Traveller-digest        Friday, June 6 1997        Volume 1997 : Number 1410



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

The following topics are covered in this digest:

Dark Ages & Tech Advance
Re: 3D starmap question
Re: Windows on Starships
Re: My TL-15 Xboat Design
Re: Pocket Empires
Re: New old Library Data on the Web!
Re: Vegans
TNE//Scout Variants for Ref. Coalition
Re: Star Trek & Windows in Spaceships
Re: Starports & PE
Re: Deneb and Corridor in M:0

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

Date: Fri,  6 Jun 97 11:51:00 GMT 
From: s.johnson107@genie.com
Subject: Dark Ages & Tech Advance

> As you can see, I haven't looked all of these up.  I'm sure many of
> them do relate to dark age advances.  Anyone however, could build a
> list this small from virtually any other era in time.  Do you really
> want to make the contention that the Dark ages was competitive?  If
> so, please do in private e-mail and I will go to the trouble of
> researching all of these.
    Please don't, this is a legitimate subject for Traveller discussion!  Most
certainly it has more application then .1 c rocks and the like. ;)

    I must admit I favor the contention that the Dark Ages were a time of
explosive technological growth.  The problem we ALL have is that the mindset of
the times in fairly Alien to all of us.  We dismiss the whole bit about numbers
of angels dancing on the head of a pin.  But that was as relevant in it's time
to those people as our understandings of Relativity, Cosmology and Quantum
physics are to us now.  Doubtless a thousand years from now there will be
scholars having a hard time getting into Our mindset on such subjects because
they are irrelevant to Their body of knowledge. ;)
    Mindset IS extremely important to technological advancement, as is NEED.
You don't try to figure out new ways of doing things unless you Need to.
Necessity IS the mother of invention after all.  And in the "Dark Ages" there
was a great many Needs driving them.  Just as the commercial necessities of our
times drives us to continue to advance.

    This all has a bearing on why it takes so frigging long to raise Tech
Levels in the Imperium you know.  My own pet theory is that it's a combination
of the conservative Vilani mindset (the vast majority of the Imperium
population is Vilani or Vilani influenced) the lure of the frontier/space (it's
harder to advance when your best and brightest minds are leaving University to
go off adventuring amongst the stars) Interstellar Trade (why try to reinvent
the wheel if someone else has already invented it and you can license their
version) the glacial slowness of communications (ever notice that the pace of
inovation and technological advancement increases as the speed of communication
does) and cultural inertia (the Imperium, in either Mileu 0 or 1100+ never
struck me as being a terribly inovative place.)
    All these things together mean that the Imperium, in whatever Mileu, is not
terribly concerned about developing new technology.  Now this makes sense from
a Governmental POV, new tech has this terribly side effect of undermining
governmental authority.  Look at the impact that broadcast and fax technology
had on the Soviet block, in China and elsewhere.  Look at the headaches
encryption technologies are causing law enforcement, or the internet for the
courts.  With examples like these is it any wonder that a government would be
neutral at best to explosive technological growth and advancement?
    But that just MY pet theory, I'm certain other people have other theories,
let's hear them. ;)

Stephen

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

Date: Fri, 6 Jun 1997 14:23:09 +0100
From: anders.backman@aniware.se (Anders Backman)
Subject: Re: 3D starmap question

>Using XZ and YZ map pairs (like Battlefleet Mars did for combat) makes
>it easier to tell if stars are close to each other. They have to be
>close on *both* maps.
>

You can use a pseudo perspective drawing of the stars with lines to the
"ground plane". This makes it fairly easy to see what stars are close to
others but as it is still hard for maps with lots of stars per map.


/Anders Backman
Aniware AB
anders.backman@aniware.se

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

Date: Fri, 6 Jun 1997 09:13:51 -0400 (EDT)
From: Brett Fishburne <bfish@atlantech.net>
Subject: Re: Windows on Starships

I was wondering about the role of ceramics.  Aren't there tremendous
problems with modifications to ceramic structures under heat loads?
Certainly some ceramics have been generated which perform well under high
heat (pistons in engines for example), but I seem to remember an article
saying that there was a physical limit to the heat that a ceramic could
endure without changing structure.  Anyone else remember this?

Brett Fishburne

At 07:48 AM 6/6/97 +0100, Anders Backman wrote:
>>        Scientists are already working on these materials... I read
>>about this stuff in an old Economist, I think. :)
>
>That might not be the best possible source for data on this kind of stuff ;)
>
>It seems a bit hard to make metals transparent without removing the
>qualities that make them metals. You could of course envision ceramics in
>that role.
>
>
>/Anders Backman
>Aniware AB
>anders.backman@aniware.se
>
>
>
>

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

Date: Fri, 6 Jun 1997 14:44:02 +0100
From: Timothy.Collinson@solent.ac.uk
Subject: Re: My TL-15 Xboat Design

Leonard wrote:


<snip forms from CT info>

>I thought they had the text form divided up into 1 character boxes? And
>the image form into tiny "pixel" boxes. In any case, do they have a
>cost listed for a message/picture?
Not in Supplement 12 but it kind of rings a very small bell that these
might have been mentioned somewhere.

tc

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

Date: Thu, 05 Jun 1997 15:14:44 -0700
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Pocket Empires

At 07:35 PM 6/5/97 +0100, Bruce Lewis wrote:
>Hi,
>
>	I may pick up Pocket Empires tomorrow night. can anyone tell me if it's
>worth getting, or does it suffer from the same blight as Starships and
>First Survey? I can't remember seeing a review anywhere, so I would
>appreciate a few people who have bought it letting me into a few of its
>darkest secrets.
>
>	Many thanks in advance...

How do I put this simply?

Buy this immediately.  Camp in front of your gamestore, if necessary.  This
is one of the best products for Traveller since The Traveller Adventure.
It's both a stand-alone game and an aid to Referees building their own M:0
universe.


- --
+------------------------------------------------+
|   Douglas E. Berry         dberry@hooked.net   |
|  Creative Planetologist, THUDDer, 20 year vet  |
|         http://www.hooked.net/~dberry/         |
|************************************************|
|  "One who, on being told that this is a game   | 
|  about politics and intrigue in 17th century   |
|  Italy, asks to play a ninja."                 |
|   -Andrew Rilstone's definition of "munchkin"  |
+------------------------------------------------+

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

Date: Thu, 05 Jun 1997 15:12:56 -0700
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: New old Library Data on the Web!

At 09:31 PM 6/5/97 +0200, Mark Seemann wrote:
>Hello all
>
>I'm very pleased to announce the launch of a big project of mine (one of
>those project which'll make you wonder if I have a life or not) - a very
>big collection of Traveller Library Data, gathered from more than 45
>canonical sources and severely hypertexted!
>
>There's more than 700 kB raw html files, so chances are that the
>information that YOU seek is there! Check it out! The location:
>
>http://www2.dk-online.dk/users/mark_seemann/library/

This page refuses to believe that my copy of Netscape Navigator 3 is
frames-capable.  Did you test it with Netscape?  Or just MSIE?  To be
honest, I have neither the disk space or patience to wrestle with two
separate browsers.


- --
+------------------------------------------------+
|   Douglas E. Berry         dberry@hooked.net   |
|  Creative Planetologist, THUDDer, 20 year vet  |
|         http://www.hooked.net/~dberry/         |
|************************************************|
|  "One who, on being told that this is a game   | 
|  about politics and intrigue in 17th century   |
|  Italy, asks to play a ninja."                 |
|   -Andrew Rilstone's definition of "munchkin"  |
+------------------------------------------------+

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

Date: Fri, 6 Jun 1997 10:34:00 -0400 (EDT)
From: Ethan Henry <ehenry@mag1.magmacom.com>
Subject: Re: Vegans

A number of comments have been made about the Vegans...

Yes, they got Jump from the Vilani, but during the first Imperium.
They formed a fairly decent interstellar empire (albeit a small one)
during the long night. The 3rd Imperiums policy of disallowing
multi-system governments eventually led to the forced breakup of
the Vegan empire into the "Vegan Autonomous District", or perhaps
that was after the Solomani Rim war... anyways, the Vegans had
a decent Empire, though I doubt they were much of a threat to the 
expanding 3I.

Ethan
- -- 
ehenry@magma.ca                                  http://www.magma.ca/~ehenry

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

Date: Fri, 6 Jun 1997 10:20:08 -0400 (EDT)
From: fcain@st6000.sct.edu (Franklin W. Cain)
Subject: TNE//Scout Variants for Ref. Coalition

In the Reformation Coalition, relic TL-15 Scout/Couriers are relatively 
plentiful (compared to other starships).  As such, the RC came up with the 
Multi-Mission Scout (a modified Scout with a 20-ton module in its belly).  
However, the RC started phasing these out in favor of the Victrix-class 
Multi-Mission Sloops.  One might wonder what is to be done with these 
surplus Scouts...  

Using the TNE core rules as written, when a character or group of 
characters uses their ship DMs and gets a result of "-16" (16 value 
modifiers) or better, they are *guaranteed* a ship *free-and-clear* 
(i.e., *no* payments), specifically, a Scout ship.  Here's how...  

  1) One of the value modifiers is taken as the Wear Value, as all ships 
    have a Wear Value of 1+.  

  2) The other value modifiers are taken as "-DM" on the Ship Type Table, 
    resulting in a *very* negative number (a roll of 2D6-15, for example).  

  3) Results of "-2" or below on the Ship Type Table result in a "Scout" 
    or a "Modified Scout," depending on the column used.  

In _The_Guilded_Lilly_, the last page mentions that the RC will strongly 
consider the tactic of subsidized ship ownership as a means of generating 
interstellar commerce.  Based on my analysis above of the Starship Tables, 
an argument could be made that the RC *already* has such a policy...  

With this in mind, I'd like to present my versions of the modified Scouts 
that are so readily available in the Reformation Coalition.  All of these 
Scouts have a Tech Level of "12/15."  This is because the TL-15 (bonded 
superdense) hull was emptied of its TL-15 components, and refilled with 
TL-12 components.  The salvagable TL-15 components were then used in more 
important RC Navy vessels.  

These three Scout variants are: 

  The _Tramp_-Class Scout/Trader 
    (received from the Trader column); 

  The _Alchemist_-Class Scout/Lab Ship 
    (received from the Lab Ship column); 

  And, the _Ronin_-Class Scout/Escort 
    (received from the Warship column).  

*******************************************************************************

This is the "Mod. Scout" received from the Trader column on the Ship 
  Type Table.  

Reformation Coalition _Tramp_-Class Scout/Trader 
  (Modified Relic Scout/Courier)  

General Data

Displacement: 100 tons          Hull Armor: 28
Length: 35 meters               Volume: 1,400 kiloliters
Price: MCr 48.689               Target Size: S
Configuration: Wedge SL         Tech Level: 12/15 (see below)
Mass (Loaded/Empty): 1,129.272/817.576

Engineering Data

Power Plant: 140 MW TL-12 Fusion Power Plant, one year duration
  (7.116 MW surplus)
Jump Performance: 2 parsecs (210 kiloliters total; 105 kiloliters
  per parsec)
G-Rating: 2 Gs/HEPlaR (50 MW per G), Contra-Grav Lifters (10 MW)
G-Turns: 48 (6.25 kiloliters each; enough for 12 hrs. at max. Gs)
Fuel Tankage: 510 kiloliters, plus 21 kiloliters reserved for 
  the power plant
Maintenance: 49

Electronics

Computer: 3x TL-12 Mod Std Computers (0.4 MW each)
Communications:
  1x TL-12 30,000 km Radio (1 hx; 1 MW)
  1x TL-12 1,000 AU Laser-Comm (inf.; 0.3 MW)
  1x TL-12 1,000 AU Maser-Comm (inf.; 0.6 MW)
Avionics: TL-12 Flt Avionics (0.1 MW)
Sensors:
  1x TL-12 30,000 km Active EMS (1 hx; 11 MW)
  1x TL-12 90,000 km Passive EMS, fixed array (3 hx; 0.1 MW)
ECM/ECCM: None
Controls: Control Deck with 3x Workstations, plus 1x additional 
  Workstation

Armaments

Hardpoints: 1x Turret Hardpoint Socket (Loc: 10)
Offensive: None
Defensive: None
Master Fire Directors: None

Accommodations

Life Support: Extended (0.28 MW), Grav Compensators (7 MW)
Crew: 4 (2x Maneuver; 1x Electronics; 1x Engineering)
Crew Accommodations:
  2x Small Staterooms (0.0005 MW each)
  2x Large Staterooms (0.001 MW each)
Passenger Accommodations: None
Cargo: 275.996 kiloliters (approx. 19.7 dt), 1x Large Cargo Hatch
Small Craft and Launch Facilities: Internal Hangar (Minimal) for 2-ton 
  Air/Raft, with Launch Port
Air Locks: 1 (0.001 MW)

Notes

1) Hull shell is TL-15 bonded superdense.  All other components are TL-12.  
2) Fuel scoops capable of ingesting 280 kiloliters (20 dt) per hour.  
3) Fuel purification machinery capable of refining 200 kiloliters every 
  six hours (15.3 hours for 510 kiloliters; 1.2 MW).  

*******************************************************************************

This is the "Mod. Scout" received from the Lab Ship column on the Ship 
  Type Table.  

Reformation Coalition _Alchemist_-Class Scout/Lab Ship 
  (Modified Relic Scout/Courier)  

General Data

Displacement: 100 tons          Hull Armor: 28
Length: 35 meters               Volume: 1,400 kiloliters
Price: MCr 58.634               Target Size: S
Configuration: Wedge SL         Tech Level: 12/15 (see below)
Mass (Loaded/Empty): 984.872/918.176

Engineering Data

Power Plant: 140 MW TL-12 Fusion Power Plant, one year duration
  (5.516 MW surplus)
Jump Performance: 2 parsecs (210 kiloliters total; 105 kiloliters
  per parsec)
G-Rating: 2 Gs/HEPlaR (50 MW per G), Contra-Grav Lifters (10 MW)
G-Turns: 48 (6.25 kiloliters each; enough for 12 hrs. at max. Gs)
Fuel Tankage: 510 kiloliters, plus 21 kiloliters reserved for 
  the power plant
Maintenance: 42

Electronics

Computer: 3x TL-12 Mod Std Computers (0.4 MW each)
Communications:
  1x TL-12 30,000 km Radio (1 hx; 1 MW)
  1x TL-12 1,000 AU Laser-Comm (inf.; 0.3 MW)
  1x TL-12 1,000 AU Maser-Comm (inf.; 0.6 MW)
Avionics: TL-12 Flt Avionics (0.1 MW)
Sensors:
  1x TL-12 30,000 km Active EMS (1 hx; 11 MW)
  1x TL-12 90,000 km Passive EMS, fixed array (3 hx; 0.1 MW)
ECM/ECCM: None
Controls: Control Deck with 4x Workstations, plus 3x additional 
  Workstations

Armaments

Hardpoints: 1x Turret Hardpoint Socket (Loc: 10)
Offensive: None
Defensive: None
Master Fire Directors: None

Accommodations

Life Support: Extended (0.28 MW), Grav Compensators (7 MW)
Crew: 7 (2x Maneuver; 1x Electronics; 1x Engineering; 2x Scientist; 
        1x Command)
Crew Accommodations: 6x Small Staterooms (0.0005 MW each)
Passenger Accommodations: None
Cargo: 30.996 kiloliters
Small Craft and Launch Facilities: Internal Hangar (Minimal) for 2-ton 
  Air/Raft, with Launch Port
Air Locks: 1 (0.001 MW)

Notes

1) Hull shell is TL-15 bonded superdense.  All other components are TL-12.  
2) Fuel scoops capable of ingesting 280 kiloliters (20 dt) per hour.  
3) Fuel purification machinery capable of refining 200 kiloliters every 
  six hours (15.3 hours for 510 kiloliters; 1.2 MW).  
4) 2x Laboratory (0.8 MW each).  

*******************************************************************************

This is the "Mod. Scout" received from the Warship column on the Ship 
  Type Table.  

Reformation Coalition _Ronin_-Class Scout/Escort 
  (Modified Relic Scout/Courier)  

General Data

Displacement: 100 tons          Hull Armor: 28
Length: 35 meters               Volume: 1,400 kiloliters
Price: MCr 66.188               Target Size: S
Configuration: Wedge SL         Tech Level: 12/15 (see below)
Mass (Loaded/Empty): 1,024.077/934.681

Engineering Data

Power Plant: 150 MW TL-12 Fusion Power Plant, one year duration
  (4.934 MW shortfall)
Jump Performance: 2 parsecs (210 kiloliters total; 105 kiloliters
  per parsec)
G-Rating: 2 Gs/HEPlaR (50 MW per G), Contra-Grav Lifters (10 MW)
G-Turns: 72 (6.25 kiloliters each; enough for 18 hrs. at max. Gs)
Fuel Tankage: 660 kiloliters, plus 22.5 kiloliters reserved for 
  the power plant
Maintenance: 44

Electronics

Computer: 3x TL-12 Mod Fb Computers (0.8 MW each)
Communications:
  1x TL-12 30,000 km Radio (1 hx; 1 MW)
  1x TL-12 1,000 AU Laser-Comm (inf.; 0.3 MW)
  1x TL-12 1,000 AU Maser-Comm (inf.; 0.6 MW)
Avionics: TL-12 Flt Avionics (0.1 MW)
Sensors:
  1x TL-12 300,000 km Active EMS (10 hx; 27.5 MW)
  1x TL-12 90,000 km Passive EMS, fixed array (3 hx; 0.1 MW)
ECM/ECCM: None
Controls: Control Deck with 4x Workstations, plus 1x additional 
  Workstation

Armaments

Hardpoints: 2x Turret Hardpoint Socket (Loc: 10, 11)
Offensive: 
  1x TL-15 150 Mj Laser Turret (4.2 MW; Loc: 10; Arcs: ___)
    (Short: ___; Med: ___; Long: ___; Extr: ___)
  1x TL-8 Missile Turret (2 missiles; 0.15 MW; Loc: 11)
Defensive: None
Master Fire Directors: None

Accommodations

Life Support: Extended (0.28 MW), Grav Compensators (7 MW)
Crew: 7 (2x Maneuver; 1x Electronics; 1x Engineering; 2x Gunnery; 
         1x Command)
Crew Accommodations: 6x Small Staterooms (0.0005 MW each)
Passenger Accommodations: None
Cargo: 1.196 kiloliters, plus 6 additional missiles, 1x Small Cargo Hatch
Small Craft and Launch Facilities: Internal Hangar (Minimal) for 2-ton 
  Air/Raft, with Launch Port
Air Locks: 1 (0.001 MW)

Notes

1) Hull shell is TL-15 bonded superdense.  All other components are TL-12.  
2) Fuel scoops capable of ingesting 280 kiloliters (20 dt) per hour.  
3) Fuel purification machinery capable of refining 200 kiloliters every 
  six hours (19.8 hours for 660 kiloliters; 1.2 MW).  
4) Power shortfall is usually made up by powering down either the CG 
  Lifters [+10 MW] or the Active EMS [+27.5 MW] or by using only 1 G of 
  acceleration [+50 MW].  
5) MFDs were not installed due to extreme price (MCr 20+ each for 300,000 
  km [10 hx] range).  

*******************************************************************************

This is the FF&S worksheet for the _Tramp_-class Scout/Trader.  

FF&S Worksheet                  Volume  Mass    Power   Price   Area
  (Note: Prices rounded
  to 3 decimal places.)

Hull: 100 dt, Wedge SL          (1,400) (1,500) ---     ---     (900)
Armor Value: 28 (1 cm, BSD)     9       135     ---     0.726   ---
Internal Structure: 2 Gs        0.643   9.645   ---     0.018   ---
Fuel Scoops: 20 dt/hour         ---     ---     ---     0.105   45

Jump: 2 parsecs, TL-12          42      126     ---     12.6    14
Fuel: Jump-2 (105 m^3/parsec)   210     14.7    ---     ---     ---
Maneuver: 2 Gs/HEPlaR           10      10      100     0.1     10
  (50 MW/G)
Fuel: 48 G-Turns                300     21      ---     ---     ---
  (6.25 m^3/G-Turn)
Contra-Grav Lifters             30      20      10      3       90
Power: TL-12 140 MW Fusion      70      280     (140)   14      ---
Fuel: One year                  21      1.47    ---     ---     ---

Controls: Dynamic Linked        1.4     0.14    0.1     0.15    ---
3x TL-12 Mod Std Computers      24      4.8     1.2     9       ---
TL-12 Flt Avionics              0.001   0.001   0.1     0.025   ---
TL-12 30,000 km Radio           0.01    0.02    1       0.03    10
TL-12 1,000 AU Laser-Comm       0.05    0.1     0.3     0.18    1
TL-12 1,000 AU Maser-Comm       0.1     0.2     0.6     0.18    1
TL-12 30,000 km Active EMS      2.2     4.4     11      4.4     4.4
TL-12 90,000 km Passive EMS,    1       2       0.1     2       ---
  Fixed Array                   0.4     0.4     ---     0.4     8
4x Normal Workstations          28      0.8     ---     0.006   ---

1x Turret Socket                42      ---     ---     0.005   10

1x Air Lock                     3       0.2     0.001   0.005   2
Extended Life Support           11.2    11.2    0.28    0.7     ---
Artif. Grav./G-Comp.: 3 Gs      14      28      7       0.7     ---
2x Small Staterooms             56      4       0.001   0.08    ---
2x Large Staterooms             112     8       0.002   0.2     ---

Cargo: 275.996 m^3              275.996 275.996 ---     ---     ---
1x Large Cargo Hatch            ---     ---     ---     0.02    20
Internal Hangar (Minimal)       56      11.2    ---     0.011   ---
  for 2-ton Air/Raft
(Launch Port)                   ---     ---     ---     0.016   16

Fuel Purification: 200 m^3      80      160     1.2     0.032   ---
  every 6 hours

*******************************************************************************

This is the FF&S worksheet for the _Alchemist_-class Scout/Lab Ship.  

FF&S Worksheet                  Volume  Mass    Power   Price   Area
  (Note: Prices rounded
  to 3 decimal places.)

Hull: 100 dt, Wedge SL          (1,400) (1,500) ---     ---     (900)
Armor Value: 28 (1 cm, BSD)     9       135     ---     0.726   ---
Internal Structure: 2 Gs        0.643   9.645   ---     0.018   ---
Fuel Scoops: 20 dt/hour         ---     ---     ---     0.105   45

Jump: 2 parsecs, TL-12          42      126     ---     12.6    14
Fuel: Jump-2 (105 m^3/parsec)   210     14.7    ---     ---     ---
Maneuver: 2 Gs/HEPlaR           10      10      100     0.1     10
  (50 MW/G)
Fuel: 48 G-Turns                300     21      ---     ---     ---
  (6.25 m^3/G-Turn)
Contra-Grav Lifters             30      20      10      3       90
Power: TL-12 140 MW Fusion      70      280     (140)   14      ---
Fuel: One year                  21      1.47    ---     ---     ---

Controls: Dynamic Linked        1.4     0.14    0.1     0.15    ---
3x TL-12 Mod Std Computers      24      4.8     1.2     9       ---
TL-12 Flt Avionics              0.001   0.001   0.1     0.025   ---
TL-12 30,000 km Radio           0.01    0.02    1       0.03    10
TL-12 1,000 AU Laser-Comm       0.05    0.1     0.3     0.18    1
TL-12 1,000 AU Maser-Comm       0.1     0.2     0.6     0.18    1
TL-12 30,000 km Active EMS      2.2     4.4     11      4.4     4.4
TL-12 90,000 km Passive EMS,    1       2       0.1     2       ---
  Fixed Array                   0.4     0.4     ---     0.4     8
7x Normal Workstations          49      1.4     ---     0.011   ---

1x Turret Socket                42      ---     ---     0.005   10

1x Air Lock                     3       0.2     0.001   0.005   2
Extended Life Support           11.2    11.2    0.28    0.7     ---
Artif. Grav./G-Comp.: 3 Gs      14      28      7       0.7     ---
6x Small Staterooms             168     12      0.003   0.24    ---

Cargo: 30.996                   30.996  30.996  ---     ---     ---
Internal Hangar (Minimal)       56      11.2    ---     0.011   ---
  for 2-ton Air/Raft
(Launch Port)                   ---     ---     ---     0.016   16

2x Laboratory                   224     100     1.6     10      ---

Fuel Purification: 200 m^3      80      160     1.2     0.032   ---
  every 6 hours

*******************************************************************************

This is the FF&S worksheet for the _Ronin_-class Scout/Escort.  

FF&S Worksheet                  Volume  Mass    Power   Price   Area
  (Note: Prices rounded
  to 3 decimal places.)

Hull: 100 dt, Wedge SL          (1,400) (1,500) ---     ---     (900)
Armor Value: 28 (1 cm, BSD)     9       135     ---     0.726   ---
Internal Structure: 2 Gs        0.643   9.645   ---     0.018   ---
Fuel Scoops: 20 dt/hour         ---     ---     ---     0.105   45

Jump: 2 parsecs, TL-12          42      126     ---     12.6    14
Fuel: Jump-2 (105 m^3/parsec)   210     14.7    ---     ---     ---
Maneuver: 2 Gs/HEPlaR           10      10      100     0.1     10
  (50 MW/G)
Fuel: 48 G-Turns                450     31.5    ---     ---     ---
  (6.25 m^3/G-Turn)
Contra-Grav Lifters             30      20      10      3       90
Power: TL-12 150 MW Fusion      75      300     (150)   15      ---
Fuel: One year                  22.5    1.575   ---     ---     ---

Controls: Dynamic Linked        1.4     0.14    0.1     0.15    ---
3x TL-12 Mod Fb Computers       48      9.6     2.4     18      ---
TL-12 Flt Avionics              0.001   0.001   0.1     0.025   ---
TL-12 30,000 km Radio           0.01    0.02    1       0.03    10
TL-12 1,000 AU Laser-Comm       0.05    0.1     0.3     0.18    1
TL-12 1,000 AU Maser-Comm       0.1     0.2     0.6     0.18    1
TL-12 300,000 km Active EMS     5.5     11      27.5    11      11
TL-12 90,000 km Passive EMS,    1       2       0.1     2       ---
  Fixed Array                   0.4     0.4     ---     0.4     8
5x Normal Workstations          35      1       ---     0.008   ---

2x Turret Sockets               84      ---     ---     0.01    20
1x TL-15 150 Mj Laser Turret    ---     57      4.2     0.86    ---
1x TL-8 Missile Turret          ---     28.4    0.15    0.08    ---
  (2 missiles ready)

1x Air Lock                     3       0.2     0.001   0.005   2
Extended Life Support           11.2    11.2    0.28    0.7     ---
Artif. Grav./G-Comp.: 3 Gs      14      28      7       0.7     ---
6x Small Staterooms             168     12      0.003   0.24    ---

Cargo: 1.196 m^3                1.196   1.196   ---     ---     ---
6x Missiles                     42      42      ---     ---     ---
1x Small Cargo Hatch            ---     ---     ---     0.012   12
Internal Hangar (Minimal)       56      11.2    ---     0.011   ---
  for 2-ton Air/Raft
(Launch Port)                   ---     ---     ---     0.016   16

Fuel Purification: 200 m^3      80      160     1.2     0.032   ---
  every 6 hours

*******************************************************************************

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

Date: Fri, 6 Jun 1997 10:50:27 -0400 (EDT)
From: Ethan Henry <ehenry@mag1.magmacom.com>
Subject: Re: Star Trek & Windows in Spaceships

Anders mentioned 'Wrath of Khan' where the Enterprise got
all sneaky and went UP instead of left and right to defeat
2-D supergenius Khan. Much like that odd habit all Star Trek
ships have of all sharing the same magical "up vector", so
they're always facing each other straight & square on.

The specific episode I was thinking of was the one with the
giant space-fish or whatever they were... the Enterprise finds
dead, pregnant space fish, uses its phasers to perform a
quick C-section, releases the baby and says "Good! Well, we're off"
and goes on it's merry way. Mere moments later, the Enterprise
shakes and the whole crew goes "Woah - what was that??" not
realizing that the baby fish had snuck up and stuck itself
to the backside of the Enterprise.

That's some security system the Enterprise has got.

Anyways, oddly enough, the Enterprise, in one of the movies,
has a few windows, and they way they're set up is that there's 
a tiny little room with a pressure sealed door for each window...
they're like little viewing rooms out to space. (I think this was
the old Enterprise, not the Next Gen one, which obviously had
big windows just about everywhere). That's probably a not-too-bad
model for Trav ships - a sealed, small viewing area for those who 
need to focus their eyes on something very, very, very far away
for a little while.

Ethan

- -- 
ehenry@magma.ca                                  http://www.magma.ca/~ehenry

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

Date: Fri, 06 Jun 1997 07:58:42 -0700
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Starports & PE

At 08:39 AM 6/6/97 +0100, Anders Backman wrote:

>BTW Does PE have rules for building starports and what they cost? Where is
>any PE reviews? I don't like buying IG stuff unseen and my game provider
>won't stock IG products anymore unless i order. If PE is good I MIGHT
>computerize it (don't worry - I'll do it in Director so both MAc users and
>poor PC people can use it. I can even turn it into a Shockwave for web
>use).

PE is one of the better gaming products I've bought in the last few years.
It works on many levels as a development tool for Traveller, a solo game,
and political intrigue game set in a single Empire, a game of expansion
among several PEs, and is perfect for PBM/PBEM.

This is a must buy.  It uis one of Traveller products that will enhance
your game no matter what Millieu or setting you play in.

As for Starports, PE does include rules for upgrading starports.  Costs are
in Resources Units (RU).

X to E  Free    1 year
E to D  1.2 RU  2 years
D to C  120 RU  10 years
C to B  600 RU  20 years
B to A  2400 RU 30 years

So you can see that building a lower class port is fairly cheap and easy,
but upgrades can be a bitch.
- --
+------------------------------------------------+
|   Douglas E. Berry         dberry@hooked.net   |
| Gearhead & Planetologist, Traveller since 1977 |
|         http://www.hooked.net/~dberry/         |
|************************************************|
|    "Traveller assumes a remote centralized     |
|   government (referred to in this volume as    |
|    the Imperium)...                            |
|       -Introduction, Book 4: Mercenary (1978)  |
+------------------------------------------------+

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

Date: Fri, 06 Jun 1997 07:40:51 -0700
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Deneb and Corridor in M:0

At 01:55 PM 6/6/97 +0200, you wrote:

>Oh, I'm not saying that there weren't any Vargr ar all in Corridor and Deneb,
>just that they weren't in a position to impede the Imperial scouts, traders,
>and settlers. It's a long way from Vland to Mora, and any serious commerce
>raiding would, IMO, have caused the Imperium to concentrate on areas closer
>to home. But if the Vargr in the area were the descendents of Vargr who fled
>there in order to get away from enemies further coreward then that fits
>perfectly. Such colonies would be effectively cut off and very likely to
>regress to a point where they can't build starships.

You'll probably find Vargr colonies established on the more Lair-like
worlds of Corridor/Eneri.  These would be independant, and most likely
balkanized.  Vargr Corsairs would wander from isolated colony to isolated
colony raiding and looting as they went.  This is what the Imperium would
find as it expands spinward.

The real problem would come when the rest of the extents hears of the new
pickings, and you get a Corsair Rush (similar to a Gold Rush)
- --
+------------------------------------------------+
|   Douglas E. Berry         dberry@hooked.net   |
| Gearhead & Planetologist, Traveller since 1977 |
|         http://www.hooked.net/~dberry/         |
|************************************************|
|    "Traveller assumes a remote centralized     |
|   government (referred to in this volume as    |
|    the Imperium)...                            |
|       -Introduction, Book 4: Mercenary (1978)  |
+------------------------------------------------+

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

End of Traveller-digest V1997 #1410
***********************************

To unsubscribe to Traveller-Digest, send the command:

unsubscribe traveller-digest

in the body of a message to "traveller-request@MPGN.COM".  If you want
to subscribe something other than the account the mail is coming from,
such as a local redistribution list, then append that address to the
"subscribe" command; for example, to subscribe "local-traveller":

subscribe traveller-digest local-traveller@your.domain.net

A non-digest (direct mail) version of this list is also available; to
subscribe to that instead, replace all instances of "traveller-digest"
in the commands above with "traveller".

Multi-Player Games Network http://www.mpgn.com
