no part of your engine dedicated to recharging them, and simply accept lower performance elsewhere while recharging them (or recharge while the vehicle is idling). The pulse scheme doesn't work so well for Detectors that are also Cloaked (if those exist in your campaign), as the stealth-disrupting pulse would give away their positions (of course, such can't exist if they're doing active scanning, because that would be constantly giving away their position). However, just knowing the general area the enemy Cloaked units are in is useful (it lets you largely bypass them, or send in a kill team), and once it's time for battle to be joined (by said kill team), the Detector can send out the pulse, then take advantage of the chaos of the kill team engaging to get away from the position from which it sent out a pulse. Essentially, the enemy may know there's a Cloaked Detector in the area, but the fact their stealthed units got de-stealthed by a disruption pulse means they'd already know that.
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GURPS Overhaul |
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Tags |
assistance needed, fuel cells, gurps 3e, hydrocarbons |
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