02-27-2012, 10:27 AM | #21 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Choosing 4E Spaceship Propulsion
What might be interesting, is trying to adapt GURPS SPACESHIPS to TRAVELLER 2300 AD (unlike the title, it isn't the Traveller Line of ship building rules nor is it the Third Imperium or even pre-third imperium). The idea that ships can only move via stutterwarp to a distance of 7 light years (or thereabouts) has very specific ramifications for travel in the universe as for the near earth interstellar space.
Best of all? Stutterwarp permits ships to move via pseudo velocity that results in the ship stopping cold when the drive stops cold, and keeping up a specific speed via hexes, if the drive is moving. The drive shuts down (becomes inefficient) when within a given distance of a gravity well (making it useless for landing on planets etc). For what it is worth, the entire 2300 AD line of products can be purchased on a CD from FAR FUTURES ENTERPRISES for $35 plus shipping and handling. The fun part will be adapting the stutterwarp for use with GURPS SPACESHIPS, but it should be doable. Click on the link below to view what is available on the CD. 2300 AD PS - almost forgot. STAR CRUISER contains the information required to build ships in the 2300 AD universe - as well as rules for running battles. The star cruiser rules might help create the stuff you need for the stutterwarp conversion for GURPS SPACESHIPS.
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02-27-2012, 10:51 AM | #22 | |
Join Date: Jul 2009
Location: Berlin, Germany
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Re: Choosing 4E Spaceship Propulsion
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With 7.7 ly routes and real-world star positions you don't get "arms", you get a "web." See for example: http://evildrganymede.net/2012/02/13...near-star-map/ |
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02-27-2012, 12:11 PM | #23 |
Join Date: Oct 2005
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Re: Choosing 4E Spaceship Propulsion
In the Lensman series E.E. Smith gave the speed in Parsec per hour, typically 60. This gave the entire series a galactic scope, later inter-galactic.
I am trying to get published as a Sci-Fi writer myself and the system I use is a "Jump" drive. Each ship can jump up to 4 Parsecs at a time but there has to be a long wait between jumps as the effects mess with electronics and the Human nervous system. Your ship points at where the target star is NOW and hit a velocity that gets you to the target system and away from known hazards. The crew must make HT rolls (to use GURPS terms) in order to recover and until they do they are completely "out of it" and vulnerable. The normal space drive can only get up to about .5G so that it takes a long time to get from the entry point to the target planet / spaceport. This sort of drive system is instant in the sense that jumping from one system to another takes no time but recovering from the jump takes days - depending on how often you allow a HT roll. Fail it too often or jump too soon and you start getting serious mental Disadvantages. Or the ones you have get worse. This can give you the plot elements of having the villians waiting at known places where spaceship from specific systems will be arriving at and attacking while the incoming crew is dazed from the jump effect. Smart crews would try to avoid this by entering at unexpected locations - a Navigation Roll at a penalty - but this can all be up to you.
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The World's Tallest Dwarf Last edited by gruundehn; 02-29-2012 at 05:56 PM. Reason: Typo - fixed a capitalization error |
02-27-2012, 12:18 PM | #24 |
Join Date: Oct 2005
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Re: Choosing 4E Spaceship Propulsion
Just remembered two other systems you might use.
First: A. Bertram Chandler used a time / space drive. You went "foward in space and backward in time" and you had to be very careful about tuning the system because if you hit the point where time stopped, then you stayed in place forever. So yu could travel a great distance at a slow speed but got to your location fairly quickly as the time was reduced. The second system, I forget the author who came up with this one, was that you went back in time until your destination was extremely close, went to your destination and then shifted back to your "normal" time.
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02-27-2012, 06:56 PM | #25 | |
Join Date: Aug 2007
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Re: Choosing 4E Spaceship Propulsion
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I was also using a relatively "realistic" frequncy for inhabitable planets and came up with an average distance of 30 parsecs between them. This number resulted from a brute fiorce mass calculation I did long ago from Space 1e. I was satisfued at the time that at least it was not too optimisitc. I did not look at Earth's neighborhood closely but my system kicked out Alpha Centauri, Barnard's Star and Sirius. I would expect the first usable line to go to Tau Ceti off-hand. Finding an inhabitable planet at Tau Ceti would be possible but in my estimation improbable. So actual distances covered by the Gloria Monday and her sister ship, the Tuesday Weld were very large by Traveller standards. It fit my ideas of realsim better. An important point in the way I did things is that ships normally rode jump lines to as close to the target star as they could stand. After consultaiton i came up with a distance of 0.1 AU. This also aided technobabble concerning pirate ships hiding in the coronal glare. So while the trip from the starting planet to the first jump line may have averaged abotu 0.5 AU, later jump line chnages only averaged 0.1 AU with another average 0.5 AU to the target planet. Total distance for a 5 jump transit (which usually looked rather zig-zaggy) only added up to 1.5 AU or less thus producing that 1 week average trip. So trip time wasn't even linear with jump number.
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Fred Brackin |
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02-27-2012, 07:12 PM | #26 | |
Join Date: Aug 2007
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Re: Choosing 4E Spaceship Propulsion
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Above that there was a class or "Assault Transports" that used a similar-sized engine core to the usual small merchant ship but in a ship half the size with only 1/10th the cargo space. After the War (there's always an After the War) a lot of Assualt Transports ended up as pirate ships which wanted to capture merchanters for spare parts. I simply assumed that the drive had a normal G-rated flight capability useful in atmosphere but I was trying (quite hard) to produce small cheap ships that were simple to operate even on shoestring budgets. The first group of PC's iconic ship was the Gloria Monday and (heavily used) it had a fair value of c. $500,000 credits and could break even charging what were very close to UPS rates for shipping. I seem to reall something like $10 per cubic foot, but hey I really was trying to make rag-tag groups in small shoips practical. With Traveller prices (30x as much or more) as a counter-example even a single Free Trader needed to be run as a small-to midsize LLC and not a loose partnership betwen a couple of buddies.
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Fred Brackin |
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02-27-2012, 11:13 PM | #27 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Choosing 4E Spaceship Propulsion
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That having been said, I visited the webpage you listed above and thought that the Evil Doctor Ganymede (sp?) did a bang up job examining the 2300 universe in light of recent advances regarding astronomy. Mind you, I can't verify whether he's right or wrong, but take on faith that he's right. :) Which brings me to the next point. If using the documentation of what stars are where in the 2300 universe, and used the concept of stutterwarp in general - it brings about a case of "with foundation comes form" (ie build the basic universe rules and draw your plots from that building). WIth the new revised data (along with Astrosynthesis 2.0 - or 3.0 as it is now getting up to), the GM an have a fair bit of fun creating the form of his universe, and then watching what is implied, unfold as if written for him. I'm going to have to dig up the material I can find on the stutterwarp itself, as it basically results in a pseudo-velocity like arrangement permitting a ship to move X hexes per turn, as well as having a zero velocity once the drive shuts down. The ship building rules are NOT the same as for use with GURPS, but one should be able to build GURPS analogs to some extent. ALmost makes me want to do so myself - but for one thing. FUTURE ARMADA series starships has caught the eye of my one player, and he now wants a reactionless drive FTL style campaign that utilizes those deck plans for the ships. This in turn requires that I forgo the colony style campaign I was going to run set on Mars using Transhuman space style ship construction and combat. <shrug>.
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02-28-2012, 07:41 AM | #28 | ||||
Join Date: Jul 2009
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Re: Choosing 4E Spaceship Propulsion
'Scuse me for not replying, I had an exam-day.
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Well, the real answer is "because screenwriters hate physics", but pseudovelocity works just as well. Quote:
I also get the feeling that the people aboard a ship using the first kind of drive would get to experience the entire trip real-time, even if an outside observer sees the ship travelling instantly. The second one is a bit more plausible when you take into account an expanding universe. In both cases, you'd get trans-temporal warfare like in Baxter's Xeelee Sequence, which greatly complicates things. Quote:
I had another question though - how did you handle multiple-system engines? Do you allow, say, a SM+5 bomber to equip 4 PV systems, and get four times the movement points (if we use Spaceships 3 tactical rules) than its high-SM target? Or did you put a limit? |
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02-28-2012, 09:30 AM | #29 | |
Join Date: Aug 2007
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Re: Choosing 4E Spaceship Propulsion
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If I had been working within the scale/detail limits of Spaceships (which I find not entriely satisfactory) I'd have done some things differently. For the Merchant ship/Assualt Transport trick I'd have made the military ship a full SM smaller and made the 1 drive system of the merchant ship equal to 3 drive systems for the military one.
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Fred Brackin |
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02-28-2012, 10:23 AM | #30 | |
Join Date: Jul 2009
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Re: Choosing 4E Spaceship Propulsion
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Maybe I could divide them into Cheap (200 mps), Good (250 mps), Fine (300 mps) like all equipment. Assuming they all require constant electricity, the most one could fit inside a spaceship is four or five (assuming you don't want to run out of space or buy multiple power plants) which would give a speed range of 200 - 1500 mps. It's not a big enough difference to run into fast-pass problems and space travel that is too short. |
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Tags |
engine, propulsion, sci-fi, space opera, spaceships |
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