Traveller-digest      Monday, August 30 1999      Volume 1999 : Number 1040



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Home page for Traveller Deckplans Webring back up
Re: Sector Viewer
Re: RE Squad Leader
Loren's access (was:  RE: [BITS] Spacedogs!)
Here it is...
Re: Sector Viewer
Re: [www] Freelance Traveller Announcement
Re: [www] Freelance Traveller Announcement
Bob Forward's ideas
Re: [www] Freelance Traveller Announcement
Re: Python
Re: [www] Freelance Traveller Announcement
Re: [www] Freelance Traveller Announcement
Re: [www] Freelance Traveller Announcement
Re: Thrust effects (was HEPlar lives!)
Re: [www] Freelance Traveller Announcement
Re: [www] Freelance Traveller Announcement
Re: GenCon UK 99
Re: GenCon UK 99

----------------------------------------------------------------------

Date: Mon, 30 Aug 1999 16:25:37 -0400
From: Walter Smith <SmithW@HARTWICK.EDU>
Subject: Home page for Traveller Deckplans Webring back up

Just a note that the home page for the Traveller Deckplans Webring
has survived our site's transition to Windows NT servers. Feel free 
to look around, but please inform me of any unusual link behaviour.

The Deckplans Webring:
http://users.hartwick.edu/~smithw/deckring.htm

My Traveller pages:
http://users.hartwick.edu/~smithw/traveller.htm

Walt Smith

------------------------------

Date: Mon, 30 Aug 1999 13:55:10 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Sector Viewer

> should I run out and get First In to add all that funky G:T stuff in instead?

Get First In, I doubt you'll regret it. I was /very/ hesitant, being a CT
guy myself, but I was quite impressed. Best GURPs publication I've seen.
Tends to make me want to get BtC. Far Trader is way cool too.
////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi+  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

------------------------------

Date: Mon, 30 Aug 1999 13:59:02 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: RE Squad Leader

> As an aside I wonder at what point with all the
> EW, ECM, ECCM, Radio, radar, etc, polluting the battlefield it would become
> functionally imposible to get a usefull commo signal through and everybody
> will have to make do with runners and semaphore for command & control?

Gee, I had never thought of that. Anybody have any guidelines?
////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi+  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

------------------------------

Date: Mon, 30 Aug 1999 14:08:14 -0700
From: Keith Johnson <kejohnson@2xtreme.net>
Subject: Loren's access (was:  RE: [BITS] Spacedogs!)

>Date: Sun, 29 Aug 1999 20:59:17 -0700
>From: "Jesse DeGraff" <fenris@slip.net>
>Subject: Loren's access (was:  RE: [BITS] Spacedogs!)
>
>Last I heard from Loren (about 4 days ago) he can't receive the TML anymore
>for some reason.  Something's FUBAR along the line somewhere, so you'd
>definately have to e-mail (POLITELY PLEASE, AND NO RUMORS!!!!) him for him
>to see your suggestions currently.


Loren is a *very* busy man.  I am not positive about his reading habits
when it comes to the TML (I don't bug him about it), but I certainly read
everything on the list.  I do keep my eyes open for interesting tidbits,
and I know how to contact my not-so-secret masters when I think that
something should be brought to their attention.

Word of warning:  Do not take this as an open invitation to send a billion
emails my direction for the future G:T.  If you spam me, I will find you
and kill you. ;)  On the other hand, I am ecstatic that SJ Games is
supporting Traveller and I want to help promote this as much as possible.
If you have an intelligent email on the subject, I am more than willing to
read it and consider passing it on or acting on it.  Just keep in mind that
Loren is the G:T line editor, and he holds ten times more weight on the
matter than I ever will.


_____________________________________________________________
Rev. Keith Johnson      /\     keith@sjgames.com
Assistant Webmaster    /()\    kejohnson@2xtreme.net
Steve Jackson Games   /____\   reverendkeith@hotmail.com
             http://www.sjgames.com/
  IMTU tm+ t4+@ tg++$ ru- ge-@ st+ pi+ he+ dr+ hi-@ zh+
"I don't practice what I preach, because I'm not the kind
of person I'm preaching to." - J.R. "Bob" Dobbs in Newsweek
_____________________________________________________________ 

------------------------------

Date: Mon, 30 Aug 1999 16:09:48 -0500
From: Kenneth Bearden -- Walker Jane Productions <dreamer@brokersys.com>
Subject: Here it is...

- --------------DC15816D6031799BC7830D1B
Content-Type: text/plain; charset=iso-8859-1
Content-Transfer-Encoding: 8bit

I've worked out the bugs in my Traveller Experience system, and here's
the write up for those interested to peruse.

This system should work well with any Traveller edition, especially CT,
MT, and T4.  You'll see that the system mirrors character generation in
that a PC will go up (more or less) about 1 skill level per game year
and 1 characteristic level per 4 game years.

Of course, a lot depends on your gaming style.  PCs could go up much
faster using this system--a direct reflection on the number of XP the
ref decides to award.  If your preference is faster character
improvement, simply award more XP than I do.

For better or worse, here's the system.

Enjoy.

Kenneth.



==============



TWEAK 15:  EXPERIENCE

Experience Points:  PCs are awarded XP at the end of every game
session.  Each skill used—which had an impact on the night’s gaming
session—gains 1 XP.  In special cases, the ref may award 2, or even 3,
points to a specific skill if it had a major impact on the game.
Players are encouraged to point out which skills should be awarded XP,
but ref’s discretion prevails over all awards.

XP are noted next to the appropriate skill.  If a PC does not actually
have the skill in question, but has earned experience against that
skill, then the skill should be placed on the PC’s sheet in parentheses.




Bonus Points:  PCs can be awarded bonus XP for good role playing and
great ideas during the session.  These points can be applied towards any
skill the Player wishes, with approval of the GM.  This simulates PCs
studying skills in their spare time and Eureka! thoughts with regard to
skill improvement.  Players can direct their character's development
with these points.



Characteristic Experience:  PCs can gain XP towards their stats too.
Treat these like skills the PC does not yet have by recording the stat
on the PC’s sheet in parentheses and noting XP next to it.



Prerequisite Points:  At the beginning of each game session, PCs are
allowed throws for skill improvement.  Any skill that has earned enough
prerequisite XP may be thrown for.

In order to throw from improvement, the skill must have earned XP equal
to the next level.

Ex:  Going from Pistol-0 to Pistol-1?  You need 1 XP.

Ex:  Going from Pilot-4 to Pilot-5?  You need 5 XP.



Improvement Throw:  A number of dice are thrown equal to the new skill
level.  Success occurs when all 6s are thrown.

Only one attempt per skill is allowed per game session, but a Player can
throw on as many eligible skills as he chooses.

Ex:  Trying to go from Pistol-0 to Pistol-1?  You throw 1D.  Success
occurs on a throw of 6.

Ex:  Trying to go from Pilot-4 to Pilot-5?  You throw 5D.  Success
occurs on a throw of 30.



INT Bonuses:  +1 DM if INT 5-9.  +2 DM if INT 10-14.  +3 DM if INT 15.

Ex:  On the Pistol throw above, success occurs on a 5 or 6 if the PC has
INT 7.

Ex:  On the Pilot throw above, success occurs on a total of 28+ if the
PC has INT 13.



XP Bonuses:  Bonuses to the throw can also be obtained by spending extra
XP.  Using Double the amount of required XP nets a +1 DM on the throw.
Triple the amount of required XP nets a +2 DM on the throw, and so on.



Cost of Trying:  Every time a skill increase is attempted and fails, the
cost for trying is 1 XP from that skill’s total.  All other XP are kept.

If a skill is improved, all XP are wiped out.  The new skill begins anew
sans any XP from the previous level.



Level 0 Skills:  If an attempt made to gain a skill at level 1 fails, a
second throw for improvement is allowed free of cost.  If this second
attempt is successful, the PC gains the skill at level 0.  (Only
attempts for level 1 skills).



Experience Limit:  We use a modification of the Experience Limit rule
listed on pg. 30 of MT.

If a PC’s total skill levels do not exceed (INT + EDU), then
prerequisite points remain as stated above.

If a PC’s total skill levels are (INT + EDU) > 2 x (INT + EDU), then
prerequisite points are doubled.

If a PC’s total skill levels are 2 x (INT + EDU) > 3 x (INT + EDU), then
prerequisite points are tripled, and so on.

Bonuses derived from additional XP are subject to the same figuring, but
INT bonuses remain the same.

Since it gets harder to improve the more skills a PC earns, Players
should be strategic in throwing for improvement for specific skills.  In
this fashion, Players can mold their characters, and some skills will
remain unimproved while XP build up (potential is there for the PC to
improve, but he is not applying himself in that direction).



Characteristic Increases:  Characteristics are treated like skills with
regard to experience and improvement.


- --------------DC15816D6031799BC7830D1B
Content-Type: text/html; charset=iso-8859-1
Content-Transfer-Encoding: 8bit

<HTML>
I've worked out the bugs in my Traveller Experience system, and here's
the write up for those interested to peruse.

<P>This system should work well with any Traveller edition, especially
CT, MT, and T4.&nbsp; You'll see that the system mirrors character generation
in that a PC will go up (more or less) about 1 skill level per game year
and 1 characteristic level per 4 game years.

<P>Of course, a lot depends on your gaming style.&nbsp; PCs could go up
much faster using this system--a direct reflection on the number of XP
the ref decides to award.&nbsp; If your preference is faster character
improvement, simply award more XP than I do.

<P>For better or worse, here's the system.

<P>Enjoy.

<P>Kenneth.
<BR>&nbsp;
<BR>&nbsp;

<P>==============
<BR>&nbsp;
<BR>&nbsp;

<P>TWEAK 15:&nbsp; EXPERIENCE

<P>Experience Points:&nbsp; PCs are awarded XP at the end of every game
session.&nbsp; Each skill used—which had an impact on the night’s gaming
session—gains 1 XP.&nbsp; In special cases, the ref may award 2, or even
3, points to a specific skill if it had a major impact on the game.&nbsp;
Players are encouraged to point out which skills should be awarded XP,
but ref’s discretion prevails over all awards.

<P>XP are noted next to the appropriate skill.&nbsp; If a PC does not actually
have the skill in question, but has earned experience against that skill,
then the skill should be placed on the PC’s sheet in parentheses.
<BR>&nbsp;
<BR>&nbsp;

<P>Bonus Points:&nbsp; PCs can be awarded bonus XP for good role playing
and great ideas during the session.&nbsp; These points can be applied towards
any skill the Player wishes, with approval of the GM.&nbsp; This simulates
PCs studying skills in their spare time and Eureka! thoughts with regard
to skill improvement.&nbsp; Players can direct their character's development
with these points.
<BR>&nbsp;
<BR>&nbsp;

<P>Characteristic Experience:&nbsp; PCs can gain XP towards their stats
too.&nbsp; Treat these like skills the PC does not yet have by recording
the stat on the PC’s sheet in parentheses and noting XP next to it.
<BR>&nbsp;
<BR>&nbsp;

<P>Prerequisite Points:&nbsp; At the beginning of each game session, PCs
are allowed throws for skill improvement.&nbsp; Any skill that has earned
enough prerequisite XP may be thrown for.

<P>In order to throw from improvement, the skill must have earned XP equal
to the next level.

<P>Ex:&nbsp; Going from Pistol-0 to Pistol-1?&nbsp; You need 1 XP.

<P>Ex:&nbsp; Going from Pilot-4 to Pilot-5?&nbsp; You need 5 XP.
<BR>&nbsp;
<BR>&nbsp;

<P>Improvement Throw:&nbsp; A number of dice are thrown equal to the new
skill level.&nbsp; Success occurs when all 6s are thrown.

<P>Only one attempt per skill is allowed per game session, but a Player
can throw on as many eligible skills as he chooses.

<P>Ex:&nbsp; Trying to go from Pistol-0 to Pistol-1?&nbsp; You throw 1D.&nbsp;
Success occurs on a throw of 6.

<P>Ex:&nbsp; Trying to go from Pilot-4 to Pilot-5?&nbsp; You throw 5D.&nbsp;
Success occurs on a throw of 30.
<BR>&nbsp;
<BR>&nbsp;

<P>INT Bonuses:&nbsp; +1 DM if INT 5-9.&nbsp; +2 DM if INT 10-14.&nbsp;
+3 DM if INT 15.

<P>Ex:&nbsp; On the Pistol throw above, success occurs on a 5 or 6 if the
PC has INT 7.

<P>Ex:&nbsp; On the Pilot throw above, success occurs on a total of 28+
if the PC has INT 13.
<BR>&nbsp;
<BR>&nbsp;

<P>XP Bonuses:&nbsp; Bonuses to the throw can also be obtained by spending
extra XP.&nbsp; Using Double the amount of required XP nets a +1 DM on
the throw.&nbsp; Triple the amount of required XP nets a +2 DM on the throw,
and so on.
<BR>&nbsp;
<BR>&nbsp;

<P>Cost of Trying:&nbsp; Every time a skill increase is attempted and fails,
the cost for trying is 1 XP from that skill’s total.&nbsp; All other XP
are kept.

<P>If a skill is improved, all XP are wiped out.&nbsp; The new skill begins
anew sans any XP from the previous level.
<BR>&nbsp;
<BR>&nbsp;

<P>Level 0 Skills:&nbsp; If an attempt made to gain a skill at level 1
fails, a second throw for improvement is allowed free of cost.&nbsp; If
this second attempt is successful, the PC gains the skill at level 0.&nbsp;
(Only attempts for level 1 skills).
<BR>&nbsp;
<BR>&nbsp;

<P>Experience Limit:&nbsp; We use a modification of the Experience Limit
rule listed on pg. 30 of MT.

<P>If a PC’s total skill levels do not exceed (INT + EDU), then prerequisite
points remain as stated above.

<P>If a PC’s total skill levels are (INT + EDU) <U>></U> 2 x (INT + EDU),
then prerequisite points are doubled.

<P>If a PC’s total skill levels are 2 x (INT + EDU) <U>></U> 3 x (INT +
EDU), then prerequisite points are tripled, and so on.

<P>Bonuses derived from additional XP are subject to the same figuring,
but INT bonuses remain the same.

<P>Since it gets harder to improve the more skills a PC earns, Players
should be strategic in throwing for improvement for specific skills.&nbsp;
In this fashion, Players can mold their characters, and some skills will
remain unimproved while XP build up (potential is there for the PC to improve,
but he is not applying himself in that direction).
<BR>&nbsp;
<BR>&nbsp;

<P>Characteristic Increases:&nbsp; Characteristics are treated like skills
with regard to experience and improvement.
<BR>&nbsp;</HTML>

- --------------DC15816D6031799BC7830D1B--

------------------------------

Date: Mon, 30 Aug 1999 17:17:42 -0400
From: Mark Urbin <eclipse@ultranet.com>
Subject: Re: Sector Viewer

I'll vote for a Pilot formatted version before/instead of a WINCE version.


- ----------------------------------------------------------------------------
eclipse@ultranet.com -- These opinions are mine, no one else wants `em.
Vikings? There ain't no vikings here. Just us honest farmers. The town was
burning, the villagers were dead. They didn't need those sheep anyway.
That's our story and we're sticking to it. http://www.ultranet.com/~eclipse/
- ----------------------------------------------------------------------------

------------------------------

Date: Mon, 30 Aug 1999 16:24:25 -0500
From: Eris reddoch <eris@pcola.gulf.net>
Subject: Re: [www] Freelance Traveller Announcement

Jory Earl wrote:
> 
> >My advice: Either maintain a printable version of the material or ensure
> >the main version is printable. If you want this kind of layout then frames can
> >actually be an advantage. Whatever, white backgrounds are a good idea
> anyhow.
 
> How about downloadable text files of information?  Small, simple and
> readable on almost any computer.

Sounds like a winning idea to me.

Eris

ps.   I got all black on black too when I just tried it.  NS 4.61

------------------------------

Date: Mon, 30 Aug 1999 17:48:39 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: [www] Freelance Traveller Announcement

>Eris
>
>ps.   I got all black on black too when I just tried it.  NS 4.61

That is totally bizarre, I see everything fine in IE 5.0 and NS 4.6..

The background is supposed to be black, but the links are RED and visited
links are in light blue;

Text is that off-orangish color.

___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

------------------------------

Date: Mon, 30 Aug 1999 17:33:30 -0400
From: Mark Urbin <eclipse@ultranet.com>
Subject: Bob Forward's ideas

There was a good write up of ground based lasers for a launching system and 
other nifty gearhead concepts in Marshall Savage's book "The Millennial 
Project: Colonizing the Galaxy in Eight Easy Steps".
More details at http://www.luf.org/


 >>BTW, according to speculation by Dr. Robert Forward the "best" tech to
 >>"invent" would be something that converted angular momentum into
 >>energy. The conversion factor is *obscene* (based on the way angular
 >>momentum contributes to the stress-energy tensor). A barely measurable
 >>amount of angular momentum amounts to something like several *kilos* of
 >>mass. :-)
 >
 >Ah, but Bob Forward has such wonderful Traveller ideas! It's nice to see
 >that people are finally beginning to take them seriously with the
 >ground-laser-powered launchers.
 >
 >Hmm... I bet Ditzie could have some fun with _that_ one...

- ---------------------------------------------------------------------------
eclipse@ultranet.com -- These opinions are mine, no one else wants `em.
"Driving a Hudson Hornet on the disinformation triple bypass: cruising for
burgers & garage sales. Hooks baited, lines entangled, roadkill cooked"
                  http://www.ultranet.com/~eclipse/
- ---------------------------------------------------------------------------

------------------------------

Date: Mon, 30 Aug 1999 17:51:03 -0400
From: Juliean Galak <jg42@cornell.edu>
Subject: Re: [www] Freelance Traveller Announcement

At 11:23 PM 8/28/99 +0000, you wrote:
> >So turn off JavaScript.  That'll keep the pop-ups away....
>
>Um, not necessarily, in a frames-supporting browser (which most
>are, these days). All it takes is a TARGET= parameter in the HREF
>statement.

while that's true in theory, that doesn't seem to be how Geocities does it 
- - Turning off JS seems to kill the pop-up... I could be wrong though...

           -- Juliean Galak (a.k.a. Falcon)

- --
jg42@cornell.edu        "I do not agree with a word you say, but I will
                          defend to the death your right to say it."
                                              -- Francois Marie Voltaire
#include <disclaimer.h> "Imagination is more important than knowledge"
                          			     -- Albert Einstein
for PGP public-key and
more quotes, finger: jg42@gerfalcon.tzo.com
WWW Page: http://www.cadif.cornell.edu/~falcon/                

------------------------------

Date: Mon, 30 Aug 1999 16:59:24 -0500
From: "Robert Eaglestone" <eaglesto@nortelnetworks.com>
Subject: Re: Python

Someone asked about using Python to write a
sector generator.  As far as I know, Python would
probably be just as good as perl, lisp, or java.  Of
course, if you already know Python, so much the
better.

If you don't know Python, might I humbly suggest
using perl or java instead?

Rob

------------------------------

Date: Mon, 30 Aug 1999 15:01:01 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: [www] Freelance Traveller Announcement

Juliean Galak writes:
> At 11:23 PM 8/28/99 +0000, you wrote:
> > >So turn off JavaScript.  That'll keep the pop-ups away....
> >
> >Um, not necessarily, in a frames-supporting browser (which most
> >are, these days). All it takes is a TARGET= parameter in the HREF
> >statement.
> 
> while that's true in theory, that doesn't seem to be how Geocities does it 
> - Turning off JS seems to kill the pop-up... I could be wrong though...

You can't create a popup window without javascript, frames doesn't support
it.  You can, of course, create a frame containing advertisement without a
popup window, but that's much easier to ignore, particularly if you also
turn off image loading. 

------------------------------

Date: Mon, 30 Aug 1999 17:04:33 -0500
From: Eris reddoch <eris@pcola.gulf.net>
Subject: Re: [www] Freelance Traveller Announcement

Jory Earl wrote:
> 
> >Eris
> >
> >ps.   I got all black on black too when I just tried it.  NS 4.61
> 
> That is totally bizarre, I see everything fine in IE 5.0 and NS 4.6..

And this will make it even more bizarre, I just tired it again and it
worked.  I don't suppose you  made any changes in the last couple of
hours....

Eris

------------------------------

Date: Mon, 30 Aug 1999 18:12:53 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: [www] Freelance Traveller Announcement

>And this will make it even more bizarre, I just tired it again and it
>worked.  I don't suppose you  made any changes in the last couple of
>hours....
>
>Eris

Nope.  Been too busy recording some of my Cocteau Twins CDs.  :)

___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

------------------------------

Date: Mon, 30 Aug 1999 15:38:49 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Thrust effects (was HEPlar lives!)

> And I'd class *some* properly designed "open frame" ships as
> "partially streamlined". After all there are a lot of "open frame"
> objects on earth that handle strong winds ok.

Like craft shaped like hollow cylinders, or box-kites?
////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi+  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

------------------------------

Date: Mon, 30 Aug 1999 21:47:37 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Re: [www] Freelance Traveller Announcement

Robert Prior <robert_prior@sympatico.ca> writes:
>Amen, brother, amen.
>
>During the summer I had to navigate the BITS website by guessing at
>filenames, because my monitor was too small to display the entire
>navigation frame. There's a few other Traveller websites that use
>Javascript for navigation which I can't access, because Netscape 2* doesn't
>run the right level of Javascript.

That's why the site now has a no-frames option plus the index page (which
you can reach by clicking on the main logo) which can get you everywhere on
the site... I haven't implemented any javascript for the same reason...

BTW - was this the vertical scroll issue?

>*Yes, it's old, but the newer versions won't run on my computer without
>upgrading, and I refuse to upgrade my computer just to see a web site.

Agreed.

Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

------------------------------

Date: Mon, 30 Aug 1999 21:59:39 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Re: [www] Freelance Traveller Announcement

"Jory Earl" <j-man@iname.com> writes:

>>Ideally, you need to find a way to view the screen as other users are.
>>Perhaps dropping the resolution just before you check the site - just a
>>click on the control strip. I do wonder if I should reinstall navigator 2
>>and try checking things at 640 x 480.
>
>That doesn'ty work for me.  This is a 19-inch monitor so lower resolutions
>do not look the same as they would on a 14, 15 and 17 inch monitor at
>different resolutions.

They should display the same widths ie by dropping the number of pixels
available to 640 you will see the same as a user with 640 by 480. The
number of pixels displayed is tied to the graphics card more than the
monitor now - for example, my Apple 15"AV Multisync will display from 640
by 480 in millions of colours to 1024 x 768 in 256 colours. This is
governed by the video RAM (1Mb).

Changing the Display in Windows 95/98/NT should have the same effect as
using a lower res machine.
On the Mac use the Monitors & Sound control panel or the control strip
module on OS>7.5

>What I need is a computer with each of the sizes listed of monitor.  :)
>Anyone gonna give me some?

This isn't going to be a lot of use as the monitor physical tube size is
pretty much separated from the resolution. If you display 640 x 480 on a
19" monitor it has the same number of dots/pixels as a 14" monitor, but has
them in a bigger space ie each pixel is bigger.

Also....

>How about downloadable text files of information?  Small, simple and
>readable on almost any computer. Like if I have some charts on my site,
> I could have duplicates in an ASCII
>text file that can be downloaded for printing.
>Is this a good idea?

Yes, or an Acrobat file if formatting is important. RTF (Rich Text) is also
okay. But don't use a format like Word 97/00 because it means you limit
your audience to those with the same software.


Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

------------------------------

Date: Mon, 30 Aug 1999 23:49:42 +0100
From: SD Mooney <dom@cybergoths.u-net.com>
Subject: Re: GenCon UK 99

Volker Greimann <volker@greimann.de> writes:
>The limp is the PERFECT addition to the costume, in fact.
>Remember ¥Allo ¥Allo?
>Every Gestapo / SolSec agant needs a limp to be perfect...
>This will be implemented in any future campaigns i have....

I have to state quite categorically that I am not looking for the 'sausage'
or the 'fallen madonna with...". Just in case the Gateaux from the Chateaux
is listening...

Dom

- ----------Dom Mooney---dom@cybergoths.u-net.com------------
                       MiB - Marines in Battledress
   "Protecting the Imperium from the Scum of the Galaxy"
Rob Prior's Mac software @ http://www.bits.org.uk/ 

------------------------------

Date: Tue, 31 Aug 1999 00:35:04 +0100
From: "Peter L.S. Trevor" <ptrevor.trisen@zetnet.co.uk>
Subject: Re: GenCon UK 99

SD Mooney wrote:
> If any UK/Europe/Other TML'rs want to meet up at GenCon,
>
> I'll be around the BITS stand (in the Trade Hall), probably dressed as a
> Solomani Confederation SolSec^h^h^h^h^h^h^h^h Navy Officer. The one with
> the limp (top tip - don't break a toe the week before the biggest con
> you're doing this year)!
>
> I'll have the digital camera with me, so if any UK TML'rs want to add to
> the collection of faces-to-the-sig-file of photos started by the US Baycon
> TML'rs, I'll be happy to oblige.

I'll be there from approx midday Wednesday.

Regards PLST
Mobile 0410 514646
(Now if I can just remember what I did with my BITS ID card.)

------------------------------

End of Traveller-digest V1999 #1040
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