All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.




-------- TML Message #880 --------

Archive-Message-Number: 880
Date: Tue, 30 Jan 90 15:52:47 EST
From: ("William B. Morrison") morrison@pyr.gatech.edu
Subject: Star System Digest Volume 2 Issue 1


Date: Thu, 25 Jan 90 13:07:18
From: Bill Morrison (Coordinator) <morrison@pyr.gatech.edu>
Reply-To: Traveller System Generation Group@pyr.gatech.edu
Subject: Traveller System Generation Group Digest V1 #1
To: traveller@dadla.wr.tek.com


Traveller System Generation Thu, 25 Jan 90    Volume 2: Issue:1

Today's Topics:

                       Bad news, and worse news...
                             DESIGN_SPEC
                            Galactic scale
                           Member's address
                           Mail from Joshua
                       Traveller Computer Programs
                           TRAV Sys Gen Digest


***************************************************************************
** STAR SYSTEM DIGEST: star system generation, storage, and display.     **
** All followups on this topic should be sent to morrison@pyr.gatech.edu **
** They will be edited for clarity and resent to the Traveller Mailing.  **
***************************************************************************

***************************************************************************
** Administrivia: Well a new year has started and I'm already late       **
**                the next edition of the digest out. This issue contains**
**                the BUILD 1 design specification of our system         **
**                generation program -- our thanks to those who directly **
**                and indirectly put in all of the hard work.            **
**                                                                       **
**                Since we've been having some problems with the group's **
**                internal mail distribution, I'll be sending out a      **
**                revised mail alias supplied by James Perkins. This     **
**                alias is the one he uses from the TML distribution so  **
**                it is guarenteed to be more correct than the one I     **
**                created.                                               **
**                                                                       **
**                I also want to thank Dan Corrin for all the work he    **
**                put in on compiling the survey results.                **
**                                                                       **
**                The message "Galactic scale" was previously posted     **
**                to the TML, but is relevant to the generation of star  **
**                maps. Since it was posted to the TML, it is re-posted  **
**                without the explicit permission of the poster.         **
**                                                                       **
**                The message "Mail from Joshua" contains some random    **
**                number and probability table look-up routines. More    **
**                detailed information on the table handling routines    **
**                can be found in the addendum message to this volume.   **
**                                                                       **
**                The V02N01 addendum (a seperate mail message) contains **
**                information on a hex mapping algorithm, the results of **
**                the questionaire, and information on table handling    **
**                routines.                                              **
**                                                                       **
**                Lastly, the machine I'm on still maintains its         **
**                connection to the world, but it is on a day-by-day     **
**                basis. So, I may not be able to continue as group      **
**                coordinator much longer. I'll get onr weeks warning so **
**                I'll let the TML and the star systems group know as    **
**                soon as I do. If the next project I'm on has its       **
**                machine on the Internet, I'll be glad to continue.     **
**                                                                       **
**                                       -- Bill Morrison                **
***************************************************************************

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

Date: Tue, 12 Dec 89 08:48:28 EST
From: morrison@pyr.gatech.edu (William B. Morrison)
Subject: Re: Bad news, and worse news...

Actually, I'm glad to see people volunteering in the event that I cannot
continue as moderator. Since everyone is mentioning scripts for doing
things, I have a copy of the "digestify" program used by various
newsgroups (sun-spots, uunet groups, etc) to automatically create digests
from articles saved in a mailbox. Since I'm not (read can't) use the alias
mail feature at our site to automatically reflect mail, it's the only
automation I really need.

BTW, I still have no further info on to what connectivity I'll have
come Jan 1, but I'll keep you all posted.

- --Bill

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

Date: Tue Dec  5 14:35:30 1989
From: richard@agora.hf.intel.com (Richard Johnson)
To: morrison@agora.hf.intel.com
Subject: DESIGN_SPEC

Well, I guess I'll fire an opening salvo.  Here's a proposal for
"build one", version 0.0

THIS IS REALLY LONG!!!!! ("Danger, Will Robinson...")

I am primarily going to talk about the interface, and user
considerations (that's my job, and I don't what I'll do to
the real designers with this..)  As much as possible, I have
tried to interpret the results of Dan's questionnaire and use
them here.

- -----------------General Considerations--------------------------

1.  Build one produces subsector maps, solar system maps, or
    sector maps, in Megatraveller format.

    Build two is another program that adds more mapping capability.

    Build three etc. add more functionality, compatability and data
    base usage of the star system files generated.
 
 
2.  The primary output is postscript; letter-sized paper.
 
3.  Secondary output is an ASCII file that can be used for data
    manipulation (data-base type search/sort, etc.) as well as for
    mapping.
 
4.  The computer terminal is used to control the program, not as
    an output device (except for preview).
 
5.  Program control (terminal stuff again) should be to VT-type
    terminals ("stdio" ?).  This gives the greatest compatability,
    and allows dial-in users.
 
- ------------------Output Map Considerations--------------------------

Subsector Maps------------------------------------
 
The "standard" sized (see MT ref'smanual, page 20) hex map
of a subsector (8 X 10 hexes) has the following characteristics:
 
    It is half a page.
        We will use a whole (8.5 X 11- inch) page (just to
        start an argument).
 
        Because we will generate more detailed world information, and
        because we will use the computer to search and sort through
        this more detailed data for us, we don't need to have a summary
        of the sector's worlds right next to the map.
 
        If we print the map "landscape" (sideways on the page -
        "Portrait" is printing on a page with the narrow side of the
        paper at the top), then we have half a page for notes and
        information that is more textual than visual.  Conversely, I
        have used full-page maps, with larger hexes and prefer them
        even though it means the world information is elsewhere.  (Of
        course, all of the more useful, more detailed world information
        is elsewhere anyway.)  Probably we should use of the page for
        map; we'll need room for a key and some of the more imiportant
        notes.
 
    It has numbered hexes; I'm not sure we need to to this.
 
    Hexes are shown.  We should show hexes.
 
    It has the name of each world at the bottom of that world's hex.
    We should do this also.
 
        We can play with type sizes and faces (this is PostScript)
        till we find one suitable.  When you photocopy small letters,
        a medium sans-serif face, like Helvetica, copies the best.
 
    It has the starport type identified.  We should, too.

        This is a single bold-face letter.  I suspect some worlds may
        have more than one starport.  Do we put simply the best one up?
        Do we somehow indicate > 1 class A starports?

    Types of military establishments are shown.  We should show these
    too.
 
        This is done by hollow or filled icons, a star for a navy base
        (I suspect we could use a hollow star for a local navy base, a
        filled one for "Imperial" navy (whatever that is now.), a
        triangle for scout bases and stations, and a square for naval
        depots.  I believe judicial selection of a typeface will give
        us these as characters, so we don't have to "draw" them on the
        map.

    Type of primary world is indicated.  We should show stars, instead.
        (another argument?)

        Hollow or filled circles, or other appropriate images, are used
        for the world, to indicate it's type.  I think, from our
        discussions and from the responses, we'd rather see some indi-
        cation of the star in that location, and whether it is single
        or multiple.  If you're like me, you color in these circles by
        hand to indicate the color of the star; it makes a very pretty
        map.


In general, for subsector maps, we should do pretty much what has gone
before, only use up a whole page for the map.  The actual file structure
we choose to do this, you experienced programmers can decide; just try
to pick one that we use later for other things (like data base queries).

Sector Maps-----------------------------------------------

For Sector maps, the official method is to have subsectors named
by a single letter.  The naming is alphabetic (A,B,C,...P) and in
the same order as the way we normally read.  I don't know which way
is "up" though; I THINK it's spinward.
 
Sector maps should have less detail.  They should show only the
following information:
 
        Class A starports
        A-to-A trade lanes
        MAJOR X-boat routes
        Major military bases
        Subsector Capitols
        significant political boundaries
 
Sector maps should also be on a full sheet of 8.5 X 11 inch paper, but
should not have the hexes drawn on it (it would get cluttered).
 
 
Solar System Maps--------------------------------------------------

I think we should save the output side of this until later.  There
should be a lot of detail that we need to consider with respect to
later builds and functionality.  (i.e. I didn't do this yet)


Other Maps---------------------------------------------------------

See above...

- ------------------------Interface Considerations---------------------------

Most of the general thoughts about the interface, I listed in the
overall design thoughts.  We should try to steer clear of hardware
dependency on initial builds.  (I think we could maybe do this
modularly so that the machine-specific interfaces could be "hung
on" later - any thoughts?)  Thus we should:

        Limit output to ASCII, printable characters (and the space)
        Use line oriented graphics (e.g. 24 lines, 80 columns)
        Use only one color (well, one bit plane)

With this in mind, I propose we lay out the screen something like the
following example: (I hope you've got 80 columns)

- --------------------------------------------------------------------------------
|                                                          |                   | 
|          60 columns X 11 ? lines                         |  20 columns X     | 
|          for text output, messages, etc.                 |  12 lines for     | 
|                                                          |  sample maps      | 
|                                                          |  and titles       | 
|                                                          |                   | 
|                                                          |                   | 
|                                                          |                   | 
|                                                          |                   | 
|                                                          |                   | 
|                                                          -----map title-------
|                                                          |                   | 
|                                                          |  20 columns       | 
|                                                          |  X 12 rows for    |
|                                                          |  Menus            | 
- ----------------------------a line-------------------------|                   | 
|                                                          |                   | 
|           60 columns by 8 ? lines for I/O                |                   | 
|           and keyboard entry operrations                 |                   | 
|           (command line etc.)                            |                   | 
|                                                          |                   | 
- -----------------------------i think I counted about right----------------
 
 
I envision one line of the screen indicating what command is being
used, and a second that tells the user exactly what to do next
(i.e. "Create Base - Select and World and then make a menu selection.")
 
The map area should be continuously updated while the user is
interacting with the program.  When in mapping mode, the user can
select worlds from it (can we do this?), and when n DB mode, it can
highlight the world being edited.
 
The user of the program will need to be able to issue the
following commands:  (feel free to add some if you see the need)

Project Commands:
        Create DB file (=city, world, solar system, subsector, sector)
        Create map file (from DB file or random)
        Delete file
        Rename file
        Edit map file
        Edit DB file
        Save file
        Print file
 
Edit Map Commands:  (notice that these WILL alter the DB file, too)
        Select (move cursor (somehow) to desired spot on map display)
        Unselect (escape?)
        Make X-boat Route (select end points, or many points...)
        Make Trade Route (ibid)
        Make Political/Military Boundary
        Edit World (select world --> enter DB file)
                   (indicate that mode is changing)
        Add Base/Starport (submenu when star selected?)
                Navy
                Scout
                Depot
                Starport
        Delete Base
        Delete Starport
        Delete World
        Delete Trade Route
        Delete X-boat Route
        Delete Political/Military Boundary
        Enter Edit DB File Mode
        Exit to Main Menu level
        Save file
        
                 
Edit DB File Commands:
        Open file
        Save file
        Move up one level (I think the DB is logically heirarchical?)
        Move down one level
        Add a record
        Delete a record
        Modify a record
        Scan records
        Enter Map Edit mode
        Exit to Main menu level
        Save file
        Save record
 


As you can see, there are three basic modes of operation.  The program
comes up in the Main mode, which offers commands to directly operate
the program.

The second mode is primarily for "touching up" maps; for making sure
that routes and boundaries are correct, etc.

I picture the Edit DB file command set being intitally in a "scan
records" mode.  In this mode, a list of records available at that level
is displayed, and the user selects the one to play with.

- ---------------------------Command Descriptions------------------------

Project Commands:

These are available when the program first comes up.  This is the
Main Menu level.

Set Path default        Establishes a pathname prefix to attach to
                        all file names.  For example, setting a
                        path default of "/usr/rdj/trav/" (we might
                        have to watch out on this when converting
                        to other systems) will cause the program
                        to look in this directory for all files and
                        to write files here, too.  equivalent to
                        the UNIX "cd" or the VMS "set def" command.

                        Parms:  pathname


Create DB file          I'm not sure if this should be a DB "file" or
                        a DB "record".  The structrue seems logically
                        Heirarchical (city -> world -> solar system ->
                        subsector -> sector).
 
                        This is ALWAYS randomly generated.

                        Parms:  MT-rules || SpaceOpera || other
                                densly || sparsely populated
                                black holes on || off
                                nebulae on || off
                                TL limits (user-supplied)
                                other?

                        When we get this defined, we'll have a way to
                        transfer universes around.


Create map file         The map needs to use the information in a DB file
                        to get itself drawn.  This is the file that is
                        converted to the chosen output style by the
                        "print map" command and sent to the output device.

                        This file needs to still be in an editable form
                        so that mode two will work.

                        Parms:  DB-filename


Delete file             Removes a specified file from the user's disk.

                        Parms:  filename


Rename file             Changes the name or location of a specified
                        user file.  Origin and destination names are
                        required.  Rename should work with entire DB
                        files, but not with individual records.

                        Parms:  source_filename
                                dest_filename


Edit map file           Changes the program to mode 2, for editing
                        an already created map file.

                        Parms:  filename

Edit DB file            Changes the program to mode 3, for editing
                        an already created data base file.

                        Parms:  filename


Save file               Saves whichever file is open under the same
                        name (and path) in which it was opened.

                        Parms:  none


Print DB file           Copies a specified data base file to a specified
                        output device, in ascii format.  (use a filter
                        to TROFF it, if you want).

                        Parms:  filename
                                printer_id || terminal_id


Print map file          Copies a specified map file to a specified output
                        device, in a specified format.
 
                        Parms:  filename
                                printer_id || terminal_id
                                ascii || PostScript || other


Edit Map Commands:  {Mode 2}
(notice that these WILL NOT also alter the DB file)

Set Path default        Establishes a pathname prefix to attach to
                        all file names.  For example, setting a
                        path default of "/usr/rdj/trav/" (we might
                        have to watch out on this when converting
                        to other systems) will cause the program
                        to look in this directory for all files and
                        to write files here, too.  equivalent to
                        the UNIX "cd" or the VMS "set def" command.

                        Parms:  pathname

Open a map file         Opens a file from the default directory with
                        a (.map?) suffix.  Displays a list of available
                        files.  The user scrolls up and down this list
                        until the proper file is highlighted, then
                        presses <return>.
 
                        Parms: filename indicated by highlighted line
 
 
Select                  Move the cursor (somehow) to the desired spot
                        on the map display and indicate (somehow) that
                        you're there.
 
                        Output: When selected, bolds or flashes the
                                indicated location on the map preview.
 
                        Parms:  cursor location
                                all selected locations (?)
 
Unselect                Move the cursor (somehow) to the desired spot
                        on the map display and indicate (somehow) that
                        you're there.
 
                        Output: When unselected, returns location of
                                the map preview to normal text.
 
                        Parms:  cursor location
                                all selected locations (?)
 
 
Make X-boat Route       User selects a series of points and (somehow)
                        indicates that the route is done or continues
                        off the map.
 
                        Parms:  cursor location
                                selected locations
 
 
Make Trade Route (ibid) User selects a series of points and (somehow)
                        indicates that the route is done or continues
                        off the map.
 
                        Output: none to screen- sets flags as appropriate
                                within the program to create the right
                                output on paper.
 
                        Parms:  cursor location
                                selected locations
 
 
Make Political/         User selects a series of points and (somehow)
Military Boundary       indicates that the route is done or continues
                        off the map.
 
                        Output: none to screen- sets flags as appropriate
                                within the program to create the right
                                output on paper.
 
                        Parms:  cursor location
                                selected locations
 
 
Edit World              Changes the program to mode 3 and brings up the
                        DB editor on the appropriate file and record for
                        the indicated world.  The user selects a world in
                        the normal way.
 
                        Output: Changes program to mode 3
                                tells program which file and record to
                                edit tells user the mode is changing
 
                        Parms:  cursor location
 
 
Delete Trade Route
Delete X-boat Route
Delete Political/Military Boundary
 
                        These three all work the same.  The user selects
                        a series of points and (somehow) indicates that
                        the route is done or continues off the map.
 
                        Output: none to screen- sets flags as appropriate
                                within the program to create the right
                                output on paper.
 
                        Parms:  cursor location
                                selected locations
 
 
Enter Edit DB Mode      Changes the program to mode 3.  Brings up the DB
                        editor with the DB file of the same name as the
                        map file being worked on.
 
                        Output: Changes program to mode 3
                                tells program which file to edit
                                tells user the mode is changing
                                saves map file being worked on as
                                        "fubar.tmp?"
 
                        Parms:  name of file being worked on
 
 
Exit to Main level      Changes the program to mode one.
 
                        Output: changes program mode
                        tells user the mode is changing
 
                        Parms:  none
 
 
Save file               writes the active file to the default directory
                        with the same name in which it was opened.
 
                        Parms:  none

Edit DB File Commands:  {Mode 3}
(I think this is build 2 or three stuff, and I don't have it
well defined yet.  RDJ)

Set Path default        Establishes a pathname prefix to attach to
                        all file names.  For example, setting a
                        path default of "/usr/rdj/trav/" (we might
                        have to watch out on this when converting
                        to other systems) will cause the program
                        to look in this directory for all files and
                        to write files here, too.  equivalent to
                        the UNIX "cd" or the VMS "set def" command.
 
                        Parms:  pathname

 
Open a DB file          Opens a DB file from the default directory with
                        a (.DB?) suffix.  Displays a list of available
                        files.  The user scrolls up and down this list
                        until the proper file is highlighted, then
                        presses <return>.

                        Output: Once the file is open, the top-level
                        records within that file are displayed.
 
                        Parms: filename indicated by highlighted line
 
 
Save file               Writes the active file to the default directory
                        using the same name with which it was opened.
 
                        Parms:  none
 
 
Move up one level       (I think the DB is logically heirarchical?)
                        Moves the selector display up one level of the
                        DB heirarchy - i.e. if the user has just closed
                        a world file, he can "move up" to subsector level
                        to see more worlds to conquer.
 
                        Parms/output - unknown
 
         
Move down one level     See above
 
 
Add a record            Creates a new record for the DB
 
 
Delete a record         Removes a DB record and re-aligns the pointers
 
 
Modify a record         Wow! finally some real editing!
                        Maybe we should require the use of a text editor?
 
 
Scan records            This is the "normal" mode.  It displays the names
                        of records in the text output field.
 
 
Enter Map Edit mode     Changes to mode 2.
 
 
Exit to Main level      Changes to mode 1

Save file               Writes the open file to the default directory.
 
Close record            saves the changes made in the DB record.
 
- --------------------------------------------------------------------
 
In case you hadn't noticed by now, I'm still out to lunch about
the record and data base editing capability of the program.  I'd
like some feedback here.
 
 
It would be nice to name the program, too.
 
Later
        Richard Johnson

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

Date: Thu, 14 Dec 89 10:11:45 PDT
From: Richard The Writer <oresoft.uu.net!richard@relay.cs.net>
To: Traveller Mailing List <traveller@dadla.wr.tek.com>
Subject: Galactic scale

I found this in sci.physics and thought it would be of *enormous*
interest, especially to those who are contemplating maps...
        Richard

- --------------------------------
>Subject: Relative distances and sizes in the Universe.

    Several weeks ago I posted a request for slide sets comparing the
relative distances in the solar system and the other stars:  It would
seem that slide sets of this scale system are rather hard to come by.
I sent out a request to several other computer networks, along with
calling a number of planetariums, museum stores, and searched through
various scientific catalogues, all without significant result.

    I was able to use my resources and gather some information
from several friends on various types of relative celestial scales,
and have come up with some relevant information.

    The first selection depicts the solar system on a major league
baseball field from E. C. Slipher's "Planet" section of THE WORLD BOOK
ENCYCLOPEDIA P, VOLUME 15, Field Enterprises Educational Corporation,
Chicago, Illinois, 1964.  If the Sun were the size of a United States
half-dollar (fifty cents) on home plate, the planet Mercury would be
120 centimeters (four feet) away, Venus would be 225 centimeters
(7.5 feet) away, Earth would be 315 centimeters (10.5 feet) distant,
Mars would be 480 centimeters (sixteen feet) away, Jupiter would be
1,650 centimeters (55 feet) from the Sun (at the pitcher's mound),
Saturn would be 3,030 centimeters (101 feet) away (near second base,
and the last planet in the infield), Uranus would be 6,075 centimeters
(202.5 feet) away, Neptune would be 9,540 centimeters (318 feet) away,
and Pluto would be 12,615 centimeters (420.5 feet) distant from the
Sun, deep in the outfield.
 
    To compare planetary diameters, if the Sun were the size of an
average beachball, then Jupiter would be a golf ball, Saturn a Ping-
Pong ball, Uranus and Neptune marbles, Mercury and Pluto pinheads,
and Venus, Earth, and Mars would be about half the size of tackheads.

    The next comparison scale comes from the "Life on Other Worlds"
section of Carl Sagan's PLANETS, LIFE Science Library, 1966.  This
one depicts the solar system on a map of Europe and Africa, with the
average distance between the Sun and Earth, 150 million kilometers
(93 million miles) - also known as one Astronomical Unit (A.U.) -
now equaling 240 kilometers (150 miles).  If the Sun were situated
in Norway, Saturn would orbit just south of Italy, and Pluto would
be 10,400 kilometers (6,500 miles) away along the Cape of Good Hope
in South Africa.
 
    The next source on various celestial scales comes from THE
STARFLIGHT HANDBOOK: A PIONEER'S GUIDE TO INTERSTELLAR TRAVEL, by
Eugene F. Mallove and Gregory L. Matloff (John Wiley & Sons, Inc., New
York, 1989, ISBN 0-471-61912-4, hardcover), which gives the following
description on page 5:  If the Sun were the size of a one-centimeter
(0.4-inch) marble, then Earth would be 0.1 millimeters (0.004 inches)
in diameter and one meter (39.37 inches) from the Sun.  The planet
Pluto would orbit 42 meters (139 feet) from the Sun, and Proxima
Centauri - the Sun's nearest stellar neighbor - would be 292
kilometers (175 miles) away.
 
    The next two books listed are both authored by Neil McAleer.
The first is THE COSMIC MIND-BOGGLING BOOK (Warner Books, Inc.,
New York, 1982, ISBN 0-446-37932-8, paperback).  On the front cover
of the book, the following comparison is made (one of my favorites,
from an aesthetic point of view):  If the solar system out to the
orbit of Pluto could fit in a coffee cup, the Milky Way Galaxy
would be the size of the North American continent.
 
    On page xiii - If you had a specially-designed automobile
which could handle the rigors of spaceflight, it would take you
201 billion years to "drive" from the Sun to the center of the
Milky Way Galaxy at 161 kilometers per hour (100 miles per hour).
Also, if the solar system were 2.54 centimeters (one inch) across,
the Milky Way Galaxy would be 161,000 kilometers (100,000 miles) wide.
 
    On pages 3-4 - If the Sun were the size of a sixty-centimeter
(two-foot) beachball, Earth would be the size of a pea and 6,450
centimeters (215 feet) away.  The planet Jupiter would be a large
orange 31,680 centimeters (1,056 feet) distant from the Sun.

    On pages 12-13 - If the Sun were a 14-centimeter (5-inch) orange,
Earth would be a sesame seed fifteen meters (49 feet) away.  Pluto
would be the size of a grain of millet six hundred meters (3,400
feet) away, and the star Alpha Centauri would be four thousand
kilometers (2,500 miles) from the Sun.
 
    On page 83 - If you could fly a specially modified Boeing 747
jetliner through space at 965 kilometers per hour (six hundred miles
per hour), it would take you 1,903 years to fly from the orbit of
the planet Uranus out to the orbit of Neptune.
 
    On page 128 - If the Sun were a basketball in New York City,
then Alpha Centauri would be another basketball eight thousand
kilometers (five thousand miles) away in Honolulu, Hawaii.
 
    On page 129 - If you traveled at the speed which the APOLLO
spacecraft used in an average six-day round-trip journey to Earth's
Moon (approximately 40,000 kilometers per hour/25,000 miles per hour),
it would take you 850,000 years to reach Alpha Centauri.  By contrast,
the faster PIONEER 10 and 11 and VOYAGER 1 and 2 Jovian probes will
reach that distance (4.3 light years) in only eighty thousand years.
 
    On page 161 - If you used a starship traveling at one-tenth the
speed of light (300,000 kilometers per second/186,000 miles per second)
to reach the farthest star in the Milky Way Galaxy, the ship would
take 800,000 years to reach it from the Sun.  If one Astronomical
Unit (A.U.) - the distance between the Sun and Earth, which is
roughly 150 million kilometers/93 million miles - were reduced to
2.54 centimeters (one inch), then that farthest star would be
127,000 kilometers (79,000 miles) away.
 
    The next selection is from the other Neil McAleer book, THE
MIND-BOGGLING UNIVERSE (Doubleday & Co. Inc., Garden City, New
York, 1987, ISBN 0-385-23039-7, paperback):
 
    On pages 10-11 - If the solar system out to Pluto were 2.54
centimeters (one inch) in diameter, then the center of the Milky
Way Galaxy would be 609 kilometers (379 miles) away.  Also, to
walk one A.U. at five kilometers per hour (three miles per hour)
would take 3,500 years.  To drive one light year at 88 kilometers
per hour (55 miles per hour) would take 12.2 million years.

    On page 15 - The Milky Way Galaxy's longest spiral arm of gas,
dust, and stars is 125,000 light years long.  It would take an
automobile driving at 88 kilometers per hour (55 miles per hour)
1.5 trillion years to cover that distance.
 
    On page 35 - An automobile driving at 88 kph (55 mph) would
take 52 million years to reach Proxima Centauri from the Sun.
 
    The next selection comes from THE UNIVERSE...AND BEYOND by
Terence Dickinson (Camden House Publishing, Ltd., Camden East,
Ontario, Canada, 1986, ISBN 0-920656-48-X, paperback):
 
    On pages 16-19 - If the actual distance between the Milky Way
Galaxy and the Andromeda Galaxy (two million light years) were shrunk
to a typical book-reading distance, then the most remote galaxies
known would be 1.6 kilometers (one mile) away.
 
    If the Sun were shrunk to the size of a 2.54-centimeter (one
inch) Ping-Pong ball, Earth would become a dust speck 240 centimeters
(eight feet) away, with the Moon being an even smaller speck just
6.25 millimeters (0.25-inch) from Earth.  Jupiter would be a pea
1,200 centimeters (forty feet) from the Sun, and Pluto is a dust
speck nine thousand centimeters (three hundred feet) away.  The
Oort Cloud of comets surrounding our solar system would be the
size of atomic particles and reside several kilometers distant,
with the comets themselves averaging several meters apart from
each other.  The Alpha Centauri trinary star system would consist
of two walnuts (Alpha and Beta) and a pea (Proxima) 640 kilometers
(four hundred miles) from our solar system.

    If Earth's solar orbit were reduced to the size of a United
States dime, the average distance between stars is now a little
over one kilometer (1.6 miles).  The Milky Way Galaxy would be
the actual size of Earth.  The distance to the Andromeda Galaxy
would be over half the actual distance between Earth and the Moon.
 
    If you could hold the Milky Way Galaxy in your hand, the stars
in it would be sub-atomic in size, and the Andromeda Galaxy would
be 210 centimeters (seven feet) away.
 
    My final textbook selection comes from CYCLES OF FIRE, by
William K. Hartmann and Ron Miller (Workman Publishing, New York,
1987, ISBN 0-89480-502-9, paperback):
 
    On pages 14-15 - If Earth were the diameter of a microparticle
of soot, then the Sun would be one hundred times larger, the size
of a mote of dust, or one hundredth of a millimeter across.  The
solar system would be the size of a saucer, and the Oort Cloud of
comets would exist several house lots away.  Alpha Centauri would
be another dust mote one to two city blocks from the Sun, and the
Milky Way Galaxy would be the size of North America.  Some of the
other nearby galaxies would be the varying sizes and distances of
Earth's continents.  The known limits of the Universe would stretch
halfway across the solar system.
 
    My friend and co-worker Drew LePage came up with some various
calculations on the celestial distance scale:
 
    If the orbit of Pluto were the size of a U.S. dime, this would be
the size of various distances in the Universe:
 
    Earth's orbit would have a diameter of about 0.5 millimeter (about
half the thickness of a dime).
 
    One light year would be about 15.2 meters (49.9 feet).

    One parsec (3.26 light years) would be about 49.7 meters (163 feet).
 
    The closest star would be 65.4 meters (214 feet) away.
 
    The closest one hundred known stars would be inside a sphere about
    640 meters (2,100 feet) across.
 
    The Sun would be 456 kilometers (283 miles) from the center of the
    Milky Way Galaxy.
 
    The Milky Way Galaxy would be 1,520 kilometers (945 miles) across.
 
    To put intergalatic distances into perspective, if the Milky Way
    Galaxy were the size of a dime:
 
    The orbit of Pluto would be about the size of a hydrogen atom.
 
    The Andromeda Galaxy would be 41.8 centimeters (16.5 inches) away.
 
    One megaparsec would equal 61.9 centimeters (2.03 feet).
 
    The recently discovered "Wall" of Galaxies would be about 40 meters
    (125 feet) to 60 meters (190 feet) away, about 3 meters (10 feet)
    thick, and extend for at least 100 meters (300 feet).
 
    The most distant quasar known would be about 2.6 kilometers
    (1.7 miles) away.
 
    The size of the observable Universe would be about 5.7 kilometers
    (3.5 miles) across.
 
    If nothing else, these figures should give some idea as to just
     how incredibly vast the known Universe is.
 
    Larry Klaes  klaes@wrksys.dec.com

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

Date: 01 Dec 89 07:37:33 PST (Fri)
From: James T Perkins <jamesp@dadla.wr.tek.com>
Subject: Mail from Joshua

- ------- Forwarded Message
- - ---- begin posting ----

I currently have a library of table handling and random number
generation routines out in beta test.  If you want to be a beta tester,
or just want to see the documentation, please email me.  I've listed
some of the features below.  I can also send a more detailed design to
people who want to give me feed back on it.

random numbers
   Takes strings representing dice rolls ("2d10", "1d8+1", etc.) and
   returns the number.  Also can generate random cards from a deck.
   Has logging/playback facility.  Untested facility to return floating
   point numbers between 0 and 1.
 
table routines
   Can read in, use, and print out tables.  Currently supports two
   types of tables, but is designed to be extendable to to other types.
   Tables are stored in a human readable format (and can be created with
   any text editor).
 
Joshua Levy                          joshua@atherton.com
                        {decwrl|sun|hpda}!athertn!joshua
                        home:(415)968-3718     work:(408)734-9822
 
- ------- End of Forwarded Message

James

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

Date: Fri, 29 Dec 89 13:53:11 -0500
From: uunet.uu.net!att!ihlpf!zonker@relay.cs.net
To: att!tektronix!dadla.WR.TEK.COM!traveller@uunet.uu.net
Subject: Re: Traveller Computer Programs

I doubt if anyone at GDW even knows what shareware is much less
understands the concept.  There are no computer jocks (at least that I
know of) with the company.  Almost all their software comes out of house.
Oh they write a few small programs for their PCs, but that is the extent
of it.  The office PCs are used for standard business programming (mainly
text processing). A few of them may even have a PC at home.  GDW as an
business is not currently on any computer network (although I am told
that one of the staff is privately).

If approached correctly you should have no problem, but shareware is not
a concept that is easy for non computer programming types to understand.
You have to stress that this is a simple playing aid that anyone could
write for themselves and all you are doing is saving them the trouble.
You should minimize the profit side of it, but not hide the fact that you
are asking money.  They have been pretty liberal in the past about giving
permission to zerox out of print games, etc..

At any rate, I'll be seeing Frank and Loren next week and if a get a
chance to talk to him and I remember (note we will be quite busy with
other things so this is very doubtful) I'll try to bring up the subject.

                                        Non Cuniculus Est,
                                            Tom Harris

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

Date: Mon, 20 Nov 89 11:06:44 EST
From: Dave Allen <davea@vlsi.ll.mit.edu>
To: morrison@vlsi.ll.mit.edu
Subject: TRAV Sys Gen Digest

Bill,
I have subscribed to the Trav mailing list for a while and have enjoyed
the System Generation Digest.  I would like you to add me to the
discussion group.  This is a broadcast mailing list, right?  That is,
there is some email address, and if I mail something there it goes to
everybody on the list.  Boy, will I be embarrassed if THIS is the
broadcast address.

I was one of the people who started the Universal Simulation Mailing
List; I recently posted to rec.games.programmer the source to a
continental drift simulator I wrote.  It generates planet maps that
look very realistic.  Although I have been reading planetary science
journals for six years or so, it's just a hobby.

Although I missed the Survey deadline, let me give you a few comments.
I strongly believe ASCII is the right format, so that I can use a text
editor to fix up or create input to one of the programs in the toolset.
I am not interested in MegaTraveller format specifically; I think the
programs should generate _more_ information than MT needs.  Perhaps
there could be an output filter which would take output from the
toolset and print it out on a MT-standard form, if there is such a
beast.

Hope to hear from you soon.
Dave Allen: internet davea@vlsi.ll.mit.edu

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

End of Traveller System Generation Group Digest
******************************


-------- TML Message #881 --------

Archive-Message-Number: 881
Date: Tue, 30 Jan 90 23:10 EST
From: METLAY@vms.cis.pitt.edu
Subject: *whimper*





...am i the only person who never got his email game character confirmed?



miserable and alone,

metlay

(PS. sorry for the bandwidth, richard, but if you can't reach steve owens
then there's no guarantee that you can reach me; we're on the same machine)



-------- TML Message #882 --------

Archive-Message-Number: 882
Subject: Re: Fusion drives, fuel consumption, etc. 
Date: Mon, 29 Jan 90 23:20:25 PST
From: (Leonard Erickson) leonard@tessi.UUCP


Slight problem. To a first approximation, Isp=Ve/g
(that is, the specific impulse equals the exhuast velocity divided by
the acceleration due to gravity at the Earth's surface)

This means that the *maximum* Isp is a bit over 3e7 seconds. And it
would be achieved by having an exhaust velocity of C!

Also your final velocity is determined by your exhaust velocity and
mass-ratio. I think it is Vf= ln(Mr)*Ve.

Ok, with an Isp of 1e6, Ve = 1e7. so for 2% of c as a final velocity
you need a mass-ratio of 1.8....

With Isp=6e5, you need Mr=2.7. not too shabby...



-------- TML Message #883 --------

Archive-Message-Number: 883
Subject: Fusion rockets (Re: Starship design revamping)
Date: Mon, 29 Jan 90 23:31:08 PST
From: (Leonard Erickson) leonard@tessi.UUCP


Metlay isn't kidding when he says that a reaction type fusion drive
will make things "interesting".

A nice way to remove small annoyance is to do a "burn-off". Just come
in for a "touch and go *powered* landing. Tail first.

A classic example of doing this with a scout is given in Andre
Norton's "Soiux Spaceman".

BTW, anybody ever tried mixing Norton's stories with Traveller?
I suspect they'd fit rather well. And they'd be a great source of
plots for lazy refs. (especially since so many of them have the same
*starting* plot elements. Makes it hard for a player to figure out
which book you stole it from... :-)



-------- TML Message #884 --------

Archive-Message-Number: 884
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Re: Xboats
Date: Wed, 31 Jan 90 8:32:19 MET DST


woodsb@gn.ecn.purdue.edu writes:
>      I just took a look at Supplement 9, Fighting Ships, and the Xboat was
> listed as a *TL10* design.  I haven't had any time to check this out with the
> design rules (and won't, for that matter, for several days), but would this
> make a difference?

The major difference would be that it couldn't be jump4! The TL-Jump progression
is something like this (typing from memory, but 90% certain :-):
 
 Jump1  Jump2  Jump3  Jump4  Jump5  Jump6
  TL9    TL11   TL12   Tl13   Tl14   TL15

So the Xboats would have to be TL13 in order to have Jump4. But I don't think
that would make them significantly "larger" internally than a TL15 xboat.
The Jumpdrive is not TL dependent.
The Powerplant is heavily dependent by TL.. but it will be very small on an
Xboat.
A quick estimate gives that a Jump4, 1Gee Xboat would have to spend around
45 percent of its tonnage to Drives, and enviro and fuel and stuff.
That would leave 740 kl. Minus 2 staterooms and a 20 ton (big as a launch)
databank and some controls, this would leave about 350 kl as excess space.
This is just enough space for fuel to fuel an additional Jump-4!
So even a TL13 Xboat should be able to make 2 Jump-4...
(Hmm, Jump4+4, is that Rift capability?)

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing California gas stations" W.Gibson "The Gernsback Continuum"



-------- TML Message #885 --------

Archive-Message-Number: 885
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Re: Fixed mounts (Was: Agility and other $%&#! :-)
Date: Wed, 31 Jan 90 9:00:59 MET DST


Adrian Hurt writes:
> This is something I never liked.  All weapons are in turrets.  A ship ought
> to be able to have fixed weapons.  Either the same weapons, but taking much
> less space; or bigger weapons in the same space.  In particular, a fighter
> ought to be able to take a big missile on a fixed mount, instead of those
> small 50kg things in its turret.  That way, it might be able to do some harm
> to a decent sized ship.

Sure you can, It is mentioned in the Solomani Alien Module that they often
use fixed mounts. I would think that a fixed mount would take the same 
power, but require less room (maybe as low as 1/3), meigh appropriately less
and perhaps be 25% cheaper.
The limits as detailed in the module was that any craft may only have as many
hardpoints occupied by fixed mounts as it has computernumber.
They also gave each weapon a -2 to hit. (Mayday system)
Looking at the way spinal mounts is treated in MegaT a fixed mount would
have to be pointed at the target in order to be fired. 
(And they would be practically useless for defensive fire)

An other method is to intstall a big bomb-bay (just cargo with a hatch in the 
floor). This would have room for about one 1000kg bomb per 0.75 kl or something.
Just fly over the target and open the hatch...
Even a little ship could take a B52 sized cargo.
For really effective ground-attack, put laserguidance kits on the bombs...

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing California gas stations" W.Gibson "The Gernsback Continuum"



-------- TML Message #886 --------

Archive-Message-Number: 886
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: E-PBM Turn 0.0
Date: Tue, 30 Jan 90 11:17:15 PDT



                      Turn 0
                   Jan. 30 1990 (old earth)


(I'm going to try to always post on Tuesdays so we all have at least
a little time to do the `right thing' before the next turn.)

- -------------------------------------------------------------------
After the usual hassles just arriving at a new place of work, you
are given the customary mild stimulant of choice.  Since almost all
of you are humanoid (at least so far), this will probably be some
disguised form of caffiene.

You have not reported to Turnskaad Enterprises, or any building
belonging to them.  Instead you are assembled in a conference room
at the Inn of the TAS.  You are never without escort, but are
generally free to wander around.  (Kind of like a convention :)

You are on yet another typical rock in space type world (the 
actual location is kind of immaterial to the game).
TL here is 13.  You are near, but not in, a city of about 600,000
humanoids.  The city is by a small bay formed by mountains and the
delta of a fair-sized river.

As you assemble, you notice around you little of the typical
conference-room paraphenalia.  Instead, only the omnipresent
security teams, and two small groups (1 robot, 2 beings) constantly
sweeping for information-intrusive devices.

A small, stocky, white-haired gentleman steps on the podium and
tests the acoustics.  Moving behind the lectern (c'mon there's gotta
be a lectern) he begins.

	Greetings travellers!  Thank you for volunteering for what will
	perhaps the most exciting exploratory mission of our lifetimes.
	The numbers and quality of applications we have received
	indicate the importance of our undertaking.

	Today, the first of you begin your training.  I'd also like to
	briefly introduce those who have been accepted and indicate
	their team assignments.

	Let me begin with your mission commander: Admiral Nanadl Nggemen
	Gr.  Count Gr has recently retired from a distinguished carreer
	in the Darrian Navy.  You can see from his uniform that his
	experience has been, well, .. practical.  I believe there is no
	finer individual than Count Gr to lead this mission.  Count, you
	will be briefed in detail on the mission and its objectives.

The Count is a slim, rugged, Navy man.  He appears to about 40
standard years old.  He wears a chest full of medals and ribbons.
Anyone with experience notices right away that he only keeps *really*
good ribbons on his uniform - the rest are probably buried
somewhere.  Even the novices will notice the SEH ribbon.
He definitely has more an air of confidence and competence than of
bravado or impressiveness.  Vets might recognize the partly-empty
eyes that have seen too much violence, too many young people killed.

	Next we have the current members of the transport team:  Etienne
	De Mer, Morgan Gray, Jaron Voga, and Eneri De Aith.  We have not
	yet determined the command representative from this team, nor
	the team leader.  You gentlebeings will be briefed on your
	expected duties, and will be trained accordingly.

These four have the look of a shared religion.  That religion being
flight.  It's obvious in their demeanor that they see things at the
controls of a ship that other creatures can't, or don't conceive
of.  Etienne wears a space-navy uniform.  Not nearly the ribbons nor
the distinguished air of the Count, but still quite confident and
capable.  The other three have the `look and feel' of Scouts.  There
is no doubt from their comraderie, they're a club.

	In engineering, we currently have only one team member: Ralf.
	Although scout trained, Ralf has demonstrated technical and
	repair abilities that more than qualify him for this mission.
	Ralf will be briefed on his duties (if the ref can ever
	successfully send mail to his player...).

Ralf seems in his 30's.  He is not in uniform.  He seems quiet, and
perhaps a little nervous to be the center-of-attention, if for only
a little while.

	In security we currenly have three top-notch crew mwmbers, and
	two outstanding applicants.  The three who are here are: Andon
	Shrike, Anton Devious, and Sergeant-Major Hammer.  We have an
	offer out to a Marine major and a detective. (so their player's
	will know in case the mail fails again.)

These three look like they'll never get along.  One is a Marine
officer, one a COAC pilot, and one regular army.  Andon Shrike, the
pilot, mid 30's, seems distant and quiet.  Anton Devious, the
Marine, would remind many of the legendary Oliver North.  He is
friendly and outgoing.  Hammer, the merc, seems like a jaguar
patiently waiting for prey.  

	In medical and bioscience we have only one crewmember so far:
	Dr. Christian Van Der Merwe.  The good doctor is quite capable
	of providing insight into any new biotypes we might encounter,
	as well as seeing to our own medical needs.  I only hope we
	don't burn him out.

There is really nothing that distinguishes this doctor from
thousands of others you've seen.  Just console yourselves knowing
that there's something inside that makes him special.  (NO I'm *NOT*
saying he's psi!  Only that he might take a little while to get to
know.)

	In physical science we have Karl Morser and Johann Abuko.
	Doctor Morser is well-versed in many sciences.  We have also
	assigned him to the generalism team.  Mr. Abuko has great
	experience in physical systems and computer modelling.

Dr. Morser is kind of small.  He smiles and jokes, and you're left
kind of wondering what he found funny.  Johan Abuko is missing an
eye.  He's kind of stocky and very quiet.

	In social sciences we have only one team member so far: Dr
	Werner.  Dr. Werner has contact experience and years of field
	research.

Dr. Werner is a complete opposite to Abuko.  He obvioulsy likes
where he is, and is mildly enjoying not only the newness here but
just having people around.  He is tall and slender, late 30-ish.

	Finally, on our generalist team we have three so far.  Doctor
	Morser you've met.  Say hello to Rigo Edmonsen and Andreas
	Spear.  Captain Edmonsen has worked in urban environments the
	last few years and can help out in engineering from
	time-to-time.  Mr Spear has a broad general background and a
	variety of experience from around the galaxy.

Spear is young, muscular, and mildly flashy.  Edmonsen is mature,
conservative, and sober.

	Now please take a few minutes to get acquainted.  If you'd like
	to request a different assignment and/or a second assignment, do
	so now.  Next week we wil introduce new members, assignment
	changes, and make necessary equipment purchases.

	The general preliminary mission briefing will be after lunch.
	Re-assemble here are 13:30 local time.

And then he turns you lose.
- ----------------------------------------------------------------------
{Referee shell `on'}
Use this week to get to know each other as best you can.  If you
choose to talk openly, just use the list.  If you want to talk
privately to someone, mail to me and I'll forward it.  This might
take a little longer, but should add spice to the game.

General Mission Briefing is in turn 0.1

This mail thing is driving me nuts, but I think we can work around
it.  If you want to play (and aren't already) get your character to
me this week if possible, next at lastest (unless it's unavoidable -
if I have to I can work you in later as a bad guy or soemthing).  If
you need me to gen a character for you, let me know *immediately*.

	Richard
	richard@agora.hf.intel.com
	richard@oresoft.uu.net




-------- TML Message #887 --------

Archive-Message-Number: 887
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: E-PBM Turn 0.1:  Prelim. Briefing
Date: Tue, 30 Jan 90 13:27:19 PDT



Turn 0.1:  Preliminary Mission Briefing

After lunch, the white-haired gentleman again mounts the platfom,
but eschews the lectern.  The lights dim and he speaks.


We have recently received information from one of our private scouts
that a ringworld exists in a nebula not far from here.  Our scout
was able to make only one pass, and that off the ecliptic, so we
don't know much about the overall picture. We have named this find
`R-alpha', after the code sequence used ot designate the find.

(A holo of a slim, shiny band reflecting the light of a yellow-green
star forms near the speaker.  This is a moving holo, obviously from
the cameras of a passing ship, and time compressed.  The band slowly
resolves into what must be a ring, although the nearer side is
washed out by the light of the star.  The ring is almost vertical in
the holo.)

The one pass indicated excess energy generation at several
locations, habitable oxygen-nitrogen atmosphere, and methane.
Methane does not occur except as a by-product of animal life, or
geological metamorphasis, so we strongly suspect widespread life.

(The holo shows 8 or 9 distinct "warm spots" on the ring as the star
characteristically dims through an IR-viewing filter.  The ring
rapidly expands, and then the time-compression slows as the camera
pans to follow the inner surface of the ring.  Geographic features
such as low hills and small seas are visible.  So are clouds.)

Whoever built this didn't create it for just a game preserve.  We need
to explore it as much as possible in the next few months.  Naturally
there is potential for huge economic and miltary benefit if you can
uncover information, artifacts, and so forth.  We have posted a bond
of 10,000 ICr for the first working artifact found.

(The holo fades out. The lights come back up.)

Also, discoveries like this are hard to keep secret.  Time is
critical.  We estimate you have at most six months to do all your
investigative work before competitors force you off the world.  If
you can get back in time, we can make at least a salvage or
colonization claim on R-alpha before someone else can move in.

Because of the nature of your teams, and of this world, you will be
spending extended periods well away from other teams and from your
ship.  You need to be prepared.  We are providing inital training,
and making certain equipment available to you at a reduced cost.
Your checks will be held here until your return.  (Isn't that just
like a big outfit, to collect the interest on your labor...)

The command team will assign specific missions, deadlines, and
goals for each of the other teams.  Generally, the command team's
assignments are orders to be followed, but specific implementation
details will be the responsibility of each team.

The transport team's job is to get you there, back, and where you
have to go while you are there.  Submersibles, air rafts, and ATVs
will be available once you're there.  Try to choose equipment and
tools that are transportable, so these guys can do their job.

The engineering team is along to keep things working, and to 
manufacture what you will need as the need arises.  If you know any
good drive specialists and/or ships' engineers, steer 'em our way.

We can all see the need for a security team.  (actually that' up to
your individual characters whether they can...)  We don't exactly
know what we're getting into down there.  Whoever build R-alpha
might have defensive surprises lined up and waiting for us.  On the
other hand, security might just be moving crates for a fully
cooperative crew, or it might mean repelling alien boarders.  Stay
frosty!  Additionally, we want security to have a look at anything
that might be a native weapon.  Could be some interesting stuff to
learn there.

The medical/bioscience team's job is manifold.  They need to keep
everyone healthy.  They need to investigate what, if any, medical
disciplines were used by the creators of R-alpha and to make use of
them if necessary to combat alien infection.  Additionally, they
need to classify and catalog as many indigenous life forms as
possible, and together with the social science team, determine if
contact is appropriate.

Physical science's job is to make a stab at the technology of the
builders of R-alpha, if you can find enough remains to make it worth
their while.  We especially want to know the obvious things, like
did they know something about drives we can learn?  What kinds of
materials did they use to build this world?  What kinds of machines
did they use to build it?  etc.  There's bound to be some strange
stuff on our new world, look to these guys for the answers.

The social science team is there to find out about how the creators
lived, how whoever is there now is living, and make contact if that
seems appropriate.  If we can remain on peaceful terms with the
natives, we'd certainly prefer it.

Finally, we have generalists on the crew to help out where needed
and to, more importantly, try to provide a `gestalt' of R-alpha as
it is and as it was; to provide some meaningful framework for what
was, what is, and why.  

Again folks, think on what you will need to perform your mission.
You might have to live off the land, you might need to move quickly,
and you might need to fight hard just to survive.  Next week we will
move out to the asteroids, where the Alcyon is parked, and where we
have a supply depot to help you make final personal and mission
purchases.

As a parting word, we still need scientists and engineers
desparately.  Of course we still examine resumes for all positions,
but do recommend us to your friends, so you won't be shorthanded
when it's time to do the work.

Are there any questions?

(Ref shell `on')
Go ahead and ask public questions publicly.


Richard
	richard@agoara.hf.intel.com
	richard@oresoft.uu.net



-------- TML Message #888 --------

Archive-Message-Number: 888
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Fastest ship behind the Claw! (Silly design)
Date: Wed, 31 Jan 90 10:56:55 MET DST


As promised: here is the frightfullt expensive and totally useless 
100t Jump6 Manuever6 agility6 ship:

This ship requires that you use the "no fuel used by the manueverdrive
during jump" model. It's only purpose might be to let bored nobles make
races to see who can get from Kashuggus to Capitol fastest :-)

The EMMasking is intended to make it usable (awmigod, it *is* usable!:-) for
clandestine operations, like if the IISS want to take sensorreadings on the
latest additions to Chronors planetary defence installations etc.

FAST INTRUDER
	CraftID:Fast Intruder, Type JF, TL15, MCr 117.857
	Hull:	90/225, Disp=1,000, Config=6AF, Armor=40G, Unloaded=1,298tons,
		Loaded=1,318tons
	Power:	10/15, Fusion=2,657MW, Duration=9/27
	Loco:	15/23, Manuever=6, 6/9, Jump=6, Cruise=2830, Top=3780, 
		Agility=6, NOE=190
	Commo:	Radio=System
	Sensors:EMMask, PassiveEMS=Interstellar, ActiveEMS=FarOrbit, 
		Neutrino=10kW, Densitometer=HiPen/1km, ActObjScan=Routine, 
		ActObjPin=Routine, PasObjScan=Routine, PasObjPin=Routine, 
		PasEngScan=Simple, PasEngPin=Routine
	Off/Def:DefDM=+14
	Control:Computer=6x3, Panel=Holodynamic link x 74, Special=HoloHUD x 1,
		Environ= basic env, basic ls, extended ls, inertial comp for 
		hull minus fuel tankage. grav plates only for crew area, 
		AirLocks=1
	Accomm:	Crew=1 x 1, SmallStateroom=1
	Other:	Fuel=766kl, ObjSize=Average, EMLevel=Faint

Disclaimer: The ship above was designed just to prove that it could be done
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing California gas stations" W.Gibson "The Gernsback Continuum"



-------- TML Message #889 --------

Archive-Message-Number: 889
Date: Wed, 31 Jan 90 09:55:58 EST
From: (Greg Givler - PA) givler@cbmvax.commodore.COM
Subject: Re:  Status of E-PBM (also those $%^# mailers)



>I think most of the mail is actually getting through now, except
>for (ironically) the first three people to respond.

I have sent you a character, did you get it? 

Also I have not gotten any mail from you at all except for stuff on the
mailing list.

Let me know via the list if you got my character.

Thanks,

Greg


- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================



-------- TML Message #890 --------

Archive-Message-Number: 890
From: ("Brent L. Woods") woodsb@gn.ecn.purdue.edu
Subject: Re: Xboats
Date: Wed, 31 Jan 90 14:11:37 EST



 In message: <9001310732.AA15570@hacke1.dtek.chalmers.se> Bertil Jonell writes:
 >
 >woodsb@gn.ecn.purdue.edu writes:
 >>      I just took a look at Supplement 9, Fighting Ships, and the Xboat was
 >> listed as a *TL10* design.  I haven't had any time to check this out with
 >> the design rules (and won't, for that matter, for several days), but would
 >> this make a difference?
 >
 >The major difference would be that it couldn't be jump4! The TL-Jump
 >progression is something like this (typing from memory, but 90% certain :-):
 >
 > Jump1  Jump2  Jump3  Jump4  Jump5  Jump6
 >  TL9    TL11   TL12   Tl13   Tl14   TL15

     I just took at look at my original copy of Book 2 (eleventh printing)
and I noticed something...  Tech levels aren't mentioned at all in reference
to drives.  Not at all.  The only mention of tech level I saw in Book 2 was
for *drugs* (what *they're* doing in Book 2:  Starships, I don't know).

 >So the Xboats would have to be TL13 in order to have Jump4. But I don't think
 >that would make them significantly "larger" internally than a TL15 xboat.
 >The Jumpdrive is not TL dependent.

     I don't know about that...  How about the *size* of the drive?  The
higher the tech level, the smaller the individual components are, and the
more room you have for goodies.  At least, that's how it was in High
Guard.  I don't have that much experience with MegaTraveller's craft
design system (yet).  A Jump 1 drive took less of a percentage of the total
volume of the ship at TL15 than at TL9, as I recall.

 >The Powerplant is heavily dependent by TL.. but it will be very small on an
 >Xboat.

     Didn't the original Xboat design *not* have a power plant?

 >A quick estimate gives that a Jump4, 1Gee Xboat would have to spend around
 >45 percent of its tonnage to Drives, and enviro and fuel and stuff.
 >That would leave 740 kl. Minus 2 staterooms and a 20 ton (big as a launch)
 >databank and some controls, this would leave about 350 kl as excess space.
 >This is just enough space for fuel to fuel an additional Jump-4!
 >So even a TL13 Xboat should be able to make 2 Jump-4...
 >(Hmm, Jump4+4, is that Rift capability?)

     Yup.  At least one Rift-crossing route can be done by Jump 5 ships.  If
a ship can cross eight parsecs on one load of fuel (even if it takes two
weeks), then it should be able to cross the Rift without too much trouble.


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  woodsb@attctc.dallas.tx.us
USENET:  pur-ee!gn.ecn.purdue.edu!woodsb
FIDONET:  Brent.Woods@p303.f40.n201.z1.fidonet.org  (from Internet)  or
          Brent Woods@1:201/40.303  (from FidoNet)
USNAIL:  320 Brown St., #406  /  W. Laf., IN  47906
PHONE:  +1 (317) 743-8421 (voice)




-------- TML Message #891 --------

Archive-Message-Number: 891
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: Here's the problem with mail...
Date: Wed, 31 Jan 90 9:11:53 PDT


Why I can hear you, but you can't hear me...


Maybe you folks can help  (this is technical TL8 computer junk...)

At Oregon Software (aka `oresoft'), we are connected to uunet.
For some reason, our mailer routes TO uunet THROUGH:
	reed!ogccse!rutgers!uunet...

Aside from the inefficiency, this would not be a problem, except
that Oregon Graduate Center (OGC) changed their name to OGI, and
also the mailer to ogicse.  Consequently, almost everything out
of oresoft bounces - it doesn't know ogccse.

How do `we' (in a generic sense - we have no system manager)
fix this?  I suspect there is a file in /usr/spool/uucp/...
somehwere that'll do the trick, but I'm a writer not a software
type, so help is needed.  (also our software types are not unix
folks [yet], but VMS compiler folks for the most part [ugh].)
- ------------------  any help will be most beneficial to the E-pbm


About the other acoount: agora.  agora is a public-access xenix
system (286 xenix I think).  Intel has been kind enough to allow
mail hookups through there, but sometimes agora stuff gets dumped to
the ether because of high traffic loads from/through intel.

Consequently, I use agora for almost all my outgoing mail, but
sometimes it works, sometimes it doesn't.  It would sure be nice to
make oresoft behave.

So that's my plea for help.  Oh, I believe we're using smail if that
helps any.

Thanks
	Richard Johnson


(I know it doesn't really belong on this list, but you guys are the
ones putting up with the foolishness.)




-------- TML Message #892 --------

Archive-Message-Number: 892
Date: Wed, 31 Jan 90 15:44:31 EST
From: (Dan Corrin) dan@engrg.uwo.ca
Subject: E-PBM, PBEM


***PBEM info only.***

Wow...what an intorduction, I am *really* impressed so far.

Richard mentioned that these "public" messages should be used to gather info
that everone would be interested in. However if I mention my character, then
the fact that richard doesn't want to give out the player's addresses becomes
irrelevant.

> A small, stocky, white-haired gentleman steps on the podium and
> tests the acoustics.  Moving behind the lectern (c'mon there's gotta
> be a lectern) he begins.

This gentleman introduced everone but himself. Who is he anyway?

> ... We have posted a bond
> of 10,000 ICr for the first working artifact found.

Define artifact. The standard definition is:
ar.ti.fact \'<a:>rt-i-,fakt\ n (1821)
...
    1a: a usu. hand-made object (as a tool or ornament) representing a 
    particular culture or stage of technological development
...
This means the first tool, hammer, sword, etc, is worth Cr10,000? or
do they mean the first TL 17+ thingy?

Some other general questions:

How big is the ship? What can we put inside? The intro mentioned subs.
I sure hope that there are some automated probes and robots for doing
some of the observations.
Was the system cleared for construction of the world, or are there other
planets or planetoids in the system. Specifically a gas giant for
refueling. However other planets could serve as an intial base.
How do we determine the command team representative from our group?
Do we just have an election, volunteers, or since it pays more, fight
it out?
"The TL here is 13", does this mean no TL 14+ equipment? Does equipment
purchased come out of our salaries, or is there a budget for the mission?
Are there any company represetatives coming? or are we on our own? Is there
a seperate crew for the mothership, or do some of us have to volunteer to 
stay behind with the ship?

	-A concerned expedition member.

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan






-------- TML Message #893 --------

Archive-Message-Number: 893
Date: Thu, 1 Feb 90 00:03:09 EST
From: (Chris Bartlett) cdba_ltd@uhura.cc.rochester.edu
Subject: The ringworld




	"Umm, just how big is the ringworld?  And how long will we have to
explore it?  Also, if there is an undiscovered sapient race with some degree
of technological development, what will be mission policy regarding contact
and establishment of relations with the locals?"

	- Another concerned, but fascinated expedition member


BTW, let me add my enthusiasm too.  More, more!  I can't wait until the next
turn...  :-)


				Chris




-------- TML Message #894 --------

Archive-Message-Number: 894
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: E-PBM Questions
Date: Thu, 1 Feb 90 10:27:13 MET DST


Public Questions:

This one I won't ask loudly, I expect that everybody should know the answer
already: but since we players don't know: What date is is?

What is the estimated minimum technological level to build a ringworld?

How long could it last untended?

How large surface area does R-alpha have?

Do we get access to a full report from the scout who discovered it?

Was any kind of transmissions or signals from R-alpha detected?

Did it radiate neutrinos?

Any signs of large scale constructions (other than the ringworld, that is :-)
on its surface on the closeups?

What resolution does the closeups have?

How large is those "low hills and small seas" on the surface?

What are we waiting for?:-)

- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"There's a sucker born every month, except february, which have 28!" Alf Tanner



-------- TML Message #895 --------

Archive-Message-Number: 895
Date: Thu, 1 Feb 90 08:48:43 MST
From: ("Jan L. Peterson") jlp@hamblin.byu.edu
Subject: E-PBM


People,
	Could everyone posting a message regarding the play by mail
game be sure to put E-PBM somewhere in the Subject: line?  It would
make it much easier for me to archive all pbm mail in a separate
folder.  I usually archive all trav-list mail that I find interesting
enough to keep in one folder, but want to maintain a separate folder
for the pbm stuff.  I use vm for a mail reader, and take advantage of
it's automatic archiving capability, but I need some special way to
flag pbm mail so I can archive it before it sees that it's from the
trav list and puts it in that folder.

	Richard, did you get my character?  Something you might try
for getting mail out is to specify the path to uunet, i.e. to mail to
me, try sending to reed!ogicse!rutgers!hamblin.byu.edu!jlp (note, I
skipped uunet -- rutgers should be able to reach me directly).

	-jan-
- --
        Jan L. Peterson
EMail:  jlp@hamblin.byu.edu  or  uunet!hamblin.byu.edu!jlp
Mail:   Math Dept. -- 292 TMCB; BYU; Provo, UT 84602 (USA)
Phone:  +1 801 378 2183





-------- TML Message #896 --------

Archive-Message-Number: 896
Date: Thu, 1 Feb 90 11:00:26 -0500
From: (Mark Gellis) f3w@mentor.cc.purdue.edu
Subject: Spacecraft drives



Thanks for the replies, although I was left a little confused.  I'm
assuming that there are ways to improve the Isp (actually, the EJV,
but it works out to the same thing) by NOT simply smashing deuterium 
and He3 together like mini-H bombs, but using your fusion power plant
to power a containment field (magnetic?  I guess so) that will heat
reaction mass, like normal hydrogen, to such horrific temperatures
that it spews out at velocities that give you much better fuel consumption
than the Daedelus-type starships.  The convention Isps of 6E05 to 1E06,
I have been told, are based on our bomb-versions of fusion...if we had
really efficient fusion power, we could heat and direct the reaction
mass much more efficiently.

For those who have been discussing this issue, let's put it this way,
my fusion engines, unless I'm setting this up wrong, a 7:3 payload-fuel
ration (i.e., 30% of the ship is fuel) will let you reach about 2% c
and then decelerate down again, or let you reach 4% c and keep going
forever until you hit something.  What kind of Isp would be required
for this, and if we can use magnetic fields to contain plasma at
several hundred million degrees, it is unreasonable to assume that 
this kind of Isp could be achieved.  If it is, is it possible that
"fusion" engines actually sweeten the mix with a little (magnetically
stored) anti-hydrogen?  (Is this the galactic version of adding a 
nitrous tank to your car?)

Thanks in advance.  Take care all.

Mark




-------- TML Message #897 --------

Archive-Message-Number: 897
Date: Thu, 1 Feb 90 11:55:14 EST
From: (Frederic Joshua Krage) milamber@wpi.wpi.edu
Subject: E-PBM, ATTN: Richard,   and members



	First, a few things for the esteemed members of this mission.  In
answer to a previous post, a believe that a ringworld is at least tech 13,
possibly tech 25.  Going purely from science fiction, namely by Larry Niven,
a ringworld is huge, having an area of some millions or billions of Earths.
The ringworld featured by Niven lasted for several thousand years before
it was discovered.  Well, we shall see what we shall see, that is what
Richard will tell us we see...

   Now for Richard's part...
- --------------------------------------------------------

	Richard, my address is    milamber@wpi.wpi.edu      and I'm
located in Worcester, Massachussets.  I seem to be getting through to
you, but not vice versa.  Your new mail path seemed to work, i.e. I 
received a message from you through normal e-mail, and not through this
post.  Did you recieve my character?  Let's hope your new mail process
will work continuously.
					-Joshua-





-------- TML Message #898 --------

Archive-Message-Number: 898
Date: Thu, 1 Feb 90 10:55:33 CST
From: (Jim Cunningham) jcunning@gsliss.lis.uiuc.edu
Subject: FFW and other things




I'm afraid that I'm going to have to put off the Fifth Frontier
War for a while. To make a long story short I'm overworked.
That may change, and if it does I'll announce it here.

As for the Travller PBM, it is very interesting. I have two
questions:

1. Can I play a Droyne?
2. Can I get equipment from the World Builder's Handbook?

Also, the new issue of the Digest is out. Some neat stuff in it;
you might want to check it out.

			Jim Cunningham
			Traveller Relic





-------- TML Message #899 --------

Archive-Message-Number: 899
Date: Thu, 1 Feb 90 12:04:14 GMT
From: (Jo Jaquinta) jaymin@maths.tcd.ie
Subject: 1,000,000 stars


	The program in the following shell archive will allow one to
	explore a universe of over 1,000,000 stars. The idea was for it
	to be used as a campaign setting and would be ideal for anyone
	running a PBeM game on more than one world. The program should
	generate the same universe for everyone allowing mutual exploration
	and discussion.

	This program is level-1 and only generates mainworlds. Later
	levels will generate entire systems, geological data and all the
	way down to regional and city maps. If characteers can turn to their
	library data and pull up info on almost anywhere in the galaxy then
	why not the players?

	I don't mean to tread on the system-generation sublist's toes but
	this is rather different. Instead of a suite of programs to
	generate systems to suit the flexibility of individual's campaigns
	I have accepted rigidity for scope. The code is built in such
	a way that a host of subsidiary programs can be generated based on the
	central routines (sector maps, trade routes, ...).

	I have the later levels planned and specified but time pressure
	will delay their release. Any volunteers are most welcome.

					Jo Jaquinta
					jaymin@tcdmath.tcd.ie

			cut here
- --------------------------><--><--><-------------------------
#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of shell archive."
# Contents:  exist.c lang.c magic.c magic.h mainwrld.c readme sysgen.h
#   sysgen1.c
# Wrapped by jaymin@hamilton.maths.tcd.ie on Thu Feb  1 11:47:49 1990
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'exist.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'exist.c'\"
else
echo shar: Extracting \"'exist.c'\" \(451 characters\)
sed "s/^X//" >'exist.c' <<'END_OF_FILE'
X#include "sysgen.h"
X
X#define abs(t) ((t<0L)?(-t):(t))
X
Xint	exist(x, y, z)
Xlong	x, y, z;
X{
X	int	chance, roll;
X	long	mag;
X
X	mag = abs(x) + abs(y) + abs(z);
X	chance = 80 - (int)(80L*mag/GAL_RADIUS);
X	xyzmagic(x>>4, y>>4, z>>4, EXIST_MAGIC);	/* sector density variation */
X	chance += (rand()%40) - 20;
X	xyzmagic(x, y, z, EXIST_MAGIC);
X	roll = rand()%100;
X	if (roll > chance)
X		return(0);
X	chance /= 20;
X	if (++chance > 4)
X		chance = 4;
X	return(chance);
X}
END_OF_FILE
if test 451 -ne `wc -c <'exist.c'`; then
    echo shar: \"'exist.c'\" unpacked with wrong size!
fi
# end of 'exist.c'
fi
if test -f 'lang.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'lang.c'\"
else
echo shar: Extracting \"'lang.c'\" \(2457 characters\)
sed "s/^X//" >'lang.c' <<'END_OF_FILE'
X#include "sysgen.h"
X
Xint	olen[6] = { 19, 11, 5, 1, 0, 0 };
Xint	oinitial[4] = { 5, 11, 8, 12 };
Xint	ofinal[4] = { 17, 3, 8, 8 };
Xint	ofcon[29] = { 10, 2, 13, 3, 9, 10, 2, 8, 2, 14, 2, 4, 13, 12, 6, 7,
X	2, 2, 7, 10, 7, 3, 13, 21, 2, 9, 13, 3, 7 };
Xchar	*afcon[29] = { "b", "br", "c", "ch", "d", "f", "fr", "g", "gr", "h",
X	"j", "k", "l", "m", "n", "p", "pl", "pr", "r", "s", "sh", "st",
X	"t", "th", "tr", "v", "w", "wh", "y" };
Xint	ovowel[6] = { 49, 73, 40, 38, 7, 9 };
Xchar	*avowel[6] = { "a", "e", "i", "o", "ou", "u" };
Xint	olcon[29] = { 3, 3, 22, 5, 2, 3, 2, 3, 2, 5, 2, 4, 41, 9, 9, 2,
X	3, 3, 36, 2, 2, 16, 2, 4, 21, 2, 3, 2, 3 };
Xchar	*alcon[29] = { "c", "ck", "d", "f", "ft", "gh", "ht", "l", "ld",
X	"ll", "ly", "m", "n", "nd", "ng", "ns", "nt", "p", "r", "rd",
X	"rs", "s", "ss", "st", "t", "th", "w", "x", "y" };
X
Xint	len[6];
Xint	initial[4];
Xint	final[4];
Xint	fcon[29];
Xint	vowel[6];
Xint	lcon[29];
X
Xvoid	seedlang(), drift(), scatter();
Xint	lookup();
X
Xvoid	seedlang(x, y, z)
Xlong	x, y, z;
X{
X	int	i;
X
X	for (i = 0; i < 6; i++)
X		len[i] = olen[i];
X	for (i = 0; i < 4; i++)
X	{
X		initial[i] = oinitial[i];
X		final[i] = ofinal[i];
X	}
X	for (i = 0; i < 6; i++)
X		vowel[i] = ovowel[i];
X	for (i = 0; i < 29; i++)
X	{
X		fcon[i] = ofcon[i];
X		lcon[i] = olcon[i];
X	}
X	/* sector drift */
X	xyzmagic(x>>6, y>>6, z>>6, LANG_MAGIC);
X	drift();
X	/* sub-sector drift */
X	xyzmagic(x>>4, y>>4, z>>4, LANG_MAGIC);
X	drift();
X	/* local drift */
X	xyzmagic(x, y, z, LANG_MAGIC);
X	drift();
X}
X
Xvoid	drift()
X{
X	scatter(initial, 4, 6);
X	scatter(len, 6, 6);
X	scatter(final, 4, 6);
X	scatter(fcon, 29, 36);
X	scatter(vowel, 6, 36);
X	scatter(lcon, 29, 36);
X}
X
Xvoid	scatter(arr, max_arr, slide)
Xint	arr[], max_arr, slide;
X{
X	int	i;
X
X	while (slide--)
X	{
X		/* take one away */
X		do {
X			i = rand()%max_arr;
X		} while (arr[i] == 0);
X		arr[i]--;
X		/* add back on */
X		i = rand()%max_arr;
X		arr[i]++;
X	}
X}
X
Xint	lookup(arr, tot)
Xint	arr[];
Xint	tot;
X{
X	int	i;
X
X	i = 0;
X	do {
X		tot -= arr[i++];
X	} while (tot >= 0);
X	return(i - 1);
X}
X
Xchar	*getname()
X{
X	static char	nbuf[40];
X	int	leng, type;
X
X	leng = lookup(len, rand()%36) + 1; /* assume names one extra syllable */
X	nbuf[0] = 0;
X	type = 0;
X	do {
X		type = lookup(type ? final : initial, rand()%36);
X		if (type%2)
X		{
X			strcat(nbuf, afcon[lookup(fcon, rand()%216)]);
X		}
X		strcat(nbuf, avowel[lookup(vowel, rand()%216)]);
X		if (type>1)
X		{
X			strcat(nbuf, alcon[lookup(lcon, rand()%216)]);
X		}
X		type = type/2;
X	} while (leng--);
X	return(nbuf);
X}
END_OF_FILE
if test 2457 -ne `wc -c <'lang.c'`; then
    echo shar: \"'lang.c'\" unpacked with wrong size!
fi
# end of 'lang.c'
fi
if test -f 'magic.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'magic.c'\"
else
echo shar: Extracting \"'magic.c'\" \(532 characters\)
sed "s/^X//" >'magic.c' <<'END_OF_FILE'
X#include "sysgen.h"
X
Xvoid	xyzmagic(x, y, z, magic)
Xlong	x, y, z, magic;
X{
X	long	seed;
X
X	x &= 0x07ff;
X	x <<= (32 - 11);
X	y &= 0x07ff;
X	y <<= (32 - 11 - 11);
X	z &= 0x03ff;
X	seed = x|y|z;
X	srand(seed + magic);
X}
X
Xint	D(n)
X{
X	int	sum;
X
X	sum = n;
X	while (n--)
X		sum += rand()%6;
X	return(sum);
X}
X
Xstatic long	randx;
Xstatic char	randf = 0;
X
Xvoid	srand(seed)
Xlong	seed;
X{
X	randx = seed;
X	randf = 1;
X}
X
Xunsigned int	rand()
X{
X	if (!randf)
X		srand(1L);
X	randx = randx*1103515245L + 12345L;
X	return ((unsigned int)(((randx)>>16) & 0777777));
X}
END_OF_FILE
if test 532 -ne `wc -c <'magic.c'`; then
    echo shar: \"'magic.c'\" unpacked with wrong size!
fi
# end of 'magic.c'
fi
if test -f 'magic.h' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'magic.h'\"
else
echo shar: Extracting \"'magic.h'\" \(73 characters\)
sed "s/^X//" >'magic.h' <<'END_OF_FILE'
X#define GAL_RADIUS 100000L
X
X#define LANG_MAGIC 1L
X#define EXIST_MAGIC 2L
END_OF_FILE
if test 73 -ne `wc -c <'magic.h'`; then
    echo shar: \"'magic.h'\" unpacked with wrong size!
fi
# end of 'magic.h'
fi
if test -f 'mainwrld.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'mainwrld.c'\"
else
echo shar: Extracting \"'mainwrld.c'\" \(2303 characters\)
sed "s/^X//" >'mainwrld.c' <<'END_OF_FILE'
X#include "sysgen.h"
X
Xchar	*strprt[4] = {
X	"AABBCCCDEEX",	/* backwater */
X	"AAABBCCDEEX",	/* standard */
X	"AAABBCCDEEE",	/* mature */
X	"AAAABBCCDEX"	/* cluster */
X	};
X
Xint	mainwrld(mw, x, y, z)
Xmainworld	*mw;
Xlong	x, y, z;
X{
X	int	roll;
X
X	roll = exist(x, y, z);
X	if (roll == 0)
X		return(0);
X	mw->starport = strprt[roll - 1][D(2) - 2];
X
X	mw->size = D(2) - 2;
X
X	if (mw->size == 0)
X		mw->atmos = 0;
X	else
X	{
X		mw->atmos = D(2) - 7 + mw->size;
X		if (mw->atmos < 0)
X			mw->atmos =0;
X	}
X
X	if (mw->size <= 1)
X		mw->hydro = 0;
X	else
X	{
X		roll = D(2) - 7 + mw->size;
X		if ((mw->atmos <= 1) || (mw->atmos >= 0xa))
X			roll -= 4;
X		if (roll < 0)
X			mw->hydro = 0;
X		else if (roll > 10)
X			mw->hydro = 10;
X		else
X			mw->hydro = roll;
X	}
X
X	mw->pop = D(2) - 2;
X
X	mw->gov = D(2) - 7 + mw->pop;
X	if ((mw->pop == 0) || (mw->gov < 0))
X		mw->gov = 0;
X
X	mw->law = D(2) - 7 + mw->gov;
X	if ((mw->gov == 0) || (mw->law < 0))
X		mw->law = 0;
X
X	roll = D(1);
X	if (mw->starport == 'A')
X		roll += 6;
X	else if (mw->starport == 'B')
X		roll += 4;
X	else if (mw->starport == 'C')
X		roll += 2;
X	else if (mw->starport == 'X')
X		roll -= 4;
X	if (mw->size <= 1)
X		roll += 2;
X	else if (mw->size <= 4)
X		roll++;
X	if ((mw->atmos <= 3) || (mw->atmos >= 10))
X		roll++;
X	if (mw->hydro >= 10)
X		roll += 2;
X	else if (mw->hydro >= 9)
X		roll++;
X	if ((mw->pop >= 1) && (mw->pop <= 5))
X		roll++;
X	else if (mw->pop >= 10)
X		roll += 4;
X	else if (mw->pop >= 9)
X		roll += 2;
X	else if (mw->pop == 0)
X		roll = -99;
X	if ((mw->gov == 0) || (mw->gov == 5))
X		roll++;
X	else if (mw->gov == 0xd)
X		roll -= 2;
X	if (roll < 0)
X		mw->tech = 0;
X	else
X		mw->tech = roll;
X
X	mw->bases = 0;
X	if ((mw->starport == 'A') || (mw->starport == 'B'))
X		if (D(2) >= 8)
X			mw->bases |= NAVAL_BASE;
X	if ((mw->starport == 'A') && (D(2) >= 10))
X		mw->bases |= SCOUT_BASE;
X	else if ((mw->starport == 'B') && (D(2) >= 9))
X		mw->bases |= SCOUT_BASE;
X	else if ((mw->starport == 'C') && (D(2) >= 8))
X		mw->bases |= SCOUT_BASE;
X	else if ((mw->starport == 'D') && (D(2) >= 7))
X		mw->bases |= SCOUT_BASE;
X	if ((mw->starport == 'A') && (D(2) >= 10))
X		mw->bases |= LOCAL_BASE;
X	else if ((mw->starport == 'B') && (D(2) >= 9))
X		mw->bases |= LOCAL_BASE;
X	else if ((mw->starport == 'C') && (D(2) >= 8))
X		mw->bases |= LOCAL_BASE;
X
X	seedlang(x, y, z);
X        strcpy(mw->name, getname());
X	return(1);
X}
END_OF_FILE
if test 2303 -ne `wc -c <'mainwrld.c'`; then
    echo shar: \"'mainwrld.c'\" unpacked with wrong size!
fi
# end of 'mainwrld.c'
fi
if test -f 'readme' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'readme'\"
else
echo shar: Extracting \"'readme'\" \(860 characters\)
sed "s/^X//" >'readme' <<'END_OF_FILE'
X	SYSTEM GENERATOR LEVEL 1
X	RELEASE 0
X	1 February, 1990
X	jaymin@maths.tcd.ie
X
X	This code was written on a PC and tested under the Lattice-C,
X	Microsoft-C and Turbo-C compilers. It should work under most
X	C compilers but be careful of long arithmetic. I would be most
X	keen to know modifications that are needed for various compilers.
X	To check your executable is 100% correct the system at coordinates
X	10000,10000,10000 should be:
X		C200100-a        10000    10000    10000 dete
X	I strongly encourage people to write subsidiary programs, e.g.
X	to map a subsector, plot trade routes, .... Usefull programs
X	will be added to later releases.
X
X	Planed releases: (subject to bugs, help and excess revisions)
X
X	Level-1:	Main-world generation		February
X	Level-2:	Extended system generation	March
X	Level-3:	World builder's generation	May
X	Level-4:	Surface maps			June
END_OF_FILE
if test 860 -ne `wc -c <'readme'`; then
    echo shar: \"'readme'\" unpacked with wrong size!
fi
# end of 'readme'
fi
if test -f 'sysgen.h' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'sysgen.h'\"
else
echo shar: Extracting \"'sysgen.h'\" \(343 characters\)
sed "s/^X//" >'sysgen.h' <<'END_OF_FILE'
X#include "magic.h"
X
X#define MAX_NAME 40
X#define mainworld	struct MW
X
X#define NAVAL_BASE 0x0001
X#define SCOUT_BASE 0x0002
X#define LOCAL_BASE 0x0004
X
Xmainworld {
X	char	name[MAX_NAME];
X	char	starport;
X	int	size;
X	int	atmos;
X	int	hydro;
X	int	pop;
X	int	gov;
X	int	law;
X	int	tech;
X	int	bases;
X	};
X
Xchar	*getname();
Xvoid	srand();
Xunsigned int	rand();
END_OF_FILE
if test 343 -ne `wc -c <'sysgen.h'`; then
    echo shar: \"'sysgen.h'\" unpacked with wrong size!
fi
# end of 'sysgen.h'
fi
if test -f 'sysgen1.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'sysgen1.c'\"
else
echo shar: Extracting \"'sysgen1.c'\" \(613 characters\)
sed "s/^X//" >'sysgen1.c' <<'END_OF_FILE'
X#include "sysgen.h"
X
Xvoid	main(argc, argv)
Xint	argc;
Xchar	**argv;
X{
X	mainworld	mw;
X	long	x, y, z, atol();
X
X	if ((argc < 3) || (argc > 4))
X	{
X		printf("Usage: sysgen X Y [Z]\n");
X		exit(1);
X	}
X	x = atol(argv[1]);
X	y = atol(argv[2]);
X	if (argc == 4)
X		z = atol(argv[3]);
X	else
X		z = 0L;
X
X	if (mainwrld(&mw, x, y, z) == 0)
X		exit(0);
X	printf("%c%1x%1x%1x%1x%1x%1x-%x %c%c%c %8ld %8ld %8ld %s\n",
X		mw.starport, mw.size,
X		mw.atmos, mw.hydro, mw.pop, mw.gov, mw.law,
X		mw.tech, (mw.bases&NAVAL_BASE)? 'N' : ' ',
X		(mw.bases&SCOUT_BASE)? 'S' : ' ',
X		(mw.bases&LOCAL_BASE)? 'M' : ' ',
X		x, y, z, mw.name);
X	exit(1);
X}
END_OF_FILE
if test 613 -ne `wc -c <'sysgen1.c'`; then
    echo shar: \"'sysgen1.c'\" unpacked with wrong size!
fi
# end of 'sysgen1.c'
fi
echo shar: End of shell archive.
exit 0



-------- TML Message #900 --------

Archive-Message-Number: 900
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: the mailing blues
Date: Thu, 1 Feb 90 8:17:22 PDT


1.  About three hours ofter I sent in the last message, describing
in painful detail, how our mailer was broke - it mysteriously
started working correctly.  I say mysteriously because no one here
fixed it!   (Thanks, whoever hacked our system :)

2.  To Nicholas Sylvain:
	I have your address as sylvain$n@dayton.bitnet
	The problem is that niether mailer I have will accept a $ as
	a legal character.  They won't accept \$ either.  So I can't
	mail to you.  I do have a very little on your character - please
	send more.

	If anyone out there knows how I can get around this - let me
	know!  PLEASE!   (He's been incredibly patient with this  whole
	fiasco.)

Richard
	Turn 0.2 coming up soon :)  Your questions (some of them) will
	be answered.



-------- TML Message #901 --------

Archive-Message-Number: 901
Subject: PBEM Turn 0.1 (Questions at briefing time)
Date: Thu, 1 Feb 90 14:07:28 CST
From: (Chris Olson) chris@ssbell.imd.sterling.COM


	"I've a couple questions, if ya don't mind", Andreas Spear spoke up
from the back of the room,  "First off,  is this gonna be one a those
operations where we hit dirt an split up, or are we gonna stay central
and send mixed teams out, or is that up ta us?"

	Spear looks around the room at his fellow travellers, "Two, is there
any money in bein' tha first to see an indie?"

	"An last", a mile crosses his bearded face, "and dearest to me heart
on these corporation runs, will our pay be docked fer any reason short a
deriliction a duty?"

	He now waits expectantly for an answer... :-)

- -- 
     ///Chris Olson  (chris@ssbell.uu.net)      | [My post, my opinions]
    ///       (ssbell.uu.net!lvkeep!chris)      | "I like musicals.  You know,
\\\///                                          |  movies with lots of sax and
 \XX/Amiga - The computer for the best of us... |  violins in them." -unknown



-------- TML Message #902 --------

Archive-Message-Number: 902
Date: Thu, 1 Feb 90 08:29 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: Re: Ringworld


[This came to traveller-request@dadla.wr.tek.com, looks like it was
meant for traveller@dadla.wr.tek.com.  Watch those automatic reply
headers! -- James]

***PBEM info only.***

>       "Umm, just how big is the ringworld?  And how long will we have to
>explore it?  Also, if there is an undiscovered sapient race with some degree
>of technological development, what will be mission policy regarding contact
>and establishment of relations with the locals?"

Just give me a fusion gun :-) and there be no tribbles atol (Sorry couldn't
resist)

The answer, at least from my view point is "That is why we are taking a contact
team!"  The ring world is very large.  Lets just assume a G2v star and a 93
million mile habit orbit.  Circumfrence = 2*PI*R.  There are probably several
sentient races that don't even know about the other.


>Wow...what an intorduction, I am *really* impressed so far.

Second the Motion

>Richard mentioned that these "public" messages should be used to gather info
>that everone would be interested in. However if I mention my character, then
>the fact that richard doesn't want to give out the player's addresses becomes
>irrelevant.

Unless you are like me :-)  I am using a different post a turn address than
where I receive the mailing list.  Only he has my post from address.   So I
can send stuff from here as General Things, but I won't accept mail from other
players regarding the game at this account.  Actually it is rather painful
haveing the addresses different, but oh well....

>> ... We have posted a bond
>> of 10,000 ICr for the first working artifact found.
>
>Define artifact. The standard definition is:
>ar.ti.fact \'<a:>rt-i-,fakt\ n (1821)
>...
>    1a: a usu. hand-made object (as a tool or ornament) representing a
>    particular culture or stage of technological development
>...
>This means the first tool, hammer, sword, etc, is worth Cr10,000? or
>do they mean the first TL 17+ thingy?

I would assume artifact to have the Traveller Definition of:
    1a: a usu. hand-made object (as a tool or ornament) representing a
    particular culture or stage of technological development by the race
    know as the Ancients.

Rob



-------- TML Message #903 --------

Archive-Message-Number: 903
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Subject: Re: Xboats
Date: Thu, 1 Feb 90 9:04:36 MET DST


woodsb@gn.ecn.purdue.edu writes:
>  d9bertil@dtek.chalmers.se wrote:
>  >The Powerplant is heavily dependent by TL.. but it will be very small on an
>  >Xboat.
> 
>      Didn't the original Xboat design *not* have a power plant?

Yes, but in MegaT every craft require a powerplant to power the computer
sensors, lifesupport and lots of other small components.

>  >A quick estimate gives that a Jump4, 1Gee Xboat would have to spend around
>  >45 percent of its tonnage to Drives, and enviro and fuel and stuff.
>  >That would leave 740 kl. Minus 2 staterooms and a 20 ton (big as a launch)
>  >databank and some controls, this would leave about 350 kl as excess space.
>  >This is just enough space for fuel to fuel an additional Jump-4!
>  >So even a TL13 Xboat should be able to make 2 Jump-4...
>  >(Hmm, Jump4+4, is that Rift capability?)
> 
>      Yup.  At least one Rift-crossing route can be done by Jump 5 ships.  If
> a ship can cross eight parsecs on one load of fuel (even if it takes two
> weeks), then it should be able to cross the Rift without too much trouble.

It seems that the MegaT vehicle design system is incompatible with the 
Traveller Universe Background, at least when it comes to questions about 
Ships, Jumps and Rifts in various combinations.
This looks to me like a major bug.

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"There's a sucker born every month, except february, which have 28!" Alf Tanner



-------- TML Message #904 --------

Archive-Message-Number: 904
Date: Thu, 1 Feb 90 18:30:16 EST
From: ("Paul C. Duggan") duggan@eniac.seas.upenn.edu
Subject: World Builder


Hi.  This is my first message, though I've enjoyed reading for quite
awhile.

I was attempting to "detail" a few systems within the spinward marches,
looking at interesting (read hi-tch, low law, etc...) worlds in particular.
and I came up against the small problem of the large number of M5+ type V
stars in the marches.

These stars, you might notice - have no habitable zones!  they all end up
as -141 iceballs, even the rich ones, or the agrarian, or etc.

Is there a good distance (below orbit 0, presumably) to put these worlds.
Or Are al these worlds really iceballs? (I was perturbed to find that some
already published non-iceball worlds turn into iceballs under world-builder.)

any advice would be welcome.

paul
..



-------- TML Message #905 --------

Archive-Message-Number: 905
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: turn 0.2
Date: Thu, 1 Feb 90 14:47:24 PDT



Question and Answer Session:
- --------------------------------------------------------------------
{Our lecturer has just concluded the preliminary briefing.}

Are there any questions?  Yes.


	Well you introduced us.  Who are you?

Oh.  I'm sorry.  I'm Adam Khervatchkov.  I'm senior project engineer 
for Turnskaad Enterprises.  Since our headquarters are so far away, 
I'm basically in charge of the operation here.


	What exactly do you mean by `artifact'?

We're searching for unique and previously unknown items.  We're 
offering the reward for a truly natable scientific, military,
historical, or economic find.  It doesn't have to be a TL17
`thingy' (of course that wouldn't hurt).  It does have to be
something that we as a multi-racial empire have never before
built, dreamed of, or considered.  Like a practical way to 
communicate with plants, or make a jump 7, or just be able
to have a viable artificial intelligence.


	How big is the ship? 

I presume you mean the Alcyon (notice I swiped at least one thing
from all thos ideas you folks posted :))  when you say `ship'.
I'd like to defer this question for a day or two. (because the ref
needs to go crunch some numbers...)


	What can we put inside? 

See previous answer.


	The intro mentioned subs.  I sure hope that there are some 
	automated probes and robots for doing some of the observations.

Yes there are.  You have both disposable and recoverable probes and
robots for this mission.


	Was the system cleared for construction of the world, 
	or are there other planets or planetoids in the system? 
	Specifically a gas giant for refueling. However other 
	planets could serve as an intial base.

We did not see any gas giants in the system.  We did see some asteroids
so we presume the systme was largely cleaned out.  However, there is
water on the surface, and there is trace hydrogen in the atmosphere 
of R-alpha.


	How do we determine the command team representative from 
	our group? Do we just have an election, volunteers, or since 
	it pays more, fight it out?

Well I certainly wouldn't want to fight very many of you for that 
privelege - doesn't pay that much.  I feel that this is a decision
you really do need to work out for each team.  Sometimes there is
an obvious (at least to me) choice.  Mostly, you're all just *good*.
Why don't you star off rotating the assignment for a few weeks at a
time?



	Some of the equipment I've seen around here is kinda
	obsolete.  Got anything better at your warehouse?

Well, Turnskaad is interstellar and has managed to avaoid most of
the ravages of the current wars.  We might have some of the more
sophisticated gear, depending on what it is, of course.



	Does equipment purchased come out of our salaries, 
	or is there a budget for the mission?

That depends on the equipment purchased.  We don't expect you to
come up with the cost of sophisticated nav programs, for instance,
nor for anti-ship missiles.  Anything that is obviously mission-
required is covered.  We think we've covered most of that - but of
course you'll want to verify it.  Items that are personal we expect
you to pay for.  Items that are expendable for the good of the
mission, each team has a budget for.  (Basically, ask for the
best.  If I think you're gettng out of hand, I'll charge you double :)


	Are there any company represetatives coming? 
	or are we on our own? 

This mission is your baby.  I will probably drop by to check up
your status, exchange mail, etc. though.


	Is there a seperate crew for the mothership, or do 
	some of us have to volunteer to stay behind with the ship?

With any luck, you can find a docking bay and make it work, and then
you can just park it.  Actually, that is one of the questions the
science team needs to look into: How did the creators of R-alpha
produce null-gravity for ships?  There's no evidence of `orbital'
stations.


	A lot of us here have our own ships, and would much 
	rather drivethem there than use yours, no offense intended.

We were counting on it.  If you run into trouble, there's numerous
reasons for havng more than one ship.  If you don't, there's
numerous reasons for having more than one ship.  All of you with 
scout and merchant ships should bring them.  Extra cargo room, too.


	"Umm, just how big is the ringworld?  

Its stellar radius is roughly 1.5 X 10^8 kilometers.  It's roughly 
3000 kilometers wide.  It has `vertical' sides roughly 100 kilometers
high, to hold in its air.  Actually, in a general sense, it is one
*huge* valley between two *tall* mountain ranges.


	So how large surface area does R-alpha have?

Roughly 10^12 km^2.  This is on the order of 10^4 times the surface
area of a planet like Terra.


	And how long will we have to explore it?  

Not long.  Only a few months at most.  We expect, knowing how 
communications and response work, that at least two of the major
belligerents for the throne will arrive in 4 to 6 months time.
Rather than `explore' per se, we'd prefer you concentrated on
getting everything you can from R-alpha.  Physically and scientifically.



	Also, if there is an undiscovered sapient race with some degree
	of technological development, what will be mission policy 
	regarding contact and establishment of relations with the locals?"

That's up to the on-scene commander.  Just remember that they're a lot
less likely to be welcomed into civilization when and if Lucan and Dulinor
start duking it out over 'er under? their heads.


	What is the estimated minimum technological level 
	to build a ringworld?

16 I believe.  Possibly 17.  It's certain that our present/previous
empire certainly isn't/wasn't too close.


	How long could it last untended?

Go find out how long this one been there.  I reckon the structure is
inherently unstable, it wouldn't take much, or very long, to destroy 
it if its inner workings shut down.  Maybe a better question is how
did R-alpha's creators build technology that could sustain itself in
their absence (if they are absent)?


	Do we get access to a full report from the scout 
	who discovered it?

This is basically the full report.  It was a one-way remote scout
probe.


	Was any kind of transmissions or signals from R-alpha detected?

Yes.  Various kinds at various ranges.  They were all low-level and hard
to differentiate from the stellar radiation until the probe was close enough
to get a good angular separation.  There seems to be all kinds of 
passing all over the backside of the ring.


	Did it radiate neutrinos?

(I want to defer this until I look up what neutrinos indicate besides
 nuclear fusion - RJ)


	Any sign of large scale constructions (other than the 
	ringworld, that is :-) on its surface on the closeups?

You mean, like those roads there?  The close-ups we have are rural.
Although at larger scale (not-so-close-up) it looks like there are
sea ports at least.  Probably cities.


	What resolution do the closeups have?

About 2.5 metres at 530 nm wavelength, about 3.5 metres at 1000 nm
and about 2 metres at 300 nm.  This is for the closest of the lot.
It gets worse further out.


	How large are those "low hills and small seas" on the surface?

The seas you saw look to be in the Red Sea to Mediterranean Sea range, to
use a terrestrial analogy.  The hills are no more that 1000 metres high.
Except, of course near the edge, where they virtually `touch the sky'.

 
	What are we waiting for?:-)

The remainder of the mission crew (about half the players), and for 
the referee to finish geting his act together and straighten out the
chaotic mess he gave himself. :)


	This one I won't ask loudly, I expect that everybody 
	should know the answer already: but since we players 
	don't know: What date is it?

I'm not sure.  I didn't specify because I wanted to let players
adjust it to their own particular campaign needs.






Let me now clean up a few more loose ends.
First, an apology.  It's doctor Abuko, not simply Mr. Abuko.

Second, I'd like to introduce four new crewmwmbers who have just
been accepted:
	Dave Sokuku, who will probably be joining the social sciences
	team.

	Iadlvref, who will also be joining the social sciences team.

	Mac Witfield, a distinguished and practiced generalist.

	Nishu Neriika, who will joining the transport team.

(These folks are just as dinguished as the resto of your crew.  Dave
is a scout.  Looks to be in fine shape for someone who probably has
been doing desk work - lots of muscle tone, rather than mass.
Friendly.  Iadlvref is small and wiry.  When you first lay eyes on
him you just can't decide whether to really like him or permanently
distrust him.  He seems cordial, honest, and as beutiful and deadly
as a pit viper.  Mac is in civvy clothes.  His eyes wander
constantly, but far from aimlessly.  He is young, too.  Finally,
Nishu, another navy man (er critter).  Also decorated.  Clearly
looking for something more than flying a desk.)


more later...
Richard




-------- TML Message #906 --------

Archive-Message-Number: 906
Date: Thu, 1 Feb 1990 23:38:51 CST
From: (Dwight Divine) divine@gargoyle.uchicago.edu
Subject: Digest Form, Please!!!


	Whew!!!  When I signed up I didn't think this list would be this
active.  With the current message load, I don't have time to read them nearly
as completely as I'd like to.  I think that Digest form might be much easier
for me to handle.  Thanks very much, and keep up the great work, this list is
a really neat idea!!!

						Sincerely,
						Dwight Divine 
						(div3@tank.uchicago.edu)



-------- TML Message #907 --------

Archive-Message-Number: 907
Date: Thu, 1 Feb 90 21:57:20 PST
From: gazis@halley.arc.nasa.gov
Subject: Re: fusors drives agility and stufflikethat



     Arrgh!  I can't stand it anymore.  I was trying to be good, 
trying to keep quiet, but I just HAVE to say something about fusion 
and agility.  Behold two Gazoid comments:


AGILITY

     At first glance it would appear that Agility and Acceleration
are unrelated.  Yes indeedy do.  After all, one is the ability to 
rotate the ship, while the other is the ability to accelerate in a 
straight line.  Starships lack the tires, wheels, fins, wings, flippers, 
or any of the other things which force terrestrial, aquatic, atmospheric, 
or waddling vehicles to make trade-offs between agility and acceleration, 
so these qualities should be independant.  
     Or should they?  SOME mechanism is required to rotate the ship.  It 
might be attitude jets, momentum wheels, thrust deflection, or even a 
team of trained Psionics with the Vertigo power, but it has to be there. 
And the moment of inertia of a starship, even a puny Scout, is 
considerable -- 100 tonnes, 30 meters long, you don't rotate something 
like that just by kicking.  Unless you are Very Big.  In which case you
probably don't need a starship.
     In fact, to really whip a starship around (like in a few seconds or 
so) the attitude jets have to produce a significant fraction of a 'g'.  
And that kind of acceleration does not come cheap.  Really.  Honest.  
Would I lie?


FUSION DRIVES

     Everyone seems to have had a fine and dandy time calculating the
specific impulses for various fusion reactions.  This is tonnes of fun,
good clean sport, and provides hours of opperating pleasure.  It also
omits one Important Consideration:

     Why assume that the drives are 100% efficient?

     There is no reason to assume that fusion drives will be 100%
efficient.  In fact, there is good hard experimental evidence to the
contrary.  I have read in non-classified sources that modern
thermonuclear bombs are only 10% efficient.  My own crude estimates, 
also based on non-classified sources (I am, after all, a non-
classified kinda guy) tend to confirm this.  
     Consider the implications:  Drives must meet demanding requirements.  
They must opperate for hours, channel all their thrust in one direction, 
and protect their opperators from heat, shock, and radiation.  Bombs do
not need to meet any of these requirements.  In fact, it is the function
of bombs not to meet these requirements.  It is part of the very nature
of bombs that they FAIL a single one of these requirements, and do so
in as spectacular a fashion as possible.
     If such a simple device as a thermonuclear bomb can only achieve 
10% efficiency, it is reasonable to suppose that thermonuclear reaction 
drives will be far worse, in the vicnicity of 1% efficiency, which works 
out to an exhaust velocity of 100 km/sec or thereabouts, which, oddly 
enough, is about the exhaust velocity of Eight Worlds ships.



SPECIAL BONUS GAZOID COMMENT: FUSORS

     After a lot 'o diddling, I came to the conclusion that fusors and
drives had to meet such a strikingly different set of requirements 
that I could not believe they would be in any way related.  So it
is in the Eight Worlds.  Drives are open ended linear pinch devices,
much like the late unlamented Tandem Mirror machine at Livermore,
and burn D + D --> T + p or He3 + n in vast quantities.  Fusors are
small high-field devices like the Altocampus machine at MIT, and
burn p + Li6 --> He3 + He4  ('To dream, the impossible dream...').
Since the products of this reaction are both ionized, they can be
run thrugh an MHD generator to produce power without any of the
nasty bad neutrons associated with less sexy reactions.
     I have, of course, made a complete table of specific powers,
specific impulses, efficiencies, and whatnot, but its at home, I
am not, and I haven't looked at it for five years anyway.  If
anyone is really interested, I can dredge it out (dredge dredge).


Cap'n Paul



-------- TML Message #908 --------

Archive-Message-Number: 908
From: ("Brent L. Woods") woodsb@gn.ecn.purdue.edu
Subject: Re: Xboats
Date: Fri, 2 Feb 90 9:27:01 EST


 In message: <9002010804.AA17842@hacke1.dtek.chalmers.se> Bertil Jonell writes:
 >
 >woodsb@gn.ecn.purdue.edu writes:
 >>  d9bertil@dtek.chalmers.se wrote:
 >>  >The Powerplant is heavily dependent by TL.. but it will be very small on
 >>  >an Xboat.
 >> 
 >>      Didn't the original Xboat design *not* have a power plant?
 >
 >Yes, but in MegaT every craft require a powerplant to power the computer
 >sensors, lifesupport and lots of other small components.

     Hmm.  Yeah, as I recall, the powered systems on an Xboat were supposed
to sort of "parasitize" power off the jump drive (from the jump capacitors,
presumably).  Nowadays, of course, that idea won't work (as per the Starship
Operator's Manual [Vol. I]).  Sounds like the Xboat network needs some
overhaul...  :-)

 >>  >(Hmm, Jump4+4, is that Rift capability?)
 >> 
 >>      Yup.  At least one Rift-crossing route can be done by Jump 5 ships.  If
 >> a ship can cross eight parsecs on one load of fuel (even if it takes two
 >> weeks), then it should be able to cross the Rift without too much trouble.
 >
 >It seems that the MegaT vehicle design system is incompatible with the 
 >Traveller Universe Background, at least when it comes to questions about 
 >Ships, Jumps and Rifts in various combinations.
 >This looks to me like a major bug.

     Why?  The Rift is just a region of space where stars (and, hence the
important commodities, like planets, that can be found near them) are
unusually sparse.  The J-5 route is simply a path across the Rift where
the worlds are "only" 5 parsecs apart.  Many ships don't have jump drives
that good, and won't be carrying any extra fuel.

     There are good reasons for not carrying that much fuel (enough for two
jumps, that is).  For a commercial ship, more fuel means less cargo, therefore
less revenue.  Remember, to a trader, not making money is a Bad Thing.  From
the military viewpoint, well, having that much fuel (which is singularly
bulky--one metric ton of liquid hydrogen takes up 13.5 cubic meters; one metric
ton of *water* only takes up *one* cubic meter) means having fewer weapons
and smaller magazines--not good, especially in extended battle conditions.
Check the combat advantages of battleriders over battleships for an example.


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  woodsb@attctc.dallas.tx.us
USENET:  pur-ee!gn.ecn.purdue.edu!woodsb
FIDONET:  Brent.Woods@p303.f40.n201.z1.fidonet.org  (from Internet)  or
          Brent Woods@1:201/40.303  (from FidoNet)
USNAIL:  320 Brown St., #406  /  W. Laf., IN  47906
PHONE:  +1 (317) 743-8421 (voice)




-------- TML Message #909 --------

Archive-Message-Number: 909
Date: Fri, 2 Feb 90 10:32:35 EST
From: (Chris Bartlett) cdba_ltd@uhura.cc.rochester.edu
Subject: E-PBM 



	"Another question, if I may.  How long will we have to train for the
mission before jumping out?  Will those of us who are here train until the
crew roster is filled, or will training continue after the crew is
assembled?"


			- an expedition member






-------- TML Message #910 --------

Archive-Message-Number: 910
Date: Fri, 2 Feb 90 13:08:34 -0500
From: wrgate.wr.tek.com!uunet.uu.net!tnc!m0068@tektronix.TEK.COM
Subject: Psionics help


To: uunet!dadla.wr.tek.com!traveller
From: m0068@tnc.UUCP (Stephen D Smith)
 
Subject: Psionics
Organization: personal mailbox at The Next Challenge BBS
 
      Hello,
 
      I'm new to the list, and playing MegaTraveller, (four
months for both), and this is my first posting. 
 
      I have a question about psionics, basically are there
any sources that give good hints, suggestions, etc., on the
use of them in MegaTraveller? I've found the rule books to
be more tantalizing than useful.
 
      I'll explain my reason for asking. I rolled up a
character, got a good psionics rating and a *SPECIAL* ability.
The GM came up with material psychogenesis, the creation of
matter/antimatter via psi. To make a long story short I'm
*retiring* the character as she unbalances the game.
 
      As an example; the ship the party was travelling on
was being pursued by a much larger pirate vessel that could,
and probably would, stomp us into atoms. I simply created a
milligram of antimatter directly in front of the pirate ship.
Need I describe what the matter\antimatter explosion did to the
**HYDROGEN** fuel?
 
      Another example; the party was captured by the bad guys.
After waiting a while the bad guys attempt to interrogate the
party individually. The interrogator, in what is obviously a
torture chamber *politely* asks my character in a chair
directly under a devices with lots of blades and stuff. I
refused, he insisted, I refused, he starts to press a red
button, I placed a thumb sized piece of sodium in the center
of his brain, he dies horribly and yuckie.
 
      The GM agrees with my decision to retire my character. So
I'm trying to find information on psionics and their uses. Any
one out there have any??
 
      Thanks in advance for info, pointers, or hints.
 
            Stephen D Smith   USENET: m0068@tnc.UUCP
                              BIX: sdsmith
- --Name = STEPHEN SMITH  Mailbox # = 68



-------- TML Message #911 --------

Archive-Message-Number: 911
From: d9bertil@dtek.chalmers.se (Bertil Jonell)
Subject: Re: World Builder
Date: Fri, 2 Feb 90 12:09:46 MET DST



> I was attempting to "detail" a few systems within the spinward marches,
> looking at interesting (read hi-tch, low law, etc...) worlds in particular.
> and I came up against the small problem of the large number of M5+ type V
> stars in the marches.
> 
> These stars, you might notice - have no habitable zones!  they all end up
> as -141 iceballs, even the rich ones, or the agrarian, or etc.
> 
> Is there a good distance (below orbit 0, presumably) to put these worlds.
> Or Are al these worlds really iceballs? (I was perturbed to find that some
> already published non-iceball worlds turn into iceballs under world-builder.)

The big determinig factor (besides the primarys luminocity and the distance to
the primary) for the temperature is the worlds Albedo, (ie the factor of how
much of the energy that the world recieves that is reflected off it).

Ye olde "Scouts" had a quite good system for determining albedo by determinig
the proportion of different kinds of terrain on the planets surface. Totally
unworkable by hand but perfect on computer. 
The percentage of clouds and their reflectivity had the single largest
influence on the albedo, and the percentage of clouds was given by Atmosphere
and Hydrographics. But tailoring the reflectivity of the clouds one could 
achieve pretty much any surface temperature.
(and make some doubletalk to the players like: The clouds on Ruie seems to be 
very dark, probably tainted by dust or pollution...:-)

In the example of Ruie (which I did some weeks ago) even this was not enough,
and I had already fudged the greenhouse factor. In the end, I had to put it 
in an orbit about 80% of orbit 0. (orbit -0.2? :-) to give it an temperature
above zero.

If anyone is interested I have an Excel worksheet (for the Mac) that produces
a temperature worksheet if given some basic input about the world.
(a real hack but it workes). I'll try to post it if anyone is interested.
(It has one drawback, it uses the luminocity figyres from "Scouts", and
WBH has totally different figures (probably adapted to the system it uses
for determining temperature.))

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"GOOD DEEL ON SLIGHTLY USED CRANE" Orson Scott Card 'The Abyss'



-------- TML Message #912 --------

Archive-Message-Number: 912
Date: Fri, 2 Feb 90 18:23 EST
From: EHT%PSUARCH.BITNET@cornellc.cit.cornell.edu
Subject: NPC generator and Norton



Sorry everyone, but my mailer and I are having differences of opinion about
what constitutes a valid address, so I sent this to the list instead of
individuals.  I'll corner the system administrator and see what can be done...
P.


Peter,
   I would also like a copy of your C++ NPC generator.  I'll try it out here
and let you know what I think.
Thanx in advance.

Paul.


Leonard,
   At last!  Another Norton fan!  I haven't read Souix Spaceman yet, but
I have read most of her other books.  Although her Witch World series are
good, I prefer her books set in the era of galactic travel/Patrol/Rangers etc.
What about you?  What do you like about her writing?

Paul.

- ---------
You see me now a veteran
   of a thousand psychic wars
   I've been living on the edge so long
   where the winds of Limbo roar
And I'm young enough to look at
   but far too old to see
   all the scars are on the inside
   I don't know if there's anything left of me

- --BOC



-------- TML Message #913 --------

Archive-Message-Number: 913
From: carson@tron.bwi.wec.COM
Subject: Spacecraft drives
Date: Fri, 02 Feb 90 16:35:48 EST


This is a repost of a message I saved from the sci.space newsgroup that seems 
relevent to the discussion of spacecraft drives.


- ------- Forwarded Message

From: henry@utzoo.uucp (Henry Spencer)
Newsgroups: sci.space
Subject: constant-boost fusion spaceships, power requirements of
Message-ID: <1989Apr10.023450.27813@utzoo.uucp>
Date: 10 Apr 89 02:34:50 GMT
References: <290@vlsi.ll.mit.edu> <1098@Portia.Stanford.EDU> <296@v7fs1.UUCP> <5849@pdn.nm.paradyne.com> <1989Mar26.003753.11770@utzoo.uucp> <17272@cisunx.UUCP> <1989Apr5.194855.4674@utzoo.uucp> <1589@attdso.att.com> <4448@psuvax1.cs.psu.edu>
Organization: U of Toronto Zoology
Lines: 100

In article <4448@psuvax1.cs.psu.edu> sobleski@gondor.cs.psu.edu (Mark A. Sobolewski) writes:
>><....the power requirements are not merely high, but staggering, if
>
>    For the record... I get 1 gigawatt for a 20 kilo-ton (metric) mass
>accelerating at 1g.  (P=E/t, delta(v)=g*delta(t) (1 second),E=0.5mv^2,
>20,000,000kg)  (minimum power consumption of course).

Ah, but that's for acceleration from 0 to (roughly) 10 m/s.  Do the same
computation for 1000 to 1010 m/s and you get about 10 terawatts.  Yet
obviously the same rocket hardware would do either job using the same
amount of fuel and energy.  Clearly you're not measuring what you think
you are.  What you are measuring is the amount of energy needed to do
that bit of accelerating by pushing on a fixed object.  That is, with
a catapult rather than a rocket.  The math is right, but you have to
apply it to what you're actually pushing on, which for a rocket is its
exhaust jet.

>    While not a very large ship....  It still has enough room...

Actually it's pretty sizable, I'd say.  That's the size of an Invincible-
class aircraft carrier.  For solar-system work we can build them a lot
smaller.  However, let's assume that mass for convenience.  Now, the
power requirement to expel a jet with a mass flow of (dm/dt) and an
exhaust velocity of v_exh is 0.5 * (dm/dt) * v_exh^2.  So we need to
figure out the mass flow and exhaust velocity.

Mass flow depends on how long a mission we want to fly and how much
fuel we want to carry.  Let's say we're going to the asteroid belt
and back.  In very round numbers, that's a round trip of 1e9 km.
For continuous acceleration (i.e. one half of each leg of the trip),
time = sqrt(2*distance/acceleration) = sqrt(2*250e9/10) = 224000.
That's a quarter of the trip, so the whole thing is 900000 seconds,
about 10 days.  As for fuel, if we don't want the fuel tank to
dominate the whole ship, a fuel fraction of maybe 10% is tops.
So that's 2e6 kg of fuel, giving a fuel flow of about 2 kg/s.  Clearly
fuel pumps, at least, will not be a problem.

Now, what about exhaust velocity?  There are roundabout ways to
compute that, but thrust = (dm/dt) * v_exh due to conservation of
momentum, so we can do it fairly directly.  Thrust to push 20e6 kg
along at 1 gee will be about 200e6 newtons.  (We assume a constant
thrust; in practice one would throttle back a bit as the ship burned
off fuel, to keep acceleration constant, but that complicates the
arithmetic no end and does not affect the result much.)  So v_exh =
200e6/2 or about 100e6 m/s.  The numerate reader will have gone
"gulp!" on seeing that number, since it is about 1/3 of the speed
of light.  Clearly spaceship Invincible's engines are going to be
a pretty remarkable piece of engineering.  But we press on...

We now have the numbers we need.  Assuming 100% efficiency and no
losses whatever, spaceship Invincible's fusion generator output needs
to be 0.5 * 2 * 100e6^2 = 10 petawatts.  The numerate reader is
having a terrible coughing fit at this point.  For the innumerate:
a petawatt is a million gigawatts, and the entire power output of Earth,
right down to cooking fires, is a small fraction of *one* petawatt.
Clearly, Invincible's generators are, um, impressive pieces of
engineering in their own right.

Clearly 100% efficiency is optimistic.  Let's say it's only 99.99%.
Then Invincible's cooling system has to dissipate a mere terawatt
of heat.  (The numerate reader's coughing fit returns.  A terawatt
roughly equals the electrical power generation of North America.)
The easiest way of cooling something is with flowing fluid; radiating
heat into space is much more hassle.  Assume we use water; it's cheap
and available in quantity, and it's a good coolant.  Melting from
ice and boiling to steam both introduce hassles, so let's say our
input is water just above freezing and output is water just below
boiling.  That's a temperature rise of about 100 C.  The heat capacity
of water is roughly 4200 joules/kg/C, so each kilo absorbs 420e3 J.
So to carry away 1e12 W, we need about 2400 tons per second.  Oops.
Spaceship Invincible has a *bad* cooling problem.

What's more, the numerate reader, having recovered from his coughing,
observes that since E=mc^2, boosting the fuel to 1/3 of the speed of
light requires converting about 5% of its mass to energy (we speak
sloppily here for clarity; physicist readers will please keep quiet).
No wonder the power requirement was massive.  The n.r. goes on to
observe that fusion simply doesn't convert that big a fraction.
Invincible's power requirement just cannot be met by fusion, period.
Antimatter might do; Invincible would need to burn about 50 grams
per second (remember that each gram annihilates its own mass in
normal matter).  Optimistic fans of antimatter propulsion think that
straightforward application of current technology might perhaps get
antimatter prices down to $1M/mg.  Invincible's operating costs will
then be fifty billion dollars per second.  I don't think even DoD
can afford to fly this spaceship.

I could go on, computing things like radiation output from the power
system, size of heat radiators, etc., but the numbers all come out to
be preposterous.  Not just difficult, but beyond current abilities by
so many orders of magnitude that straightforward extrapolation of
today's technology won't do -- breakthroughs will probably be needed.

The moral of the story is, don't get intoxicated by the possibility of
easy fusion.  It may give us the solar system, but it will not give us
1G constant-boost spaceships.  They are fundamentally hard to build;
still better technology will be needed.
- - -- 
Welcome to Mars!  Your         |     Henry Spencer at U of Toronto Zoology
passport and visa, comrade?    | uunet!attcan!utzoo!henry henry@zoo.toronto.edu

- ------- End of Forwarded Message




-------- TML Message #914 --------

Archive-Message-Number: 914
Date: Fri, 2 Feb 90 19:56:27 EST
From: (Andrew Salamon) salamon@sun.acs.udel.edu
Subject: E-PBM, turn 0.1


Greetings to all,

Turn 0.1, play mode on
**********************************
Etienne approaches the other members of the Transport team.  He is
dressed in a one-piece flight suit with many pockets.  The rank and
squadron insignia have been removed, but there are several mission
patches still on the suit.  Most of them can be recognized by most
sapients as being major battles that  were fought by the Imperium in
recent years.  Etienne is a little over 6ft and about 165lbs. [sorry, I
will convert to metric next time :(]  He has hair that used to be brown
but has been bleached by the sun, he also has a very dark tan.  He wears
mirrored sunglasses often, even indoors.  There is an empty blade sheath
at his right hip.

	Bonjour, as our gracious host said I'm Etienne.  I'm afraid
	those on high haven't condescended to brief me on my duties yet.
	Have any of you heard anything?  What is the Alcyon, is she just
	a transport, or is she armed?  Which one of us is the poor soul
	who gets to join the command team?  Who is navigator?

	On a lighter note would anyone like to explore this nearby city
	(assuming our watchdogs allow us to) [a small smile]?  I plan on
	enjoying myself my last night near anything civilized.   For
	those who would like to join me, Allons-y, for the rest, Abientot.  
**********************
play mode off.

If any gentles out there have a list of equipment from MegaT already
typed in could you mail it to me?  I really just need name, price, and
weight.  Please don't go to much trouble.

Richard,
  Should we do any shopping now or wait until we reach this supply
depot?  Do our watchdogs let us go to the city?  How about that briefing
we (the transport team) were promised?

To all, how do you get accent marks on this stupid machine!!!  French
just doesn't look right without them.


Magic in my Mind                     |   /Andrew/
Music in my Heart                    |   soi-disant Bleydion op Rhys
Laughter in my Soul                  |   salamon@sun.acs.udel.edu
And...A Sword in my Fist (sigh)      | 



-------- TML Message #915 --------

Archive-Message-Number: 915
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Re: fusors drives agility and stufflikethat
Date: Sat, 3 Feb 90 12:40:01 MET DST


"Cap'n Paul" writes:
>      In fact, to really whip a starship around (like in a few seconds or 
> so) the attitude jets have to produce a significant fraction of a 'g'.  
> And that kind of acceleration does not come cheap.  Really.  Honest.  

I agree.
I think that is what I was aiming for when I wanted to define agility as
rotational energy and speed.

Regarding fusion drives: Since the fusiondrive is supposed to be internal
and not drive around as a "simple" rocket engine, the efficienct figure of 
a few percent for the powerplants seem a bit low. 
(The last estimate was (I think!) around 250 MW /kl. Max TL15 is 18 MW /kl)
 A efficiency of around 15-20 percent would seem more appropriate. 
I don't think the analogy with a bomb is applicable here, a bomb is in the 
process of blowing up, scattering its fuel far and wide (at least in the later
stages) and a powerplant could seprate the unused hydrogene from the helium and
refeed it.

And let's hope that the powerplants continue to use a hydrogene or deuterium
only reaction. It's hard to scoop up Litium in a Gasgiant:-)

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing California gas stations" W.Gibson "The Gernsback Continuum"



-------- TML Message #916 --------

Archive-Message-Number: 916
Date: Sat, 3 Feb 90 01:16 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: Re: psionics


>      I'm new to the list, and playing MegaTraveller, (four
>months for both), and this is my first posting.

Welcome to our wonderful universe!

>      I have a question about psionics, basically are there
>any sources that give good hints, suggestions, etc., on the
>use of them in MegaTraveller? I've found the rule books to
>be more tantalizing than useful.

The Rule Book is about all I have seen.  You may also want to check out Alien
Module 6 (I think) The Zhodani.  There are also several of the small adventures
that deal with Zhodani and converslly with psionics.  If you can find back
issues of the Journal of the Travellers Aid Socitey and Challenge Magazine,
then you may find some stuff there.  (Sorry, at 12:49 in the morning after a
long day, I don't have the energy to dig through them all :-)


>      I'll explain my reason for asking. I rolled up a
>character, got a good psionics rating and a *SPECIAL* ability.
>The GM came up with material psychogenesis, the creation of
>matter/antimatter via psi. To make a long story short I'm
>*retiring* the character as she unbalances the game.

[Examples Deleted]
>
>      The GM agrees with my decision to retire my character. So
>I'm trying to find information on psionics and their uses. Any
>one out there have any??

Your GM started it . . .  I think the psychogenesis was a neet idea, I think
it may have been implemented wrong.  First of all, the creation of matter is
something that is like REAL difficult.  (Something I heard in a chemistry class
once.)  I would say making Anti-Matter would be even harder.

Now, if we look at it from the view point of your psychogenesis takes matter
and reorganizes it, then we can proceed.  Lets ASSUME your PSI level is 8 (Real
good) and that you can reogranize matter/anti-matter into a new form.  You
should have several skills that go with it.

  1.  Create Gasses (Hydrogen, Oxygen, etc)
      Level 1, 1 Point + 1 point per volume.  1 liter = 1 point, 10 liter=2
      points, 100 liter=3 points and so on.  Maybe put a cap of 10,000 liters.
      Thus at level 8, if you dumped all of your points you could create
      10,000 liters of Oxygen at standard pressure.  And expend 6 psi points.

  2.  Create Liquids
      2 points + 1 point per volume starting at 1 ml and working up.

  3.  Create Soft Solids
      3 points + 1 point per volume starting at .1 ml

  4.  Create Hard Solids
      5 points
  5.  Create Heavy Solids (Uranium, Lead, Gold, etc)

You can see how this is progressing.  Now you need task rolls for this stuff.
An example task of making anti-matter would require a Skill of 8, 8 points for
0.0001 grams, 9 points = 0.001 grams, 10 points = 0.01 grams, 11 points =
0.1 grams and 12 points = 1 gram.  The chance of success is an Impossible Task
(19+ I believe) + Skill.  Thus with an 8 Psi, one could create 0.0001 grams of
anti-matter on a roll of 11 or 12.  On a mishap, you are touching the
Anti-Matter and you and anything within 1Km is destroyed.  This puts that skill
in perspective and makes that power considerably more balanced.  Also you can
put limits on how far away you can create things and if you can create them on
the other side of a solid surface.  (A wall or Skull blocks your
psychogenesis).


Now what can we do to keep from retireing this character.  You and the GM sit
down and decide that this skill is unbalancing and you want to correct it.
During the next session, the character takes a 4mm slug from a Gauss rifle to
the head.  Some brain damage is suffered.  Full recovery happens, but the
ability is gone or drastily reduced.  Also, you could have the trama awaken
another ability to replace the psychogenesis if you just want to get rid of
that.

It also makes for some story material for the GM and it will make the players
more aware that the GM will not hesitate to "waste" a character.  Though in
this case the character recovers, but it may take a few game sessions for this
to happen.  The party could have to deal with the tramatized body for a while
on a planet where there are no medical facilities that can save her.

These of course are just suggestions, but lets try to salvage the character.

Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01





-------- TML Message #917 --------

Archive-Message-Number: 917
Date: Sat, 3 Feb 90 11:57:01 pst
From: ("Cynthia Lee [TA]") ln63w7%sdcc4@ucsd.edu
Subject: Equipment list



>Date: Fri, 2 Feb 90 19:56:27 EST
>From: Andrew Salamon <salamon@sun.acs.udel.edu>
>Subject: (914) E-PBM, turn 0.1
>
>If any gentles out there have a list of equipment from MegaT already
>typed in could you mail it to me?  I really just need name, price, and
>weight.  Please don't go to much trouble.
>
>
>Magic in my Mind                     |   /Andrew/
>Music in my Heart                    |   soi-disant Bleydion op Rhys
>Laughter in my Soul                  |   salamon@sun.acs.udel.edu
>And...A Sword in my Fist (sigh)      | 

I would appreciate it if I could also get a copy of the
equipment list...
Thanks!

Cynthia Lee
ln63w7@sdcc4.ucsd.edu



-------- TML Message #918 --------

Archive-Message-Number: 918
Date: Sat, 3 Feb 90 17:24:46 EST
From: (Chris Bartlett) cdba_ltd@uhura.cc.rochester.edu
Subject: E-PBM



	Looks like the double-blind idea isn't working out.  Maybe that's
okay ( less work for Richard, after all ;-). 

Anyway, here goes:
***************************************************

Jaron Voga looks up as Etienne De Mer approaches. Voga is a slim, short man,
height about 175 cm, massing ~70 kg.  He also wears a flight suit, but
lacking any insignia except shoulder patches bearing the emblem of the
Imperial Interstellar Scout Service and the Exploration Branch of that
service.  Brown hair graying a little at the temples, and a "spacer's tan"
from the neck up, from spending enough time in a vacc suit to get one.

	Greetings, Mr. De Mer.  Most people just call me Voga.  I'm afraid
that you know as much as I do about this expedition.  I for one look forward
to being out in space again, but being dirtside has its perks, fresh air
being one of them.  
	As for our duties, my specialization is in sensor systems.  I crewed
on a Donosev-class scout for awhile, so I hope the Alcyon is as well
equipped.  What of our fellow team members?

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


Gee, this is fun!

		Chris  - cdba_ltd@uhura.cc.rochester.edu





-------- TML Message #919 --------

Archive-Message-Number: 919
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: Base Codes, Allegiances, etc.
Date: Sat, 3 Feb 90 16:18:40 PST


I'm fairly new to the TML and to MegaTraveller, but I think I'm a fairly
quick study.  However, I just picked up my first copy of _Travellers'_Digest_
(issue #18) and I'm confused by one of the articles.

It contains sectore maps and library data for Corridor and Ealiyasiyw Sectors,
and I'm seeing new base codes, allegiance codes, and system remark codes that
I can't find documented anywhere.

Below is a list of all the Base, Allegiance, and system remarks codes, as
listed in the back of the MT Imperial Encyclopedia, plus new ones used in
issue #18.  All of the un-documented one are tagged with question marks.

Base Codes:
        A - Imp. Naval base, co-located w/ Imp. Scout base.
        B - Imp. Naval base, co-located w/ Imp. Scout way station.
        C - ?
        D - Depot
        F - ?
        G - Military Garrison.
        H - ?
        J - ?
        M - Non-Imp. Military base.
        N - Imp. Naval base only.
        R - ?
        S - Imp. Scout base only.
        T - ?
        W - Imp. Scout way station only.
        Z - Zhodani Naval base.

System Remarks:
        Ag - Agricultural.
        An - Ancient site.
        As - Asteroid belt.
        Ba - Barren/Desert world.
        Cp - ?
        C0,C1,C2,C3,C4,C5,C6 - ?
        Cx - ?
        D1,D2,D3,D4 - ?
        De - ?
        Ex - Exile camp.
        Fl - ?
        Hi - High population.
        Ic - Ice-capped.
        In - Industrial.
        Lo - Low population.
        Na - Non-agricultural.
        Ni - Non-industrial.
        Po - Poor.
        Pr - Prison.
        Re - Reserve.
        Rs - ?
        Ri - Rich.
        Va - Vacuum.
        Wa - Water world.
        RsA - Research Station Alpha.
        RsB - Research Station Beta.
        RsG - Research Station Gamma.
        RsD - Research Station Delta.
        RsE - Research Station Epsilon.
        RsZ - Research Station Zeta.
        RsH - Research Station Eta.
        (hollow star) - Subsector capital.
        (solid star) - Sector capital.

Allegiance Code:
        As - Aslan New Lords.
        A0,A2,A3,A4,A5,A6,A7,A8,A9 - ?
                (Do these numbers refer to an Aslan clan?  If so, shouldn't
                 they range from 1 to 29?)
        Bw - Border Worlds.
        Ca - ?
        Cs - Client State of the Imperium.
        Da - Darrian Confederation.
        Dr - Droyne World.
        Fa - Federation of Arden.
        Im - Imperial.
        Na - Non-aligned (human).
        Rv - ?
        Sw - Sword World Confederation.
        Va - Vargr.
        Vf - ?
        Vg = ?
        Vh - ?
        St - ? (Strephon?)
        Zh - Zhodani.

Can somebody please fill in the blanks for me?

1.0 MegaThanx in advance,

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc



-------- TML Message #920 --------

Archive-Message-Number: 920
Date: Sat, 3 Feb 90 17:39:51 PST
From: ("Kelly St.Clair") kstclair@jacobs.cs.orst.edu
Subject: Re: E-PBM, Turn 0.1




>Turn 0.1, play mode on
Same here...
- ---------------------------

Nishu has just moved to stand with the other members of the Transport
team.  He wears a navy uniform of some sort:  black jacket with grey
trousers and shoulder panel.  On the breast pocket is a patch, a black  
circle with five silver stars [emblem of the Five Sisters subsector].
He has no insignia, but the uniform seems to indicate a low-ranking
officer or high-ranking rating.
Nishu himself is a large, broad-chested man.  He has brown hair, brown
eyes, and a well-kept beard.  He seems relaxed and friendly even in
this novel situation. 

	Bonjour, as our gracious host said I'm Etienne.

"Glad to meet you," he says, extending a hand to Etienne.  "I'm a
 new arrival of sorts myself."

        What is the Alcyon, is she just
	a transport, or is she armed? 

"I don't think we've been told what sort of ship she is, yet.  I expect
 that she'll be at least minimally armed; these are dangerous times."

	Which one of us is the poor soul
	who gets to join the command team?  Who is navigator?

"Well, I don't know about the team leader, but I'm hoping to end up as
 navigator myself.  I've had experience in the navy as a navigator and
 sensorman."

	On a lighter note would anyone like to explore this nearby city
	(assuming our watchdogs allow us to) [a small smile]?  I plan on
	enjoying myself my last night near anything civilized.   For
	those who would like to join me, Allons-y, for the rest, Abientot.  

"Excellent idea!  Let's ask our host, shall we?"

Somewhere in here, Nishu will turn to the rest of the Transport team
 and find out what positions each is planning to fill (pilot, etc).

> Laughter in my Soul                  |   salamon@sun.acs.udel.edu

- -----------------------------
Kelly St.Clair
kstclair@jacobs.cs.orst.edu 



-------- TML Message #921 --------

Archive-Message-Number: 921
Date: Sun, 4 Feb 90 04:20:45 EST
From: (Dan Corrin) dan@engrg.uwo.ca
Subject: Re: Base Codes



After consulting my books I found many of the bases that Mark Cook
could not find, plus a lot of extras. Sorry I can't present it as a list
as I am unfamiliar with the mailer I am currently using.

Bases:
	C - Vargr Corsair
	F - Naval and Military Base
	H - Naval and Corsair Base (Vargr)
	R - Clan Base (Aslan)
	T - Tlaukhu Base (Aslan)
	U - Both Clan and Tlaukhu Bases (Aslan)
	G - Vargr Naval, Solomani Naval
	K - K'kree Naval
	O - Hiver Outpost
	O - K'kree Outpost (Ignore last line)
	L - Hiver Federation Naval
	E - Hiver Federation Embassy Centre
	X - Zhodani Depot
	X - Zhodani Relay Station (The last should be Y)

Remarks:
	Cp - Subsector Capital
	Cx - Sector or Regional Capital
	De - Desert World
	Fl - Fluid Oceans (Not Water)
	Rs - Reseach Station
	Mr - Military Rules
	Xb - Xboat Station (Drop the s on the last one)
	Fa - Fascinating World (Hiver)
	St - Steppeworld (K'Kree)

Allegance:
	(I have no Idea what the ones you are missing are supposed to be)
	Sy - Sylean worlds
	La - League of Antares
	Ve - Vegan Autonomous District
	So - Solomani Confederation
	Jr - Julian Protectorate (I have no Idea why it isn't Jp)
	Hv - Hiver
	?? - (I couldn't find the K'Kree code)
	Hl - Hegemony of Lorean
	Dr - Droyne

	The following are Vargr allegiances, due to the chaotic nature
	of the Vargr empire, the following may no longer exist:
	Vd - Dzen Aeng Kho (Society of Equals)
	Ve - Ekhlie Ksafi (40th Squarron)
	Vg - Gaerr Thue (Pact of Gaerr)
	Vk - Kedzudh Aeng (Commanality of Kedzudh)
	Vn - Rukh Aegz (Worlds of Leader Rukh)
	Vp - Thirz Uerra (Thirz Empire)
	Vr - Gnoerrgh Rukh Lloell (Anti-Rukh Coalition)
	Vs - Saekrouth Igr (Saekrouth Dependancy)
	Vt - Thoengling Raghz (Thoengling Empire)
	Vu - Urukhu (Nation of Urukhu)

	-Dan Corrin




-------- TML Message #922 --------

Archive-Message-Number: 922
Date: Sun, 4 Feb 90 13:44 EST
From: SYLVAIN$%DAYTON.BITNET@cornellc.cit.cornell.edu
Subject: Fuel Volume - What's not right here?


Greetings, fellow PBEMers and other folks.

I recently bought MegaTraveller to replace my "Classic" Traveller set of
materials. I like MT very much, and am very impressed with the wealth of
information contained therein.

However, I have run into a problem. I was going through the craft
descriptions in the Imperial Encyclopedia, and was idly punching some
numbers to figure out jump ability and power plant fuel consumption.
I received a rude shock when the numbers didn't add up. Please let me
know if I am doing something wrong, so I can rest easy at night. :-)

For example, let's look at the give TL15 Scout/Courier design.

864 Mw / 6.0 MW per KL of power plant = 144 Kl of pp.
144 Kl of pp. * 0.009 Kl of fuel req'd per hour/ Kl of pp. = 1.296 Kl fuel/hr
1.296 Kl fuel/hr * 24 hours/day * 30 days endurance = 933.12 Kl fuel
Listed fuel size is 515 Kl. What gives?

For fun, let's try the TL15 Fighter design.

186/6.0 = 31
31 * 0.009 = 0.279
0.279 * 24 * 5 = 33.48 KL fuel
Listed fuel size is 33.6 Kl. Close enough.

What's the problem here? I tried it for some other designs, but the numbers
still don't match. Someone, please help.

Nicholas Sylvain    (sylvain$n@dayton.bitnet OR sylvain@udcps2.cps.udayton.edu)



-------- TML Message #923 --------

Archive-Message-Number: 923
Date: Sun,  4 Feb 90 19:24:01 -0500 (EST)
From: (William Dow Rieder) wr0k+@andrew.cmu.edu
Subject: Re: Fuel Volume - What's not right here?


Nicholas Sylvain writes:

>However, I have run into a problem. I was going through the craft
>descriptions in the Imperial Encyclopedia, and was idly punching some
>numbers to figure out jump ability and power plant fuel consumption.
>I received a rude shock when the numbers didn't add up. Please let me
>know if I am doing something wrong, so I can rest easy at night. :-)

>For example, let's look at the give TL15 Scout/Courier design.

>864 Mw / 6.0 MW per KL of power plant = 144 Kl of pp.

The reason your numbers don't match is that they do not take into
account economies of scale (Ref guide - same page as power plants)
For a power plant of size 14+, output is tripled. For working backward,
any ship that has a power output of 252 Mw or more, has 1 kl of
plant per 18 Mw of plant, instead of 1 for 6 Mw.
	This makes the power plant fuel for the scout as:
864 Mw / 18 = 48 kl of plant * 0.009 = 0.432 kl fuel/hour
0.432 * 24 * 30 = 311.04 kl of pp fuel.
	Now the Jump drive fuel is 5x the jump drive volume,
or (5 + 5 * Jump number)% of the total ship volume. For a scout,
this is 15% * 1350 kl = 202.5 kl of jump fuel. (Note that this is a
change from classic Traveller).
202.5 + 311.04 = 513.54 round to 514 kl. The book lists 515 kl,
so they probably rounded seperately.

>For fun, let's try the TL15 Fighter design.

>186/6.0 = 31
>31 * 0.009 = 0.279
>0.279 * 24 * 5 = 33.48 KL fuel
>Listed fuel size is 33.6 Kl. Close enough.
	Whoever designed the fighter also forgot economies of
scale for the power plant, so you aren't the only one...:-)
	The fighter design in the book is bogus for several reasons.
The big one is that with the rules as given, it is impossible to get a 
TL 15 power plant with a 186 Mw output! For plants from 10 to 14 kl,
the output is 12 Mw per kl, so the largest output plant at that level
produces just under 168 Mw, then it jumps to 252 when you hit 14 kl.
The easiest way to fix the fighter is to give it a power plant of 14 kl,
producing 252 Mw, and it just has some spare power for Agility. The
masses given for the fighter are a misprint (the figures listed are for the
enclosed air-raft), so you will have to work out the mass. I don't have my
figures handy, but I could post my version later if you want.
	This ignores the issue of whether the amount of fuel used is
reasonable for what we know about fusion....(rant!...rave!..sorry :-)

	I have found the number of errors in the book vehicles to be
rather disturbing, especially since working through the designs is
usually the only way to catch them. If there is interest, I could post
worked over versions of the more common book ships, with notes
on power consumption, etc. similar to the the list of updated ships
that Bertil Jonell posted several months ago. Let me know if there
is interest, I don't want to take up bandwidth unnecessarily.

					W. Dow Rieder
				alias Capt. Kagariilian Grant

 	When the only tool you have is a hammer, all your problems
start to look like nails...



-------- TML Message #924 --------

Archive-Message-Number: 924
Date: Sun, 4 Feb 90 23:34 EST
From: SYLVAIN$%DAYTON.BITNET@cornellc.cit.cornell.edu
Subject: More MT Comments


W. Dow Rieder:
        Thanks for setting me straight. I had noticed the efficiencies of
scale table, but for some reason didn't notice the part of the table for
large plants. The wealth of information must have been too much. :-)
        I don't know about anyone else, but I would be grateful for any
MT errata you or someone else could provide. That way, I can feel that
my money was well spent. :-)

        As I continue to peruse MegaTraveller, I've noticed something
else - but I'm not sure if it is a bug or a feature.. :-)
        There seems to be some confusion regarding slug thrower skills.
First, there are skills for pistol, body pistol, revolver, and snub pistol.
No mention of gauss pistol; shouldn't that be included in the Handgun
skill? Secondly, where does the accelerator rifle fit? How about the
Assault Rocket Launcher? I would presume the Acc Rifle under Rifleman,
and the ARL under Combat Rifleman.
        More importantly, has anyone else noticed that Marines and Army
personnel can't get Combat Rifleman? They only can get Gun Combat (like
everyone else), which includes most anything EXCEPT the ACR, Assault Rifle,
and the Gauss Rifle. Further, under the Gunnery chart for the Advanced Navy
generation, you see "Spl Combat." Probably *should* be Space Combat, not
Special Combat, where for some reason, a Navy Gunner gets all kinds of
nasty Marine/Army type skills.
        On a related issue, I find it stupid that only Marines/Army would
be able to use the Gauss rifle and other advanced slugthrowers (not incl.
heavy weapons, though). Especially regarding the Scouts, who according to
my old Book 6, have some police enforcers, commandoes, and shipboard light
troops. Why prohbit them from learning advanced slugthrowers, but allow
"old" slugthrowers, laser weapons, and FUSION & PLASMA weapons? I find
this limitation ludicrous... (and I bet Field scouts would agree; they
would need some firepower to escape an unfriendly planet on occasion,
I'd think.) If you were a ship commander, would you want your security
troops to have a Gauss rifle (Penetration 7) or a Plasma or Fusion
weapon (Penetration 20 to 34). I wonder. :-)
        Well, I've rambled on long enough. Reply away!

Nicholas Sylvain (sylvain$n@dayton.bitnet OR sylvain@udcps2.cps.udayton.edu)



-------- TML Message #925 --------

Archive-Message-Number: 925
Date: Mon, 5 Feb 90 00:01:24 -0500
From: (Mark Gellis) f3w@mentor.cc.purdue.edu
Subject: Spaceships and Solar Systems



Hi gang,

I wanted to thank everyone who responded to my questions about fusion
drives, etc. and, for those who are interested, pass on my general
conclusions.  I have drawn, in addition, on the work of Dean Ing,
Charles Sheffield, and Robert L. Forward for some of the technical
information; I am grateful to you people for filling in some of the
gaps they left unexplained.

I have ended up with a system that, for fusion drives, uses .5 g/sec
per ton of thrust at one gravity (i.e., acceleration of one ton of mass
at one gee).  This means that if a spacecraft is 30% fuel, it can thrust
at one gee for 600000 seconds, giving the spacecraft a terminal velocity
of 2% c, although what most ships do, since they want to be able to stop,
is to boost to about 2500 km./sec. and then coast until they need to
decelerate; about 20% of the fuel supply operates as reserves for mid-
course corrections and that kind of thing.  Matter-antimatter drives
can do about 12 times better.  This means that the best a fusion-driven
spacecraft could do, without being a multi-stage vehicle, is about 5% c
(terminal velocity; 2% c and maybe a little more if you want to be able
to stop at the end of the voyage).

What all this means is that it takes a few days to get to Mars, a bit more
than a week to get to Jupiter, and a few weeks to get to the outer planets.
If you coast for a year, you find yourself in the inner reaches of the
cometary halo.

Some people have been talking about solar system generating, etc.  One
thing I have always wondered about is why the Traveller system, especially
Megatraveller, has not assumed a space-industrialized society.  You do not
have to worry about whether or not there are Earth-like planets in a solar
system, or terraforming candidates, if you have either an asteroid belt or
gas giants with moons (and preferably both).  Instead, you built habitats
(even conservative estimates show that you could build microworlds that
could house a million people, and you have enough materials in almost every
solar system to build hundreds of thousands to millions of those habitats).

What I've ended up with are solar systems that have populations in the
hundreds of billions, living in hundreds of "archipeligos," each cluster
of habitats (usually hundreds or thousands in each one) centered around a
fair-sized airless body, like a big asteroid or the moon of a gas giant.
If you're interested in adventures that involve trade, politics, corporate
misbehavior, espionage, privateering, terrorism, and a whole range of
criminal activities, I recommend this kind of universe.  (I also
recommend Bruce Sterling's SCHIZMATRIX as source material...wonder when
Steve Jackson will get around to making a GURPs version  :)  )  My
experience running this kind of universe is that the possiblities are
pretty much limitless, even if you never travel beyond a single solar
system!

Anyway, take care, please feel free to respond to the subjects I've
brought up, and have fun.  

   Mark

P.S. I would have liked to join the PBM game, it sounds interesting, but
I am simply too busy to do it this time around.  If another one is played,
I would be interested.



-------- TML Message #926 --------

Archive-Message-Number: 926
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Re: Xboats
Date: Mon, 5 Feb 90 10:49:15 BST


Brent Woods writes:
>  In message: <9001310732.AA15570@hacke1.dtek.chalmers.se> Bertil Jonell writes:
>  >
>  >woodsb@gn.ecn.purdue.edu writes:
>  >>      I just took a look at Supplement 9, Fighting Ships, and the Xboat was
>  >> listed as a *TL10* design.
>  >
>  >The major difference would be that it couldn't be jump4! The TL-Jump
>  >progression is something like this (typing from memory, but 90% certain :-):
>  >
>  > Jump1  Jump2  Jump3  Jump4  Jump5  Jump6
>  >  TL9    TL11   TL12   Tl13   Tl14   TL15
> 
>      I just took at look at my original copy of Book 2 (eleventh printing)
> and I noticed something...  Tech levels aren't mentioned at all in reference
> to drives.

They are in Book 3, "Worlds and Adventures".  At TL9, you can have drives A-D.
At TL 10, you get drives E-H.  And so on.  Going to book 2, this means that a
100 ton ship can be given a jump 4 at TL9!  All it needs is a drive class B.
This, however, takes no account of computers.  For a jump 4, you need a model
4 computer, and they first appear at TL 10.

>  >The Powerplant is heavily dependent by TL.. but it will be very small on an
>  >Xboat.
> 
>      Didn't the original Xboat design *not* have a power plant?

Correct.  It took power from the jump capacitors, which were charged up by the
X-boat tender.  If an X-boat misjumped, it was up a well known creek without a
paddle.

There is one problem which MegaTraveller has overlooked.  It's great fun
designing all these ships at TL 15.  You get super-powerful scout/couriers,
X-boats with power and manoeuvre, nice neat power plants, etc.  Until your
nice neat TL 15 power plant breaks down.  Then you have to find a nice neat
TL 15 starport to fix it.  And there aren't that many.  On the other hand,
the good old TL 9 scout/courier can get its spares anywhere that can make a
jump drive.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk



-------- TML Message #927 --------

Archive-Message-Number: 927
Subject: Re: Spacecraft drives 
Date: Sun, 04 Feb 90 23:00:18 PST
From: (Leonard Erickson) leonard@tessi.UUCP


So you want a ship that is 30% fuel to be able to reach 4% of c?

ok, the mass-ratio of the ship is:

Mr = 1/.7 = 1.428...

the final velocity (.04 c) is:
Vb = Ve * ln(Mr)
.04 c = Ve * ln(1.428..)
.04c = Ve * .03566...
1.2e7 = Ve * .03566..
3.36e7 = Ve

So we need an exhaust velocity of bwtter than 11% of c!

Isp = Ve * g
Isp = 3.36e7 / 9.8
Isp = 3.4e6

Now the good news. Wer have engines *now* that can do this. The bad
news is that they are ion drives with a thrust measured in *hundredths*
of a g... <sigh>.

I suspect that you won't get a *fusion* drive to do this well, as the
"standard" 6e5 figure is likely figured by assuming *all* the energy
released in the fusion reaction is deposited in the exhaust of helium.
You *can't* improve that. Not without changing it into something other
than a fusion drive.



-------- TML Message #928 --------

Archive-Message-Number: 928
Date: Sat, 3 Feb 90 14:09:45 EST
From: givler@cbmvax.commodore.COM (Greg Givler - PA)
Subject: Re:  Psionics help


[Normally I'd say ":r usr/trav/complain" to complain about sending to
the wrong address, but Greg thoughtfully followed up with an apology.
- -- James :-)]

Subject: Psionics help

>      I'll explain my reason for asking. I rolled up a
>character, got a good psionics rating and a *SPECIAL* ability.
>The GM came up with material psychogenesis, the creation of
>matter/antimatter via psi. To make a long story short I'm
>*retiring* the character as she unbalances the game.

Let me prefece this by saying that I have played psionics in Traveller
in about half of my characters. I have only had one that was lucky
enough to have a SPECIAL ability and my GM gave me Pyrokenesis, the
ability to start small fires. A good way to make distractions.

Anyway the problem that you had was not your fault, from the examples that
you gave you did not abuse the power given you. The problem that I see is that
your GM gave you a power that was to powerful. Also you don't mention any
repercusions that might have occurred when you used you powers. As an example,
I had a character that was born on a Zhodani controlled world, he showed
promise and was trained by the Zhodani for service in the consulate, later
he was expelled from the Consulate for wrong thinking. So as a result, he 
became a staunch Immperialist, even working for the Imperial Secret Service
at one time, spying on his former contrymen. Anyway he found himself in a 
firefight allied with a party of Imperial, against some renegade belters.
He was severely wounded and was dying. I asked the GM running the game, 
does my character feel that he can live letting the mdeic that was working
on me at the time continue her crude work. When you are in an ATV in the 
middle of a firefight you can't do a heck of a lot of good medical work.
He said that I felt that if I didn't heal myself, that was one of
my abilities, I would die. I healed myself, you should have seen the look
on the girls face that was working on me when my internal organs just stopped
bleeding and my chest sealed itself back up. Once she realized what had 
happened, she pulled a ACR on me and threatened to kill me right then and there
Your GM seems to have neglected the first rule in psionics, Everybody HATES
them, they think that you will sit there and read their minds all the time.
Yet, you as a Psionic know that that is the last thing that you will do. 
Someones mind is their most private posession and you would never violate
the trust of a friend. Besides if you friends know about you then they should
wnat to kill you becuase we all know that you can't be trusted. 

In the above example, I had to do some quick talking to keep from being killed
it worked, but her trust was never totally there again, and that hurt
my character more than the pulse laser that had laid my chest open in the
first place.

>      The GM agrees with my decision to retire my character. So
>I'm trying to find information on psionics and their uses. Any
>one out there have any??

The GM did you an injustice, he or she didn't think of the consequences
whe he gave you the power. Don't blame yourself for what happened, it 
was the GM's fault. I am glad though that you had the wherewithall to
realize that by destroying game balance you would have enventually 
destroyed the fun for everyone playing, especially the GM. It is 
important that everyone have fun, or there is no reason to game. 
After all it is still a game and I was always taught that games should
be fun.
 
>      Thanks in advance for info, pointers, or hints.

Hope this helps.
 
>            Stephen D Smith   USENET: m0068@tnc.UUCP

Greg

- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================




-------- TML Message #929 --------

Archive-Message-Number: 929
Date: Mon, 5 Feb 90 17:38:35 -0500
From: tey@sage.cc.purdue.edu



Near the back of the room, Doctor Morser rises from his chair to ask a
question of his own. He appears to be in his mid-twenties, although his
wild eyes hint at far greater knowledge than one so young should posess.
He is dressed in a rumpled lab coat, which he wears like a soldier would
wear his uniform. It has been washed recently, but it still bears spatters
of chemicals, and a bulky hand-computer peeks out of one of the pockets.
He speaks somewhat hesitantly, as though he was felt more comfortable
conversing with his computers than with other people, and his voice is
occasionally touched by a Terran(German) accent.

"Ahh..yes. Herr Khervatchkov, this ahh...Alcyon? Yes...does it have
any visible means of support? Is it anchored to ze planet by a kind
of ahh...'beanstalk'? Yes...which may provide trrransport to ze surface,
or is it merely sitting in orbit like zome kind of HULA HOOP?? Mein
Gott!! Ze possibilities in antigrrravity alone are UNGLAUBLICH! Ach! Ze
creatures zat must have once roamed ze...ze..."

At this point, Dr. Morser realizes that he has been ranting to himself
more than asking a question, and grins sheepishly.

"Excuse me. I sometimes get caught up in my rrreasearch," he says
apologetically. He retakes his seat, looking expectantly towards
the lectern.


*****************************************************************************
			          |"And all this science, I don't understand.
  tey@sage.cc.purdue.edu(Legion)  | It's just my job, five days a week."
			    	  |			-Elton John
*****************************************************************************



-------- TML Message #930 --------

Archive-Message-Number: 930
Date: Mon, 5 Feb 90 17:34:38 -0500
From: tim@shire.cs.psu.edu (Tim Thomas)
Subject: Re:  More MT Comments


There are many bugs in Megatraveller, especially when considering "classic"
traveller.  There are errors in tables (numbers here and there), half of
some tables are missing (mainly Striker tables), and entire tables missing...
(agian Striker and Robots).  All things considered, MT is ok...but like people 
on the list have already said....they didn't proof it very well if at all and 
they did a very lousy job of the vehicle designs.

Any comments from the gallery?


- --------------------------------------------------------------------------
Tim Thomas		tim@shire.cs.psu.edu	*!psuvax1!shire!tim



-------- TML Message #931 --------

Archive-Message-Number: 931
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: GDW Delphi Archives
Date: Mon, 5 Feb 90 17:05:08 PST


Fellow Travellers,

I was recently browsing through the TML archives, when I came across archive
message #274, which refers to a set of DGP archives in an account on the
Delphi system.  I don't have access to Delphi, but I have a friend who
does, so I asked him to check it out.  According to him, the archives are
no longer there.  I've heard rumors that they might have been moved to the
GEnie system, but I have absolutely NO access to that one.

Anyway, I was sort of hoping that one of you might either have access to
GEnie, or have already got your own copies of the original Delphi DGP
archive articles.  Below is a list of the old archive contents.  I'm
particularly interested in the articles marked with arrows.

  --> STARSHIPS-4                       ARTI  18-DEC  SCOLSON
  --> DENEB SECTOR                      DATA  15-DEC  DIGESTGROUP
  --> OLD EXPANSES SECTOR               DATA  13-DEC  DIGESTGROUP
  --> SPINWARD MARCHES SECTOR           DATA   2-DEC  DIGESTGROUP
  --> REAVERS DEEP SECTOR               DATA  10-NOV  DIGESTGROUP
      RESEARCH IN MEGATRAVELLER         ARTI   4-NOV  JAMESHOLDEN
      MEGATRAVELLER ERRATA 10/1/88      NEWS  15-OCT  DIGESTGROUP
  --> BAYERN:2300                       NEWS  27-JUL  KOORDAR
  --> MEGATRAVELLER VEHICLES            ARTI  19-JUL  SCOLSON
  --> JUMPSPACE BY MARC MILLER          ARTI  13-JUL  DIGESTGROUP
  --> STARSHIP OPS MANUAL               ARTI  12-JUL  DIGESTGROUP
  --> DENEB SECTOR LIB DATA             ARTI  28-JUN  DIGESTGROUP
  --> SOLOMANI RIM LIB DATA             ARTI  28-JUN  DIGESTGROUP
  --> MEGATRAVELLER TECHNOLOGY          ARTI  24-JUN  DIGESTGROUP
  --> ANCIENTS SITES LIST               DOCU  21-JUN  DIGESTGROUP
  --> ASLAN CLANS LIST                  DOCU  19-JUN  DIGESTGROUP
      TRAVELLER ADV LIST/INDEX          DOCU  18-JUN  DIGESTGROUP
      MEGATRAVELLER ERRATA 4/1/88       NEWS  16-JUN  DIGESTGROUP
      MISSING RECORDERS FROM MEGATRAVE  ARTI  13-JUN  DIGESTGROUP
  --> TERRA SYSTEM (EARTH) IN TRAVELLE  ARTI  10-JUN  DIGESTGROUP
  --> TRAVELLER MINOR RACES LIST        DATA  25-MAY  DIGESTGROUP
      MEGATRAVELLER PSIONICS II         ARTI  22-MAY  KOORDAR
      MEGATRAVELLER, PSIONICS           ARTI  22-MAY  KOORDAR
  --> ARTIFICIAL BEINGS                 ARTI  13-MAY  DIGESTGROUP
      TWO STORIES             6ED9F641  ARTI   1-MAY  MARCMILLER

Originally, this material was in the Galactic Times area of the library
archives of the role playing subcatagory of the games special interest
group on Delphi.  

Thanks in advance,

Mark F. Cook - markc@hpcvss.hp.com



-------- TML Message #932 --------

Archive-Message-Number: 932
Subject: Re: Spaceships and Solar Systems 
Date: Mon, 05 Feb 90 21:29:28 PST
From: (Leonard Erickson) leonard@tessi.UUCP


True, Traveller may be ignoring the possibilities of a completely space
based society in a system.

On the other hand, try to find a copy of "Outcasts of the Heaven Belt". This
novel deals with such a society 50+ years after a a war. Their tech level
is rapidly dropping due to loss of skills and resources during the war. And
they are getting pretty nasty, as factions try to keep *their* habitats
going. 

Planets are only necessary if you need to be able to have survivors after
a major "oops!". The minimum tech level that will allow life on a habitable
planet is 0. The minimum for a space colony is higher than *our* current level!
Say at least 9. This has grave consequences.



-------- TML Message #933 --------

Archive-Message-Number: 933
Subject: Re: Psionics help 
Date: Mon, 05 Feb 90 21:42:35 PST
From: (Leonard Erickson) leonard@tessi.UUCP


A couple of points no one has mentioned about the psionic character and
his attack on that pirate ship.

1. 1 milligram of antimatter is roughly equivalent to 10 kilos of TNT.
   That ain't gonna bother the pirate much. (approximately .01% of the
   mass in a fission bomb is converted to energy, a 20 kT bomb has about 
   10 kilo's of fissionables. The rest is simple calculations)

2. This happened in *space*. Therefore, the hydrogen fuel is no big deal.
   Hydrogen is *NOT* explosive. Hydrogen mixed with an oxidizer is. Blow
   a hole in a fuel tank, and you'll cause a small side thrust due to the
   escaping fuel. You'll also make them worry about their fuel reserves.



-------- TML Message #934 --------

Archive-Message-Number: 934
Date: Tue, 6 Feb 90 03:31 EST
From: SYLVAIN$%DAYTON.BITNET@cornellc.cit.cornell.edu
Subject: MT Errata


        In order to save future bandwidth, perhaps some kind soul out
there could re-post or simply mail to me any available MT errata? (Or
does it not exist, and I am reduced to guessing and pestering GDW for
errata?) Please? :-)
        Thanks in advance.

Nicholas Sylvain (sylvain$n@dayton.bitnet - preferred
                  OR sylvain@udcps2.cps.udayton.edu)



-------- TML Message #935 --------

Archive-Message-Number: 935
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: PBEM Admin (Players - READ!)
Date: Mon, 5 Feb 90 22:08:20 PDT



******************  WHOAH! *******************
We're overloading the list!
Time for some more rules :(

Rule 1:

   Stop posting to the general mailing list.  So far, despite
   my problems transmitting, I have been hearling (almost) all
   of you without problems.

   If you are really sure you need to get to me another way,
   send a message to   traveller-request  and ask James to 
   bounce ..er.. forward the message to me.

Richard's corallary:  Don't mail to me and copy the list, too. 


Rule 2:

   Keep up your interest.  It might get hard to do that here for
   a while.  Things are going to slow down a little bit for a week 
   or two.  

   I am now the TOPIC COORDINATOR for the game.  This means that 
   even if you do post to the mailing list with PBEM material, it 
   will get forwarded to me, and make some people work harder.

   It also means I'm scrambling to VERIFY every address is working
   properly.  Several of you will finally get to hear me, since I
   am devoting most of my game energy to that.  I don't have mailing
   list software, so I'm doing this manually (if it's possible to do
   anything other than type manually on a computer.)  


Rule 3: (mainly for me)

   I am going to gather all the messages for an entire week, digest
   and prepare as appropriately, and then try to take care of ALL
   posting and forwarding on Tuesday.  This means your messages will
   take seemingly forever to get to their recipient.  Sorry.  Too
   many of us for me to devote more time to it.  It does mean we can
   make a jump in *real time* :-)  (fantasy time?)  

   More practically, it means try to get your information for turn
   x to me by or during the weekend preceding that turn.


Other things:

We'd better stick with double-blind.
Although we'd all like to get hopping right away, it's undoubtedly better
to hang on another week or so for me to close out the rolls and finalize
the workings of these nefarious mailers.   I've thought about letting people
send mail directly to each other and copy me.  Probably a bad idea.  Then
we risk many of us having mail problems and really slowing us down.  Better
to get my stuff working right and then forward messages as needed.  (great
idea I just had - *fog of battle* - don't forward!  fiendish :-). )


Use agora if you can.
Finally, everyone please use my agora address in preference to the oresoft
address (both given below).  I do understand if you feel a need to use
the oresoft address, though.  (I'd *better* :-))  And *please* only send
mail to ONE address, not to both.  I duplicated about 50 messages and then 
accidentally erased about 30.  Don't think I killed anyone, but it'd
sure go easier on the party if'n the ref didn't grumble so much :-).


Turn forthcoming!

Richard Johnson
    richard@agora.hf.intel.com  (same as ...tektronix!tessi!agora!richard)
or  richard@oresoft.uu.net      (same as ...uunet!oresoft!richard)




-------- TML Message #936 --------

Archive-Message-Number: 936
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: Re: Psionics help
Date: Tue, 6 Feb 90 9:36:24 PDT


I had one campaign where *the whole party* was highly psionic.  They
got into some truly interesting mischief.  One character had a
special that allowed her/it (a feline race - not aslan) to  use or
channel energy from outside her, to her advantage.  She decided
to use a level 7 teleport.  She wanted to go a long way in a big 
hurry.  (With good reason I might add :-).)

In short order, she had indeed escaped, but was naked and totally
exhausted.  She rested a few minutes to gain apoint or two back, and
then *plugged her tail into a power outlet* in order to "recharge
herself".

She forgot that it also took psi strength to hold/convert the
electrical energy.  It took about 3 seconds, then she was 
catapulted (couldn't resist :-), smoking, accross the room. 
That was one cat that remembered from then on - EVERYTHING HAS A
PRICE.

Richard Johnson




-------- TML Message #937 --------

Archive-Message-Number: 937
Date: Tue, 6 Feb 90 14:58:59 GMT
From: (Jo Jaquinta) jaymin@maths.tcd.ie
Subject: Jump affects


	I have always assumed that travelling through jump space did odd
things to one's metabolism. This has had amusing consequences.
	A situation arose where a scout (for her own perculiar reasons) has
kidnapped/press ganged sever locals from a lowish tech planet and is leading
them (somewhat reluctantly) on a life of adventure, excitment and really wild
things. Two of them, Christof and Phoebe, come from a strict religious (c.f.
Bible Belt) section of the population and have decided that they would rather
share a room together and fight temptation rather that live with infidels.
	That wend fine but now Phoebe's period is seven days late and having
had a, shall we say, terse sexual education they are climbing the walls.
	Who says scouts don't have a sense of humour :-}

			j^2




-------- TML Message #938 --------

Archive-Message-Number: 938
From: (Bart Massey) bart@fatal.tv.TEK.COM
Subject: Usenet News
Date: Tue, 06 Feb 90 19:07:24 PST


So, this list is pretty successful -- I'm seeing at least 40 messages a
week, and no sign of a letup in sight.  Maybe it's time to make this thing a
Usenet newsgroup, with an e-mail gateway for those people without Usenet
access?  It would be a feature, from my point of view, to be able to use the
news interface, and I don't foresee any major objections from the net.
'rec.games.traveller'?  'rec.games.frp.traveller'?  Any encouragement or
flames?  James, what do *you* think?

					Bart Massey
					..tektronix!videovax.tv.tek.com!bart
					..tektronix!reed.bitnet!bart





-------- TML Message #939 --------

Archive-Message-Number: 939
Date: Tue, 6 Feb 90 11:20 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: GEnie Traveller Listing


Here is the directory listing I pulled off of Genie last night.  I would
love to make this a free service, but hey, I am trying to buy a house and
my wife has taken all my money.  When she finds out about this, I will
probably find a marble rolling pin on my head :-).

Here is a list of what they have.  File sizes are generally 2% smaller than
is listed (wierd file sizes on their computer).

Rob
- --
(GEnie GAMES Round Table)

Library: 10 - Traveller/Megatraveller
  No. File Name             Type Address      YYMMDD Bytes   Access Lib
- ----- ------------------------ - ------------ ------ ------- ------ ---

 1849 SOLOMANI III             7 P.CELELLA    900201   11340      4  10
      Desc: More Solomani Histories
 1845 FFW.RULES                X LSP.MEYERS   900127    7560     17  10
      Desc: FFW Online Rules
 1841 MORE SOLOMANI ESSAYS     7 P.CELELLA    900123   22680      8  10
      Desc: Essays on history for the MTA
 1839 GE.EXPLORATION           7 M.MIKESH     900121   17640     13  10
      Desc: Exploration - Imperial and Others
 1828 GE.FULANI                7 M.MIKESH     900115   17640     13  10
      Desc: Fulani Sector / Jaibok Race  Notes
 1826 MEGATOPIC14.3            X LSP.MEYERS   900113   73080      4  10
      Desc: MegaTrav BB Topic 14: 81-145
 1825 MEGATOPIC8.1             X LSP.MEYERS   900113   69300      2  10
      Desc: MegaTrav BB Topic 8: 1-60
 1824 SEC.SUBSEC               X LSP.MEYERS   900113   12600     12  10
      Desc: Sector and Subsector Names
 1823 FLEETSHIPS1.1            7 S.OLSON4     900113   40320      9  10
      Desc: A collection of MT TL15 warships
 1820 SOLOMANI MTA ESSAYS 1    7 P.CELELLA    900111   18900     21  10
      Desc: Two essays for MTA2 - rough drafts
 1819 MERCHANTSHIPS13 #1       7 S.OLSON4     900110   10080      9  10
      Desc: TL13 Merchant ships for MT
 1816 MEGATOPIC10.3            X LSP.MEYERS   900109   70560      1  10
      Desc: MegaTrav BB Topic 10: 76-115
 1807 FFW ADMIRALS             X LSP.MEYERS   900105    6300     11  10
      Desc: All the Admirals from FFW
 1806 MEGATOPIC3.6             X LSP.MEYERS   900105   47880      1  10
      Desc: MegaTrav BB Topic 3: 351-432
 1779 HD7401.TXT               X V.UJCIK      891223   15120     10  10
      Desc: HIWG Doc 7401 plus SolSec data
 1767 MEGATOPIC26.2            X LSP.MEYERS   891219   70560      1  10
      Desc: MegaTrav BB Topic 26: 31-85
 1766 MEGATOPIC26.1            X LSP.MEYERS   891219   70560      2  10
      Desc: MegaTrav BB Topic 26: 1-30
 1765 MEGATOPIC14.2            X LSP.MEYERS   891219   65520      1  10
      Desc: MegaTrav BB Topic 14: 46-80
 1763 MEGATOPIC14.1            X LSP.MEYERS   891219   66780      1  10
      Desc: MegaTrav BB Topic 14: 1-45
 1762 MEGATOPIC10.2            X LSP.MEYERS   891219   66780      1  10
      Desc: MegaTrav BB Topic 10: 41-75
 1761 MEGATOPIC10.1            X LSP.MEYERS   891219   63000      1  10
      Desc: MegaTrav BB Topic 10: 1-40
 1760 MEGATOPIC7.1             X LSP.MEYERS   891219   71820      0  10
      Desc: MegaTrav BB Topic 7: 1-35
 1759 MEGATOPIC4.2             X LSP.MEYERS   891219   73080      0  10
      Desc: MegaTrav BB Topic 4: 47-90
 1758 MEGATOPIC4.1             X LSP.MEYERS   891219   55440      0  10
      Desc: MegaTrav BB Topic 4: 1-45
 1755 MEGATOPIC3.5             X LSP.MEYERS   891218   71820      3  10
      Desc: MegaTrav BB Topic 3: 261-350
 1754 MEGATOPIC3.4             X LSP.MEYERS   891218   73080      1  10
      Desc: MegaTrav BB Topic 3: 211-260
 1753 MEGATOPIC3.3             X LSP.MEYERS   891218   64260      0  10
      Desc: MegaTrav BB Topic 3: 131-210
 1752 MEGATOPIC3.2             X LSP.MEYERS   891218   66780      0  10
      Desc: MegaTrav BB Topic 3: 61-130
 1751 MEGATOPIC3.1             X LSP.MEYERS   891218   71820      1  10
      Desc: MegaTrav BB Topic 3: 1-60
 1750 MEGATOPIC2.2             X LSP.MEYERS   891218   68040      1  10
      Desc: MegaTrav BB Topic 2: 56-130
 1749 MEGATOPIC2.1             X LSP.MEYERS   891218   69300      0  10
      Desc: MegaTrav BB Topic 2: 1-55
 1748 MEGATOPIC1.1             X LSP.MEYERS   891218   57960      0  10
      Desc: MegaTrav BB Topic 1: 1-100
 1737 HIWG40_01.TXT            7 B.BORICH     891213    5040      7  10
      Desc: Dirty Deeds of the Rebellion
 1731 BLACK GLOBE DISCUSSION   7 B.BORICH     891211   51660      6  10
      Desc: Excerpt of Traveller Black Globe tal
 1622 OLD EXPANSES             X J.FUGATE     891104   30240     18  10
      Desc: Old Expanses UWP World Listing
 1621 SOLOMANI RIM             X J.FUGATE     891104   27720     12  10
      Desc: Solomani Rim UWP World Listing
 1620 IBMBEST.EXE              X W.WHEZELTINE 891104   65520     15  10
      Desc: GENERATES ANIMAL ENCOUNTER TABLES
 1612 TRAVELLER CHARACTERS     7 B.BORICH     891102   57960      5  10
      Desc: Characters in the campaign
 1605 MASSILIA                 X J.FUGATE     891027   32760     16  10
      Desc: Massilia Sector UWP data listing
 1604 VERGE                    X J.FUGATE     891027   16380     10  10
      Desc: Verge Sector UWP data listing
 1588 GAMESHIP.TXT             7 B.BORICH     891017    6300     17  10
      Desc: Info on the ship for the Trav game
 1559 SPICA                    X J.FUGATE     891005   31500     13  10
      Desc: Spica Sector UWP data
 1558 ALPHA CRUCIS             X J.FUGATE     891005   34020     16  10
      Desc: Alpha Crucis Sector UWP Data
 1545 VARGRPSYCHOLOGY.TXT      7 J.HOLDEN2    890926    7560     17  10
      Desc: Discussion of Vargr psychology
 1513 VARGRSHIPDESIGNS.DOC     7 J.HOLDEN2    890917   12600     18  10
      Desc: Vargr ship designs from MTAv1
 1512 RIFTSPAN REACHES         X J.FUGATE     890916    7560     13  10
      Desc: Riftspan Reaches UWP listing
 1511 LEY SECTOR               X J.FUGATE     890916   27720     14  10
      Desc: Ley Sector UWP Data Listing
 1509 HOW TO HIWG BY CLAY BUSH 7 B.BORICH     890914   10080     25  10
      Desc: This file concerns the HIWG org.
 1504 MAINWORLD GENERATOR EXE  X V.UJCIK      890913   15120     13  10
      Desc: executable version of mainworld.pas
 1503 MAINWORLD GENERATOR      7 V.UJCIK      890913   16380     20  10
      Desc: Generates Mainworlds for MT
 1491 ANCIENTS.TXT             7 B.BORICH     890905   37800     34  10
      Desc: A compilation of Ancient material
 1490 HIWG4203.TXT             7 B.BORICH     890904   12600     11  10
      Desc: Corporate Zarushagar by Greg Vidall
 1489 HIWG1303.TXT             7 B.BORICH     890904   31500     12  10
      Desc: A Concise History of the Vilani per.
 1488 HIWG1301.TXT             7 B.BORICH     890904   69300     13  10
      Desc: Concise history of the 3rd Imperium
 1482 GLIMMERDRIFT REACHES     X J.FUGATE     890902   25200     21  10
      Desc: Glimmerdrift Reaches UWP Data
 1481 EMPTY QUARTER            X J.FUGATE     890902   22680     17  10
      Desc: Empty Quarter UWP Data Listing
 1477 CONCISE HISTORY OF TERRA 7 P.CELELLA    890831   22680     11  10
      Desc: HIWG document # 1302 by Clay Bush
 1473 IMPERIAL EXPLORATION     7 M.MIKESH     890825   20160     18  10
      Desc: Grand Explorations segment
 1461 HIWG3105.TXT             7 B.BORICH     890819   11340      6  10
      Desc: HIWG Pub 3105, Personalities Corrido
 1454 HIWG3108.TXT             7 B.BORICH     890816   11340      5  10
      Desc: HIWG Pub 3108 History of Mid-rift
 1453 HIWG3106.TXT             7 B.BORICH     890816   10080      6  10
      Desc: HIWG Pub 3106 What is Corridor about
 1449 3107.TXT                 7 B.BORICH     890815    6300      6  10
      Desc: The Corridor Chronicles - HIWG 3107
 1448 3104.TXT                 7 B.BORICH     890813    8820      7  10
      Desc: Duke Rehman in the Rebellion
 1435 DIASPORA SECTOR          X J.FUGATE     890731   31500     15  10
      Desc: Diaspora Sector UWP Data Listing
 1434 DAIBEI SECTOR UWP DATA   X J.FUGATE     890731   31500     20  10
      Desc: Daibei Sector UWP World Data List
 1430 MT CONF 7/29/89          X J.FUGATE     890729   22680     34  10
      Desc: MegaTraveller Conference, 7/29/89
 1420 WBH INDEX                X J.FUGATE     890725    8820     34  10
      Desc: World Builder's Handbook Index
 1419 FORNAST SECTOR           X J.FUGATE     890725   36540     14  10
      Desc: Fornast Sector UWP data listing
 1418 CORE SECTOR              X J.FUGATE     890725   37800     24  10
      Desc: Core Sector UWP Data Listing
 1416 MAC UWP DECODE PGM       X J.FUGATE     890722   41580     21  10
      Desc: UWP Decode program for the Mac
 1414 HINTERWORLDS SECTOR      X J.FUGATE     890720   30240     18  10
      Desc: Hinterworlds UWP Sector Data
 1413 DAGUDASHAAG SECTOR       X J.FUGATE     890720   39060     14  10
      Desc: Dagudashaag Sector UWP data
 1412 AS01.TXT                 7 B.BORICH     890717    3780     12  10
      Desc: HIWG PUB  AS01
 1411 UWPSRC.BAS               X W.WHEZELTINE 890716   15120     16  10
      Desc: Scource code for UWP.EXE
 1410 IBM-UWP.ARC              X W.WHEZELTINE 890716   46620     19  10
      Desc: Plant Stat Decoder for MegaTraveller
 1406 GUSHEMEGE SECTOR         7 J.FUGATE     890715   37800     15  10
      Desc: Gushemege Sector UWP data
 1404 REFT SECTOR              X J.FUGATE     890715    8820     20  10
      Desc: Reft Sector UWP Data
 1402 4201.TXT                 7 B.BORICH     890713   31500     12  10
      Desc: HIWG pub 4201
 1401 SPELLS.TXT               X W.LIAW       890711   44100     29  10
      Desc: Spells/Magic in Traveller World
 1400 SHIP001.TXT              7 B.BORICH     890710   22680     31  10
      Desc: Ships and ship design addenda C.Bush
 1398 HIWG4103                 7 B.BORICH     890709    7560     13  10
      Desc: This is HIWG document 4103
 1397 DEEP SHADOWS             7 M.MIKESH     890709  120960     25  10
      Desc: MegaTraveller draft adventure
 1394 MT STARSHIP DESIGN       7 S.OLSON4     890706   20160     33  10
      Desc: A discussion of MT starship design.
 1390 MEGATRAVELLER CAMPAIGN1  7 B.BORICH     890702    5040     33  10
      Desc: This is an intro to the campaign
 1385 HIWG1701                 7 B.BORICH     890630    7560     27  10
      Desc: This is HIWG pub #1701
 1352 TROJAN REACH             X J.FUGATE     890603   27720     33  10
      Desc: Trojan Reach Sector Data
 1351 DELPHI SECTOR            X J.FUGATE     890603   25200     28  10
      Desc: Delphi Sector Data
 1349 VARGR.PAS                7 MBAY         890603   13860     14  10
      Desc: Souce code for a Vargr word program
 1336 M-TRAVELLER ERRATA 6/1   7 J.FUGATE     890527   32760     45  10
      Desc: MegaTraveller Errata 06/01/88
 1329 MESHAN                   X M.MIKESH     890521   31500     21  10
      Desc: MegaTraveller: Meshan Sector
 1328 MENDAN                   X M.MIKESH     890521   32760     19  10
      Desc: MegaTraveller: Mendan Sector
 1327 AMDUKAN                  X M.MIKESH     890521   30240     24  10
      Desc: MegaTraveller: Amdukan Sector
 1321 ANTARES SECTOR           X J.FUGATE     890520   39060     27  10
      Desc: Antares Sector data (MegaTraveller)
 1320 LISHUN SECTOR            X J.FUGATE     890520   42840     26  10
      Desc: Lishun Sector Data (MegaTraveller)
 1313 VLAND SECTOR             X J.FUGATE     890512   35280     38  10
      Desc: Vland Sector Data (MegaTraveller)
 1312 CORRIDOR SECTOR          X J.FUGATE     890512   18900     38  10
      Desc: Corridor Sector (MegaTraveller)
 1295 DENEB                    X J.FUGATE     890503   27720     44  10
      Desc: MegaTraveller Deneb Sector
 1290 SPINWARD MARCHES         X J.FUGATE     890501   30240     43  10
      Desc: MegaTraveller: Spinward Marches
  826 TRAVELLERMAGICSYSTEM     X D.PROSSER1   880623    8820     44  10
      Desc: beginnings of a magic sys 4 travellr
End of Directory.



-------- TML Message #940 --------

Archive-Message-Number: 940
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Re: Jump effects?
Date: Wed, 7 Feb 90 11:06:17 MET DST


> 	I have always assumed that travelling through jump space did odd
> things to one's metabolism. This has had amusing consequences.

On the subject of jumpspace I have a three big questions:

What, excactly is jump-sickness?

Does it come from some kind of radiation in jumpspace?
(presumably emanating from the different natural laws there?)

Is it related to the reason behind that Jigd-Il-Jagd can't travel in jumpships?

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"GOOD DEEL ON SLIGHTLY USED CRANE" Orson Scott Card 'The Abyss'



-------- TML Message #941 --------

Archive-Message-Number: 941
From: ("Brent L. Woods") woodsb@gn.ecn.purdue.edu
Subject: Re: Jump effects?
Date: Wed, 7 Feb 90 10:17:51 EST



 In message: <9002071006.AA15959@milou.cd.chalmers.se> Bertil Jonell writes:
 >
 >>       I have always assumed that travelling through jump space did odd
 >> things to one's metabolism. This has had amusing consequences.
 >
 >On the subject of jumpspace I have a three big questions:
 >
 >What, excactly is jump-sickness?
 >
 >Does it come from some kind of radiation in jumpspace?
 >(presumably emanating from the different natural laws there?)

     Interesting questions.  I just happened to have my copy of the
Starship Operator's Manual (Vol. I) handy (I love dialup), so let's
take a look at the section on "Jump Drive:"

     [Oh, yes...I am quoting without the express permission of either
GDW or Digest Group, but I think I'll be brief enough that it'll come
under the heading of "fair use."]

     In the section headed "THEORY," it is stated:

          "...As the discharge of the drive energies to the hull grid
          increases, the unraveling [of normal space] becomes great
          enough to open up a 'rift' in the weave of jumpspace."

Okay, that's jump transition.  It goes on further to say, on the subject of
the jump field:

          "...As the rift closes, the protective jump field 'bubble'
          around the ship is also sealed.  This bubble keeps out the
          strange physics of jumpspace, and serves to provide a safe
          region for the ship, where the normal physics of our universe
          operate..."

So we can see that the ship (and occupants) are *protected* from the
effects of jumpspace.  That such protection is considered necessary
suggests that jumpspace exposure is harmful in some way, yes?

     In the "comments from the Old Timer" section (worth the price of
the book, IMHO), an anecdote is related where one crew member is lost
into jumpspace (as a result of a hull breach) and another dies of
jumpspace exposure (jump sickness) even though he is wearing a vacc
suit (which, I should think, would provide some protection from
radiation).  Later on, in a discussion of the jump field bubble mentions
that people can go insane from close exposure to the field surface (a
few centimeters) and some can die of the effects.  However, if a decent
distance is maintained (a meter or so), people can crawl around on the
hull without much in the way of harm.  I'd say it was *dangerous*, of
course, but not *deadly*, if one was careful.  I'd also say that this
rules out radiation, unless this "radiation" falls off in intensity by
some rule much worse than that obeyed by normal electromagnetics.

     Offhand, I'd say that jump sickness was caused by the effects of
a different physics on a biological system.  In other words, this
causes adaptive changes that can eventually kill (due to slow re-adapive
changes upon return to normal space?).  A minor exposure causes
insanity due to the extreme sensitivity of the nervous system in
comparison to other systems in the body.  The effects of minor changes
would show up there first.  Also, other, more robust systems would have
a chance to recover easier since they suffer bad effects much less.

 >Is it related to the reason behind that Jigd-Il-Jagd can't travel in
 >jumpships?

     Who?


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  woodsb@attctc.dallas.tx.us
USENET:  pur-ee!gn.ecn.purdue.edu!woodsb
FIDONET:  Brent.Woods@p303.f40.n201.z1.fidonet.org  (from Internet)  or
          Brent Woods@1:201/40.303  (from FidoNet)
USNAIL:  320 Brown St., #406  /  W. Laf., IN  47906
PHONE:  +1 (317) 743-8421 (voice)




-------- TML Message #942 --------

Archive-Message-Number: 942
Date: Wed, 7 Feb 90 12:22 EST
From: METLAY@vms.cis.pitt.edu
Subject: Re: Usenet News



This is a dissenting opinion. On Usenet, the bandwidth would instantly
multiply by a factor of ten, and 

(a) if James were moderating things he'd be buried

(b) if James weren't moderating things this group wouldn't be worth reading.

Leave Usenet to Usenet type reader, and leave the TML where we can all
enjoy the instant of digest access and the "club" feeling.

Well, all right, maybe only a facotr of two, but that's still too much.

(What do I have against Usenet?  Space limitations prevent me.)

Sorry, BArt, but I consider it a really poor alternative.

metlay



-------- TML Message #943 --------

Archive-Message-Number: 943
From: markc@hpcvss.cv.hp.COM ("Mark F. Cook")
Subject: Re: GEnie Traveller Listing
Date: Wed, 7 Feb 90 9:26:04 PST


[This question sounds like one many people would like to hear the answer
to, so that's why I'm sending it out to the list as a whole.  By the
way, it came to traveller-request rather than the list or Rob directly.
- -- James]

Rob,

That Genie listing was the answer to my dreams!  I can imagine how much
work (and cost) would be involved for you to download it for us, so I
won't ask.  What I would like to know is, how do I get access to Genie?
I assume I have to subscribe and get a login/access code from some sys.
administrator.  Could you tell me how it's done?

Much thanks,

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc



-------- TML Message #944 --------

Archive-Message-Number: 944
Date: Tue, 6 Feb 90 15:50:20 PST
From: wilber%sal-sun19.usc.edu@usc.edu (John Wilber)
Subject: Re:  More MT Comments


[This came to traveller-request@dadla.wr.tek.com, looks like it was
meant for traveller@dadla.wr.tek.com.  Watch those automatic reply
headers! -- James]

Nick Sylvain (sylvain@udcps2.cps.udayton.edu) writes:

[stuff deleted for brevity here]

>this limitation ludicrous... (and I bet Field scouts would agree; they
>would need some firepower to escape an unfriendly planet on occasion,
>I'd think.)  If you were a ship commander, would you want your security
>troops to have a Gauss rifle (Penetration 7) or a Plasma or Fusion
>weapon (Penetration 20 to 34). I wonder. :-)

Weapon choice would obviously depend on the situation.  Plasma or Fusion guns
are usually a *BIG* no-no for repelling boarders.  Unless the fighting is
taking place in a very large cargo bay, the defenders will end up turning them-
selves into crispy critters along with the attackers.  There might also be a
lot of unintended fatalities as bulkheads, decks, and the outside walls of the
ship are inadvertently penetrated and people from both sides of the battle are
sucked out through the resulting 3 meter holes.

I will agree though, that P & F guns are great fun for dirtside use.
Commanders should have HE weapons AND slug-throwers in their armories.

Just my $0.02.

/************************************************************************\
* John J. Wilber        * "Life's a big fuck and money is the lubricant- *
* wilber@nunki.usc.edu  *  without it, it hurts, and with it, it feels   *
* student, partier, and *  really good."                                 *
* fun-loving guy.       *                                 JJW            *
\************************************************************************/




-------- TML Message #945 --------

Archive-Message-Number: 945
Date: Wed, 7 Feb 90 10:35:44 -0500
From: f3w@mentor.cc.purdue.edu (Mark Gellis)
Subject: Re: Spaceships and Solar Systems


[This came to traveller-request@dadla.wr.tek.com, looks like it was
meant for traveller@dadla.wr.tek.com.  Watch those automatic reply
headers! -- James]

Absolutely true about space habitats, but if you have a large enough
population base, the entire society is unlikely to crash, although there
may be technological breakdowns that cause individual habitats or even
archepelagos to die.  I have a feeling that once certain technologies 
are available, and humanity has spread to a broad enough population base,
and a large enough number of locations, we will have passed some critical
point where the only thing that can wipe us out is several supernovas.
In addition, I assume in my gameworld an intergalactic community of 
intelligent races; mankind has enough powerful allies at this point that
even if every one of the several thousand solar systems we inhabit were
attacked (an enterprise that would cripple the economy of almost any
civilization), we would still not be totally wiped out.  Those habitats
that survived would have to go into debt, in a big way, but there would
be parts and skilled labor available for those who needed it.





-------- TML Message #946 --------

Archive-Message-Number: 946
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: Pt. Defense Targetting?
Date: Wed, 7 Feb 90 11:09:45 PST


Hey!  It's time once again to play "STUMP THE PANEL"!

OK, seriously, vehicle combat in MT.  I was looking at the specs. for the
Sword Worlds TL11 Gram grav-tank (inside cover, "101 Vehicles") and I noticed
2 things which puzzle me.

First, the tank has a "TL11 Point Defense".  This is listed in the MT Ref.
Man. as:

        "  Point defense targetting allows the weapon to fire at incoming
         missiles and projectiles.  Hardpoint mounted weapons automatically
         have this capability.
        "  For each direct fire weapon which must also serve in a point
         defense capacity, install one point defense targetting module."

Now, since the Gram grav-tank has the following weapons:
                                Pen/        Max.    Auto  Dngr
                     Ammo Rnds. Attn Dmg    Range   Tgts  Spc  Sig  ROF
        Plasma PA-11  -    -    44/5 20   VDist(5.1) 2     15   H   40
        3 cm AutoCan HE   500    2   6    VLong(3.5) 4     3    M   200
                     HEAP 500    5   4    VLong(3.5) 4     -    M   200
                     KEAP 500    4   4    VLong(3.5) 4     -    M   200

I assume that the PA-11 automatically has PTD (Pt. Def. Targetting) and
the one add-on mentioned is for the autocannon.  Anyway, how does this
get used in vehicle combat?  Does the tank gunner give up a shot at a
target during a combat round, and elect to use PDT to eliminate incoming
rounds instead?  Or does PDT automatically provide some kind of defensive
DM for the tank and no explicit crew action is required?  I can't find
any references in either MT or in Classic Traveller which clear this up.

Second question: where does the 3 cm Auto-Cannon come from?  If I were
to design my own tank, using the tables in the Ref. Man., I wouldn't have
3 cm as an available choice.  On pg. 77 (Table 23), the sizes start at
4 cm and increase from there.  Did the GDW folks design this tank using
the old rules from Striker (which I don't have)?

Inquiring pre-combatants want to know.

        "Look.  All of this talking is getting us nowhere!  I think we
         should try a more direct approach."

        "MY GOD!!  THAT'S A HAND GRENADE!!"

        "Right.  It's faster than imperial arbitration, and it hurts less."

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc



-------- TML Message #947 --------

Archive-Message-Number: 947
From: ("Brent L. Woods") woodsb@gn.ecn.purdue.edu
Subject: Re: Usenet News
Date: Wed, 7 Feb 90 23:31:26 EST



     I'm responding to two postings at once here, in order to save
some effort.  I'd like to add an informed opinion here (I'll put my
qualifications at the end).

 In message: <9002070307.AA06495@fatal.tv.tek.com> Bart Massey writes:
 >
 >So, this list is pretty successful -- I'm seeing at least 40 messages a
 >week, and no sign of a letup in sight.  Maybe it's time to make this thing a
 >Usenet newsgroup,
 > [...]

     An understandable question.  Not surprising, either.  Not altogether
desirable, either, IMHO.


 In message: <E0D2A088D95F404C8A@vms.cis.pitt.edu> Metlay writes:
 >
 >This is a dissenting opinion. On Usenet, the bandwidth would instantly
 >multiply by a factor of ten, and 

     Not quite that bad, but it *would* be ugly.

 >(a) if James were moderating things he'd be buried

     Yes!  He certainly would.  Also, if he was moderating a public
newsgroup as opposed to a mailing list, his support would go to hell.
Sure, *we'd* still be there, but there'd always be some twit who'd
decide to aim some snide commentary at James just because something
didn't suit *him*.  Nobody needs that.  Trust me.  I know.

 >(b) if James weren't moderating things this group wouldn't be worth reading.

     Yup.  This is quite true.

     As I said, I know.  I know from my own *personal* experience.  A
couple of years ago, I was a newsgroup moderator.  I (along with two
others) moderated the sources and binaries groups for the Amiga.  I was
the one who usually got to deal with the mail, in addition to testing
and posting the software.  From what I read, it seemed to be impossible
to please *anyone*.  It wasn't that bad, but moderating a low-traffic
group like comp.sources.amiga took a *lot* of work.  The amount of work
James would have to put in if he were moderating this as a newsgroup
would be at least an order of magnitude worse.  Eventually, we (my co-
moderators and I) had to drop it due to lack of time, and we were
working for a *university*.  James has a real job (hence, less time).

     Bottom line?  I agree with Metlay.  Keep this as a mailing list.
Look on the bright side...  Mail doesn't expire like news postings, so
if you're gone for a while, you won't miss anything, eh?


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  woodsb@attctc.dallas.tx.us
USENET:  pur-ee!gn.ecn.purdue.edu!woodsb
FIDONET:  Brent.Woods@p303.f40.n201.z1.fidonet.org  (from Internet)  or
          Brent Woods@1:201/40.303  (from FidoNet)
USNAIL:  320 Brown St., #406  /  W. Laf., IN  47906
PHONE:  +1 (317) 743-8421 (voice)




-------- TML Message #948 --------

Archive-Message-Number: 948
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Re: Jigd-Il-Jagd (sp?)
Date: Thu, 8 Feb 90 7:48:34 MET DST


>  In message: <9002071006.AA15959@milou.cd.chalmers.se> Bertil Jonell writes:
>  >Is it related to the reason behind that Jigd-Il-Jagd can't travel in
>  >jumpships?
> 
>      Who?

(Possible Spoilers on the passive energy scan, capt'n!!!)

Jigd-Il-Jagd (sp?) in a minor race in a sector coreward of the Imperium.
They were detailed in an old JTAS that I recently got my hands on. They
are strange in many ways, For example, they looks like baloons and live in
the upper reaches of gasgiants, They can't travel through jump and they
don't like people scooping where they live (imagine the shockwave from a
scooping ship) and usually respond with heavy plasma fire...

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"There's a sucker born every month, except february, which have 28!" Alf Tanner



-------- TML Message #949 --------

Archive-Message-Number: 949
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: Re:  More MT Comments
Date: Thu, 8 Feb 90 9:48:40 BST


John J. Wilber writes:
> Nick Sylvain (sylvain@udcps2.cps.udayton.edu) writes:
> 
> >		If you were a ship commander, would you want your security
> >troops to have a Gauss rifle (Penetration 7) or a Plasma or Fusion
> >weapon (Penetration 20 to 34). I wonder. :-)
> 
> Weapon choice would obviously depend on the situation.  Plasma or Fusion guns
> are usually a *BIG* no-no for repelling boarders.  Unless the fighting is
> taking place in a very large cargo bay, the defenders will end up turning them-
> selves into crispy critters along with the attackers.  There might also be a
> lot of unintended fatalities as bulkheads, decks, and the outside walls of the
> ship are inadvertently penetrated and people from both sides of the battle are
> sucked out through the resulting 3 meter holes.

Can a FGMP penetrate a ship's hull?  Its penetration rating is 34, while even
an "unarmoured" ship has an armour rating of 40 (according to Striker - I'm
still one of these old timers who sticks to the good ol' stuff :-) .

I dislike using PGMP's and FGMP's for on-ship - and other close-quarter -
combat for another reason.  Those things have severe recoil problems.  You
just do not do snapshots with them.  You have to get into specific poses, so
that the recoil can be absorbed properly.  They're also very heavy; even the
mini-gravitics on the TL15 stuff won't help you against inertia, and using
one will feel a bit like pushing a cannon around on a trolley.  Result; I've
got my high-tech laser carbine, he's got his FGMP.  He starts aiming his gun;
I take a quick snapshot and put a nice hole in him.  Lasers are especially good
for the tactic of standing by the corner, then quickly going round and firing
at any enemy in sight.  And for heavy duty, a high-tech laser rifle can match
the penetration of the PGMP-12.  Both, according to Striker, have penetration
of 20.  A bit more clumsy than the carbine, but much neater than the PGMP.

As for slug-throwers; I always preferred ACR's to gauss rifles.  They're down
a point on penetration (ACR 6, gauss rifle 7) but ammo is more widely
available as it's TL 10 vs. TL 12.  There are lots more TL 10 worlds of low
enough law level, than there are TL 12 worlds.  And at a push, you can use
ordinary slug ammo instead of the discard sabot stuff.  This drops your
penetration to 4, but its better than an empty rifle!

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk



-------- TML Message #950 --------

Archive-Message-Number: 950
Date: Thu, 8 Feb 90 09:33:00 EST
From: (Greg Givler - Product Assurance) givler@cbmvax.commodore.COM
Subject: Re: GEnie Traveller Listing



> What I would like to know is, how do I get access to Genie?
>I assume I have to subscribe and get a login/access code from some sys.
>administrator.  Could you tell me how it's done?

Well it has been a while since I signed up on GEnie, but let me try to 
remember, I think you call an 800 number and then you give them some info
like a credit card and stuff like that. Then you are set to go.
Gee, most of that wasn't much help. I'm sorry I just dont remember.

I do know that it is relatively inexpensive compared to say CompuServe. 
But by how much I don't know. I have company sponsored accounts, an 
advantage to at one time being Commodore's Online Support person. I was
promoted but finagled some free accounts. Also GEnie uses it's own net
but they have nodes all over the place so you should not have to pay long
distance rates. I have to do that for CompuServe, bummer.


>Much thanks,

Sorry, that I can't remember but I will look at some of the stuff up there.
I can't volunteer to Download all of it but if I do download some stuff, I
can make it available to the list. If that is what folks would like.
Also, if you have some reasonable requests I could get the stuff down, you
know like one or two articles. You see the networks watch where I spend my time
and if I spend too much of it in areas that are not business related then they
can pull the accounts.

>        Mark F. Cook

Greg

- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================




-------- TML Message #951 --------

Archive-Message-Number: 951
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: Re: Usenet News
Date: Thu, 8 Feb 90 8:56:12 PST


I have to agree with metlay and Brent about turning TML into a moderated
Usenet Newsgroup.  The amount of background noise that would induce would
make it unreadable.  Also, I very much like the "club" feeling (mentioned
earlier) that being a part of TML gives us.  And finally, my own workload
sometimes prevents me from reading News for weeks at a time, so I might
miss something.  But there's always time for E-Mail :-).

        "Look.  All of this talking is getting us nowhere!  I think we
         should try a more direct approach."

        "MY GOD!!  THAT'S A HAND GRENADE!!"

        "Right.  It's faster than imperial arbitration, and it hurts less."


        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc




-------- TML Message #952 --------

Archive-Message-Number: 952
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: Re: Pt. Defense Targetting?
Date: Thu, 8 Feb 90 9:12:53 PST


>>I assume that the PA-11 automatically has PDT (Pt. Def. Targetting) and
>>the one add-on mentioned is for the autocannon.  Anyway, how does this
>>get used in vehicle combat?  Does the tank gunner give up a shot at a
>>target during a combat round, and elect to use PDT to eliminate incoming
>>rounds instead?  Or does PDT automatically provide some kind of defensive
>>DM for the tank and no explicit crew action is required?
>
>In Striker, the weapon used as for PD(point defense) is dedicated for
>that combat round.  So it is used against any incoming rounds and can not
>be used for attacking a target.

OK, this is fine.  However, I still don't understand how this translates
into game mechanics.  Given the same grav-tank (w/ PA-ll and 3 cm. AutoCan),
can I simply say that, in a given combat round, the Autocannon will be used
for PDT and assume that it shoots down ALL incoming projectiles 100%?  If
so, then this is way too powerful.  I mean, what's to prevent you (the gunner)
from treating your enemies grav-tank as a PDT target and eliminating the 'To
Hit' round all together?

>>Second question: where does the 3 cm Auto-Cannon come from?
>
>Q2: answer:
>  I have looked at the MT rules breifly and seen what looks like alot of
>tables and stuff based on Striker, so I going by that....
>In Striker the smallest size gun (Auto cannon, Mass driver, etc) you can
>make has a 2cm bore.  The Sword Worlds Gram Grav tank, I think (haven't
>looked in the Striker rules for a while) is included in the Striker
>Rules.

What would the MT combat stats. for the 2 cm. and 3 cm. AutoCannon be?

        "Look.  All of this talking is getting us nowhere!  I think we
         should try a more direct approach."

        "MY GOD!!  THAT'S A HAND GRENADE!!"

        "Right.  It's faster than imperial arbitration, and it hurts less."

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc



-------- TML Message #953 --------

Archive-Message-Number: 953
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: All those wonderful files on Genie
Date: Thu, 8 Feb 90 8:25:41 PDT


Well, it looks like maybe there's enough of us interested in those
files that maybe we should take up a collection and get 'em all at
once for the whole list?  If the cost of getting them is going to be
prohibitive for any one member (I sure of that, looking at the
number and size of thos files), it will surely be too expensive for
all of us to rush out and get Genie accounts.

Any thoughts on how to implement a group fund to pay for downloading
them?

Richard Johnson




-------- TML Message #954 --------

Archive-Message-Number: 954
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: Re: Usenet News (and another option)
Date: Thu, 8 Feb 90 8:56:14 PDT




My $0.02 about becoming a newsgroup...

NO, NO, NO!

1. There is some measure of selectivity in a list.
   Only seriously interested people go to the trouble of
   subscribing.  (I hate to think how many requests I'd have for a
   PBEM if the whole world could play.)

2. There is some minor measure of copyright protection in a list.
   Because we are self-selecting, and de-facto moderated, we are not
   completely public.  (I wouldn't trust this alone to hold or void
   a copyright if you wanted to mail in a really neat adventure,
   though.)  
   
3. It's a lot harder for your system manager to cut off access to
   your mail, than it is for her/him/it to cut off your newsfeed
   (well, justifiably cut it off.)


One alternative (really radical alternative) I've considered:

	Is there anyone out there with connections to GDW and/or Digest
	Group?  Why not, monthly, glean the best of the list, and make
	it available to the readers of Challenge and Traveller's Digest?

	(Plans and adventures cost extra, of course :-)

	Whoever did this would get published, make a little pocket
	change (very little.  GDW pays 1/4 cent per word, Digest group 
	pays 1/2 cent per word, last time I checked), and maybe actually 
	get a fund going to download some of those files from Genie :-).

Richard Johnson




-------- TML Message #955 --------

Archive-Message-Number: 955
Date: Thu, 8 Feb 90 13:37:55 EST
From: Chris Bartlett (Mouser) <cdba_ltd@uhura.cc.rochester.edu>
Subject: Usenet



I'm with metlay on this one.  I can't see how making the tml a Usenet newsgroup
is going to improve the quality of discussion around here.  If anything, I
can see the quality going down as people from rec.games.frp start
contributing ( AD&D -- Blechh! ).

Oh yeah, the 3 cm autocannon is described on page three of 101 Vehicles ( I
think :-). In regard to the discussion about weapons skills, I think that a
referee should decide on some sort of house rules as to what someone should
be able to take as a weapon skill if they receive "gun combat".  The "gun
cbt" skill is a cascade skill, after all, and the character's choices should
be limited by his or her occupation. I can't really see a doctor character
taking fusion weapons as his skill under "gun cbt"...


				Chris




-------- TML Message #956 --------

Archive-Message-Number: 956
Date: Thu, 8 Feb 90 13:19 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: Re: GEnie


I will try to find out information on how to access GEnie.  Here is the basic
information that I have.

I think they have a DATA 1-800 sign up line.  You probably could call
1-800-555-1212 and get the number (but Hey, I will try to find it for you :-)

You need an account (Much like CompuServe).  The rates at last check were:
  300 baud      $5.00 an hour
 1200 baud      $5.00 an hour
 2400 baud      $12.50 an hour
(Higher speed = lot higher rates).  They still have prime and non-prime time
rates.  The values above are for non-prime time (6p to 6a EST I belive, but I
will verify that too)

Hopefully they will have a local access number in your city.  They have both
1200 and 2400 baud access here in Louisville, KY.  I will also check to see
about getting to them via Telenet and Tymenet.

Rob



-------- TML Message #957 --------

Archive-Message-Number: 957
Date: Thu, 8 Feb 90 16:11 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: GEnie Archives


Since I have the account, it would make sense for me to do the downloading
huh?  I wouldn't mind draining the BBS messages off of there and cross posting
them if they were/are worthwild.  Maybe after I can convince da wife to let me
use it instead of CServe.  (Since UofL is getting me a CIS account so I can
stay in touch with Borland and such).  I will see how it goes with it.

If I can wing this with her, then I will start grabbing a few files a month
and posting them.  I didn't pay attention to the frequency in which they were
uploaded.

Payment?  If she will be cool about this, then maybe you all can fly to
Louisville for a Weekend Traveller Bash of Pizza and Gauss Rifles.  (It is hard
finding Traveller Stuff and players here in L'ville)


Rob Miracle
rwmira01@ulkyvx.bitnet   or   rob@disk.uucp



-------- TML Message #958 --------

Archive-Message-Number: 958
Date: Thu, 8 Feb 90 17:27:08 PST
From: (John Wilber) wilber%sal-sun42.usc.edu@usc.edu
Subject: Downloading GEnie files


I've got a few suggestions for getting those GEnie files, which I am
very interested in myself.

One suggestion:  We (this will probably be Jim or somebody with a GEnie
account) talk to GEnie, and ask them if there is some way we could get
the files on some form of magnetic media, such as disk or tape.  If they
wanted to charge us, we have them quote us a price.  Once we have a
price, we quote it, and then us TML "members" make contributions until
the amount is needed.  Then we post the files, and we're all happy.

Suggestion two: We estimate the cost of downloading the files at a given
baud rate.  Hopefully, this will be done at 9600 baud, for the benefit of
the poor soul that will finally do it.  Anyway, once we get a good
estimate, we all make "contributions," and then reimburse some volunteer
for getting them.  Any extra money obtained could go to this volunteer
also, to provide a little incentive, and to compensate for time spent,
phone bills, etc.

If we were to solicit "contributions," I propose that Jim, or some proxy
that he designates, be the "treasurer" for this endeavor.  Reciepts
could be posted on the TML, or privately e-mailed, and the progress of
the kitty could also be periodically posted on the TML.

/***********************************************************************\
* John J. Wilber           * "Im Himmel gibts kein Bier zum trinken wir *
* wilber@nunki.usc.edu     *  es hier"                  -German Proverb *
* Student, partier, beer   * "In heaven there's no beer, so we might as *
* drinker, fun-loving guy. *  well drink it here"          -Translation *
*************************************************************************
* "I woke up this morning and I got myself a beer"           -The Doors *
\***********************************************************************/




-------- TML Message #959 --------

Archive-Message-Number: 959
Date: Thu, 8 Feb 90 22:13 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: GEnie information ... from the BOOK


Customer assistance Number:  1-800-638-9636, Ext 21.
Data Settings:  7E1, 300, 1200, or 2400 baud depending on your city's genie
connection.  HALF Duplex (Local Echo On)

To sign up electroniclly:
Call 1-800-638-8369 (300 or 1200 baud).  Once connected, enter 3 h's:

HHH

(This sets the baud rate)  At the U#= prompt, enter
XTX99649.

Have a credit card number of your checking account number ready (They do
Checkfree).

300/1200 is $6.00 (not the $5.00 an hour earlier stated by moi).

This information is a bit dated.  It comes from two sources:
  1) The GEnie user guide.
  2) September 1989 PC World AD (pg. 83)

If any one gets a GEnie account, to access the Traveller Sig, you need to go
to the Games Roundtable under the games menu.   Once you get there, it
shouldn't be a problem to figure the rest out.

If you do sign up, leave me mail, just so I will know :-).  My GEnie mail
address is MIRACLERW.

Rob




-------- TML Message #960 --------

Archive-Message-Number: 960
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: $$$ for Genie listings
Date: Thu, 8 Feb 90 14:43:59 PST


>Well, it looks like maybe there's enough of us interested in those
>files that maybe we should take up a collection and get 'em all at
>once for the whole list?  If the cost of getting them is going to be
>prohibitive for any one member (I sure of that, looking at the
>number and size of thos files), it will surely be too expensive for
>all of us to rush out and get Genie accounts.

I absolutely agree!  We need to get all of this stuff onto one of the
archive systems (sunbane, joshua, etc.) so we can all get at it whenever
we want.  I'd definitely be willing to kick in my share of $$ to cover
the cost.

>Any thoughts on how to implement a group fund to pay for downloading
>them?

Well, maybe we can get Rob (at Cornell) to do it for us and then everyone
on this end could split the price equally and send him a check.  Yah, I
know that's pretty financially naive, but I suspect that anything else
we come up with would probably be about the same.

I personally want the Subsector data, since I've got a whizzo X-Windows
program that reads UWP's for a given subsector and spits out a subsector
map (on a laserjet) that looks almost as good as the stuff printed by
GDW.  I need more data (shades of Johnny 5!) and I don't want to type
it in myself!

        "Look.  All of this talking is getting us nowhere!  I think we
         should try a more direct approach."

        "MY GOD!!  THAT'S A HAND GRENADE!!"

        "Right.  It's faster than imperial arbitration, and it hurts less."

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc


-------- TML Message #961 --------

Archive-Message-Number: 961
Date: Thu, 8 Feb 90 17:13 EST
From: (Bob Mahoney) BOBMAH%PSC.BITNET@mitvma.mit.edu
Subject: Those GENIE files...


Richard's right- I'm willing to contribute towards getting those files for
the list.  What kind of money are we talking?  I've never had any dealings
with pay-to-compute services...   Also, have any of the TML members who
have GENIE accounts already have one or more of these files?  No sense in
getting more than we need.

If the person who has access can estimate the cost, that might be a good place
to start.  At any rate, I'm in.

- -Bob                                                 bobmah@psc.bitnet



-------- TML Message #962 --------

Archive-Message-Number: 962
Date: Thu, 8 Feb 90 16:40:21 EST
From: (Greg Givler - Product Assurance) givler@cbmvax.commodore.COM
Subject: Re:  All those wonderful files on Genie



Let me go up in the next couple of nights and get some of them down and
put them on the list. As I explained in a previous post, I can do it for free
just maybe not all at once. The other thing is that I haven't been on GEnie
in about 4 months and my Free account may not be there anymore. :-)

Let me take a look either tonight or over the weekend and let you know what
can be done.

Greg

- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================



-------- TML Message #963 --------

Archive-Message-Number: 963
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: GEnie in a bottle...
Date: Fri, 9 Feb 90 7:52:49 MET DST


I'm in an any scheme to get those files, except for credit card frauds:-)

But, some of the things on that list seemed very copyrighted to me. Things like
first drafts out of new books and the UPP's that DGP is supposed to be selling
on disc soon. They might be free to use by any GEnie subscriber, but they might
not be free to spread on the TML :-(

By the way: I'm mostly interested in the sector data listings :-)

On the "News"-question: 
"Newsgroup, JUST SAY NO!"
Then we'd just have a lot of morons debating what an Imperial Marine would do
if he captured an orc that surrendered...

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing California gas stations" W.Gibson "The Gernsback Continuum"



-------- TML Message #964 --------

Archive-Message-Number: 964
Date: Thu, 8 Feb 90 19:41 EST
From: METLAY@vms.cis.pitt.edu
Subject: Traveller Weapons philosophy (long)




	I just thought I'd toss in my two credits' worth on the topic of 
weapons in the MT rules, on their availability and their uses. These opinions 
were formulated on the basis of my ten-plus years of ironing out the bugs in 
Traveller Classic, and having to start all over again in MegaTraveller. |-<

	In campaigns that I ran in the good old days when Stref was still 
kicking and lawnorder prevailed Throughout Our Fair Kingdom, the presence of 
an Imperial government with a vested interest in maintaining peace and quiet 
in the starports and on the worlds of its domain made things really simple.
In short, people couldn't GET any of the really balance-wrecking weapons under 
normal circumstances, and those who did were usually hunted down and killed by 
the Imperial authorities, who enjoy the concept of citizens with high energy 
weapons and rigid armor about as much as the DEA enjoys the concept of drug 
smugglers having easy access to shoulder-launched missiles and heavy machine 
guns. The difference between the Imperium and the USA in this case is that the 
Imperium has no legal, moral or ethical obligation not to go in shooting, with 
heavier guns than the bad guys have. Arms suppliers are usually a hunted breed 
for similar reasons, unless they "follow the rules" and keep the really bad 
stuff out of the hands of people who shouldn't have it.

What did this rigid enforcement of the arms laws mean to the average Traveller 
group? Nothing above TL 10, that's what. No Gauss weapons, no high energy 
weapons, and no combat armor or battle dress. And the improvement in game 
quality was amazing: if all you have is an ACR and a combat environment suit, 
you tend to think harder and plan more carefully before you start shooting, 
despite the fact that you know the people you'll be fighting are no better off 
than you are, normally. Firefights were significantly fewer and further 
between, and carried an element of real risk in them: the armor/weapon balance 
at TL 10 is such that (at least under the old rules) you could take a hit, or 
even two, and hold body and soul together for a few more rounds before passing 
out, adding to the drama and excitement of the game. Since I was fortunate 
enough to be dealing with sensible and mature gamers in most instances, 
parties were quick to recognize the element of risk and fun this added to the 
game, and followed policy with thankfully little whining from people who felt 
emasculated without a giant, plasma-shooting phallic symbol on hand.

Nowadays, in the Shattered Imperium, these careful regulations, which rely 
upon a well-policed and stable environment to maintain themselves, go to 
pieces. The result is a game where any butthead with enough money can put on 
Combat Armor, pick up an FGMP-15, and go looking for adventure. Adventure? 
Hah! Where's the adventure in being able to deep-fry anything and everything 
that's thrown at you, up to a point, beyond which you're effectively naked and 
helpless? So I'm experimenting with more, shall we say, PRACTICAL means of 
maintaining game balance, using common sense and some important Trav Classic
rules that should have carried over into MT (but if they did, I don't know
where they're written up). 

First off, I have relaxed the weapons availability laws in keeping with the
collapse of Imperial High Justice. It is now at least reasonably feasible for
a player to get ahold of anything he wants. The obvious extension of this, the
fact that the bad guys also have anything they want, is a heavy-handed and
unsatisfactory balancing agent; if a party gets smoked in mesquite because
they forget that other people can have FGMPs too, who's the poor sumbitch that
has to help them roll up new characters? ME! 

There must be other ways to keep this stuff out of the players' hands. Some of
the ones I've been experimenting with are: cost, maintainance, and what I call
the "ice factor." First of all, there's no way around it: high-tech guns cost 
a lot. They aren't easy to find, at low TL they aren't elegant or streamlined 
in manufacture, and their power packs and ammo cost a lot, too. Of course, the 
ref who allows the option of having a plasma rifle will also probably let his 
players get rich enough to buy them or lucky enough to steal them, so this in 
itself may not be enough. But it's a good place to start.

Second, there's a direct relationship between the complexity of a weapon, its
cost, and its cost of maintainance. It's fairly easy to keep a revolver in
good shape; it can lie in a drawer unused and untouched for literally years
and yet come up firing at a moment's notice. One TL up from that, though, we
have the autopistol, which is much more inclined to be finicky if it's
dropped, not kept clean, not handled and oiled often, or even fed the wrong
sort of supposedly-fine ammo. Machine guns are for the most part even more
complex, and so on up the ladder. 

(What about modernization? A very useful rule of thumb is that if a weapon is
introduced at a certain TL, in one more TL it tends to be fairly commonplace,
hence reliable and less cranky, and this margin of safety increases still
more, if slowly, after that. As an example, the first machine guns at TL 5
were crew served, water cooled, heavy, cantankerous, and prone to jams. By TL
6, they were small enough for one man to carry, and reliable enough to work
even when muddy or wet. By TL 7, they were small enough to hold in one hand
and carry in shoulder holsters, and who knows where we'll be at TL 8 or 9? The
introductory TL of a weapon and the TL at which it's bought are very different
things; this has a bearing on the weapon's functionality and features, which
is touched on in very limited ways by the Digest Group equipment sheets, that
scale device performance by TL.) 

When we start talking about Gauss and Hi-E weapons, we are talking about
electric/mechanical devices with a high degree of precision and a lot of
separate components that must all function perfectly for the gun to work. Now,
nobody's going to state that these weapons aren't rugged; the Imperial forces
couldn't fight with them if they weren't. But the flip side of this is that
these weapons must be maintained and serviced on a regular basis....and the
means of servicing them is a perfect deterrent to people who think they can
get away with keeping such monstrosities around. According to the rules in
Mercenary (Trav Classic Book 4, for you youngsters out there), a HiE weapon
must be completely disassembled and serviced once every 24 hours. We can 
assume that's at its introductory TL, if we wish, and extend the service time 
to a few days or a week. But it won't make a difference to a party: when one 
keeps in mind that these things are basically small nuclear reactors 
(according to the rules; we'll ignore their patent impossibility for now), it 
becomes obvious that you're not going to be able to do a good job on them on 
the workbench in the engine room of your ship! Armories at TL 12 and up are 
among the best-equipped shops in history, and they handle very different needs 
than a starship shop. It's one thing to get a fusion gun; it's another to keep 
it working. In the uncertain times in which the Imperium now lives, a plasma 
gun is a nice insurance policy for emergencies, but nobody who isn't richer 
and better connected than any party has the right to be is going to be able to 
afford to keep them working safely. Gauss weapons are a much easier 
proposition, but can still be difficult to keep in good order; however, most 
folks consider the extra power they provide to be worth the hassle. Note that 
the same problem holds for Battle Dress, whereas one can get away with Combat 
Armor in a pinch since it doesn't have powerpack problems.

Third and last is the "ice factor." This is the way other people tend to view 
someone in a risk situation based on their arms and armor. In the campaigns I 
run, it's considered common for starfarers to wear pistols of some kind in 
their normal day-to-day activities. However, the carrying of rifles is frowned 
upon, since a longarm isn't usually something you're keeping handy for 
self-defence in an emergency. If a party is transporting precious cargo,
bodyguarding, or doing other high-risk work, then passersby who recognize this
tend to treat such parties with respect. However, the average guy who goes out 
with rigid armor, a Gauss or HiE rifle, or both, for no good reason other than 
to "be ready for trouble," is going to attract scorn and derision from those 
around him, if in fact he isn't arrested or simply shot from behind as a risk 
to pedestrian traffic. He's obviously either a criminal, a sociopath, or a 
stupid showoff, all of which make him too dangerous to leave at large. These 
items, with their connotations of Imperial force and heedless crushing of 
resistance, will inspire nobody. You won't get hired as a starmerc if you 
walk into your interview armed that way; you'll be considered too stupid to be 
a safe employee!

So far, these concepts have integrated themselves well into the campaign I 
run. Occasionally we get people pining for plasma guns, but the last guy who 
actually got one sold it off for a fraction of its value, because he knew he 
needed the cash more than he could use a fusion gun.

Have other people tried similar tactics? Or does nobody other than me mind 
parties that are capable of levelling cities?

metlay

PS. If you think THOSE rules are restrictive, my first Traveller universe had 
starships whose interiors couldn't withstand any sort of gunfire without 
causing serious damage; boarding actions were done with SWORDS! |-> Sure it 
was silly, but it was a helluva lot of fun, too.




-------- TML Message #965 --------

Archive-Message-Number: 965
Subject: Re:  Usenet News
Date: Wed, 07 Feb 90 14:27:24 MST
From: rona@hpdml92.boi.hp.COM


Bart Massey writes:
> 
> So, this list is pretty successful -- I'm seeing at least 40 messages a
> week, and no sign of a letup in sight.  Maybe it's time to make this thing a
> Usenet newsgroup, with an e-mail gateway for those people without Usenet
> access?  It would be a feature, from my point of view, to be able to use the
> news interface, and I don't foresee any major objections from the net.
> 'rec.games.traveller'?  'rec.games.frp.traveller'?  Any encouragement or
> flames?  James, what do *you* think?
> 
There does seem to be enough traffic to justify a newsgroup.  And I agree 
that the news interface would be a great feature.  So, I would vote in 
favor of a rec.games.traveller group.

Would we eliminate the mailing list if this happened?  Are there some 
discussions that are more appropriate on a mailing list?


        Ron Abramson   email: rona@hpdml92.hp.com




-------- TML Message #966 --------

Archive-Message-Number: 966
Date: Fri, 9 Feb 90 09:25:25 EST
From: (Greg Givler - Product Assurance) givler@cbmvax.commodore.COM
Subject: Stuff on GEnie



I was up on GEnie last night, first time since Sept 89! Anyway, I downloaded
the very Brief descriptions, which is the list that you saw, and the 
not-so-brief file descriptions. The Brief listing is 12K the not-so-brief 
one is 62K. That may be to large for the list. If you want I can send you
the not-so-brief listing to you via E-Mail or I will post to the list.
Give me some feedback as to what you want to see. Also I will be downloading
some stuff for my own interest, so I will post some of that to the list.



Let me know what you want.

Here are some examples from each list.

Brief listing:

  No. File Name             Type Address      YYMMDD Bytes   Access Lib
- ----- ------------------------ - ------------ ------ ------- ------ ---

 1861 UCPS-RS.TXT              7 B.BORICH     900207   21420      1  10
      Desc: Revised UCP's for Reb Source Ships
 1860 TECH15.WK1               X B.BORICH     900207   34020      2  10
      Desc: Megatraveller TL15 ship design sheet
 1859 TECH13.WK1               X B.BORICH     900207   32760      0  10
      Desc: Megatraveller TL13 ship design sheet
 1858 TECH11.WK1               X B.BORICH     900207   28980      0  10
      Desc: Megatraveller tl11 ship design sheet
 1857 GE.SPACE                 7 M.MIKESH     900207   13860      1  10
      Desc: Discussion of Regions of Space
 1855 MEGATOPIC31.1            X LSP.MEYERS   900206   70560      0  10
      Desc: MegaTrav BB Topic 31: 1-50
 1849 SOLOMANI III             7 P.CELELLA    900201   11340      5  10
      Desc: More Solomani Histories
 1845 FFW.RULES                X LSP.MEYERS   900127    7560     19  10
      Desc: FFW Online Rules

Not-so-brief listing:

Library: 10 - Traveller/Megatraveller
 *********************************
Number: 1861  Name: UCPS-RS.TXT
Address: B.BORICH  Date: 900207
Approximate # of Bytes: 21420
Number of Accesses: 1  Library: 10
Description:
A set of Revised UCP's (corrections) to ships listed in the Rebellion
Sourcebook.  By Clay Bush.
Keywords: megatraveller, traveller, ships, errata
 ---------------------------------

File: UCPS-RS.TXT
File Ready. 7 Bit Text.

Press <RETURN> to skip, <D>ownload, or <Q>uit.


Skipping file ...
 *********************************
Number: 1860  Name: TECH15.WK1
Address: B.BORICH  Date: 900207
Approximate # of Bytes: 34020
Number of Accesses: 2  Library: 10
Description:
Megatraveller Tech Level 15 ship design spreadsheet by Clay Bush.  It is
in Lotus 1-2-3 format.
Keywords: megatraveller, traveller, ship design, spreadsheet
 ---------------------------------

File: TECH15.WK1
is a BINARY File.

Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.


Skipping file ...
 *********************************
Number: 1859  Name: TECH13.WK1
Address: B.BORICH  Date: 900207
Approximate # of Bytes: 32760
Number of Accesses: 0  Library: 10
Description:
Megatraveller Tech Level 13 ship design spreadsheet by Clay Bush.  It is
in Lotus 1-2-3 format
Keywords: megatraveller, traveller, ship design, spreadsheet
 ---------------------------------

File: TECH13.WK1
is a BINARY File.

Press <RETURN> to skip, <D>ownload, <L>ist, or <Q>uit.


Skipping file ...
 *********************************
Number: 1858  Name: TECH11.WK1
Address: B.BORICH  Date: 900207
Approximate # of Bytes: 28980
Number of Accesses: 0  Library: 10
Description:
This is a Tech Level 11 ship design spreadsheet by Clay Bush.  It is in
Lotus 1-2-3 format.
Keywords: megatraveller, traveller, spreadsheet, ship design
 ---------------------------------

File: TECH11.WK1
is a BINARY File.

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Skipping file ...
 *********************************
Number: 1857  Name: GE.SPACE
Address: M.MIKESH  Date: 900207
Approximate # of Bytes: 13860
Number of Accesses: 1  Library: 10
Description:
This is a draft of a section from Grand Explorations by Digest Group
Publications.  The segment discusses the regions of space in the
Traveller setting, exclusive of the major empires, and deep space.
Also includes a sidebar essay on the Imperial Order of the Arrow.
Keywords: Traveller,MegaTraveller,Science-Fiction,Exploration,RPG,Alien
 ---------------------------------

File: GE.SPACE
File Ready. 7 Bit Text.

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 *********************************
Number: 1855  Name: MEGATOPIC31.1
Address: LSP.MEYERS  Date: 900206
Approximate # of Bytes: 70560
Number of Accesses: 0  Library: 10
Description:
This file contains messages 1-50 of MegaTraveller topic 31: The Center for
Solomani Studies.  The messages are unedited.  The choice for range of
messages is based purely on size; the idea was to limit the file size to no
more than 60-70 Kb maximum.  Hope this proves useful for those new to this
topic.
Keywords: Traveller,MegaTraveller,BB Archives
 ---------------------------------

File: MEGATOPIC31.1
is a BINARY File.

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 *********************************
Number: 1849  Name: SOLOMANI III
Address: P.CELELLA  Date: 900201
Approximate # of Bytes: 11340
Number of Accesses: 5  Library: 10
Description:
Solomani Contact with the Imperium and the founding of the Confederation
Keywords: Traveller,MegaTraveller,Solomani,MTA
 ---------------------------------

File: SOLOMANI III
File Ready. 7 Bit Text.

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 *********************************
Number: 1845  Name: FFW.RULES
Address: LSP.MEYERS  Date: 900127
Approximate # of Bytes: 7560
Number of Accesses: 19  Library: 10
Description:
This file has the rules for the online game of Fifth Frontier War being run
John Meyers.  See Topic 35 for more details.
Keywords: Traveller,MegaTraveller,Fifth Frontier War, FFW
 ---------------------------------

File: FFW.RULES
is a BINARY File.

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- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================



-------- TML Message #967 --------

Archive-Message-Number: 967
Date: Fri, 9 Feb 90 09:42:14 EST
From: (Greg Givler - Product Assurance) givler@cbmvax.commodore.COM
Subject: GENie Files



If there are no objections I will start downloading some of the files this
weekend and will start posting them next week. I shouldn't have to much trouble
I checked last night and as long as I poke my head in the Commodore section
everytime I log on there should not be a problem. Since the Downloading doesn't
cost me anything, I think that I should be the logical choice to do this. If
someone has any objections let me know. 

Also, there is some Copywritten(?) material on there, mostly the UPW listings
of all the Sectors of the Imperium, so you think that it is all right to 
distribute this. I mean technically whoever is running this RoundTable on
GEnie, wont get any money from my downloading the info, as GEnie let's me 
do this Free. So let me know what you think, I will start with the PD stuff
and go from there.

Greg




-------- TML Message #968 --------

Archive-Message-Number: 968
From: ("45252-Peter L. Berghold") wrgate.wr.tek.com!uunet.uu.net!allegra!violin!plb@tektronix.TEK.COM
Subject: MegaT
Date: Fri, 9 Feb 90 9:29:20 EST


Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 1F138
Phone: (201) 615-4419
X-Mailer: ELM [version 2.2 PL10]

Just got my copy of MegaTraveller in the mail last night.   WHEW!  It is going
to be a while before I can start writing software to gen characters for that
rule set..   Why in tarnation did they make everything so complicated???

I am somewhat disapointed with the new format.  Maybe I'm just an OT bigot.
I dunno.   

On a different note:  Does anybody out there got any WORKABLE random name 
generation programs/tables/whatever?   I'm also looking for some tables to 
gen such stats as height, weight, eye color, etc.


- -- 
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
/*		Peter L. Berghold					*/
/*		System Administrator					*/
/*		AT&T Red Hill Systems Administration Group		*/
/*		1F138	+1 (201) 615-4419				*/
/*		EMAIL (UUCP):	{uunet!allegra|att}!violin!plb		*/
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */




-------- TML Message #969 --------

Archive-Message-Number: 969
Date: Fri, 9 Feb 90 10:56:40 EST
From: (Dan Corrin) dan@engrg.uwo.ca
Subject: HiE Weapons


I agree with METLAY in most respects except the following:
> ... it 
> becomes obvious that you're not going to be able to do a good job on them on 
> the workbench in the engine room of your ship! Armories at TL 12 and up are 
> among the best-equipped shops in history, and they handle very different needs 
> than a starship shop. It's one thing to get a fusion gun; it's another to keep 
> it working.

Maintainance is difficult, yes, but if you buy a set of tools for the repair
of the guns, one of the best places to repair a gun's fusion plant is the 
workshop in your ship. After all where are you going to repair the damage to
the fusion guns in the ship's turrets? Plus unless the character has a *good*
gun skill, it won't be safe for them to work on it.


I don't know about other GM's but my players seldom provide their own
transportation. (Mainly due to the fact that their air/raft in the ship
doesn't have the correct licenses to operate on a planet, and it takes a
couple of weeks for processing. :-) That leaves rental, or public transport.
You aren't going to get on a grav-bus with armour, or any form of energy
weapon (unless you hijack it), and the rental agreements restrict carrying
of energy weapons (in fine print of course) so the first accident has the
charaters paying outrageous penalties for transporting prohibited material.

	-Dan

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan




-------- TML Message #970 --------

Archive-Message-Number: 970
Date: Fri, 9 Feb 90 12:13 EST
From: (Bob Mahoney) BOBMAH%PSC.BITNET@mitvma.mit.edu
Subject: USENET


I vote NO (wrong, sorry, I don't think so) on the newsgroup idea.  Post
an invitation to join, perhaps, but let's not destroy a great format.

- -Bob



-------- TML Message #971 --------

Archive-Message-Number: 971
From: ("Mark F. Cook") markc@hpcvss.cv.hp.COM
Subject: Re:Accessing GEnie
Date: Fri, 9 Feb 90 10:23:59 PST


>Customer assistance Number:  1-800-638-9636, Ext 21.
>Data Settings:  7E1, 300, 1200, or 2400 baud depending on your city's genie
>connection.  HALF Duplex (Local Echo On)
>
>To sign up electroniclly:
>Call 1-800-638-8369 (300 or 1200 baud).  Once connected, enter 3 h's:
>
>HHH
>
>(This sets the baud rate)  At the U#= prompt, enter
>XTX99649.

Almost right, Rob.  I tried this and the XTX99649 part is wrong.  However,
I called the Customer assistance number (above) and a recording told me that
at the "U#=" prompt, you should type "GENIE" instead.  This worked and I
now have an account myself.  Thanks mucho for the lead-in.  I plan to start
downloading the GEnie roundtable files immediately (or within the next few
days, at least).

James, once I've got these files downloaded, can I just shove them onto
Sunbane for the rest of TML?  If not, what would be the best way for me
to make sure that everyone else has access to them?  (Ah, the joys of free
modem access at work.:-))

        "It's GOOD to be the king!"
                        - Mel Brooks

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.hp.com
UUCP:     {cmcl2, harpo, hplabs, rice, tektronix}!hp-pcd!markc



-------- TML Message #972 --------

Archive-Message-Number: 972
From: (Rob Miracle) wrgate.wr.tek.com!e.ms.uky.edu!corpane!disk!rob@tektronix.TEK.COM
Subject: GEnie files
Date: Thu, 8 Feb 90 20:38:29 EST


Ok.  Sherry (The woman with the rolling pin) has said ok to me using GEnie
instead of CIS :-( , but I should be getting my Company paidfor account soon.

Here are a few issues that we should address.

  1.  Do we want binaries posted?
      (Example, I have a uuencoded Lotus 1-2-3 Worksheet for making TL-15 ships)

  2.  Do we want BBS messages posted?

  3.  Do we want all Library files (new ones as they are uploaded and old ones
      as requested) posted or do we want selected ones (directorys posted)?

  4.  What formats do we want used?
      Ex.  Subject lines:
      Subject: Weekly GEnie directory listing  [GEnie]

  5.  Do we want to Crosspost our messags to them and theirs to ours?
      (I vote NO, cost prohibitiave)   

  6.  How often do we want directory listings posted?

  7.  Should we set up a mail archive site (Software posted to comp.sources.unix
      recently) so that anyone on the list could request the files???

  8.  Who will do this?

Below you will find samples of the things from GEnie.

Newfiles -- Directory Listing

  No. File Name             Type Address      YYMMDD Bytes   Access Lib
- ----- ------------------------ - ------------ ------ ------- ------ ---

 1861 UCPS-RS.TXT              7 B.BORICH     900207   21420      0  10
      Desc: Revised UCP's for Reb Source Ships
 1860 TECH15.WK1               X B.BORICH     900207   34020      0  10
      Desc: Megatraveller TL15 ship design sheet
 1859 TECH13.WK1               X B.BORICH     900207   32760      0  10
      Desc: Megatraveller TL13 ship design sheet
 1858 TECH11.WK1               X B.BORICH     900207   28980      0  10
      Desc: Megatraveller tl11 ship design sheet
 1857 GE.SPACE                 7 M.MIKESH     900207   13860      0  10
      Desc: Discussion of Regions of Space
 1855 MEGATOPIC31.1            X LSP.MEYERS   900206   70560      0  10
      Desc: MegaTrav BB Topic 31: 1-50

BBS Topics

No. Subject                              Msgs Status Author
  1 Welcome, Traveller players!            143 Open   SCORPIA
  2 HIWG Structure and Function            202 Open   E.EDWARDS [HIWG Guru]
  3 MegaTraveller - General Discussions    303 Open   J.FUGATE
  4 Ships - Designations & designs         130 Open   B.BORICH [bryan borich]
  5 MARGARET'S FACTION                      19 Open   R.THEEL
  6 Programming Megatraveller               50 Open   MBAY [Michael Bay]
  7 Vehicles, Equipment, Robots             44 Open   B.BORICH [bryan borich]
  8 Traveller Q&A                           73 Open   J.FUGATE
  9 Traveller variants                      14 Open   D.PROSSER1
 10 MegaTraveller - Science & Technology   145 Open   J.HOLDEN2 [James]
 11 Rebellion Rumor Central Control         68 Open   R.THEEL
 12 TRAVELLER WORLD HISTORY                  5 Open   E.EDWARDS [HIWG Guru]
 13 HIWG Sector Analyzation                 19 Open   MBAY [Michael Bay]
 14 Traveller Aliens                       150 Open   R.CASWELL
 15 New Product Suggestions                 22 Open   J.HOLDEN2 [James]
 16 Characters and NPCs                      6 Open   W.HARTSHORN [Wally]
 17 Plot Ideas                              20 Open   W.HARTSHORN [Wally]
 18 Miniatures in MegaTraveller              1 Open   W.HARTSHORN [Wally]
 19 Other MegaTraveller Universes            2 Open   D.MCKINNEY3 
 20 THE BASICS                              11 Open   E.EDWARDS [HIWG Guru]
 21 MegaTraveller Flea Market               14 Open   R.ASKELIN
 22 Traveller Player moves/questions       211 Open   B.BORICH [bryan borich]
 23 Traveller Campaign -- GM's responses    79 Open   B.BORICH [bryan borich]
 24 Traveller Mailing List (UseNet)          5 Open   W.LIAW [Wilson]
 25 Imperial Bulletins                      16 Open   M.W.MILLER
 26 Publication Development                 98 Open   M.MIKESH
 27 HELP WANTED!                             6 Open   E.EDWARDS [HIWG Guru]
 28 Beyond the Rebellion                    24 Open   E.EDWARDS [HIWG Guru]
 29 PSYHISTS                                 7 Open   E.EDWARDS [HIWG Guru]
 30 COMPUTER TRAVELLER I                     3 Open   J.PICKARD [Miami Joe]
 31 The Center for Solomani Studies         55 Open   P.CELELLA
 32 HIWG Computerized                       25 Open   B.BORICH [bryan borich]
 33 THE ARBITRATOR                           5 Open   E.EDWARDS [HIWG Guru]
 34 How to break into print                  8 Open   J.FUGATE
 35 Fifth Frontier War Game                 69 Open   LSP.MEYERS
 36 Mechanics of the Imperium               18 Open   P.PLEVRITIS

Sample BBS Messages

 ************
Topic 6         Thu Jun 01, 1989
MBAY [Michael Bay]           at 23:16 CDT
Sub: Programming Megatraveller              

This topic is for the discussion of ways to utilize that model 386/bis in
Megatraveller gaming.
50 message(s) total.
 ************
 ------------
Category 11,  Topic 6
Message 1         Thu Jun 01, 1989
MBAY [Michael Bay]           at 23:23 CDT
 
Not long after I started playing Traveller, I learned to program in BASIC and
set up a number of small programs to help me create star systems and character
and NPCS and animals and anything else I could.  I have lists of Vilani names
printed by a program I  developed from an article in the JTAS many years ago.
  Now, I'm working on a system (in turbo pascal) that will take the sector
data files being uploaded by Joe Fugate run them through the Grand Survey and
Grand Census routines (World Builder once I get it) and store it all in a
binary file for recall at a later date. When you look up that system, it will
have a variety of graphic  screens to display and edit the data for that
system.
  I also have source code for word generation programs, ect.


  I know others of you, using different systems, are programming as well. 
Let's use this topic to discuss ways to utilize our computer systems and
upload examples in the library.

Michael HIWG IBM Coordinator
 ------------
Category 11,  Topic 6
Message 2         Fri Jun 02, 1989
MBAY [Michael Bay]           at 23:21 CDT
 
I will be finishing up a version of the Vilani word generation program this
weekend (6/4/89) and converting it to Vargr, Aslan, and Zhodani and Droyne
languages.  It's written in pascal, so if anyone has a non-IBM computer and
wants the source code let me know.
 ------------
Category 11,  Topic 6
Message 3         Sat Jun 03, 1989
B.BORICH [bryan borich]      at 00:57 PDT
 
To Micheal Bay,
     I think the source code should be uploaded as a normal course of
procedure unless the person is planning on marketing the software.  At least
that's the way I would do it.
 ------------
Category 11,  Topic 6
Message 4         Sat Jun 03, 1989
MBAY [Michael Bay]           at 08:57 CDT
 
Bryan,
  You're right.  It's uploaded!
 ------------

Rob (From his Unix Account)
- -- 
##   Rob Miracle     ## Call DISK (Multi-User Unix)   (502) 968-DISK   1200-8N1
##   rob@disk.uucp   ## Available through Starlink!   Louisville, KY   24 Hours

"One should not try to speak more clearly than he thinks."                         -- Sir Alfred Whitehead




-------- TML Message #973 --------

Archive-Message-Number: 973
Date: Fri Feb  9 16:29:30 BST 1990
From: (Solo) derek%TARDIS.CS.ED.AC.UK@cunyvm.cuny.edu
Subject: Usenet, GEnie.


X-Mailer: Ream v4.12 (The One True Mailer)
X-Thought: Is it paranoia if they really *are* out to get you?


  Just thought I'd add my two pence worth to the above topics which
interest me.  I must agree with bertil etc. and cast a loud NO vote to
the idea of changing TML into a Usenet group.  It would lose a lot of
its current flavour, and I feel the quality of submissions might
suffer.
  Secondly, I too am interested in those GEnie files, especially the
ones with sector/subsector data, which I could use in my GURPS Space
campaign, which is based in a variant of the MegaTraveller universe.
Living in Scotland does have its disadvantages sometimes, no access to
these files seems to be one of them :-).


Sayonara,
       Derek.

- --
Derek MacColl,          JANET:  derek@uk.ac.ed.cs.tardis
Ex-Computer Science,    ARPA:   derek%ed.cs.tardis@nsfnet-relay.ac.uk
Edinburgh University.   UUCP:   Sorry...
- ----------------------------------------------------------------------
"I'm the best there is at what I do, and what I do isn't very nice."




-------- TML Message #974 --------

Archive-Message-Number: 974
Date: Fri, 9 Feb 90 14:59 EST
From: CHAN93%SNYBUFVA.BITNET@cornellc.cit.cornell.edu
Subject: no newsgroup!


I dont have a feed to usenet from my site, so I would vote AGAINST
establishing a rec.traveller  group.   As stated before by others,
I don't think we want to have other discussions by rec.games.frp ppl.
(personal opinion : dweeby ppl who talk all the time in : oooh looks like
a d-8 situation with a magic ability of ......   IN REAL LIFE)

as for the genie files : interesting.... as for $$$.. well, I have exactly $5
in small change! to my name.... no job, and still in school....so the $5
is going to have to last me a long time.....

warp speed Mr. sleethe!



-------- TML Message #975 --------

Archive-Message-Number: 975
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard Johnson)
Subject: Turn 0.3 - PBEM
Date: Fri, 9 Feb 90 11:53:00 PDT



Well, we begin this turn with the ending of the Q&A Session:


At the end of the Q&A-session Johann Abuko speaks up:
	"Mr Khervatchkov, You mentioned that your HQ was far away and that 
	might almost be an understatement" he smiles briefly before he 
	continues "According to a small library search" he indicates his 
	hand computer "The headquarters of Turnskaad Enterprises is located in 
	something called the" he hesitates, squinting at the screen, obviously 
	trying squeeze information about the pronounciation from the letters of
	the text "Talmegiian Confederation somewhere out in the Spinward 
	Marches. Hmm, I never knew that there were anything else than us, the 
	Darrians and the Zho's out in the Spinward Marches, but that's beside 
	the point."

	"What I'm driving at is this: Wouldn't the fact that your HQ is located
	outside the Imperium make Turnskaad Enterprises a non-Imperial 
	corporation?" Johann hesitates again, It seems that he don't quite know
	how to say what he wants to say without offending anyone.
	"The reason that I'm asking is that I've done some work for one of the 
	Imperial Armed Services, and signed some papers regarding my future 
	work for non-Imperial corporations, trusts, governments and 
	organizations. And I would appreciate it if you could give us your 
	assurance that this mission won't involve any, eeh, anti-Imperial 
	activites, if I may put it bluntly. I'm sure such an assurance will 
	ease the consciences of many." He finishes, looking at Mr Khervatchkov.


Rest assured, you will not come under any legal entanglements by
working with us.  The Imperial Navy and, on one occasion, the
previous emperor himself have used the services offered by Turnskaad
enterprises.  And, although we might not agree as to the particular
parties involved, me might well agree that some particularly
anti-imperial things are right now being done `for the good of the
empire'.  We have a long history of not being involved in politics.
Politics and business don't really mix in the long run.  It's better
for our long-term bottom line to be able to accept contracts when
and where they happen.  The particular clients paying for this
mission are decidely pro-empire.

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

Next question:  Yes, Count Ger?

	How far away is this world?  Can some of those slow merchants
	I've seen hereabouts get there?  And once they do, what
	assurances do I have that some scout is not going to simply up
	and say "I'm going to point x.  Restricted or not.  You've no
	real authority here?"

That's three questions.  First - for security reasons, I can't say
how far away this world is.  I will say that you should be able to
get there in two or three weeks.  Second.  So far, no one we've
accepted has a ship with jump capability less than 2.  Not
particularly fast, but not slow either.  Even at this, there are
enough ships here so that you can leave the slowest behind.  Third,
authority.  That's one of the reasons we're hanging on to your money
until you get back.  If you don't follow the rules, you don't get
paid.  If it looks like it's going to be a problem, speak to me -
I'm sure we can work out some arrangement short of requiring liens
on people's ships.


	One-way remote probe? How did it get back with its report, 
	or do we have FTL communication in this Universe????


Well, we didn't exactly say how long ago we found out now, did we?
:-)

	How 'bout acknowledging the rest of the folks who've earned
	their doctorates, not just Abuko?

Er, uh, well, yes.  From the latest information I have, all of the
members of both science teams, most of the engineers, and a least
half of the rest of the crew can say this.  I'm sure your work will
speak much more loudly for you than I ever could.


At the back of the room, Dr. Morser clears his throat for attention.
He appears to be in his mid-twenties, but something about him makes
him seem...older. He runs a hand through his unkempt hair and straightens
his rumpled lab coat, which he wears like a soldier might wear his armor.
He speaks somewhat hesitantly, as though he were more used to dealing
with machines than with people, and his words are sometime touched with
a slight Terran(German) accent.

	"Well, herr Khervatchkov, zis...Alcyon? Yes...does it have 
	any visible supports, such as a...'Beanpole'? Yes...which may 
	lead to ze surface, or is suspended around ze planet like a 
	HULA HOOP?? Mein Gott! ze pozzibilities mit antigravity are 
	ENDLESS!! What must ze POWER PLANT be like..." 
	
At this point, Dr. Morser calms down and realizes he has
been speaking more to himself than anyone else. He looks around rather
sheepishly and apologizes.

	"Excuse me, please. I sometimes get more involved zan I should 
	mit mein studies..."

Adam replies.  Actually, I agree.  The possibiliies are endless.
While I'm not quite sure how to answer your question, it does remind
me of a previous one about the presence of neutrinos:  No the probe
did not detect neutrinos.




	"I've a couple questions, if ya don't mind", Andreas Spear 
	spoke up from the back of the room,  "First off, is this gonna 
	be one a those operations where we hit dirt an split up, or 
	are we gonna stay central and send mixed teams out, or is 
	that up ta us?"

	Spear looks around the room at his fellow travellers, "Two, 
	is there any money in bein' tha first to see an indie?"

	"An last", a smile crosses his bearded face, "and dearest to me 
	heart on these corporation runs, will our pay be docked fer 
	any reason short a deriliction a duty?"


Operational procedures you'll need to work out with the on-scene
commander.  We can't effectively dictate that from here.  My guess
is that a somewhat centralized operation, with several mixed teams
will be most effective.  But again, that's not my decision.  

Finding and identifying indigenous life forms is one of the main
reasons you are going.  No, there is no bonus for simply doing your
job.  Nice try, though.

Will your pay be docked?  That depends on what you mean by `short of
dereliciton of duty'.  Desertion?  Insubordination?  Theft?  Plunder,
rape and pillage?  Sabotage?  Espionage?  Malingering?  We have hopes 
that you will act like civilized creatures.  Historical precedent is
quite clear about the penalties for treachery in space.  I'm sure
your comrades can think of more suitable methods to keep you in line
than the simple threat of financial loss, should you go over the
edge.


	"Another question, if I may.  How long will we have to train for 
	the mission before jumping out?  Will those of us who are here 
	train until the crew roster is filled, or will training continue 
	after the crew is assembled?"  [Dave Sokuku]


The roster is almost full now.  We've accepted several more
applications, and I'll introduce them soon.  (1 or 2 days I hope)
In reality (the blistering speed with which this is unfolding...)
most of your `training' will be to outfit and divide up into teams.



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

So, now lets's join some of the small talk after the briefing...


	Edmondsen turns to  Morser and Spear  and smiles.  He's a
little above medium height, with straight, golden-brown hair,
greentinted eyes  and dark red-brown skin.  He is in his mid-
thirties with a natural air of authority.  His usually somber
face lights up when he smiles, but quickly returns to normal.

    "Well,  gentlemen, as we will be working closely together
for some time,  I suggest  we get to know each other a little
better. May I offer you both a drink?"

    During  the subsequent conversation  the  following facts
emerges about Edmonsen. He comes from a high-tech, high-popu-
lation world. As a youth he served in the armed forces of his
planet,  and he  holds a  reserve commission as captain.  His
later career was made in somthing called the Welfare Service,
apparently  a para-military organisation dealing with feeding
and keeping  under control  the vast number  of unemployed on
his planet,  where he  achieved the rank of  Chief Inspector,
evidently  a fairly high rank.  ( The impression  you get  is
something on the order of an army colonel).

    As for his skills, he avers to be a skilled administrator
and competent  with communications,  driving gravity vehicles
and  security work.  He also corrects an apparent  mistake of
Khervatchkov's:   his  engineering experience  is limited  to
repair and maintenance of gravity vehicles. No general mecha-
nical, electronic og engineering skills.

    He is friendly but rather formal, punctillously adressing
you as Dr. Morser and Mr. Spear respectively, and he obvious-
ly prefer  to be adressed as Captain.  The only time when his
reserve drops from him  is when you discuss the ringworld and
the task ahead of you. Then he becomes positively ebulient.


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



Dave moseys over to Iadlvref and Dr. Werner.  "Hiya, I'm Dave Sokuku,
call me 'Dave'.  What are your specialties?  I'm into covert
investigation.  What kind of gear do you think we should request?"




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

Etienne approaches the other members of the Transport team.  He is
dressed in a one-piece flight suit with many pockets.  The rank and
squadron insignia have been removed, but there are several mission
patches still on the suit.  Most of them can be recognized by most
sapients as being major battles that  were fought by the Imperium in
recent years.  Etienne is a little over 6ft and about 165lbs. [sorry, I
will convert to metric next time :(]  He has hair that used to be brown
but has been bleached by the sun, he also has a very dark tan.  He wears
mirrored sunglasses often, even indoors.  There is an empty blade sheath
at his right hip.

	Bonjour, as our gracious host said I'm Etienne.  I'm afraid
	those on high haven't condescended to brief me on my duties yet.
	Have any of you heard anything?  What is the Alcyon, is she just
	a transport, or is she armed?  Which one of us is the poor soul
	who gets to join the command team?  Who is navigator?

	On a lighter note would anyone like to explore this nearby city
	(assuming our watchdogs allow us to) [a small smile]?  I plan on
	enjoying myself my last night near anything civilized.   For
	those who would like to join me, Allons-y, for the rest, Abientot.  



Jaron Voga looks up as Etienne De Mer approaches. Voga is a slim, short man,
height about 175 cm, massing ~70 kg.  He also wears a flight suit, but
lacking any insignia except shoulder patches bearing the emblem of the
Imperial Interstellar Scout Service and the Exploration Branch of that
service.  Brown hair graying a little at the temples, and a "spacer's tan"
from the neck up, from spending enough time in a vacc suit to get one.

	Greetings, Mr. De Mer.  Most people just call me Voga.  I'm afraid
that you know as much as I do about this expedition.  I for one look forward
to being out in space again, but being dirtside has its perks, fresh air
being one of them.  
	As for our duties, my specialization is in sensor systems.  I crewed
on a Donosev-class scout for awhile, so I hope the Alcyon is as well
equipped.  What of our fellow team members?


Nishu has just moved to stand with the other members of the Transport
team.  He wears a navy uniform of some sort:  black jacket with grey
trousers and shoulder panel.  On the breast pocket is a patch, a black  
circle with five silver stars [emblem of the Five Sisters subsector].
He has no insignia, but the uniform seems to indicate a low-ranking
officer or high-ranking rating.

Nishu himself is a large, broad-chested man.  He has brown hair, brown
eyes, and a well-kept beard.  He seems relaxed and friendly even in
this novel situation. 

	Bonjour, as our gracious host said I'm Etienne.

"Glad to meet you," he says, extending a hand to Etienne.  "I'm a
 new arrival of sorts myself."

        What is the Alcyon, is she just a transport, or is she armed? 

"I don't think we've been told what sort of ship she is, yet.  I expect
 that she'll be at least minimally armed; these are dangerous times."

	Which one of us is the poor soul who gets to join the command team?  
	Who is navigator?

"Well, I don't know about the team leader, but I'm hoping to end up as
 navigator myself.  I've had experience in the navy as a navigator and
 sensorman."

	On a lighter note would anyone like to explore this nearby city
	(assuming our watchdogs allow us to) [a small smile]?  I plan on
	enjoying myself my last night near anything civilized.   For
	those who would like to join me, Allons-y, for the rest, Abientot.  

"Excellent idea!  Let's ask our host, shall we?"

Somewhere in here, Nishu will turn to the rest of the Transport team
 and find out what positions each is planning to fill (pilot, etc).
*************************************************************************
Ref's note:  Sure, go ahead, go to town.  Have fun. Let me stay here
and slave away tring to get the next turn out.  Go ahead.  Don't
invite your friends... :-)

Richard Johnson
	richard@agora.hf.intel.com
	richard@oresoft.uu.net




-------- TML Message #976 --------

Archive-Message-Number: 976
Date: Fri, 9 Feb 90 15:39:26 EST
From: (Peter Colby bldg 4-1) pcolby@cello
Subject: Usenet News


        I have been following the proposals to turn TML into a newsgroup.
Now I think that newsgroups are great.... except when news breaks down;
which is does around here a lot! So, currently at least I feel that the
TML should remain as a mailing list. Other issues to consider:
        Net Traffic: the number of messages going out on the list is much
less an indicator of net load than the number of recipients of the list.
If there are a large number of people scattered over a large number of
sites receiving this list than perhaps we really ought to consider the
change.
        Flaky news aside, another argument for NOT moving to news that has
already been expressed as the fact that email is less likely to be
buggered with than netnews - especially with the high and growing volume
of news these days.

        Just my 2 Cr. worth
        Peter Colby



-------- TML Message #977 --------

Archive-Message-Number: 977
Subject: Re: Downloading GEnie files 
Date: Fri, 09 Feb 90 11:13:35 PST
From: (Leonard Erickson) leonard@tessi.UUCP


Genie is liable to quote a totally outrageous price for those files. Remember,
selling *access* to them is how they make their money.

Forget 9600 bps. While I only have direct knowledge of Compuserve's setup, I'm
sure GEnie will be the same. You can't get dialup access at rates above 2400.
You have to get a *wired connection* (ie 2 or 4 wire "leased line") to the 
nearest node, and use whatever sort of 4800 or 9600 modem they have. (I can
guarantee they aren't Trailblazers, HSTs, or Hayes!) And the rates for that
speed are steep. Say $48/hr for 9600?

Finally, we may have a problem with Genie's compilation copyright on the files.
It ain't legal to download a block of files and offer them to other people! We
may be able to get around this several different ways.

First: if we get permission to distribute the files from the person who wrote
them, Genie can't touch us. (I learrned this when CIS was cracking down on this
sort of thing).

Second: being a "limited group"(hah!) we may get away with it by not generally
distributing the files.

Third: they may never notice...

The first idea is the best. If we have permission, that's the end of it. The
second is pretty iffy. The third is downright dangerous!



-------- TML Message #978 --------

Archive-Message-Number: 978
Date: Fri, 9 Feb 90 04:11:20 PST
From: (And now for something completely different! 09-Feb-1990 0654) BARANSKI@meridn.enet.dec.COM
Subject: traveller character


From:	MERIDN::BARANSKI "And now for something completely different!  09-Feb-1990 0636"  9-FEB-1990 06:48:52.22
To:	DECWRL::"richard@agora.hf.intel.com",DECWRL::"richard@oresoft.uu.net"
CC:	BARANSKI
Subj:	charecter for traveller pbem

Richard,

If it's not too late to add a character to the group...

Fitz Severin, a slightly built Germanic descendant who speciallizes in
driving/maintaining/designing/constructing small vehicles, the smaller, the
faster the better, especially grav belts, grav cycles or the nearest
equivelent.  He can operate anything up to small space craft, and will be
available to transport the group at the ring world, maintain the vehicles
there, and check out any alien vehicles.  put him on the engineer/transport
teams.  He will try the keep a personal one man vehicle cycle/belt with him
when he can if transporting a group in a larger vehicle.  Enough combet skill
to defend himself if he has to.  He will have a custom designed & built grav
cycle or nearest equivelent.  Think of a bicycle racing jock.

Jim Baranski
16 High St Ashaway RI
203-377-8718

From: Richard Johnson <tektronix.TEK.COM!wrgate.wr.TEK.COM!dadla.WR.TEK.COM!
wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@RELAY.CS.NET>
Subject: E-PBM Turn 0.0
To: Traveller Mailing List <traveller@dadla.wr.tek.com>
Date: Tue, 30 Jan 90 11:17:15 PDT
Reply-To: traveller-request@dadla.wr.tek.com
Resent-To: traveller-instant@dadla.wr.tek.com
Approved: by traveller@dadla.wr.tek.com Wed Jan 31 06:01:33 PST 1990
Resent-Date: 31 Jan 90 06:01:39 PST (Wed)
Resent-From: James T Perkins <jamesp@dadla.wr.tek.com>



-------- TML Message #979 --------

Archive-Message-Number: 979
From: ("Brent L. Woods") woodsb@gn.ecn.purdue.edu
Subject: Re: GEnie files
Date: Fri, 9 Feb 90 17:36:15 EST



 In message: <9002091442.AA14465@cbmvax.cbm.commodore.com> Greg Givler writes:
 >
 >If there are no objections I will start downloading some of the files this
 >weekend and will start posting them next week.

     *I* certainly won't object.  Thanks, Greg.

 >Also, there is some Copywritten(?) material on there, mostly the UPW listings
 >of all the Sectors of the Imperium, so you think that it is all right to
 >distribute this.

     If they had wanted to keep their copyright intact, they shouldn't
have posted the information via an electronic medium.  By doing that,
they effectively place it in the public domain.  The principle is that
there's no possible way to control distribution, so copyright can't be
maintained.  For example, by posting something to USENET, you lose all
legal recourse.

     Bottom line?  There's nothing wrong with posting the files.  Besides,
GDW and Digest Group don't really have anything to worry about from us,
do they?  We're on *their* side, right?  :-)

 >distribute this. I mean technically whoever is running this RoundTable on
 >GEnie, wont get any money from my downloading the info, as GEnie let's me
 >do this Free.

     Really?  Is it that GEnie is suppying the account for free, or is C=
picking up the tab?  If the latter, then GEnie shouldn't care.


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  woodsb@attctc.dallas.tx.us
USENET:  pur-ee!gn.ecn.purdue.edu!woodsb
FIDONET:  Brent.Woods@p303.f40.n201.z1.fidonet.org  (from Internet)  or
          Brent Woods@1:201/40.303  (from FidoNet)
USNAIL:  320 Brown St., #406  /  W. Laf., IN  47906
PHONE:  +1 (317) 743-8421 (voice)




-------- TML Message #980 --------

Archive-Message-Number: 980
Date: Sat, 10 Feb 90 01:15:53 EST
From: (Greg Givler - Product Assurance) givler@cbmvax.commodore.COM
Subject: MegaT




>On a different note:  Does anybody out there got any WORKABLE random name 
>generation programs/tables/whatever?   I'm also looking for some tables to 
>gen such stats as height, weight, eye color, etc.

I do not have a table in program format, but I do have one that I developed
for AD&D, it has a weighted height table, (weighted height table?) Giving you
an average height of 5'7". It is biased that way because I'm 5'6" so I 
figured, since it was my world why not. Once height has been determined then
you use the height to determine the weight. The system keeps you from getting
6'11" 135LB characters. I once got a character that way. If you would like I can
post it or email it to you. I would have to type it in, but i am in the process
of putting my latest world on disk anyway, so i would have to do it eventually.

I also can come up with a system that uses the Traveller Strength, Dex, 
Endurance, to modify height and weight. Should be able to have something 
next week.

Greg




-------- TML Message #981 --------

Archive-Message-Number: 981
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Jgd-Il-Jagd
Date: Sat, 10 Feb 90 9:42:28 MET DST


The Jgd-Il-Jgd is featured in an "Contact" article in JTAS #17.
In the old listing of minor races and where they appear it says that they
are from the JTAS #22. That is an error. In JTAS #22 some furry humanoids
called something beginning with an "H" is featured, I don't really know
their name because I forgot to bring the JTAS in question with me from home:-(
This minor race is not even mentioned in the minor race listing in the 
Grand Cencus.

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"During the high point of the Downes Age, they put Ming the Merciless in charge
of designing California gas stations" W.Gibson "The Gernsback Continuum"



-------- End of TML Messages --------


-------- TML Message #982 --------

Archive-Message-Number: 982
Subject: Newsgroup...
Date: Sat, 10 Feb 90 17:04:31 PST
From: richardt@legato.COM


One recurring theme I see in the argument over newsgroup or mailing
list is the belief that you must decide between them.  In fact, the
newsgroup-to-mailing-list gateway software is readily available and
reasonably reliable.  We CAN have our cake and eat it to...

RichardT
A voice in the wilderness...



-------- TML Message #983 --------

Archive-Message-Number: 983
From: ("45252-Peter L. Berghold") wrgate.wr.tek.com!uunet.uu.net!allegra!violin!plb@tektronix.TEK.COM
Subject: NewsGroup
Date: Sat, 10 Feb 90 11:01:37 EST


Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 1F138
Phone: (201) 615-4419
X-Mailer: ELM [version 2.2 PL10]

AAAAAAAAAAAAAAAAAAAAAAAAAAAAArrrrrrrggggghhhhhhhh!

No newsgroup conversion!    I like things just the way they are!   
Besides!   If I change assignments (I'm a consultant) there is more chance
that I would have access to  EMAIL than I would NetNews!  (Yes, I'm selfish)

I like the TML just the way it is.


Let's ask Bill what he thinks of converting to a newsgroup:



           _   /|
           \`o_O'
             ( )
              U
          Aachk!
              Phft!

There ya' have it! :-}

- -- 
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
/*		Peter L. Berghold					*/
/*		System Administrator					*/
/*		AT&T Red Hill Systems Administration Group		*/
/*		1F138	+1 (201) 615-4419				*/
/*		EMAIL (UUCP):	{uunet!allegra|att}!violin!plb		*/
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */




-------- TML Message #984 --------

Archive-Message-Number: 984
Subject: Re: GEnie files 
Date: Sat, 10 Feb 90 23:14:25 PST
From: (Leonard Erickson) leonard@tessi.UUCP


Uh, James?

Bad news... GEnie, like CIS is *controlled acces*. You have to sign up.
And they have to verify you. This means that the usenet analogy breaks
down. You do *not* lose your copyright by posting to CIS or GEnie, and
they can get downright nasty about it.

Several years ago CIS was cracking down on people who were downloading
all the "good" files from one of a forums data libraries and putting
them on their BBS's. Since I had a copyright notice on a program of
mine that was copied CIS's lawyers asked me if I'd like them to sue
the BBS operator *FOR ME*! They were going after him on their own anyway.

Anybody planning on downloading those files and posting them to the
list had better read the fine print of their service agreement. I lay 
odds that itr *specifically* states that what we want to do is not
permited. If it doesn't say so there, the online system rules *will*
say so. And you are obligated to honor the agreement and follow the 
rules by the LEGAL CONTRACT you have entered into with them.

James, unless we get permission from GEnie or from the authors/posters
of those files, I'd advise you to not post them until you have a talk
with Tek's legal department. It is concievable that they could sue
Tek since it supports the list...

Sorry to be a wet blanket. I'd *love* to have those files. But not if it
means that we lose the list, or somebody gets nailed to the wall by Genie.


-------- TML Message #985 --------

Archive-Message-Number: 985
Date: Sun, 11 Feb 90 13:04 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: Re: Jill-il-jagd


(OK, so I didn't get the subject line right, blame our mailer since I cant just
reply!!!!)

JTAS#22, PG 40      Contact:  The Hlanssai

  "The Hlannssai evloved on Vrirhlanz, in the Varger Extents (B-657721-7), a
planet not totally unlike Terra."

They seem like a pretty interesting race.  It says that they are not just
limited to that system and that they can be encounted in both the spinward and
coreward areas of the Imperium.  They have wanderlust which drives them to
adventure.

FYI
Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01




-------- TML Message #986 --------

Archive-Message-Number: 986
Date: Sun, 11 Feb 90 17:06:14 -0500
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Files



	The files on GEnie are copyright by the different authors/uploaders. 
That's why I didn't post the files on the list. Before anyone post the
files onto the list, you probably should ask the author/uploader first.

				Mac



-------- TML Message #987 --------

Archive-Message-Number: 987
From: ("Brent L. Woods") woodsb@gn.ecn.purdue.edu
Subject: Re: GEnie files 
Date: Sun, 11 Feb 90 19:40:43 EST


 In message: <9002110714.AA08377@bucket.UUCP> you write:
 >
 >Uh, James?
 >
 >Bad news... GEnie, like CIS is *controlled acces*. You have to sign up.
 >And they have to verify you. This means that the usenet analogy breaks
 >down. You do *not* lose your copyright by posting to CIS or GEnie, and
 >they can get downright nasty about it.

     Um...  'Fraid you do, under relatively new law (this comes from a
lawyer [not me]).  Among other things, compilation copyrights fall down
flat when it comes to electronic media.  I'm given to understand that
compilation copyright is one of the big concepts that the information
services use.

 >Anybody planning on downloading thoise files and posting them to the
 >list had better read the fine print of their service agreement. I lay 
 >odds that itr *specifically* states that what we want to do is not
 >permiited. If it doesn't say so there, the online system rules *will*
 >say so. And you are obligated to honor the agreement and follow the 
 >rules by the LEGAL CONTRACT you have entered into with them.

     However, the new copyright laws don't really apply to contractual
obligations between service provider and client.  I have to admit that
I didn't even think of that.  Unfortunately, I've never seen the text
of any of the contracts that the information services use (I *do* speak
legalese--you can't beat a system you don't understand).  Anybody know
what these contracts say?

     Yeah, we should be careful...wouldn't want to get the Little Blue
Oscilloscope Company in trouble...


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  woodsb@attctc.dallas.tx.us
USENET:  pur-ee!gn.ecn.purdue.edu!woodsb
FIDONET:  Brent.Woods@p303.f40.n201.z1.fidonet.org  (from Internet)  or
          Brent Woods@1:201/40.303  (from FidoNet)
USNAIL:  320 Brown St., #406  /  W. Laf., IN  47906
PHONE:  +1 (317) 743-8421 (voice)



-------- TML Message #988 --------

Archive-Message-Number: 988
Date: Mon, 12 Feb 90 08:16 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: Re: GEnie files


> >Bad news... GEnie, like CIS is *controlled acces*. You have to sign up.
>
> >Anybody planning on downloading thoise files and posting them to the
> >list had better read the fine print of their service agreement. I lay
> >odds that itr *specifically* states that what we want to do is not
> >permiited.
>
>     However, the new copyright laws don't really apply to contractual
>obligations between service provider and client.  I have to admit that
>I didn't even think of that.  Unfortunately, I've never seen the text
>of any of the contracts that the information services use (I *do* speak
>legalese--you can't beat a system you don't understand).  Anybody know
>what these contracts say?

I will upload the contract and mail it to anyone who wants to see it.  It
doesn't look good.  I don't do legalese, but it was pretty clear, downloads are
not copyable, so it looks like a mute point now.  I may send E.Mail to Mark
Miller (our dear author of Traveller) and see what he has to say.  I will also
find a DGP person to ask them also.

Most all of the Sector Data has Copyright(c)s attached to them.  A lot of the
other stuff does not.  Now the argument here is that the Traveller Group is a
Support center for Traveller products.  Much like Borland International is on
CIS as a service to it's customers, Traveller is on GEnie.  Borland uploads bud
fixes and such and makes them available to their customers free.  Microsoft
does the same.  Example, you can download printer drivers for MS-Word or you
can get a diskette from Redmon WA for $BUCKS.  In the MS case, you can't
redistribute it.

Now if GDW & DGP chose GEnie for this purpose, then they may be there to give
support to Traveller people world wide.  Their information may be for any owner
of Traveller and the only people who would get upset would be GE for having 50
people get (how many people are on the list anyway?) the files for the cost of
one download.

Rob
rwmira01@ulkyvx.bitnet or rob@disk.uucp



-------- TML Message #989 --------

Archive-Message-Number: 989
Date: Mon, 12 Feb 90 08:49:09 EST
From: (Greg Givler - Product Assurance) givler@cbmvax.commodore.COM
Subject: Re: GEnie files



>     If they had wanted to keep their copyright intact, they shouldn't
>have posted the information via an electronic medium.  By doing that,
>they effectively place it in the public domain.  The principle is that
>there's no possible way to control distribution, so copyright can't be
>maintained.  For example, by posting something to USENET, you lose all
>legal recourse.
>
>     Bottom line?  There's nothing wrong with posting the files.  Besides,
>GDW and Digest Group don't really have anything to worry about from us,
>do they?  We're on *their* side, right?  :-)

Well I tried downloading some stuff on FFW over the weekend and it was 
listed as being a binary file. Now I can't seem to figure out how to 
"un-binary" it. I will try some more stuff this week.

>>distribute this. I mean technically whoever is running this RoundTable on
>>GEnie, wont get any money from my downloading the info, as GEnie let's me
>>do this Free.

>     Really?  Is it that GEnie is suppying the account for free, or is C=
>picking up the tab?  If the latter, then GEnie shouldn't care.

GEnie, picks up the tab. It's nice to know people in high places. :-)

>--
>     Brent

Greg

- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Francisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================



-------- TML Message #990 --------

Archive-Message-Number: 990
Subject: Re: Newsgroup mail gateway
Date: Mon, 12 Feb 90 10:15:10 -0500
From: (Arturo Perez x6739) aperez@caribe


> Archive-Message-Number: 982
> Subject: Newsgroup...
> Date: Sat, 10 Feb 90 17:04:31 PST
> From: richardt%legato.com@RELAY.CS.NET
> 
> One recurring theme I see in the argument over newsgroup or mailing
> list is the belief that you must decide between them.  In fact, the
> newsgroup-to-mailing-list gateway software is readily available and
> reasonably reliable.  We CAN have our cake and eat it to...
> 
> RichardT
> A voice in the wilderness...

This is quite true.  In fact, I've written newsgroup to mail 
gateways myself, with duplex mode :-) transmission; i.e. mail
gets posted and articles get mailed.  It is quite easy.  Would
Mr. Perkins be interested in moderating such a beast?




-------- TML Message #991 --------

Archive-Message-Number: 991
Date: Mon, 12 Feb 90 13:54 EST
From: (Bob Mahoney) BOBMAH%PSC.BITNET@mitvma.mit.edu
Subject: Maybe we're going at this all wrong...


About those GENIE files:

Why can't we (as the one, the only, Traveller Mailing List) pursue some sort of
recognition from Digest Group, GDW, or both?  After all, many members of the
list have network access via job or school, and may not have dial-out access of
their own.  These folks can't just join a commercial network to have access to
these files.

What if we asked to be a semi-offical distribuition point for any electronic
goodies that the Traveller people might be willing to share?  The "History of
the Imperium Working Group" is a postal organization that is not owned by GDW
or Digest Group, and I assume that they are non-profit.  Why can't we request
access to the sort of information that (I assume) the copyright holders are
providing to HIWG?  The world-wide internet is a big place.  The TML might be
real attractive to them as an information outlet.

In return, we could certainly provide feedback and ideas on the game and the
universe, which must have some small value to GDW/DGP.

Would this be kosher, and in keeping with the TML intent?  Is it possible James?

- -Bob                                 bobmah@psc.bitnet



-------- TML Message #992 --------

Archive-Message-Number: 992
Date: Mon, 12 Feb 90 16:57:25 -0500
From: tey@sage.cc.purdue.edu


An interesting subject came up briefly in the PBEM game currently forming
up; The question of acknowledging characters with doctorates. As I recall
from my AT (Ancient Traveller :-) ), a skill of Medic-3 was the equivalent
of an MD degree, with(I think - I don't have it here) skill 4 and a good
Dex to be rated as a surgeon.

Now, assuming the same goes for other skills, some sort of comparison
can be made: Level 1 ~ Some experience/undergrad work/maybe a Bachelor's
	     Level 2 ~ Good experience/maybe a Master's or eqv.
	     Level 3-4 ~ Phd or eqv.
	     Level 4+ ~ Further professional work

and of course, Level 0 ~ "Insert tab A into slot B..." :-)

Naturally, a person doesn't _have_ to have a degree or title for these
levels of skill. After all, Edison(I believe) never even graduated high 
school. The reason this gets to be important, is that someone with an
_exceedingly_ high level in something is _bound_ to be well-known by
other people in the field. I see nothing wrong in having characters(PC
or NPC) make a 2d or 3d check against a person's skill level to see
if they recognize the person in question, with appropriate modifiers
for how 'glamorous' the person's background might be. For example, a
popular grav cycle racer with Grav Veh-5 would be easier to recognize 
than, say, a great bureaucrat with Admin-5.

Sudden cries of "Oh look, it's Motormutt! Let's go get his autograph!" can
make for some interesting random encounters(Hi Mike!).


*****************************************************************************
                                  |"And all this science, I don't understand.
  tey@sage.cc.purdue.edu(Legion)  | It's just my job, five days a week."
                                  |                     -Elton John
*****************************************************************************



-------- TML Message #993 --------

Archive-Message-Number: 993
Date: Mon, 12 Feb 90 16:32:22 -0500
From: tey@sage.cc.purdue.edu



Hey, does anyone out there have a list of Neat Stuff we could supply
our characters with for the mission? My resources here in the Great
White Northern Indiana are rather limited. Any E-mail or postings
are welcome.

Also...

HEY RICHARD!!
Did my mailing about Metlay's character get through? If not, drop me
a line asap! thanx.


*****************************************************************************
                                  |"And all this science, I don't understand.
  tey@sage.cc.purdue.edu(Legion)  | It's just my job, five days a week."
                                  |                     -Elton John
*****************************************************************************



-------- TML Message #994 --------

Archive-Message-Number: 994
Date: Mon, 12 Feb 90 17:00:44 EST
From: (Greg Givler - Product Assurance) givler@cbmvax.commodore.COM
Subject: GEnie stuff


>*| I checked last night and as long as I poke my head in the Commodore section
>*| everytime I log on there should not be a problem. Since the Downloading doesn't
>*| cost me anything, I think that I should be the logical choice to do this. If
>*| someone has any objections let me know. 
>*| 
>Does this mean you will be glombing only Commodore stuff? 

No If all goes well I will be pulling down everything and anything

>*| Also, there is some Copywritten(?) material on there, mostly the UPW listings
>*| of all the Sectors of the Imperium, so you think that it is all right to 
>*| distribute this. I mean technically whoever is running this RoundTable on
>*| GEnie, wont get any money from my downloading the info, as GEnie let's me 
>*| do this Free. So let me know what you think, I will start with the PD stuff
>*| and go from there.
>*| 
>*| 
>Maybe a post of a message to the coordinator of their roundtable is in order.
>Probably, if I read these folks correctly, they wouldn't mind it being 
>re-distributed.   But it wouldn't hurt to ask.

I will try to do just this, tonight. If not tonight then tomorrow and I will
see what they say.

Greg




-------- TML Message #995 --------

Archive-Message-Number: 995
Date: Mon, 12 Feb 90 20:45 EST
From: RWMIRA01%ULKYVX.BITNET@cornellc.cit.cornell.edu
Subject: Dem files, dem files, dem GEnie files


This message consists of three parts, all related to the GEnie situation.
First is a reply to Greg on the file format, second is a discussion about using
TML as an offical distribution point, and third an excerpt of the GEnie
contract.

*** 1 ***
>Well I tried downloading some stuff on FFW over the weekend and it was
>listed as being a binary file. Now I can't seem to figure out how to
>"un-binary" it. I will try some more stuff this week.

Greg,
  The files show signs that they use Apple's at GDW.  It was rumored to me a
while back (some of the basic programs from JTAS) that they did, this about
confirms it.  GEnie accepts two types of uploads.  The first is an ASCII 7 BIT
capture upload, the second is a 8 BIT protocol upload.  Any file, regardless of
content, uploaded with X[YZ]modem will be labled a binary file.  Next time you
are on just <L>ook at one of the files, you will see it is a readable file.

The problems that I have encountered is that when I use a protocol to download
and I have the host name file files two things happen, the GEnie file:

  TROJAN REACHES

comes out on my PC as:

  TROJAN R.EAC

(Try dealing with spaces in a file name!!!! on a PC)  Any way, the filename
indicates that they are using Apple ]['s or some other OS that allows spaces in
the filename, such as Macintosh.  Also, the files when downloaded with protocol
are CR delimited instead of CRLF or LF or what ever.  What this means, is a 6
line C program to add the LF's to the file to make Misery-DOS happy (and
conversly a clean upload to Unix).

*** 2 ***

In one of the TML messages that came through today (Sorry, but I deleted it
after reading it though I should have saved it for this reply) suggested
contacting GDW/DPG/HIWG to get them to use us as an outlet.  This has merit but
there are also some problems.  First, GDW is Bloomington IL.  I don't know
where this is, but I would guess that they are long distance to a Usenet site.
Also if they do use Apples, then getting UUCP software for them may be
difficult.  However if GEnie has a node near them, then they may be able to
Starlink or PC Pursit to somewhere.

Some of the benifits to them are:
  1) Dedicated Players/Play testers
  2) Limited yet unlimited distribution (Limited because there aren't thousands
     of us, but unlimited because any one can sign up and the distribution is
     wide)
  3) Ease of communications to out of town people.

Now we need a liason to go between GDW and TML.  We also will need some facts
about us, a marketer per se.  We need a spokesman who knows this list well and
can sell them on us.  Still if we get them, we need to have a distrubution plan
other than just mailing to everone on the list.  I recommend setting up a mail
file server (since not every one can dialup UUCP or FTP) where files and
indeices can be requested.  Volunteers?

*** 3 ***

The following is a portion of the GEnie User Agreement:


                   GEnie Services Terms and Conditions

1.GEnie Services Provided

  General Electric Company, acting through its GE Information Services
  division (the "Company"), agrees to provide you access in the United
  States to the computer services designated by Company as comprising the
  GEnie Service subject to the Terms and Conditions contained in this
  Agreement.  You agree to provide all telephone and other equipment
  necessary to gain access to the GEnie Service.

2.Access to the GEnie Service

  You are responsible for the confidentiality and the use of your User ID
  and Password, for all charges to your account, and for any violation of
  this Agreement by anyone using your account. You must immediately notify
  the Company if your User ID or Password is lost or stolen, or if you have
  reason to believe that someone has obtained unauthorized access to them.
  The Company provides other computer services to subscribers to its
  MARK III Service using the same resources and equipment as it utilizes
  in providing access to the GEnie Service.  You acknowledge that access
  may be terminated by Company in preference to the availability of
  uninterrupted, efficient and high quality computer services to MARK III
  Service clients.

3.Proprietary Rights

  All of the information, material and software available for access
  through the GEnie Service is the property of the Company or of its
  information providers.  You agree not to copy, publish, commercially
  exploit, sell, transmit or otherwise reproduce that information,
  material or software, except as may be expressly permitted by the Company
  or the information provider at the time access is made available to you,
  and then only on condition that you reproduce and include therein any
  copyright notice or other proprietary legend contained in the information,
  material or software at the time of access.  You acknowledge that any
  violation of this restriction is an infringement of copyright or other
  proprietary rights.

[4 thru 6 deleted]

7.General

  a. This Agreement will be governed by the laws of the State of Maryland.
     Any cause of action based on or arising as a result of this Agree-
     ment must be instituted within one year after the cause of action has
     first accrued or such suit shall be barred.
  b. The Company reserves the right to monitor access to the GEnie Service
     by its subscribers and to remove, at its sole discretion, without
     notice, any information, material or software which it believes to be
     unlawful or objectionable.
  c. The access to the GEnie Service permitted to you under this Agreement
     is not transferrable and is subject to any credit limits which may be
     established for your credit card or by the Company.
  d. This Agreement (including the GEnie Service Price Schedule and any
     mutually accepted Supplements) constitutes the complete and exclusive
     agreement with you regarding the GEnie Service and supersedes all
     prior communications, representations or understandings.



So you with the ability to read this (sorry, I do computereeeezzzzzzz, not
legaleeeezzzzzee) may be able to make heads or tails out of it.  But it seems
to be rather "well written".

Rob
- --
rwmira01@ulkyvx / rob@disk



-------- TML Message #996 --------

Archive-Message-Number: 996
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: The GEnie gateway question.
Date: Tue, 13 Feb 90 9:33:45 MET DST


I personally believe that a gateway agreement with the DGP is much more
useful than with the GDW.
GDW seems to have more or less pulled out of the MegaT business to concentrate
on 2300AD, Twilight and that Jules Verne animal. 

Anyone with inside contacts who volunteers to ask?

- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"Occationally he [Dulinor] rubs people the wrong way" Emperor Strephon 066-1106



-------- TML Message #997 --------

Archive-Message-Number: 997
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: A Question of Degree
Date: Tue, 13 Feb 90 11:15:42 MET DST


> An interesting subject came up briefly in the PBEM game currently forming
> up; The question of acknowledging characters with doctorates. As I recall

The JTAS once published (this was during their Challenge period) a extended 
scientist generation system (ala Mercenary). In this system there were provisions
for College as well as Graduate school (both takes 4 years).

> school. The reason this gets to be important, is that someone with an
> _exceedingly_ high level in something is _bound_ to be well-known by
> other people in the field. I see nothing wrong in having characters(PC
> or NPC) make a 2d or 3d check against a person's skill level to see
> if they recognize the person in question, with appropriate modifiers
> for how 'glamorous' the person's background might be. For example, a
> popular grav cycle racer with Grav Veh-5 would be easier to recognize 
> than, say, a great bureaucrat with Admin-5.

The bureaucrat with Admin-5+ would probably be quite infamous:
"Golly! It's the Red Tape Menace of the Galaxy. Run awaaaaaay!!!" :-)

By the way, What is average level of skills in Traveller. 1? 2? 3?!
(High Guard lists 2 as "standard")

Anyone with Mathematics-4+ who can make an estimate based on the character
generation system?

And answer the essential question:
"How many sentinents with Pilot-7 is there in the Marches, statistically?" :-)

- - 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"Occationally he [Dulinor] rubs people the wrong way" Emperor Strephon 066-1106



-------- TML Message #998 --------

Archive-Message-Number: 998
From: ("45252-Peter L. Berghold") wrgate.wr.tek.com!uunet.uu.net!allegra!violin!plb@tektronix.TEK.COM
Subject: Anouncement
Date: Mon, 12 Feb 90 14:01:41 EST


Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 1F138
Phone: (201) 615-4419
X-Mailer: ELM [version 2.2 PL10]

####### #          #     #####  #     #   ###
#       #         # #   #     # #     #   ###
#       #        #   #  #       #     #   ###
#####   #       #     #  #####  #######    #
#       #       #######       # #     #
#       #       #     # #     # #     #   ###
#       ####### #     #  #####  #     #   ###

At 8:01AM this morning (Feb 12, 1990) David Aaron Berghold was born
to Peter & Ellie Berghold.   Mother and child are doing as well as 
can be expected.   He was dubbed by his maternal Grandmother as 
"Just perfect....". 

Vital statistics as follows:

	Wt:  7lbs 8.75 oz.  
	LOA: 20.75 in.
	Head circumference: 14.125 in
	Chest circumference: 13in

This just in:
	UFO's have been sited in the area of Somerset county.   They have
	been verified as being Mr Berghold orbiting cloud #9.




-------- TML Message #999 --------

Archive-Message-Number: 999
Date: Tue, 13 Feb 90 13:48:30 GMT
From: (Jo Jaquinta) jaymin@maths.tcd.ie
Subject: 1,000,000 Star PBEM


ANNOUNCEMENT * ANNOUNCEMENT * ANNOUNCEMENT * ANNOUNCEMENT * ANNOUNCEMENT



               T H E   T R A V E L L E R ' S   A I D   S O C I E T Y

                             IN ASSOCIATION WITH

                         A R N E L I A   C R E D I T

                    WOULD LIKE TO ANNOUNCE THE 43RD ANNUAL

                        D E T E   --   E E R A    RACE


	THERE ARE STILL A FEW TICKETS FOR THE RACE TO BE APPLIED FOR 
	SPONSORED BY THE TRAVELLER'S AID SOCIETY, ARNELIA CREDIT AND
	A FEW LOCAL BUSINESSES.

	THE RACES CENTRES AROUND WHO CAN GET FROM DETE (10000,10000,10000)
	TO EERA (10032,10029,10024) THE FASTEST ON THE ARNELIA YEARLY
	COMMUTER TICKET. ENTRANTS WILL RECEIVE ONE COMMUTER TICKET
	VALID FROM THE DATE OF TRAVEL AND AN ARNELIA CREDIT CARD WHOSE
	LIMITS WILL BE ASSESSED INDIVIDUALLY. THE WINNER, AND CERTAIN
	RUNNERS UP, WILL BE REWARDED WITH THE DIFFERENCE BETWEEN THE
	COST OF THE TICKET AND THE COST OF THE JOURNEY IF PAID FOR
	INDIVIDUALLY. RETURN FARE TO DETE WILL ALSO BE COVERED.

	THOSE APPLYING FOR SPONSORED TICKED MUST BE AGED 18 TO 24 AND
	PREFERENCE WILL BE GIVEN TO THOSE ATTENDING THIRD LEVEL EDUCATION
	OR WORK EXPERIENCE. CERTAIN APPLICANTS MAY RECEIVE A GRANT COVERING
	INITIAL TRANSPORTATION TO DETE. ALL APPLICANTS ARE REQUESTED TO
	SEND A FULL RESUME TO THEIR NEAREST BRANCH OF TAS AS SOON AS
	POSSIBLE IF THEY WISH TO ENSURE A PLACE.

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

	Well maybe not as exciting as exploring a ringworld but
	a lot less time consuming. Anyone who has tried the same stunt
	on a European Inter-Rail ticket will sympathise.

	This is mainly a one-to-one (player to ref) game but if people's
	paths cross I am sure there will be scope for interactive 
	role-playing. Being able to run the 1,000,000 star level
	one system generator is not absolutely essential but will
	be an invaluable aid.

	I don't envision the response to be so overwhelming that there
	will be a shortage a places but I would put the ceiling at
	about eight people.

	Send all enquiries to:

		jaymin@math.tcd.ie




-------- TML Message #1000 --------

Archive-Message-Number: 1000
Date: Tue, 13 Feb 90 13:05 EST
From: METLAY@vms.cis.pitt.edu
Subject: skill levels



In both the old system, where skills directly affected die rolls, 
and in the new task system, where skills and combinations of skills
have even stronger effects, it is vital to control TIGHTLY the number
and level of skills available to the character. This is done only
to a limited extent in the rules (INT+EDU=MAX), so I have deivsed 
some rules of thumb for estimating what a given level of skill or
EDU might be. These are based on estimates against the propogation
of knowledge or skill in a given population; I do not claim that
they are substantive in any way. I *do*, however, claim that in
the games I've run, they work and work well.

Level 0: The character has been familiarized with the ideas, rules, and
equipment of the skill involved. He can make estimates based on his 
limited ability, and operate devices without fear of doing something 
obviously stupid. Note that a temporary Level 0 and a permanent Level 0
require different amounts of time, to turn the skills from liquid into 
crystal memory; they do not involve different techniques or training.
EXAMPLES: Learning in an afternoon to clean, fire, and safely handle 
a pistol would convey a Handgun -0; practicing this regularly until
one no longer needed to "think" about it would make the skill permanent.
Learning to work the gears and steering wheel could give a Wheeled
Vehicle 0, unless one also required safe and legal driving.

Level 1: This is "trainee" level; the character has had formal instruction
(either supervised or not) in the skill, and has a basic set of ideas
and tools with which to work at all times; enough, in fact, so that he 
is more likely to do a difficult task successfully than someone who merely
"knows which buttons to push". EXAMPLES: Driving an auto after having
been taught, and practiced for a few months to a year. Firing a handgun
every few days for an hour or two, with an emphasis on smooth motion
and marksmanship.

Level 2: This is "`qualified" level, or "journeyman/apprentice" level,
depending on the skill type. The character is proficient at what he does,
and operates unsupervised for most tasks without difficulty; however,
he may require the advice or training of one more skilled than he when
an unusual or dangerous situation arises. EXAMPLE: An Engineer-2 would
be qualified to run the engines of a small merchant with no trouble,
but might serve under an Engineer-3 or 4 on a Navy battlecruiser.

Level 3: I view this as above the median, well above in the case of
skills that aren't normally "studied" by people at large. The Level 3
indicates a "profession," a full course ofd study and certification
that amply prepares the characters for most eventualities. Hence, a
four-year stint in med school produces Medical-3 (an MD), and a
character with any Ship skill of 3 could be hired as a watch commander
in any station.




-------- TML Message #1001 --------

Archive-Message-Number: 1001
From: plb@violin.att.COM
Subject: Re: The GEnie gateway question.
Date: Tue, 13 Feb 90 13:16:15 EST


Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 1F138
Phone: (201) 615-4419
X-Mailer: ELM [version 2.2 PL16]
Resent-Date: Tue, 13 Feb 90 12:06:20 PST
Resent-Message-ID: <20658.634939580@metolius>
Resent-From: jamesp@metolius

[This came to traveller-request@dadla.wr.tek.com, looks like it was meant for
traveller@dadla.wr.tek.com.  Watch those automatic reply headers! -- James]

*| 
*| 
*| I personally believe that a gateway agreement with the DGP is much more
*| useful than with the GDW.
*| GDW seems to have more or less pulled out of the MegaT business to concentrate
*| on 2300AD, Twilight and that Jules Verne animal. 
*| 
*| Anyone with inside contacts who volunteers to ask?
*| 
*| 
OMIGOD!   You mean _not only have they cut OT loose_ support wise, they have
stopped supporting MT!?!?!   When did this come about?  

Maybe getting permission for creating player aids for Traveller isn't going 
to be so hard after all... <smirk>


- -- 
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
/*		Peter L. Berghold					*/
/*		System Administrator					*/
/*		AT&T Red Hill Systems Administration Group		*/
/*		1F138	+1 (201) 615-4419				*/
/*		EMAIL (UUCP):	{uunet!allegra|att}!violin!plb		*/
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */




-------- TML Message #1002 --------

Archive-Message-Number: 1002
From: plb@violin.att.COM
Subject: Re: Dem files, dem files, dem GEnie files
Date: Tue, 13 Feb 90 8:43:59 EST


Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 1F138
Phone: (201) 615-4419
X-Mailer: ELM [version 2.2 PL10]
Resent-Date: Tue, 13 Feb 90 12:09:24 PST
Resent-Message-ID: <20716.634939764@metolius>
Resent-From: jamesp@metolius

[This came to traveller-request@dadla.wr.tek.com, looks like it was meant for
traveller@dadla.wr.tek.com.  Watch those automatic reply headers! -- James]

*| *** 1 ***
*| >Well I tried downloading some stuff on FFW over the weekend and it was
*| >listed as being a binary file. Now I can't seem to figure out how to
*| >"un-binary" it. I will try some more stuff this week.
*| 
*| Greg,
*|   The files show signs that they use Apple's at GDW.  It was rumored to me a
*| while back (some of the basic programs from JTAS) that they did, this about
*| confirms it.  GEnie accepts two types of uploads.  The first is an ASCII 7 BIT


Actually they use Mac's.   I had a telephone conversation with Marc Miller some
years ago at GDW when I was discussing with him the possibility of writing some
stuff for the Commodore 64 computer (which was my programming "axe" in those 
days) and he said that GDW was only interested in stuff for the Macintosh.




- -- 
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */
/*		Peter L. Berghold					*/
/*		System Administrator					*/
/*		AT&T Red Hill Systems Administration Group		*/
/*		1F138	+1 (201) 615-4419				*/
/*		EMAIL (UUCP):	{uunet!allegra|att}!violin!plb		*/
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  */




-------- TML Message #1003 --------

Archive-Message-Number: 1003
Date: Tue, 13 Feb 90 13:22 EST
From: METLAY@vms.cis.pitt.edu
Subject: skill levels cont.



Oops. Sorry. As I was saying....

Level 4: The Level 4 individual is a consummate professional at what
he does, an "expert." In any normal situation, he will be the best
qualified to take commands of a situation requiring his skills; in 
areas where he would work alone, he would work swiftly, accurately,
and with flair. The "motormutt" mentioned by Craig in a recent post
is a member of my GenCon Traveller party, Near Miss. He's a Level 4
in Grav Vehicle/Combat Driver, making him essentially unstoppable by
conventional means. Remember the task system; difficult becomes routine.
A character with Level 4 would be well-known by afficionadoes of his skill; 
he might have anything from a small local notoriety to real fame.

Levels 5-6: At this point we leave the realm of practical role-playing
and enter the realm of fantasy. The character with a level above 4 is
an artist. He devotes his life to honing and perfecting his art, and often
excludes all else in his pursuit. A level 6 in something in my campign
was often a hindrance; it prevented depth. Nobody has ever been allowed
a skill beyond 6 in one of my games, and the only character with a 6
said it ruined his character's life as an obsession. Examples here
would be a Baryshnikov, a Picasso, a Bo Jackson, or in S terms a Kim
Kinnison or a Kenobi. The LOevel 6 is famous, instantly recognized,
and legendary.

So to answer your question, Bertil; there are no Pilot-7s. The skill
has no meaning at that level. The top aces of the FFW only had Pilot-3 or 4;
no test pilot would have beyond a 5 before his other vital skills would
be afected adversely.

Think of skill acquisition as exponential rather than linear; it makes
sense in the l;ong run. As for education, this is stickier; I usually
account for high EDU with training courses and dcustom learning ; a
Bachelors is an 11 or 12, a Mater's a 13, a PhD a 15. Note that this is
different from an MD program, where a student has a fixed, measureable
amount of time and number of courses to earn his degree.Some PhDs  take
three years, others take six.

Feedback s welcome; please forgicvve typos, I'm using a crude editor
just now and I'm in a tearing big hurry.

metlay




-------- TML Message #1004 --------

Archive-Message-Number: 1004
Subject: Re: Dem files, dem files, dem GEnie files 
Date: Tue, 13 Feb 90 13:10:20 PST
From: richardt@legato.COM


GDW in Bloomington might be all of three miles away from a usenet
site.  Possibly four.  If they're running macs, UUPC is easily
available.  I doubt that they are still running apple ][s.


On a related note, I think the idea of convincing Genie to love
us is, at best, amusing - we can show GDW an enthusiastic bunch
of customers.  We can show Genie a copyright nightmare.  Which
do YOU think is more likely to be friendly?

RichardT



-------- TML Message #1005 --------

Archive-Message-Number: 1005
Date: Wed, 14 Feb 90 00:17:48 -0500
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: GDW on MegaTraveller



	No no no, after lots of complaining, GDW is now doing a lot wi{h 
MegaTraveller. They have novels base on MegaTraveller background in the work,
a IBM MegaTraveller Game in the work, two new products for MegaTraveller 
in the work, one of which is the "Imperium Fighting Ship." The new issue of
Challenge also has a lot of articles on Traveller this time. 

	On the side note, Alien Source Book Vol 1 will be released at the
end of March from DGP. I believe the script has been sent to the printer 
already. More on this later. World Builder Program and the 2nd Survey Data
are next on the list for debut. As far as those sector data on GEnie,
they are useless, because a lot of it will be changed in 2nd survey.

				Mac "Haven't I said this before?" Liaw :)

Wilson "Mac" Liaw                    | If you put your mind to it, you can 
Internet:macgyver@cis.ohio-state.edu | acomplish anything. 
=====================================|      - Marty McFly, Back To The Future 
Disclaimer:All opinions are mine only|-----------------------------------------




-------- TML Message #1006 --------

Archive-Message-Number: 1006
Date: Wed, 14 Feb 90 00:21:14 -0500
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Oops



	I forgot, someone was asking what computer GDW use. GDW use Macintoshs.
In fact, Marc Miller himself is the offical Mac guru in GDW. If memory severs me
correctly, I think they did the MegaTraveller books on Macintosh using
PageMaker or something like that.

	DGP uses Macintoshs as well. Traveller's Digest is also done on 
Macintoshes. 

			Mac "I am tired." Liaw



-------- TML Message #1007 --------

Archive-Message-Number: 1007
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: GDW & MegaT (Was: Re: The GEnie gateway...)
Date: Wed, 14 Feb 90 8:42:06 MET DST


Peter L. Berghold wrote:
> [I wrote:]
> *| GDW seems to have more or less pulled out of the MegaT business to concentrate
> *| on 2300AD, Twilight and that Jules Verne animal. 
> *| 
> *| Anyone with inside contacts who volunteers to ask?
> *| 
> *| 
> OMIGOD!   You mean _not only have they cut OT loose_ support wise, they have
> stopped supporting MT!?!?!   When did this come about?  

What follows is purely circumstantial evidence and hearsay:

When Traveller 2300 was introduced there was an interview with Mark W Miller
in the Digest, where he said that T2300 was the next step after Traveller, and
that Traveller was good when it was introduced (ie 70's sometime) but that it
now were obsolete.

All the old supplements went out of print *before* there were any definite talk
about MegaT.

JTAS died the silent death and became a part of Challenge (a shrinking part).

Folks I know in the games-shop business claimed that GDW had dropped Traveller.

In several places (among others TD18 Q&A) it says that DGP wrote the scripts
for (parts of, and maybe the whole layout) the MegaT books.

My games-shop source has confirmed this.

It is DGP that runs the GEnie (?) Traveller area. (i think)

GDW's release schedule for first quarter 90 has only one (1) MegaT item in it, 
according to "Hobbyhuset" (Importer of GDW stuff in Sweden).

DGP seems to have lots of stuff planned for release soon (MT Aliens Vol1 etc)

My interpretation of this is that GDW was going to scrap Traveller in favour
of Traveller 2300, but Traveller:2300 flopped, (Old Traveller's didn't like it:
"WHAT? no Vilani on Barnard's?? No Jumpdrive???" and new customers thought it
was just "old" traveller in a new dress because of the name).
So GDW changed it's name from Traveller:2300 to 2300AD and DGP stepped in
to take responsibility for Traveller. The transition was marked by the 
publishing of MegaTraveller, where all the DGP rules improvements (like tasks)
was incorporated in the core rules.
Some things are still published by the GDW for MegaT but the bulk of the work
seems to lay on DGP.

And the MCr10 question is:
Was this good or bad?

I think it was good. When GDW didn't have the time and/or interest to
modernize traveller they had the decency to let the people who had time and
interest do it. I can think of a lot of RPG-companies that never would have
done that. (TSR as an infamous example)
DGP is also smaller than GDW and is more specialized for MegaT. This means that
they are more attentive to customer feedback and opinions.

> Maybe getting permission for creating player aids for Traveller isn't going 
> to be so hard after all... <smirk>

I don't know. But since we almost exclusively discuss traveller here on the TML,
I think that DGP is the ones to approach, not GDW, with the question about a
feed to GEnie.

In the choise between a GEnie feed and an Newsgroup-TML feed I vote for the 
GEnie feed. TML is a semi-closed/open group in which datafiles etc. has an 
controlled propagation. The same file in News is all over the world in less than
a day, totally without control.
There is now way that anyone is going to allow a GEnie<->TML feed if TML 
has a feed to News.
 
Disclaimer: I have no connections with DGP or GDW. everything above is hearsay.
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"I say cut his air!" "I say cut his heat!" "I say raise his rent!" "Hey, we're 
trying to get rid of an Alien, not evict a tenant!" Alien - American MAD version



-------- TML Message #1008 --------

Archive-Message-Number: 1008
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Re: Dem files, dem files, dem GEnie files
Date: Wed, 14 Feb 90 8:47:18 MET DST


> *| *** 1 ***
> *| >Well I tried downloading some stuff on FFW over the weekend and it was
> *| >listed as being a binary file. Now I can't seem to figure out how to
> *| >"un-binary" it. I will try some more stuff this week.
> *| 
> *| Greg,
> *|   The files show signs that they use Apple's at GDW.  It was rumored to me a
> *| while back (some of the basic programs from JTAS) that they did, this about
> *| confirms it.  GEnie accepts two types of uploads.  The first is an ASCII 7 BIT
> 
> 
> Actually they use Mac's.   I had a telephone conversation with Marc Miller some
> years ago at GDW when I was discussing with him the possibility of writing some
> stuff for the Commodore 64 computer (which was my programming "axe" in those 
> days) and he said that GDW was only interested in stuff for the Macintosh.

I've got access to a macintosh and the standard macintosh compression programs
and chalmers has a direct net-mac link. I am willing to offer my help.
(If the files mentions "binhex4.0" or "stuffit" or "packit" they are definately
packed on a mackintosh)

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"I say cut his air!" "I say cut his heat!" "I say raise his rent!" "Hey, we're 
trying to get rid of an Alien, not evict a tenant!" Alien - American MAD version



-------- TML Message #1009 --------

Archive-Message-Number: 1009
Date: Wed, 14 Feb 90 03:14:07 -0500
From: (Mark Gellis) f3w@mentor.cc.purdue.edu
Subject: Skill levles



That should read levels in the subject line.  Too bad I type faster than
I proofread.

The way I run it is as follows:

+0 = basic level of training (it takes only two months to learn certain
skills at +0).  You can handle basic tasks without screwing up, most of the
time, and more advanced tasks with difficulty, but with less trouble than
someone non-skilled.

+1 = basic level, and then some.  Normal, but above average.

+2 = basic expert level.  A professional.  Someone who could do this for
a living and probably never do anything that would get them fired, or killed.

+3 = above average expert.  A whiz kid.  Really good.  (For most skills, 
you cannot screw up unless you roll snake eyes twice in a row; basic success
is 5+ or about 85% of the time for anything that might be more than routine,
with the exception of particularly difficult tasks, like head shots.)

+4 = outlandishly good.

+5 = like +4, but more so.  In general, skill levels above +5 have 
"diminishing returns effects" since they are usually automatic successes,
or the roll is so hard that you need something insane like +19 to succeed
anyway.  (It is possible to get skill levels that high in my game, but
usually, if you try, "something terrible happens to you."  Of course, I
warn my players in advance that if they take advantage of loopholes in
my game system, I will simply respond by sending NPCs after them who are
just as good--I won't even have to cheat, all I have to do is make them
face off against someone who is their equal or better.  They understand,
and keep their characters realistic.

Of course, if someone wants one or two skills to be a "comsuming passion"
and get a +10 in it, I don't mind, because it does not unbalance the game 
when it is only one or two skills.  My friend Tim runs a character with
Class II (Rifle) at +11, and since he is using a custom-built, smart system
w. biocontrol interface laser rifle, and augmenting his own knowledge of
rifle skill with a memory-recording skill chip, he ends up with a +15 or
+16 (I can't remember which).  Of course, he skill has to roll for 
initiate in any gunfight, and his Dex. is only about a 9.  He can hit
anything he shoots at...hold on, I just read what I typed, let me correct
what I said..."he still has to roll for initiative" (sorry kids, it's
late)...but he knows that every gunfight involves an initiative roll,
and if someone gets the draw on him, he's dead.  The result: he plays his
character smart and never shoots unless he has to, and then he makes sure
he gets the drop on his opponents!

Take care all.

  Mark



-------- TML Message #1010 --------

Archive-Message-Number: 1010
From: (Bertil Jonell) d9bertil@dtek.chalmers.se
Subject: Re: GDW on MegaTraveller
Date: Wed, 14 Feb 90 9:30:58 MET DST


Imagine my embarresment when this came in 30 minutes *after* I had sent the
posting with my speculations about GDW and MegaT :-)

> 	No no no, after lots of complaining, GDW is now doing a lot wi{h 
> MegaTraveller. They have novels base on MegaTraveller background in the work,
> a IBM MegaTraveller Game in the work, two new products for MegaTraveller 
> in the work, one of which is the "Imperium Fighting Ship." The new issue of
> Challenge also has a lot of articles on Traveller this time. 

In that case, three loud cheers for the ones who coerced GDW.

But the question still is: Why did GDW almost pull traveller?

- -bertil-
- -- 
Bertil K K Jonell @ Chalmers University of Technology, Gothenburg
NET: d9bertil@dtek.chalmers.se 
VOICE: +46 31 723971 / +46 300 61004     "Don't worry,I've got Pilot-7"
SNAILMAIL: Box 154,S-43900 Onsala,SWEDEN      (Famous last words)      
"I say cut his air!" "I say cut his heat!" "I say raise his rent!" "Hey, we're 
trying to get rid of an Alien, not evict a tenant!" Alien - American MAD version



-------- TML Message #1011 --------

Archive-Message-Number: 1011
Date: Wed, 14 Feb 90 10:06 EST
From: METLAY@vms.cis.pitt.edu
Subject: Two requests



Could someone please post the phone number for GDW's offices? If no one
else is going to contact them on behalf of the TML, I may as well.

Also, whoever it was that posted the note about Traveller novels in the works,
please contact me and let me know from whom at GDW you heard this. I'd
been told they weren't going to do any, and I need to get my manuscript
back to them pronto. Argh.

metlay



-------- TML Message #1012 --------

Archive-Message-Number: 1012
Subject: Task System for GURPS Space
Date: Tue, 13 Feb 90 18:27:08 MST
From: rona@hpdml92.boi.hp.COM


This question involves GURPS Space and MegaTraveller.

One thing that I like about the task system is that the level
of difficulty for various tasks uses words from the English 
language.  In GURPS, you generally assign a penalty for very
difficult tasks which is subtracted from skill.  I've seen
GM's assign as much as a -12 penalty to perform a task that
I didn't think was impossible.

I was thinking about trying to use the MT difficulty levels
since saying that a task is "formidable" is more descriptive
than saying its a -5 feat.  Can anyone advise me as to what
is reasonable?  And BTW, are there guidelines concerning when
to assign a "difficult" instead of a "formidable" roll or 
a "simple" versus "routine?"

I was thinking of something like this:

Simple:     skill + 2
Routine:    skill
Difficult:  skill - 3
Formidable: skill - 6
Impossible: skill - 12

In GURPS, you roll three 6 sided dice for an average roll of 10.5 .
It just so happens that a novice in a certain skill will have a 
skill of 10 or 11 and will therefore succeed with a routine task
about 50% of the time.  A reasonably experienced operator will
usually have a skill of about 13 (maybe level 1 or 2 in traveller)
and succeed in a routine task around 60-70% of the time.  So, how
often should this reasonably experienced operator succeed if the 
task is simple, difficult, formidable or impossible?  


        Ron Abramson   email: rona@hpdml92.hp.com
                      telnet: 1-208-323-4293




-------- TML Message #1013 --------

Archive-Message-Number: 1013
Subject: Mail from Peter Berghold
Date: Wed, 14 Feb 90 10:26:16 PST
From: (James T Perkins) jamesp@metolius.WR



Here's three messages from Peter for the TML, which mistakenly came to
traveller-request.  I apologize for being so slow lately, folks.  A new
project and spotty attendance due to very wintry weather are taking
their toll on my time to administer this list.

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	  James T. Perkins @ Tektronix, Inc
traveller-request@dadla.wr.tek.com	  Beaverton, Oregon, USA
uunet!dadla.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

- ------- Forwarded Messages

Subject: Re: Mail for you
Date: Wed, 14 Feb 90 8:47:13 EST
In-Reply-To: <9002132204.AA21380@metolius.WR.TEK.COM>; from "James T Perkins" at Feb 13, 90 2:04 pm

Thanx for all the well-wishes Gang!

- ------- Message 2

Subject: Re: GDW on MegaTraveller
Date: Wed, 14 Feb 90 8:52:51 EST
In-Reply-To: <9002140517.AA06586@banana.cis.ohio-state.edu>; from "macgyver%cis.ohio-state.edu@RELAY.CS.NET" at Feb 14, 90 12:17 am

*| 	No no no, after lots of complaining, GDW is now doing a lot wi{h 

<etc>

WHEW!   I got a little concerned......

- ------- Message 3

Subject: Re: GDW & MegaT (Was: Re: The GEnie gateway...)
Date: Wed, 14 Feb 90 9:03:15 EST
In-Reply-To: <9002140742.AA03484@hacke0.dtek.chalmers.se>; from "d9bertil%dtek.chalmers.se@RELAY.CS.NET" at Feb 14, 90 8:42 am

*| What follows is purely circumstantial evidence and hearsay:
*| When Traveller 2300 was introduced there was an interview with Mark W Miller

El-yuccckkko!

*| in the Digest, where he said that T2300 was the next step after Traveller, and
*| that Traveller was good when it was introduced (ie 70's sometime) but that it
*| now were obsolete.
*| All the old supplements went out of print *before* there were any definite talk
*| about MegaT.
*| JTAS died the silent death and became a part of Challenge (a shrinking part).

And I LIKED that format MUCH better than Challenges... <sigh>

*| Folks I know in the games-shop business claimed that GDW had dropped Traveller.

That prompted me to make a phone call to GDW to find out what in tarnation was
going on.   Marc Miller said to me at that time "Old traveller is out and 
Mega Traveller is the way to go..".

*| I think it was good. When GDW didn't have the time and/or interest to
*| modernize traveller they had the decency to let the people who had time and
*| interest do it. I can think of a lot of RPG-companies that never would have
*| done that. (TSR as an infamous example)
*| DGP is also smaller than GDW and is more specialized for MegaT. This means that
*| they are more attentive to customer feedback and opinions.

I know the case of TSR well...  I personally knew Gary Gygax and didn't like 
what I saw in his personality as it evolved over the years.   As a result 
I now have NOTHING to do with D&D.   I even gave away all my books (an 
extensive collection) and washed my hands of the whole thing.

- ------- End of Forwarded Messages




-------- TML Message #1014 --------

Archive-Message-Number: 1014
Subject: Re: Usenet News 
Date: Wed, 14 Feb 90 10:40:59 PST
From: (James T Perkins) jamesp@metolius.WR



Well, I must say that before Bart even sent out his suggestion about
newsifying the mailing list, I had just received a fresh piece of mail
from Gene Spafford (net god) about this very topic.  I explained the
list statistics to him and he agreed that I COULD turn the list into a
newsgroup.  Imagine how pleased I was that the TML decided to
spontaneously discuss the issue right when I was stewing over it!

Well, I really appreciate all of your thoughts on the matter.  While I
can still do it I will continue to adminster the list in its current
form.  I must say I am not too fond of the idea of opening the list to
be seen by all of usenet while I still moderate it, so I will keep away
from that for now.

Hopefully this list will not disappear in the next week.  My division
has a pending layoff and I'm sure I am not totally safe from the
probability of being laid off.  Wish me luck folks!

James



-------- TML Message #1015 --------

Archive-Message-Number: 1015
Subject: Genie files download/distribution - Volunteer needed
Date: Wed, 14 Feb 90 11:24:11 PST
From: (James T Perkins) jamesp@metolius.WR



I would like to find a volunteer to track down this issue (since my time
is very precious of late).  If you feel like you could very
level-headedly track down this issue, please send me a piece of mail.
I'd like you to indicate your approach to safely copying and
distributing the Genie files, without copyright infringements, ruffled
feathers or any recourse to Tektronix or the TML.  In your "application"
please clearly explain in full paragraphs:

1. Why do you feel you are well-suited to this task?

2. What are all the possible ways you can see to get the files from
Genie, both scrupulous and unscrupulous?

3. What are all the Pros and Cons of the above methods?

4. Which do you forsee as the best method, and why?

5. What contacts will you need to make?

6. What will you do to insure the leaglity of the distribution of these
materials?

If I cannot get someone I can trust to track down these issues, I cannot
allow the downloads to be distributed on the list, as I cannot take the
time right now to figure out all the repercussions myself....

James
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	  James T. Perkins @ Tektronix, Inc
traveller-request@dadla.wr.tek.com	  Beaverton, Oregon, USA
uunet!dadla.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"



-------- TML Message #1016 --------

Archive-Message-Number: 1016
Subject: WE HAVE DIGEST GROUP PERMISSION! 
Date: Mon, 12 Feb 90 14:40:16 MST
From: rona@hpdml92.boi.hp.COM



Gary Thomas of Digest Group is a "close personal friend" of mine.  I just
asked him for permission to copy the GEnie files and he said:

  "You have my permission to download any GEnie DGP stuff and mail it to the 
Traveller mailing list, provided that they are reposted in their entirety, 
including any copyright notice."

So we have the green light from DIGEST GROUP.  Does anyone have contacts
at GDW?


        Ron Abramson   email: rona@hpdml92
                      telnet: 1-323-4293



-------- TML Message #1017 --------

Archive-Message-Number: 1017
Date: Wed, 14 Feb 90 16:19:38 -0500
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Bertil's question on why GDW almost pull Traveller



	The answer to that one, is easy. They didn't. GDW is not a big company.
They have limited resources. Last year, they introduced too many new games
into the market(my opinion only). Just look, there is Space 1889, 2300 AD
the revision, MegaTraveller, etc. So, they had to allocate the resources.
Since at the time, DGP was doing a lot of MegaTraveller, and still is. GDW moves
most of its resources into Space 1889, and Twlight 2000. They didn't totally
give up on MegaTraveller or 2300 AD either. They put out Referee's Companion,
Rebellion Source Book, and COACC for MegaTraveller, two new adventures
plus Earth and Cybertech source book for 2300 AD. As far as Challenge goes,
the reason they didn't put much of the articles on there is because they 
don't get much submission on MegaTraveller. It's hard to publish something
which you don't have, as Lorren Wiseman said. But it's getting better.

			Mac "Anymore question?" Liaw

Wilson "Mac" Liaw                    | If you put your mind to it, you can 
Internet:macgyver@cis.ohio-state.edu | acomplish anything. 
=====================================|      - Marty McFly, Back To The Future 
Disclaimer:All opinions are mine only|-----------------------------------------



-------- End of TML Messages --------

