Traveller-digest   Wednesday, September 29 1999   Volume 1999 : Number 1142



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

The following topics are covered in this digest:

Re: TMLer Con Attendance (was: Archon- Anyone Attending?)
Interesting theory...
Re: GURPS First In System Generation Rules
Re: TL8 Light Battlesuit
Suliikarin Chrysalis escape pod
Re: GURPS First In System Generation Rules
HIWG web site
Re: GURPS First In System Generation Rules
Re: TL8 Light Battlesuit
Re: Pyramid question
Re: Player handouts? Anyone use them?...
Re: J-o-T: one free retry
Re: Archon- Anyone Attending?
Re: J-o-T: one free retry
Re: J-o-T: one free retry
Re: GURPS First In System Generation Rules
RE: Hi there!!!
RE: Jesse's Planet Pics
Re: TL8 Light Battlesuit

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

Date: Wed, 29 Sep 1999 09:03:48
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: TMLer Con Attendance (was: Archon- Anyone Attending?)

At 09:07 PM 9/28/1999 -0500, you wrote:

>May I suggest that, in the future, folks on the TML post any cons they
>intend to attend?  This will help in organizing K'kree barbecues and the
>like....

Kirsten and I will be attending LosCon in Los Angeles over Thanksgiving
Weekend.
- -- 

Douglas E. Berry       gridlore@mindspring.com
http://gridlore.home.mindspring.com/index.html

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

Date: Wed, 29 Sep 1999 09:10:02
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Interesting theory...

While watching the Discovery channel, I heard a very interesting theory
about the link between communication and the advancement of technology.

Basically, this guy (forgot his name and what show, I was dealing with a
medication change) states that great leaps in technology always follow
leaps in our ability to communicate.  First writing, which set off the
Bronze age, then the printing press, which allowed faster dissemination of
written materials, etc,.  All the way up to the revolutions in
communications in this century, in which we've also made other giant leaps.

ObTrav:  It explains the sudden slowing of TL growth after about TL10.
Once a society is entrenched as an interstellar entity, with communication
limited to the speed of travel, the possibility of the commo revolution
drops.  Things slow down. 
- -- 

Douglas E. Berry       gridlore@mindspring.com
http://gridlore.home.mindspring.com/index.html

There was once a time when the church controlled the government.
The laws of the church were the laws of the land. Belief in God 
was strong, teachings of the church were rarely questioned.
This time was called The Dark Ages.

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

Date: Wed, 29 Sep 1999 09:10:06 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: GURPS First In System Generation Rules

Stuart Ferris writes:
> Has anyone else noted that it is very hard to generate a world which is
> contained within the systems Life Zone using the GURPS First In system
> generation rules?

Hm...not really.  The real problem is that most stars are class M dwarves and
planets within their life zones are usually tidelocked.

> 
> This leads to some very unpleasant conditions on the worlds in a system.
> The only way that I have been able to do it so far is using Type A or F
> stars (or cheating), the other star type Life Zones are too narrow. Okay,
> this may be true to life, but Traveller is supposed to be set in a populated
> galaxy.
Life zones are pretty much the same relative width regardless of system type.
> 
> Effectively this means that most of the existing world data for Traveller
> is useless as the highest percentage of systems have Type M stars. Perhaps
> this is what SJG wants as it means all us suckers out here have to buy their
> new sourcebooks.

Hm?  The fact that you can't generate certain worlds with First In doesn't prevent you from using them (there are a significant number of physically impossible worlds in the Marches).  Just assume considerable terraforming, either by the early imperium or by the Ancients.

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

Date: Wed, 29 Sep 1999 09:25:42 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: TL8 Light Battlesuit

Brandon Cope writes:
>      Subassemblies: two manipulator arms, two legs, limited
> rotation turret (head)
>      Drivetrain: 0.6 kW drivetrain in legs with improves
> suspension

Improved rather.

>      Arm Motors: ST 20 cheap arm motor in each arm
>      Battlesuit System: form-fitting, max. pilot weight 170
> lbs, min. pilot weight 136 lbs, NBC kit, quick access
>      Built In Weapons: 5.5mm MG with 400 rounds in right arm
> (or any weapon+ammo with a volume of 0.12 cf or less)

Reality check here: a light machine gun won't fit in the arm of a battlesuit,
due to length (you'd need a short or very short barrel).  In addition, since
you don't have the weapon 'concealed', it has a protruding barrel, which will
be annoying.

>      Sensors: thermograph, HUDWAC and light intensification
> in turret

HUD isn't technically a sensor.  List the rating of the thermograph.  Note that this means that you have a faceplate and will suffer the vision penalties for the size of the faceplate.  Consider adding a radar/laser detector or locator.

>      Comsuite: medium range scrambled radio in turret, IFF in
> left arm, military GPS in turret

The standard IFF system is considerably overweight for battlesuit use, as it has considerable range.

>      Power Plant: 1.1 kW turbo ceramic in body, uses 0.033
> gph diesel, 12.72 kW hour rechargable battery good for 12
> hours

If you're using standard Vehicles power cells, there's no point to a ceramic power plant.  In any case, having two separate 12 hour power systems isn't worth it.

>      Fuel: 0.4-gallon light self-sealing tank with 12.12
> hours diesel fuel (Fire 7) in body
>      Volumes: each arm 0.45 cf, each leg 0.8 cf, turret 0.525
> cf. body 2.2 cf
>      Structure and Hit Points: medium frame, very expensive
> materials. Each arm 10 HP, each leg 7 HP, body 15 HP, turret
> 10 HP
>      Surface Features: sealed, basic stealth, basic IR

Stealth is a low priority at TL 8, active sensors aren't that common in infantry-level combat.

>      Armor: PD 6 DR 50 laminate (all locations)
PD 6?  Highest PD you can have without slope is 4.
>      Statistics: loaded weight 595 lbs, loaded mass 0.3 tons,
> total volume 5.2 cf, price $65,335, HT 10
Yet more reason for not bothering with 24 hours total endurance.  Legged vehicles make breakdown checks every 6 hours, based on HT +3(legs)-2(legs at TL 8) = 11-.  
>      ST and reach: body ST 24, arm ST 20 (reach 1)
>      Ground Performance: speed 13 mph, gMR 2.75, gSR 1, Move 6.4

Random point: where's the NBC kit?  That's half the point of a 'battlesuit'.

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

Date: Wed, 29 Sep 1999 09:21:56 -0700
From: Richard Hough <rdhough@home.com>
Subject: Suliikarin Chrysalis escape pod

Suliikarin Chrysalis escape pod
Designed by Richard Hough

Suliikarin Industries of Shaar (Core 1821) introduced their lifeboat
design for Imperial spacecraft to representatives of the Imperial Safety
Bureau and the Imperial Shipbuilders Association. Suliikarin is better
known as suppliers of Imperial flight suits and equipment for
vac-suit recreationalists. Their lifeboat, called the Chrysalis,
is designed to provide maximum survivability in all emergency situations
at the lowest cost.

Chrysalis lifeboat (FF&S 2)
Suliikarin Industries

Statistics
 Tons: 3 Td (SL short truncated cone supersonic)
 Crew: 0
 Cargo: 0 Td
 Volume: 40m3
 Passengers High/Med: 0/0
 Passengers Low: 4
 Cost: 0.2 MCr
 Mass (L/C): 26/22t
 Maintenance Points: 2
 Dimensions: 3.8m x 3.8m x 3.4m
 Tech Level: 12
 Size: 6

Electronics
 Controls: none. No bridge.
 Communications: 1 x Radio (50,000km, 0.02MW). 1 x Laser (1,000AU, 0MW).
 Sensors: Short-range imaging EMS, IGS positioning, emergency transponder.
 Signatures: Vis:+0.5, IR:-2 (-1.5 w/ contragrav), Act: +1

Weaponry: none

Performance
 0 Jump
 8 G-sec Maneuver (solid rocket)
 2 G Contra-grav
 0.59 MW Power (Fusion+)
 6 m3 Fuel
 48 Person/hours Life Support (Type: II basic)
 0 G-Comp
 20 Armor, 2 Structure

Features
 1 Ship's locker (4 m3)

Crew: none

The Chrysalis is not a spacecraft; it has no long-range sensors or pilot
workstation. Its only maneuver drive is a collection of solid fuel thrust
packs providing 1 G of thrust for a mere 8 seconds. It is a special-purpose
aerospace escape vehicle, designed to remove people from a danger area
as quickly and efficiently as possible at the lowest cost in any
environment outside a combat zone.

The pod can be launced from a hangar or launch bay, or a custom-built
jettison bay which can be installed into any ship for 0.0126 MCr.
The jettison bay takes 3 displacement tons from the host vessel.

The interior contains a single custom emergency low berth with belted seats
for 4 people, 4 m3 of stowage space, a single control panel with
radio and laser communication, and a simulated display of the ship position.
The capsule has life support for 12 hours for 4 people.

The Chrysalis requires no training to use. Indeed, it has no way of being
piloted from the inside. It can be controlled by a laser link from the outside,
but its usual mode of operation is to leave the scene of the emergency under
control of its navigation computer, turn on its radio beacon, and wait for
rescue.
It is covered in retroreflective paint and has a high EMS cross-section,
which makes it easy to detect. The iris valve matches standard Imperial airlock
hatches, so rescue can be done even by commercial spacecraft.

The navigation computer must have sensor data and launch commands sent to it
from outside, though it does come pre-programmed with a simple launch
sequence triggered by a switch inside the capsule.
Suliikarin provides standard starship software which constantly updates
the Chrysalis with sensor data, escape flight paths, and current emergency
procedures. When triggered, the Chrysalis follows its last programmed orders.

These orders can be as complex as desired and can be customized by individual
captains, though it must be remembered the Chrysalis has no long-range sensors
and can only navigate based on its last uploaded data.
The on-board computer and inertial navigation system can go into any orbit
or trajectory its 2 G contra-grav system is capable of, or safely land on
any planet with up to a surface gravity of 2 Gs. The ship will float if it
lands
in water. The Chrysalis does not have enough power for interplanetary travel.

Typical operation is for the Chrysalis to remain locked until an Abandon Ship
order is given or contact is lost with the ship computer. At this point the
iris valve opens and an audio warning explains the situation and urges
passengers
inside. The pod is launched from inside or, if so programmed,
it can give an audible countdown and launch itself automatically. Once launched
the pod moves to a safe distance from the host ship and begins broadcasting a
distress signal. Or, if so programmmed from the host ship, it can land on a
planet the ship was orbiting. If not rescued after 12 hours the low berths are
automatically activated and the ship goes into a special low-power mode,
running only the berth and a distress beacon. Planetary sensor arrays can
detect
the beacon at several parsecs and the on-board fuel can maintain this low-power
mode for over 100 years. This will give ample time for a rescue to be sent
even to a ship which misjumps catastophically.

- --
Richard Hough
rdhough@home.com

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

Date: Wed, 29 Sep 1999 17:49:03 +0100
From: "Stuart Ferris" <stuart.ferris@virgin.net>
Subject: Re: GURPS First In System Generation Rules

Douglas Berrty wrote:-

>Yes, SJG wants you to buy their books, but AFAICR, stellar types aren't
>even mention in _Behind The Claw_.

And I wonder why that is? Perhaps the authors couldn't find any other way to
justify the populations of the systems?

Stuart Ferris
stuart.ferris@virgin.net
http://freespace.virgin.net/stuart.ferris/index.htm

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

Date: Wed, 29 Sep 1999 13:05:28 EDT
From: Kagehira@aol.com
Subject: HIWG web site

    HIWG's web site has moved to downport.com and should soon be providing 
more features. The Old site was having problems and Downport offers more 
features that we had been looking for.

http://www.downport.com/hiwg/



Bryan
HIWG CS

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

Date: Wed, 29 Sep 1999 10:04:46
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: GURPS First In System Generation Rules

At 05:49 PM 9/29/1999 +0100, you wrote:
>Douglas Berrty wrote:-
>
>>Yes, SJG wants you to buy their books, but AFAICR, stellar types aren't
>>even mention in _Behind The Claw_.
>
>And I wonder why that is? Perhaps the authors couldn't find any other way to
>justify the populations of the systems?

Perhaps they didn't fit?  With only "basic" G:T the stellar class doesn't
make any difference?  Loren decided to remove the bad stellar classes from
the canon?  The authors decided not to include stellar class for some reason?

The short of it is that you are free as a bird to change the stellar
classes.  Actual hard info on the nature of SM worlds if fairly scare..

Regina is the moon of a Gas Giant, as is Zyra/Trin's Veil
Victoria/Lanth has a moon with a breathable atmosphere
Trin/Trin's Veil has a ring system
Sinothy Belt/Regina has large chunks of antimatter in it.

- --

Douglas E. Berry       gridlore@mindspring.com
http://gridlore.home.mindspring.com/sylea.html
Inquisitor Maximus, Reformed Canon Church of Sylea

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

Date: Wed, 29 Sep 1999 10:27:22 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: TL8 Light Battlesuit

>From: Anthony Jackson <ajackson@molly.iii.com>
>
>Brandon Cope writes:
> >      Subassemblies: two manipulator arms, two legs, limited
> > rotation turret (head)
> >      Drivetrain: 0.6 kW drivetrain in legs with improves
> > suspension
>Improved rather.

Typo. Sorry :-)

> >      Arm Motors: ST 20 cheap arm motor in each arm
> >      Battlesuit System: form-fitting, max. pilot weight 170
> > lbs, min. pilot weight 136 lbs, NBC kit, quick access
> >      Built In Weapons: 5.5mm MG with 400 rounds in right arm
> > (or any weapon+ammo with a volume of 0.12 cf or less)
>Reality check here: a light machine gun won't fit in the arm of a 
> >battlesuit, due to length (you'd need a short or very short >barrel).  In 
>addition, since you don't have the weapon 'concealed', >it has a protruding 
>barrel, which will be annoying.



> >      Sensors: thermograph, HUDWAC and light intensification
> > in turret
>HUD isn't technically a sensor.  List the rating of the >thermograph.  Note 
>that this means that you have a faceplate and >will suffer the vision 
>penalties for the size of the faceplate.  >Consider adding a radar/laser 
>detector or locator.

HUD didn't seem to fet any other category very well. The thermograph is the 
basic version (1 mile?). Why a radar detector if (as you point out below) 
stealth isn't appropriate? Laser detector was an oversight.

> >      Comsuite: medium range scrambled radio in turret, IFF in
> > left arm, military GPS in turret
>The standard IFF system is considerably overweight for battlesuit use, as 
>it has considerable range.

Unfortunately, there wasn't a smaller version, and I wanted to keep as 
'offical' as possible.

> >      Power Plant: 1.1 kW turbo ceramic in body, uses 0.033
> > gph diesel, 12.72 kW hour rechargable battery good for 12
> > hours
>If you're using standard Vehicles power cells, there's no point to a 
> >ceramic power plant.  In any case, having two separate 12 hour power 
> >systems isn't worth it.

I tinkered with this for awhile (originally it was just battery powered), 
but I prefered the idea of a regular powerplant with a battery backup for 
situations where the ceramic wouldn't funtion (underwater, for example).

> >      Fuel: 0.4-gallon light self-sealing tank with 12.12
> > hours diesel fuel (Fire 7) in body
> >      Volumes: each arm 0.45 cf, each leg 0.8 cf, turret 0.525
> > cf. body 2.2 cf
> >      Structure and Hit Points: medium frame, very expensive
> > materials. Each arm 10 HP, each leg 7 HP, body 15 HP, turret
> > 10 HP
> >      Surface Features: sealed, basic stealth, basic IR
>Stealth is a low priority at TL 8, active sensors aren't that common in 
>infantry-level combat.
> >      Armor: PD 6 DR 50 laminate (all locations)
>PD 6?  Highest PD you can have without slope is 4.

I'll have to get back to you on this.

> >      Statistics: loaded weight 595 lbs, loaded mass 0.3 tons,
> > total volume 5.2 cf, price $65,335, HT 10
>Yet more reason for not bothering with 24 hours total endurance.  Legged 
>vehicles make breakdown checks every 6 hours, based on HT +3(legs)-2(legs 
>at TL 8) = 11-.

The suit isn't intended to operate for 24 hours continuously, more like 12 
or less.

> >      ST and reach: body ST 24, arm ST 20 (reach 1)
> >      Ground Performance: speed 13 mph, gMR 2.75, gSR 1, Move 6.4
>
>Random point: where's the NBC kit?  That's half the point of a 
>'battlesuit'.

Urk. One NBC kit, in the body (this is listed under "Battlesuit System:" 
above).

A generous and sadistic GM,

Brandon Cope

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com

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

Date: Wed, 29 Sep 1999 10:34:59 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Pyramid question

> Couldn't tell you if that's all of 'em.  There's no way I'm going to sit
> here at home on my 33.6 and download my own page :)

You don't know how many you have without counting them off your page? ;)

> I do all that at work
> on the T1.  Loads real quick there ;)


Yes, I'm sure it does. I had a friend with T1 at work, and I was amazed at
the speed.

> As long as the images are not republished anywhere including the web (at
> this time), I don't have a problem with you useing any of them for player
> handouts.  I have to make sure of the legality (after all, I'm USEING the
> textures, not re-distributing them) first.

Harummph. Well, OK, player handouts only then, I was thinking smaller
graphics on the webpage anyway. Hmm. Player handouts, that /is/ an idea. If
the graphics on the webpage were close to the handout, but not the same, it
might give a campaign a feel of depth. I mean, how many /different/ pictures
of our own planet have we all seen? And a large degree of variance in
resolution, tint, contrast, etc. Do you think it would be OK to use icon
size (32x32) thumbnails of particular facings on the Web, or not?

////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi++  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

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

Date: Wed, 29 Sep 1999 10:47:38 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Player handouts? Anyone use them?...

> It can be a lot of work for a GM, but I love doing it and get some personal
> gaming enjoyment out of it--an extension of my GM'ing as it were.  For those
> who haven't done it but would like to, I say give it at least one shot.

I thought I was excessive in my not-so-AD&D campaign! A whole paper with ads
and all, your players must love you. Or hate you, depending on how often you
mispell their names. ;) I agree that the work is worth it, I got a very good
response from my players for the work I put into maps, bulletins, scrolls,
written messages they intercepted, etc. Or maybe it wasn't a good idea, it
was hard as hell to "retire" the campaign. nearly four years since it ended,
and one of the players was trying to convince me to start it up again this
week. I guess they liked it. He didn't even sound like he had any doubts,
saying "When the Aemir Campaign starts up again..." and going into how to
bring in new characters and all. I just smiled and nodded alot. I may have
to start it up again though, I do miss it.
////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi++  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

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

Date: Wed, 29 Sep 1999 10:51:28 -0700 (PDT)
From: Jason Young <jason_d_young@yahoo.com>
Subject: Re: J-o-T: one free retry

> Date: Wed, 29 Sep 1999 08:38:23 -0600
> From: Erwin Fritz <efritz@GLJA.com>
> Subject: J-o-T: one free retry
> 
> In the MT rules, Jack-of-all-Trades skill allows "one
> free retry" per skill
> level on a failed task.
> 
> I'm curious about how other people play this rule. I
> interpret "free retry" to
> mean that the player doesn't have to succeed at the
> determination task to get
> the retry. However, the retry is still subject to the 3D
> time roll of the
> original task.
> 
> One of my players, who by no coincidence is the one with
> J-o-T skill, thinks
> that the time roll should be negated as well. His logic
> is that the J-o-T
> character would be resourceful enough to come up with the
> right solution the
> first time, so giving the player several task attempts
> with only one time roll
> emulates this.
> 
> Your thoughts?

My thoughts are that you are correct, and the player is
not. JoT in this case only precludes the need for a
Determination roll. At least, that's how I play it.

I also feel strongly that the character still needs to make
the time roll. JoT allows the retry because the character
is resourceful enough to conceive of a /different/ way to
accomplish the task after the first attempt fails. Your
player's interpretation makes the skill very powerful, and
(IMHO) does not emulate what the skill is supposed to
represent. In my RL experience, resourcefulness of this
kind is not "getting it right the first time," but, rather,
"able to keep thinking of different ways to try it, and not
stopping just because your first thought wasn't the
answer."

I also use JoT as a +DM on the task for learning skills at
level 1 or 2, as it implies a general knowledge that makes
skills at their lower levels more accessible. After level
2, though, it no longer applies -- the knowledge in that
specific skill has become too specialized. 

Jason


=====
Dvorak rules!

ICQ: 27958350
Alternate e-mail: jnryoung@aracnet.com
__________________________________________________
Do You Yahoo!?
Bid and sell for free at http://auctions.yahoo.com

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

Date: Wed, 29 Sep 1999 10:51:35 -0700
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com>
Subject: Re: Archon- Anyone Attending?

> Mr. Never-been-to-a-Con

Don't fret, you're not alone. I've never attended one myself.
////////////////////////////////////////
Akella 0609 C654474-6 S kk+ hi++ as+ va+ dr+ da+ so@ zh- vi++  A523
IMTU tc++ ?t4 ru@ 3i+(-) c+ jt au@ st- ls+ pi+ ta@ he+

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

Date: Wed, 29 Sep 1999 12:16:49 -0600
From: Erwin Fritz <efritz@GLJA.com>
Subject: Re: J-o-T: one free retry

Jason Young wrote:
> 
> My thoughts are that you are correct, and the player is
> not. JoT in this case only precludes the need for a
> Determination roll. At least, that's how I play it.
> 
> I also feel strongly that the character still needs to make
> the time roll. JoT allows the retry because the character
> is resourceful enough to conceive of a /different/ way to
> accomplish the task after the first attempt fails. Your
> player's interpretation makes the skill very powerful, and
> (IMHO) does not emulate what the skill is supposed to
> represent. In my RL experience, resourcefulness of this
> kind is not "getting it right the first time," but, rather,
> "able to keep thinking of different ways to try it, and not
> stopping just because your first thought wasn't the
> answer."

Thank you. He has conceded the point, which (naturally) means that his character
won't encounter a fatal accident during this weekend's session. Oooops, did I
say that out loud?

- -- 
Erwin Fritz
Gilbert Laustsen Jung Associates Ltd.
http://www.glja.com

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

Date: Wed, 29 Sep 1999 14:48:13 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: J-o-T: one free retry

> One of my players, who by no coincidence is the one with
> J-o-T skill, thinks
> that the time roll should be negated as well. His logic
> is that the J-o-T
> character would be resourceful enough to come up with the
> right solution the
> first time, so giving the player several task attempts
> with only one time roll
> emulates this.
>
> Your thoughts?

I also agree with your interpretation of the rules.  Just because a PC is
resourceful, doesn't mena they can make time stop while they try things.
Even McQuiver needed time to do this little stunts.  I think the main thing
here is 'resourceful' doesn't equal 'god-like'..:)
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Wed, 29 Sep 1999 11:44:53 -0700
From: "Brian A. Howard" <bruadh@iname.com>
Subject: Re: GURPS First In System Generation Rules

At 08:59 AM 09/29/1999 +0000, you wrote:
>At 10:01 AM 9/29/1999 +0100, you wrote:
> >Has anyone else noted that it is very hard to generate a world which is
> >contained within the systems Life Zone using the GURPS First In system
> >generation rules?
>
>It's hard for the universe to do it right, why should we have it any easier?
>
>Cheating?  I don't see anything in _First In_ that says you can't play with
>the numbers to get a world in the habitable zone.. just adjust the inner
>orbit and Bode factors until you get an orbit where you want it.
>
>Type A stars won't be around long enough to develop life-bearing planets.
>Even the high range F's are chancy.

I favor the 'cheat-mode' approach. Would it be possible to employ a toggle 
that will allow the end user to modify variables until he or she gets 
something agreeable? Maybe a toggle to force shirt-sleeve environment 
worlds into the right temperature range.



> >Effectively this means that most of the existing world data for Traveller is
> >useless as the highest percentage of systems have Type M stars. Perhaps this
> >is what SJG wants as it means all us suckers out here have to buy their new
> >sourcebooks.

[snip}

>SJG had nothing to do with the old stellar types.  If you want to pass out
>blame, it was GDW that first printed those out (in _The Spinward Marches
>Campaign_, IIRC.)
>
>Yes, SJG wants you to buy their books, but AFAICR, stellar types aren't
>even mention in _Behind The Claw_.

Point of information. _Behind the Claw_ didn't include stellar data, and 
neither has any source SJG printed for GT to date. OTOH using earlier data 
published data fit into what BTC says, is problematic as others have said. 
My favorite solution is the stoke up the fusion flames of the star by 
adjusting fractions of stellar class until the planet becomes warm (or 
cool) enough to fit what I need for plot purposes.

Sincerely,

Brian A. Howard

Beware the sound of a Babel fish,
For a Vogon constructor fleet cannot be far behind.

http://home.earthlink.net/~bruadh/index.htm

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

Date: Wed, 29 Sep 1999 15:07:57 -0400
From: Ian Ferguson <ian@vax2.concordia.ca>
Subject: RE: Hi there!!!

Christopher Duden writes:
<snipped>
>HELLO LIST!!!!

	Hi Chris!  Welcome to the list.  By the way, we're not as
	crazy as we seem (actually, we're crazier).

:)
Peez

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

Date: Wed, 29 Sep 1999 12:14:13 -0700 (MST)
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU>
Subject: RE: Jesse's Planet Pics

The nasa ones can be found at: http://samadhi.jpl.nasa.gov/ and are freely
usable in non-commercial applications.

Bruce Johnson
University of Arizona
College of Pharmacy
Information Technology Group

Institutions do not have opinions, merely customs


On Tue, 28 Sep 1999, Jesse DeGraff wrote:

> This page was originally set up for Stuart Ferris & the WBD developer's
> group to pick planets to have in the startup and wait screens of Stuarts WBD
> program.  As some of these textures are copyright by other sources,
> primarily NASA & Marlin Studios, I cannot post the texture maps themselves.
> As the images are currently, you could cut & paste for player handout, etc.
> When I have more original planetary textures, I'll consider posting them for
> download in the future, but currently I'm useing them ;)
> 
> Jesse
> 
> 
> 
> 
> 
> > -----Original Message-----
> > From: owner-traveller@lists.imagiconline.com
> > [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Charles
> > Collin
> > Sent: Tuesday, September 28, 1999 6:40 PM
> > To: traveller@lists.imagiconline.com
> > Subject: Jesse's Planet Pics
> >
> >
> > Neat stuff as usual Jesse, but what I'm wondering is in what sense are
> > these "texture maps"?  They're just pics from different angles, right? I
> > guess I was hoping for something flat that I could warp around a sphere in
> > 3D so I could rotate the image and so on.  Am I missing something here?
> >
> > Thanks,
> > Charles C.
> >
> >
> >
> 

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

Date: Wed, 29 Sep 1999 12:30:45 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: TL8 Light Battlesuit

- --0-2078917053-938633446=:14988
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII

Ah...found the NBC.  To be honest, this is very similar to a design I had, though I preferred to use an external weapon.  My design is different in a couple of ways and is slightly lower tech, but...

Btw, also attached is a somewhat heavier suit (about 1.5x the weight and 3x the cost).  I originally wrote it for an interminable battlesuit debate on GURPSnet, but consider whether it's worth 2 lighter suits (suit costs are more than 2x, but once you toss in reduced transport and training requirements it ceases to be that expensive).
- --0-2078917053-938633446=:14988
Content-Type: TEXT/plain; CHARSET=US-ASCII
Content-Description: ica.clean

The PICA/7 (Personal Infantry Combat Armor) was developed on contract
to provide a low-maintenance light armor frame for use in a general
infantry role; it is intended that PICA troops be used in much the same
deployments as conventional infantry, though typical unit size is 
somewhat smaller.  A major factor encouraging its development was the
rapid advances in personal thermographs and night-vision gear, plus
the need for NBC capabilities in many areas, which combined load
frequently exceeds reasonable infantry encumbrance; the addition of
sufficient armor to withstand small-arms fire was a secondary feature.
The original design constraints called for a price of under fifty
thousand dollars, and a loaded weight of under five hundred pounds
(excluding external supplies); it is generally considered startling how
close to design specifications the final result actually comes.

Comments: this design comes with three hardpoints; however, these are not
intended for bombs or missiles -- they are mounting brackets for a
battlesuit rifle (on the arm) and for a standard rigid cargo pack.
Note that the targeting computer is only usable with a weapon which
is at least attached by cable, and preferably bolted on (the HUDWAC also
reduces SS by 2).

Weapons: the MCR-5 is standard; it is a 12mm caseless carbine with a
detachable stock and a set of mounting bolts; Rcl is -2 with the rifle
stock, -3 with no stock, nil if mounted; reduce Acc by 3 if no stock.  It
includes an integral LLTV sight (*5 magnification) and a laser sight; the
stock weighs 2 lb, a 50 round magazine of APS weighs 5.7 lb and costs $54. 
Stats below are for mounted use, but include a full magazine.
Weapon     Malf Type Damage SS Acc 1/2D  Max  Wt RoF Rc ST Cost Shots
12mm MCR-5 Ver.  Cr. 12d(2) 14  10  650 3700  16 12* -- 12 2200 50

Body features and Subassemblies:  Turret (limited rotation with 30 degrees
    front slope), two arms, two legs, torso (with 30 degrees front slope).
Drivetrain: 0.5 kW TL8 2-legged drive train (legs; hp 3 each)
Weapons: none, but usually mounts the MCR-5 (see).
Instruments and Electronics: medium radio w/scrambler (Tu, 100 mi, HP 1),
    Light Amplification (TuF), Thermograph (TuF, 1 mi., scan 11, hp 1),
    Surveillance Sound Sensor(Tu,2 levels,HP 1),IFF(To,HP 1),GPS(To,HP 1),
    HUDWAC(Tu), Radar/laser detector (Tu,HP 1), Compact small computer
    (To,HP 1,complexity=2)
Programs: Datalink, Navigation, Damage control, Targeting +3
Miscellaneous Equipment: 2 * ST 20 arm motors (.1 kW each,HP 2 each).
Controls: Computerized.  Crew Stations:  "Operator".
Occupancy: Short.  Accomodation:  Battlesuit seat. Environmental System:
    NBC kit(hp 2, uses 0.25 kW)
Power: 1 kW ceramic supercharged engine (To,HP 1, uses 0.03 gph multifuel),
    2000 kWs TL8 advanced battery(To,HP 1), lasts 30 minutes.
Fuel: Self-sealing light 0.6 gallon tank(To,HP 2,fire -2).  0.6 gallons
    diesel fuel (fire 7) lasts 20 hours.
Spaces: 0.08 cf access space for engine; approx. 0.01 cf waste space in
    most locations.
Volumes: Head 0.60 cf, torso 2.75 cf, arms 0.35 cf each, legs 0.75 cf each.
Area: head 5, torso 12, arms 3 each, legs 5 each, total area 33
Frame: 33 sf standard very expensive frame.
Hit Points: Head 8, torso 18, arms 9 each, legs 7 each.
Structural Options:  Improved suspension.
Armor: Head and Torso PD 4/DR 60 advanced composite, Limbs PD 4/DR 30
    advanced composite.  Slope gives front head/torso PD 5/DR 90.
Surface Features: Sealed, basic IR cloaking, 20 pound hardpoint on right
    arm, two 40 pound hardpoints on back.
Statistics:  Cost $69,565, empty weight 363 lb, usual payload 234 lb
    (includes 180 lb operator and 50 lb weapons/equipment), loaded weight
    597 lb (0.3 tons).  Volume 5.55 cf, Size +0, HT 11.  Repair interval
    84 hours.
Ground Performance:  Top speed 12 mph, gAccel 5 mph/s, gDecel 20 mph/s,
    gMR 3, gSR 2, very low GP, full off-road speed.

- --0-2078917053-938633446=:14988
Content-Type: TEXT/plain; CHARSET=US-ASCII
Content-Description: hca3.clean

This suit has intrinsic weaponry, and thus qualifies as a battlesuit
instead of a powered armor.  The difference isn't really terribly 
important for most purposes; it is a relatively minor conversion to 
rebuild the right arm and remove the weaponry -- this saves 22 lb,
and frees up 0.225 cf in the space, as excess 20mm ammo is no longer
stored there.

Odd features: (a) laser rangefinder is only 1 mile range; if you don't like
this idea, just delete it.  (b) a standard IFF has the range of a long-range
radio; this IFF only has the range (and weight) of a medium-range radio.
Given that a computer with comm software should be able to act as an IFF
anyway, I hardly think this is a big abuse.

Body and Subassemblies: one partial-rotation turret, 2 arms, 2 legs.
    30 degree slope on front of body and turret.
Drivetrain: 0.9 kW TL8 2-legged drive train (Legs,Hp 4)
Weap: 20mm short LP cannon (RA,Hp 4), storage for 50 rounds 20mm (RA,Hp 1),
    storage for 150 rounds (Bo,Hp 3), ABS storage for 10 lbs grenades.
Instruments and Electronics: medium radio w/scrambler (Hd,Hp 1),
    LLTV/4(Hd,HP 1), 2 * LLTV/0.5 (Hd,Hp 1), Thermograph/3 (Hd,Hp 2),
    Surveillance Sound Sensor/5 (Hd,Hp 1), MADscan/0.2 (Bo,Hp 1), Medium
    range IFF (Bo,Hp 1), 1 mile laser rangefinder (RA,Hp 1), HUDWAC w/pupil
    scan (Hd), Radar/laser detector (Hd,Hp 1), small genius computer(c=3)
    (Bo,Hp 1)
Programs: Targeting +4, Datalink, Navigation, Damage control, Driver-12
Miscellaneous Equipment: 2 * ST 30 arm (0.15 kW) (RA,LA, Hp 2)
Crew: Computerized controls (Bo), NBC system (Bo,Hp 2), Battlesuit system,
    180 lb operator with quick access system and trauma maintenance.
Power: 1.5 kW supercharged ceramic engine (.045 gph) (Body,Hp 2), 1000 kWs
    advanced batteries (Bo,Hp 1), 0.9 gallon self-sealing fuel tank (Bo,Hp 2)
Spaces: 0.075 cf waste space for turret rotation.  Some roundups on volumes
    listed below, usually not more than 0.02 cf.
Volumes: head 0.75 cf, right arm 0.75 cf, left arm 0.3 cf, legs 1 cf each,
    torso 3.1 cf.  Total 6.9 cf.
Areas: head 5, right arm 5, left arm 3, legs 6 each, torso 13.  Total 38.
Frame: heavy, advanced.
Hit Points: head 15, right arm 30, left arm 18, legs 18, torso 39.
Structural Options: improved suspension
Armor: PD 4/DR 120 advanced laminate on torso and head, 4/70 on other
    locations.  Slope increases frontal armor to 5/180.
Surface Features: sealed, basic IR, basic chameleon.  2 x 50 lb hardpoint.
Cargo: includes 180 lb crewman, 10 grenades (1 lb each), 0.9 gallons
    diesel fuel, and 200 rounds APFSDSDU.
Statistics: weight 654 unloaded, 880 loaded (0.44 tons), $193,000.  Size +0.
    Strength 30/37.  HT 12.
Performance: gMax 13, gAcc 6, gSR 2, gMR 3, GP low, full offroad speed.
    Cannot float.

Weapon stats:
20mm: short, standard power, liquid propellant.  SS modifier for HUDWAC
    included in stats; stats are for APFSDSDU.
Weapon         Malf Type Damage SS Acc 1/2D  Max  Wt  RoF Cost  WPS CPS VPS
20mm short LP  Ver. Cr. 6d*6(3) 13  13 1200  6400 18   8* 4000  .15 5.4 .0015
50mm 'standard' HE grenades: explode for 6d*8[4d], 1 lb, $20


- --0-2078917053-938633446=:14988--

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

End of Traveller-digest V1999 #1142
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