Subject: TRAVELLER digest 259
Date: 95-04-18 19:50:07 EDT
From: traveller@mpgn.com
Sender: traveller@mpgn.com
Reply-to: traveller@mpgn.com
To: traveller@mpgn.com (Multiple recipients of list)

			    TRAVELLER Digest 259

Topics covered in this issue include:

  1) Aliens of the Rim	by "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>
  2) Thrusters	by Maximillian Callahan <callahan@cts.com>
  3) TRAVELLER digest 258 (fwd)	by ccjoe@showme.missouri.edu (Joseph Heck)

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Date:         Mon, 17 Apr 95 18:54:37 EDT
From: "David A. Nelson" <34TYHPE@CMUVM.CSV.CMICH.EDU>
To: traveller@MPGN.COM
Subject: Aliens of the Rim
Message-ID:   <950417.185630.EDT.34TYHPE@CMUVM.CSV.CMICH.EDU>

To Loren and the twisted minds at GDW:
  Thank you for this great book! It's nice to see some humor injected into
the Traveller Universe. The Ithklur are awesome!!
   I have one question: on what stat is the Snohl Handling skill based?
                                   Thanks again!

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Date: Tue, 18 Apr 1995 00:25:50 -0700 (PDT)
From: Maximillian Callahan <callahan@cts.com>
To: List Traveller <traveller@MPGN.COM>
Subject: Thrusters
Message-ID: <Pine.SCO.3.91.950418002432.1196A-100000@crash.cts.com>

Has anyone managed to make sense of how the Self-Contained Thrusters fuel
consumption rules work?  FFS p70 "The volume of fuel (im m3) used per hour
per tonne of thrust is equal to the mass (in metric tonnes) consumed per
hour per tonne of thrust divided by the density of the fuel" Now a TL7 HF 
Rocket has a Fc of 4.5 tonnes per hour per tonne of thrust, and HRF has a 
density of .3, so it consumes 4.5(tonnes)/.3(density)=15 cubic meters/hour 
per tonne of thrust. A 100 ton displacement ship requires 1000 tonnes of 
thrust for 1g acceleration. 1000 tonnes of thrust * 15 cubic meters/hour = 
15000 cubic meters for a G-hour for a 100 ton ship. 15000 cubic meters is 
1071 displacement tonnes. Clearly this is wrong, but I can't for the life 
of me find the flaw. If anyone can tell me what I am doing wrong (or even 
post a TL8 or lower design that can hit orbit from the surface of a size 8 
1g world using the Realistic Thrusters rules from FFS p71 with annotations 
and comments on the math) I would really appreciate it. 
		callahan@crash.cts.com

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Date: Tue, 18 Apr 1995 09:55:08 -0500 (CDT)
From: ccjoe@showme.missouri.edu (Joseph Heck)
To: pd82495@wapol.gov.au (Michael Bailey)
Cc: traveller@MPGN.COM (TML Submissions)
Subject: TRAVELLER digest 258 (fwd)
Message-ID: <9504181455.AA55881@showme.missouri.edu>

traveller@MPGN.COM said:
> Date: Mon, 17 Apr 1995 10:38:54 -1600
> From: pd82495@wapol.gov.au (Michael Bailey)
> Subject: PBEM
> 
> I'm thinking of starting up a smallish PBEM game, a fairly high-level
effort
> using Brilliant Lances and Battle Rider (or, if this proves unfeasable,
I'll
> use High Guard-Trillion Credit Squadron rules).  If anyone has any advice,
> aids, useful software, or anything else that may be of use / interest, I'd
> be extremely grateful.

Howdy,

I started to run a BR game via computer and found it was pretty intensive.
I thought I'd make a suggestion for you:

Number the hexes in some common way, including headings for the six
directions, and allow for a MUCH larger playing field than the maps 
provided by GDW.

We found (Les, Michel, and I) that the game started really demanding the
extended area, and they wanted to dive into the "no contact at start" 
games...

Merrick Burkhardt came up with some Bogey detection rules that seem to
work very well within the system. You can find them at the FTP site
ghost.cc.missouri.edu /PUB/Traveller/TNE/FFS_etc/bogey.detection
or I can post them to you.
-- 
 joe                          (314) 882-5000
 ccjoe@showme.missouri.edu    University of Missouri - Columbia  
 "with a little practice, writing can be an intimidating and
 impenetrable fog!" -- Calvin
 <A HREF="http://www.missouri.edu/~ccjoe">ccjoe</A>

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End of TRAVELLER Digest 259
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