Traveller-digest     Saturday, October 9 1999     Volume 1999 : Number 1178



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

The following topics are covered in this digest:

Parts Quest! ( was Re: Annic Nova (canon))
Re: Ammo Conservation ( was Re: Firing two guns at once)
Re: Ammo Conservation ( was Re: Firing two guns at once)
Re: Battledress/Battlesuit Protection (GT)
Re: Firing two guns at once
Re: Hamlet in Space was: Re: falkenbergs legions firing intocivilians
Re: Metric System & GURPS
It pays to be a Traveller player...
Re: Jump Drive Question
Re: Battledress/Battlesuit Protection (GT)
Re: Jump Drive Question
Re: It pays to be a Traveller player...
Re: GT:Fusion Thrust (Heplar) Missiles
Re: Metric System & GURPS
Re: Battledress/Battlesuit Protection (GT)
Re: Jump Drive Question
Re: Parts Quest! ( was Re: Annic Nova (canon)) 
Re: Annic Nova (canon) 
Re Side-ways Shooting

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

Date: Sat, 09 Oct 99 01:41:34 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Parts Quest! ( was Re: Annic Nova (canon))

On 10/08/99 at 12:26 PM,  "Keven R. Pittsinger" <jamstar@accesstoledo.com> said:

>Heh.  All good Quests *should* have the possibilty of resolution. 
>But nobody sez it gotta come *easy*.  After all, getting the ship
>*itself* is relatively easy using the adventure.  So it makes sense
>for the Parts Quest to be a real *muther*.  <grin>  No free lunches,
>remember?

Keven, remember *you* said that. <g>

In the continuing saga of the Akus Moby PBEM, the "Cousins &
Company" have finally taken possession of their ship.  The /Mae Lee/
is a little worse for wear after having been shot up by the local
Space Patrol while preventing hijackers from running off with it.

After checking out the damage the PC's discover the ship is going to
need several hundred thousand credits of work, a new mainframe, work
on the maneuver drives, lots of hull patching, and assorted bits and
pieces to replace.  It looks like they'll be spending some time in
Pete's-U-Pull-It down by the port. <g>

However, the worst damage of all was to the ship's Jump Sensor.  The
ship sported a special Jump 2 Plus Sensor that just isn't available
for *any* price in this system.  It was this Jump Sensor that
allowed the ship to make occasional Jump 3's.

IMTU, it's the sensor that is the limit on jump range.  You can
build the drive and install the fuel tankage for even a jump 6 at
TL-9, you just can't build a sensor that controls a jump of that
distance.  Special Plus Sensors (I'd call them "bis" if I was truly
CT ;) allow the Astrogator to attempt Jumps one parsec further than
the sensor's rating with an increased chance of misjump.  IOW, with
a Jump 1 plus sensor the Astrogator has to complete a Difficult task
to make a Jump 1, but can try a Formidable task for a Jump 2.

All the PC's know about this sensor is that it was made in a system
to coreward of them called Xtce, It's somewhere out beyond the
Montrose Collective and other than its name and a position on a star
chart no one knows much about the place.  Just how the /Mae Lee/ got
that sensor, no one living knows.

So, before the PC's can go anywhere they are going to have to
install a new Jump Sensor.  They can plug a standard Jump 1 Sensor
into the ship, for more money they can install a Jump 1 Plus, or if
they can get the government to provide one they might be able to get
a local state of the art Jump 2 sensor.  OTOH, they *know* there is
a better sensor available and they know where to get it...

...see Keven's quote above. <g>


Eris
- -- 
- -----------------------------------------------------------
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245
- -----------------------------------------------------------

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

Date: Sat, 09 Oct 1999 08:47:41
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Ammo Conservation ( was Re: Firing two guns at once)

At 12:18 PM 10/9/1999 +1300, you wrote:

>> I have fired over two hundred rounds of 7.62mm tracer into dry brush at
>> Ft. Irwin in the hopes of setting it ablaze (he he he.. fire is COOL!!)
>> with no success.
>
>Here in NZ we obviously have special high-flammability plants :) I've 
>set a Toi-toi bush (the local species of pampas grass) in summer time 
>with 100 rnds of 5.56 tracer fired from a C9 (the Canadian licence 
>built FN minimi) LMG. It's also quite common for tussock bushes to 
>catch fire from tracer in summer, though the common cause of this is 
>thunder-flash grenade simulators and idiots using flares in areas with  
>total fire bans.

<John Wayne>
Well pilgrim, our American plants are just a lil' bit tougher than furrin
plants.  That's why we couldn't set 'em on fire.
</John Wayne>
>
>
>
>--
>Rupert Boleyn <paradise.net.nz>
>Wellington, New Zealand
>
>A pessimist is an optimist with a sense of history.
>
- -- 

Douglas E. Berry   Templar Agent at Large.
gridlore@mindspring.com
http://gridlore.home.mindspring.com/sylea.html

TravGeekCode: 
tc+ tm+ !tn- t4@ ?tg+ tt@ to(CORPS)++ ru@ $ge++ 3i
ii+ au st+ ls+ pi kk+ so(++) va++ dr+ zh+ sw++ ?da
         

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

Date: Sat, 09 Oct 1999 08:53:23
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Ammo Conservation ( was Re: Firing two guns at once)

At 06:07 PM 10/8/1999 PST, you wrote:

>I recall a 4th of July a few years back when a friend had an
>illumination flare he'd gotten somewhere. This was *just* the flare
>part, pull the pin and watch it go. I think it was originally intended
>for hooking up to tripwires so that the enemy infiltrators would light
>themselves up for you.

Ick.  Trip flares.  At least with the rocket you get a second or two of
warning.  Those things just light up.  SOP is to freeze in place.  Don't
drop, don't move to cover, don't even *breathe*.  Just stand there and pray
you really look like a harmless little bush.

>Anyway, we were out in the country at a friend's farm. We set it out in
>the road and set it off. Sheesh! talk about *blinding*. And it lasted
>such a long time too. 

30-45 seconds.  One trick we used to pull was wiring ATWES charges
(Anti-Tank Weapon Emission Simulators, the things used to give a flash and
smoke to AT training devices) to trees along routes that the tanks were
using.  They trundle along, and all of a sudden, *FLASH* Driver and
commander can't see anything, and we're on the vehicle.

Hunting tanks is fun and easy.

>I can truly understand how it'd seem like *forever* in combat. And just
>how well backlit you'd be if you tripped one of these.

With proper camouflage, back lit isn't the problem.  It's what happens if
the see the rifle in your hands, or get a reflection off your glasses...

- -- 

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

We all enter the world in the same way: naked, screaming, soaked in blood.
But if you live your life right, that kind of thing doesn't have to stop
there.  
- -- Dana Gould 

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

Date: Sat, 09 Oct 1999 09:00:52
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Battledress/Battlesuit Protection (GT)

OK, just so y'all know, at some point in the writing of Ground Forces/Sword
and Shield/Imperial Regiments I'm going to make a formal request that the
Scout/Commando BD from Star Mercs be offcially declared non-canonical.

It's a hideous design from any viewpoint.  It also violates several GURPS
Traveller assumptions.  If I have anything to say about it, it's history.
- -- 

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

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

Date: Sat, 09 Oct 1999 09:04:54
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Firing two guns at once

At 12:18 PM 10/9/1999 +1300, you wrote:
>On 8 Oct 99, at 14:56, Douglas E. Berry wrote:
 
>> While in the Army, I fired the M-16A1 left handed (and have the near
>> permanent burns above my right eye to prove it), but when I went to sniper
>> training, I learned to shoot *right* handed.  Nowadays I fire anything
>> with a scope right handed, everything else goes left. -- 

>It's funny - I'm left handed, and I learnt to shoot that way, so when I 
>joined up I naturally shot that way. We used M16A1s and I never, ever 
>had that happen to me. The only time it did happen was when some sod 
>grabbed my Steyer AUG and I ended up with his. That really hurt! This 
>is the major reason I dislike bullpup designs - a leftie can't use a 
>rightie's weapon and vice-versa.

For those not familiar with the M-16, it ejects spent casings to the right
and rear.  Great if you are shooting right handed, they fly over your
shoulder.  If you are left handed, your face gets in the way.  Maybe it was
just the rifle I had in OSUT, but it was a real problem for me (and
probably cost me at least two hits in our final record firing.)

- -- 

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

If someone is arrested for jaywalking or littering just
after midnight next New Year's Eve, for at least a minute
or two he will have committed the crime of the century. 

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

Date: Sat, 09 Oct 1999 09:08:10
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Hamlet in Space was: Re: falkenbergs legions firing intocivilians

At 08:57 PM 10/8/1999 -0500, you wrote:
>
>> In space no one can hear you quote Shakespeare.
>
>That's what laser comms are for.... ;-)
>
>~wondering how Shakespeare sounds in Vilani~

It sounds best in the original Klingon.

(Admit it, the battle sequence at the end of Star Trek VI was one of the
best in movie history.. "Target that explosion and fire"!)
- -- 

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

"Pardon me, excuse me, Giant vampiric flightless winged
squirrel, coming through.."  -Tim the Paladin, "Yamara"

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

Date: Sat, 09 Oct 1999 09:09:37
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Metric System & GURPS

At 09:13 PM 10/8/1999 -0600, you wrote:
>I could never remember how many 
>farthings there were in a hogshead...)

Shouldn't you ask James Wallis about that?

<g,d,r>
- -- 

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

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

Date: Sat, 09 Oct 1999 09:16:50
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: It pays to be a Traveller player...

It's Fleet Week here in San Francisco.  The Blue Angles are buzzing the
City, the parade of ships comes in today, and thousands of horny sailors
are desending on us like.. well.. horny sailors.

The USS San Francisco SSN-771 docked in Alameda a few days ago.  While at
my FLGS, I meet a guy loading up on GURPS Traveller stuff.  We get to
talking, and he tells me he's an engineer on the SF.  Hasn't seen any of
the new Traveller stuff in a while.

One thing leads to another, and later today I'm getting a private tour of a
nuclear attack submarine in return for running a game tonight in their
wardroom!  Seems they've never played Legend of the Sky Raiders...

Pity I can't take a camera along.
- -- 

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

"In the long run luck is given only to the efficient." 
           -Helmuth von Moltke, Imperial German Army

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

Date: Sat, 09 Oct 1999 11:29:03 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Jump Drive Question

Nathan Yourchuck wrote:
> 
> I am new to Traveller so please excuse this silly question.

Welcome aboard!  And remember, the only silly question on the TML is one
asked by Cl*f....
> 
> In Mileu 0 they talk about jump-drives limiting range, but I don't
> understand that. Can't cargo ships carry enough fuel to initiate
> plenty of extra jumps without needing to refuel at gas giants and stuff?

To some extent, they can.  However, since jumping one parsec (1 hex on
standard maps) requires an amount of fuel equal to 10% of the ship's
volume, few ships can manage to carry enough extra fuel for more than
one or two extra one-parsec jumps.

Keep in mind also that, for every extra jump's worth of fuel carried by
a merchant ship, a significant amount of cargo space is used up.  For
instance, the 400-ton subsidized merchant (as described in Traveller 4th
edition [T4]) has a cargo bay of 207.9 tons, and is capable of jump-1. 
To carry the extra fuel needed for one extra jump-1, nearly 20% of the
cargo bay (40 tons) is needed to hold the extra fuel.

Of course, _none_ of this applies to the "Annic Nova", about which you
may have read recently.... ;-)

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Sat, 09 Oct 1999 11:31:06 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Battledress/Battlesuit Protection (GT)

"Douglas E. Berry" wrote:
> 
> OK, just so y'all know, at some point in the writing of Ground Forces/Sword
> and Shield/Imperial Regiments I'm going to make a formal request that the
> Scout/Commando BD from Star Mercs be offcially declared non-canonical.
> 
> It's a hideous design from any viewpoint.  It also violates several GURPS
> Traveller assumptions.  If I have anything to say about it, it's history.

*applause*

BTW, how goes the writing so far?

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


- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Sat, 09 Oct 1999 09:32:56
From: "Douglas E. Berry" <gridlore@pop.mindspring.com>
Subject: Re: Jump Drive Question

At 11:03 AM 10/9/1999 -0500, you wrote:

>In Mileu 0 they talk about jump-drives limiting range, but I don't
>understand that. Can't cargo ships carry enough fuel to initiate
>plenty of extra jumps without needing to refuel at gas giants and stuff?

The problem is that it takes a *huge* amount of fuel to jump, 10% of the
ship's volume per jump number.  So a jump-4 frieghter is already committing
40% of it's volume to fuel for the jump drive.

You can see that it isn't commercially viable to add that much extra fuel;
you quickly run out of space for anyhting else (like manuver drives, cargo,
passengers, etc.,)
- -- 

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

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

Date: Sat, 09 Oct 1999 11:46:14 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: It pays to be a Traveller player...

"Douglas E. Berry" wrote:
> 
> It's Fleet Week here in San Francisco.  The Blue Angles are buzzing the
> City, the parade of ships comes in today, and thousands of horny sailors
> are desending on us like.. well.. horny sailors.
> 
> The USS San Francisco SSN-771 docked in Alameda a few days ago.  While at
> my FLGS, I meet a guy loading up on GURPS Traveller stuff.  We get to
> talking, and he tells me he's an engineer on the SF.  Hasn't seen any of
> the new Traveller stuff in a while.
> 
> One thing leads to another, and later today I'm getting a private tour of a
> nuclear attack submarine in return for running a game tonight in their
> wardroom!  Seems they've never played Legend of the Sky Raiders...

<tongue-in-cheek>
In the _wardroom_?  You mean, you're associating with _officers_?!? 
Doug, how could you lower yourself like that?  Have you no pride?
</tongue-in-cheek>
> 
> Pity I can't take a camera along.

Of course, after they show you all the neat classified stuff, they'll
have to degauss your brain.  Either that, or keep your head in a
safe....

ObTrav:  One could use a chance encounter like this during character
generation, to explain how PCs from different services know each other.

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Sat, 09 Oct 1999 09:47:27 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: GT:Fusion Thrust (Heplar) Missiles

>From: Anthony Jackson <ajackson@molly.iii.com>
>
>John Buston writes:
> > Using Gurps Vehicles 2 I have designed some Fusion Thrust (Heplar)
>
>While the GVE2 thermal fusion rockets have rather ... optimistic 
>performance, they're nowhere near HEPlaR (which has insanely optimistic 
>performance).

Yes, but unlike reactionless drives, they don't violate the laws of physics 
- -- they just stretch them to the snapping point (TNE HEPlaR drives may be 
absurd, but at least are remotely more possible).

(If you want to recreate HEPlaR drives using GVE2, use the stats for fusion 
rockets, except for fuel consumption: use 1/4 the consumption rate for 
optimized fusion rockets. Also, add a power requirement of 50 kW for every 
ton of thrust).

A generous and sadistic GM,

Brandon Cope

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

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

Date: Sat, 09 Oct 1999 09:58:44 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: Metric System & GURPS

>From: cos 90 <cos90@powersurfr.com>
>
> >Personally, GT should have used metric as well, to keep the same 
>scientific
> >feel as the other Traveller versions
>
>But since the rest of GURPS (N.American editions anyway) uses the 
>US-Imperial
>system, it makes sense for GURPS Traveller to do the same, to maintain
>continuity with the rest of the GURPS line.

Although a lot of people who attack GT for not using metric seem to ignore 
that there is a practical reality that has to be taken into account. And 
really, how hard is it to come up with metric conversion for equipment 
_before_ play starts? For example, you can just use the equipment lists in 
CT/MT ...

> >(OTOH, I would never use metric in a
> >non-modern fantasy game, since it would have the wrong feel as well).
>
>Heck, even using modern-day US measurements doesn't sound right. The 
>distance
>between two towns in a fantasy game should be measured in "leagues", not
>"miles" or "kilometres". Similarly, other odd-sounding, outdated measures
>should be used: bushels, pecks, rods, firkins, demijohns, and so on. Mind
>you, converting them can be a pain... I could never remember how many
>farthings there were in a hogshead...)

Yes, you should use whatever measurements (including money) that is 
appropriate for the setting _unless_ the problems it causes outweigh the 
background feel.

A generous and sadistic GM,

Brandon Cope

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

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

Date: Sat, 09 Oct 1999 10:01:39 PDT
From: "Brandon Cope" <copeab@hotmail.com>
Subject: Re: Battledress/Battlesuit Protection (GT)

> >"How effective is a panzerfaust against a troll, Heinz?"

Ah, I see I'm not the only one to have read that Dragon article ...

A generous and sadistic GM,

Brandon Cope

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

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

Date: Sat, 09 Oct 99 12:27:17 -0500
From: "Eris Reddoch" <eris@pcola.gulf.net>
Subject: Re: Jump Drive Question

On 10/09/99 at 11:29 AM,  Black ICE <wombat@premier.net> said:

>Nathan Yourchuck wrote:
 
>> I am new to Traveller so please excuse this silly question.

>Welcome aboard!  And remember, the only silly question on the TML is
>one asked by Cl*f....

Welcome indeed, Nathan!  The dreaded Cl*f was an unfriendly sprit
that vexed the list.  We dare not say his name least he be conjured
into our realm.  <wink>

>> In Mileu 0 they talk about jump-drives limiting range, but I don't
>> understand that. Can't cargo ships carry enough fuel to initiate
>> plenty of extra jumps without needing to refuel at gas giants and stuff?

First, the quote about limiting range is for a *single* jump, but it
also refers to the limitation of economic utility due to increases
in the *time* needed to get from point A to B. Each jump takes about
a week regardless of distance, so it's generally prefered to make
one Jump 6 taking one week rather than six Jump 1's which would
take, at least, six weeks.  Next, see Black Ice's comment below...

>To some extent, they can.  However, since jumping one parsec (1 hex
>on standard maps) requires an amount of fuel equal to 10% of the
>ship's volume, few ships can manage to carry enough extra fuel for
>more than one or two extra one-parsec jumps.

>Keep in mind also that, for every extra jump's worth of fuel carried
>by a merchant ship, a significant amount of cargo space is used up. 
>For instance, the 400-ton subsidized merchant (as described in
>Traveller 4th edition [T4]) has a cargo bay of 207.9 tons, and is
>capable of jump-1.  To carry the extra fuel needed for one extra
>jump-1, nearly 20% of the cargo bay (40 tons) is needed to hold the
>extra fuel.

Finally, there is a faction of us that play the game such that you
have to jump from star system to star system, IOW you can't jump to
an empty hex.  You could misjump there, and not all hexes without a
star are really empty, but that's another story.  <g> IAC, if you
can't jump to an empty hex then you can run into situations were a
limited single jump range can *really* make travelling and
interesting experience.

Example:  In my Akus Moby game, the PC's want to travel from Mark to
Montrose (a distance of 4 hexes).
  
1.  They could do it in one week with a single Jump-4, but that's
far beyond current technology.

2.  They could do it in a little over two weeks with a Jump-3 to to
Roudon and then a Jump-1 to Montrose, but their, beyond local state
of the art, Jump-2 plus sensor is toast, so they can't do a Jump-3.

3.  They could do it in a little over two weeks with a Jump-2 to
Leuet and then a Jump-2 to Montrose, and there are a few ships
around with Jump-2 drive sensors, but they are *very* expensive.

4.  If they are limited to Jump-1 and could jump to empty hexes it
would take them over 4 weeks, but IMTU (in my Traveller universe)
they can't do that.

5.  So, IMTU with a Jump-1 drive they will have to jump from Mark to
Serbia to Newton to Wrothag to Ansell to Montrose spending 5 weeks
in Jump Space and probably a couple more in normal space refueling
and resupplying as they follow the "main" winding toward Montrose.

To give you two more quick examples. Muan Gwi is 2 hexes from Mark,
but with a Jump-1 ship it takes *8* jumps to reach it as the ship
has to make a long loop coreward and back to get there along the
"main."  Darkmage is 2 hexes from Mark, but you simply *can't* get
there with a Jump-1 ship as it lies off the Jump-1 main, only a more
expensive Jump-1+ or *very* expensive Jump-2 ship can travel the
Mark -- Darkmage route.


If anyone would like to see more about my Akus Moby setting go to 

   http://www2.crosswinds.net/~erisr/
   
The starchart shows the area where the game is being played, as the
PC's know it.  I have a couple of deckplans up and some information
about the characters.  I'm hoping to get some Astro-Political
information up this weekend.

Eris


- -- 
- -----------------------------------------------------------
"Eris Reddoch" <eris@pcola.gulf.net>    using MR/2 ICE #245
- -----------------------------------------------------------

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

Date: Sat, 09 Oct 1999 13:33:51 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Parts Quest! ( was Re: Annic Nova (canon)) 

> On 10/08/99 at 12:26 PM,  "Keven R. Pittsinger" <jamstar@accesstoledo.com> said:
> 
> >Heh.  All good Quests *should* have the possibilty of resolution. 
> >But nobody sez it gotta come *easy*.  After all, getting the ship
> >*itself* is relatively easy using the adventure.  So it makes sense
> >for the Parts Quest to be a real *muther*.  <grin>  No free lunches,
> >remember?
> 
> Keven, remember *you* said that. <g>

And your point is, other than being on top of your head & covered with fur?  
<grin>
 
<snip>

> So, before the PC's can go anywhere they are going to have to
> install a new Jump Sensor.  They can plug a standard Jump 1 Sensor
> into the ship, for more money they can install a Jump 1 Plus, or if
> they can get the government to provide one they might be able to get
> a local state of the art Jump 2 sensor.  OTOH, they *know* there is
> a better sensor available and they know where to get it...
> 
> ...see Keven's quote above. <g>

Thing about it is, it's *different* for the _ML_ because we pretty much *know* where to go to get the goodies.  With the _Annic Nova_, there were *no* clues where it was from, other than the Victoria mapchip.

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Sat, 09 Oct 1999 13:58:58 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: Annic Nova (canon) 

> In mail you write:
> 
> >>Why? Because there's something about it that their current technology
> >>can't even *detect*, much less duplicate.
> >>
> >>An example would be someone from the 30s trying to duplicate a
> >>transistor, or worse yet an IC. As far as *their* technology can
> >>determine, the transistor is *absolutely pure* silicon or germanium (or
> >>gallium arsenide, or whatever). Their technology isn't up to detect the
> >>parts per *trillion* doping that makes it work. 
> >
> >
> > Great post. Leonard, you rock! ;)
> 
> I have to confess, I stole it from a couple of editorials by the late
> John W. Campbell. He pointed out that most authors (including himself)
> made assimilating alien tech *way* too easy.
> 
> He then did a "thought experiment" involving a nuclear blast dropping a
> ramjet powered recon drone through a time warp to 1930 (this was
> written about 1960-1965) and landing at an airbase (I think he picked
> Midway or one of the other Pacific Islands we owned back then). 
> 
> He then proceeding to describe the fun they'd have trying to figure it
> out. One of the other goodies was trying to figure out the ramjet
> engine. It's just an open tube with a ring of ignitors & fuel injectors
> part way down it. It won't even *work* until you hit an airspeed of
> over 400 mph. Which was about 150 mph *faster* than anything flying at
> the time. Try lighting it off below that speed and you get a nasty
> fire. 
> 
> Sort of like what would happenm to us if we had a captured alien ship
> with a jump drive and tried running it inside the 100 diameter limit. :-)

You mean like that Vilani freighter that crashed in Roswell back in '47 that 
they're still trying to figger out?  <grin>

> Another article tackling alien technology from a different viewpoint
> was written back in the 50s by Poul Anderson. He pointed out that
> there's not only no reason that aliens would use the same unit's of
> measurement as we do, but that the base "dimensions" of their units
> might be different, making duplication messy even with their help.
> 
>
> Try considering things from the point of view of aliens who may have
> sense such that they consider other units more important. One of the
> examples Anderson gave was trying to find out what the alien unit of
> length was and finding out that it was the length of the side of a cube
> of some substance the had a capacitance of ....
> 
> You get the idea. Until you have a conversion table for the alien
> units, and know which ones they consider significant, you can know if
> that 3.58723 megohm resistor has that value because it *has* to, or
> because that was a "standard" value, and worked well enough that they
> didn't bother with a custom value that'd do better. Which is how the
> values of most resistors an capacitors in most electronics are
> determined. Except when the value *is* critical. :-)

Well, you *don't* need to know the length of a 'wonqad', for instance, to measure an object with a meter stick.  If you're doing a straight cloning of the device, it should be relatively simple, *provided* there's no 'cotchas' like the integrated circuit would be for 1920's technology.  <grin>

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

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

Date: Sat, 9 Oct 1999 15:04:30 -0400 (EDT)
From: "William F. Hostman" <aramis@gci.net>
Subject: Re Side-ways Shooting

Eris asked about the current TV fad of shooting with the gun sideways...

IME, it is only useful for burst/full-auto weapons when doing "Sweeping"...
with, for ex, the atchison 12.ga. full-auto, flip it sideways, hold the
trigger, and let it pivot YOU.

It does not increase accuracy, it puts the recoil arc right towards the
face, and (in the right hand) puts the ejection arc right over or into the
firer's face.

For lefties, it might be usefull to prevent facial hits of ejected lead,
but I wouldn't count on it...

William F. Hostman  |  "Smith & Wesson: THe original Point and Click
interface!"
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-
533
Mailto:aramis@gci.net http://home.gci.net/~aramis http://www.alaska.net/~mhaa
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+

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

End of Traveller-digest V1999 #1178
***********************************

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