<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #1600</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	12/29/99 6:42:11 AM Pacific Standard Time<BR>
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Traveller-digest    Wednesday, December 29 1999    Volume 1999 : Number 1600<BR>
<BR>
<BR>
<BR>
(R)1996. Traveller is a registered trademark of FarFuture Enterprises.<BR>
All rights reserved.<BR>
<BR>
The following topics are covered in this digest:<BR>
<BR>
Re: free trader<BR>
OT: GIF & Compression formats<BR>
Re:  free trader in SOpM<BR>
Re: Drawing Program<BR>
Re: Chow-chow-chow back on topic!<BR>
[none]<BR>
[none]<BR>
re graphics<BR>
RE: Drawing Program<BR>
Re: Drawing Program<BR>
Re: Drawing Program<BR>
Mac emulators (was: RE: Drawing Program)<BR>
Re: free trader<BR>
Re: free trader<BR>
GURPS:Trav ships<BR>
Review: The Naked God by Peter F Hamilton<BR>
Re: free trader<BR>
Re: Ethnic confusion<BR>
Re: Ethnic confusion<BR>
Re: Traveller-digest V1999 #1592<BR>
Re: Traveller-digest V1999 #1592<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 03:33:10 EST<BR>
From: GypsyComet@aol.com<BR>
Subject: Re: free trader<BR>
<BR>
Erwin Fritz <efritz@GLJA.com> asks:<BR>
<BR>
>Then I tried modifying the standard blueprint to show the modifications.<BR>
>Well, I discovered that the standard blueprint is about twice the size<BR>
>it should be. I'm assuming that two deckplan squares is one displacement<BR>
>ton, so the free trader should have about 400 squares. The blueprint I'm<BR>
>using for a template has at least twice that many.<BR>
<BR>
 One of DGPs more annoying screwups is that deckplan from Starship<BR>
Operators Manual, which perpetuates the monster Trader. The original<BR>
Empress Marava has the same problem.<BR>
<BR>
>Does anyone know where I can find a blueprint for the free trader that<BR>
>fits the canon description and size? I'll create one myself if I have<BR>
>to, but I thought I'd check here first.<BR>
<BR>
 The Marava was correct in only ONE place that I'm aware of: the TNE<BR>
adventure "Guilded Lily." The Far Trader has two incarnations that are<BR>
pretty correct. Unfortunately, both are MUCH harder to come by than<BR>
Guilded Lily, being CT products. The first (and oldest aside from Snapshot)<BR>
is the Judges Guild product "Starships and Spacecraft" which is a mostly<BR>
pedestrian set of deckplans for nearly all of the CT character-ownable<BR>
starships. The Type-A and Type-R are the standout winners in this set.<BR>
 The second version of the Type-A that is correct is the Alexandria<BR>
class from FASAs Adventure Class Ships Vol 2, designed by none other<BR>
than Traveller art saint Rob Caswell.<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 21:36:43 +1300<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
Subject: OT: GIF & Compression formats<BR>
<BR>
Sorry for a completely off topic posting but I feel I must correct my<BR>
earlier mistake, I really don't like misinforming people.<BR>
<BR>
LZW (Liv-Zempel-Welch) _is_ patented,  what I was confusing myself with is<BR>
generic LZ compression, which is not patented. In fact the _specific_ part<BR>
of the LZW algorithm that is patented is the use of  a "limited search<BR>
hashing procedure" for accessing the basic tag symbols built up during<BR>
compression<BR>
<BR>
Therefore _any_ LZ-based compression algorithm that creates GIF compliant<BR>
files that does not use this "limited search hashing procedure" is _not_<BR>
covered by the patent. It's therefore quite easy to write a GIF producing<BR>
programme that does not infringe the patent, the problem is many writers<BR>
cheat and try to use the provided LZW libraries for their compression.<BR>
<BR>
Here's a reference to someone who has written such a routine using a direct<BR>
tree with no searching, thus avoiding the patent (written in FORTRAN no less<BR>
! ) :<BR>
<BR>
http://cfaku5.harvard.edu/lzw.html<BR>
<BR>
Also, any decompression technique that does not use this "limited search<BR>
hashing procedure" is also not covered, and seeing as there are much faster<BR>
decompression methods, such as using static buckets, it's quite likely that<BR>
most viewer implementations do not infringe the patent.<BR>
<BR>
When I said that PK-Zip used an LZW technique, I was wrong also,  it uses<BR>
LZH which from memory is a modified Liz-Zempel algortithm with Huffman<BR>
encoding, an amalgam of LZ and LH113<BR>
<BR>
LHA (which someone mentioned ) was devised by Haruyasu Yoshizaki and is an<BR>
improved version of LH113c, both of which use Huffman coding, LHA uses<BR>
static Huffman coding for decompression thus acheiving faster decompressuion<BR>
times.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 03:44:19 EST<BR>
From: GypsyComet@aol.com<BR>
Subject: Re:  free trader in SOpM<BR>
<BR>
Peter Newman <pnewman@gci.net> sez:<BR>
 <BR>
>The blueprints for the type A free trader in DGP's Starship<BR>
>Operators Handbook have about 750 deck squares, so it is indeed<BR>
>almost twice as large as it should be. I am not aware of <BR>
>another good source for Type A deck plans. <BR>
<BR>
 As mentioned by several folks already, the easy fix is to<BR>
treat the grid on that plan as if it were a 1.0m grid instead<BR>
of a 1.5m grid, and apply the TNE deckplan standard of one 2.0m<BR>
square (or four 1.0m squares) per ton. The deckplan magically<BR>
becomes the right size.<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 22:15:29 +1300<BR>
From: "Frank Pitt" <frankie@mundens.gen.nz><BR>
Subject: Re: Drawing Program<BR>
<BR>
> >> Funny, IBM still sells it.<BR>
> ><BR>
> > Not to the public.<BR>
> > They will sell it to existing users that require new licences, but it is<BR>
> > not commercially available anymore.<BR>
><BR>
> Sorry, but I *bought* a copy back in Feb. From a wholesale outlet.<BR>
<BR>
There are likely many copies still in the supply chain, but _IBM_ will not<BR>
sell it to the public anymore.<BR>
<BR>
At least that was their official position in June this year when I left. Of<BR>
course, you may find some OS/2 afficianado still working for IBM who'll find<BR>
a copy for you.<BR>
<BR>
> > The reason they don't work with OS/2 is the crappy implementation of<BR>
> > OS/2s support for Windows<BR>
> > Read Andrew Shulman's articles on the subject in Dr. Dobbs  for details,<BR>
> > but basically, the OS/2 executive patched the live copy of win.exe on<BR>
the<BR>
> > fly (in memory) to get it to work under OS/2<BR>
><BR>
> OS/2 Warp 3 *red* may have done that. Warp 3 *blue* used code based on<BR>
> source from MS. Warp 4 was based on that.<BR>
<BR>
It's irrelevant whether they used Windows source, they still _implemented_<BR>
it by patching win.exe at run time.<BR>
<BR>
It's the only possible way of using  the Windows executable under another<BR>
operating system, (except for running  a hardware level emulator)  because<BR>
certain vectors are set based on it's memory location on start-up,vectors to<BR>
do with handing  the context switch to supervisor mode, which must be<BR>
patched to allow OS/2's kernel  to retain comtrol of supervisor mode and<BR>
force the Windows kernel to run in real mode.<BR>
<BR>
The only other alternative would have been to write (or buy ).a complete<BR>
Windows emulator from scratch, which they did not have the budget for.<BR>
If they'd done it that way when they'd started they'd have been fine.<BR>
<BR>
Warp 4 still could not run any version of Microsoft Word greater than Word<BR>
6.0.c, when I was using it at the beginning of the year, which means it was<BR>
stilll tied to the old Win 3.1.1 executable. It's never been able to run<BR>
pure win32 apps because of it's reliance on that executasble and it's means<BR>
of using it.<BR>
<BR>
> > Obviously, this means that even a recompile of  win.exe, let alone an<BR>
>>  actual rewrite could break OS./2 's support for it<BR>
><BR>
> Given that Warp 4 has it's *own* Win.exe, your assertions are ludicrous.<BR>
<BR>
No, they are fact.. I worked for IBM until very recently and knew some of<BR>
the guys who worked on OS/2, including the guys from Global Services<BR>
Australia that were considering taking over development.<BR>
<BR>
That Warp 4 has "it's own" win.exe is irrelevant, that is a licensed copy of<BR>
win.exe which means you do not have to install windows seperately, like you<BR>
used to have to with earlier versions of OS/2.<BR>
<BR>
The main reason for this becoming standard was that you can no longer buy<BR>
Win 3.1.1 from Micrsoft.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 01:22:24 -0800<BR>
From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
Subject: Re: Chow-chow-chow back on topic!<BR>
<BR>
Kiri Aradia Morgan wrote:<BR>
<BR>
> I don't even want to think about eating with K'Kree.<BR>
<BR>
With....   Damn, I thought it was eating A.....<BR>
<BR>
- --<BR>
The theme of the whole thing is clear. We have to be careful with wisdom. We have<BR>
to make certain we're ready for it when it comes knocking on our door. Knowledge<BR>
isn't always a blessing;<BR>
    sometimes, it's damnation.<BR>
Play Dirty: Let's All Go to the Movies!, by John Wick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 00:27:45 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: [none]<BR>
<BR>
>> Ob Trav: How many of you assume some form of heraldry in the 3I? Is it<BR>
>>  standardized? How high a rank before one is awarded a device?<BR>
><BR>
>I've been speculating about an Imperial College of Arms.  Functions include<BR>
>registering devices, but also taking care of the business of tracking who<BR>
>has a claim to what title.  They do genealogical work, vet prospective<BR>
>heirs to make sure they don't fail to be worthy of noble rank in some<BR>
>respect, administer the oath of fealty to the Emperor in cases where the<BR>
>noble can't make it to Capital for investment. . .<BR>
><BR>
>Gotta figure the Emperor can't actually do all that himself.<BR>
><BR>
I've sorta assumed the Sector Dukes have pursuaivants  who handle the<BR>
registration, and some distinction in the rest of the achievement by<BR>
sector.... and it takes a minimum of 19 months to get a device<BR>
registered... approved by Sector, then off to domain, and finally Laurel.<BR>
allow 6 months from Sector to Domain, and 6 more from domain to Laurel...<BR>
then 6 to get the news of conflict back. I use the standard colors,<BR>
tincutres, metals, Furs/Vairs, plus a few extras, including Palladium (Pd)<BR>
(which tricks as pink), Grey (as a color). Very few of my players have<BR>
asked for any more detail about their Noble's devices other than "Is it<BR>
registered? Can I use it on buttons, etc?"<BR>
<BR>
If they're anything like the SCA heralds I've known (Myself included),<BR>
They'll try like the dickens to get things moved on promptly, but somehow,<BR>
they never get it ALL done in a timely manner....<BR>
<BR>
WRT the canotnment mentioned in my earlier post...<BR>
> ...Upon a Canton Sable in sinister, a one-eyed serpent arising from its<BR>
> coils statant regaurdant Argent.<BR>
><BR>
A one eyed snake reared and looking straight out at the viewer in white<BR>
upon a black square in the sinister side of the shield... Cantons are<BR>
generally marks of some achievement. The cantonment itself was awarded for<BR>
Promiscuity of the PC... (Not the player, tho') with Uther admonishing him<BR>
"If you can't keep it in your trousers, wear it upon your shield!"<BR>
<BR>
Considering how much "Feel" good heraldry adds to a fantasy game, it is<BR>
amazing how little thought is given it BY THE VERY SAME PLAYERS in<BR>
Traveller.<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 00:32:48 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: [none]<BR>
<BR>
>Interlaced is as described above, but can't be done while downloading unless<BR>
>you also use a progressively encoded format. Interlaced mode is used to make<BR>
>it _look_  better in certain display formats, not display while downloading<BR>
><BR>
>Frankie<BR>
However, frankie, GIF's which are interlaced to load every XN th line, the<BR>
evern 1+XN th line, then every 2+XN th line... the standard for interlaced<BR>
gifs includes progressive encoding. Non-interlaced gifs don't behave this<BR>
way IME. (And i've made a bunch).<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 00:54:05 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: re graphics<BR>
<BR>
>> GIF and PNG both are there to fill a gap that is not filled: downloadable<BR>
>> display graphics.<BR>
><BR>
>JPG was designed for that gap, GIF and PNG were not.<BR>
<BR>
Hunh? Bull Sh**! .GIF was developed by Compuserve for the express purpose<BR>
of downloadable graphics. CI$ then made their format available for BBSing.<BR>
.JPG was, at least in early implementations, primarily for scanned files.<BR>
Almost every scanning program I've encountered either uses TIFF (.TIF) or<BR>
uncompressed .JPG.<BR>
<BR>
Early browsers I've used (To wit, NCSA Mosaic for the Mac, in early<BR>
versions) didn't support .JPG, but did support .GIF.<BR>
[snip]<BR>
>> They include a pallate of colors, and so are flexible.<BR>
><BR>
>Don't see why that makes it flexible, JPG's display whatever colour is in<BR>
>the picture, assuming your display is of high enough bit depth.<BR>
<BR>
JPEG uses a full width system. I can, if my display supports it, use any<BR>
256 colors of the 32 bit pallate in a .GIF; for non-scanned/photographed<BR>
images, especially those created by direct pixelpopping, 256 colors will be<BR>
more than sufficient. 256 is one byte; the 32 bit wide is 3 bytes.<BR>
<BR>
Additionally, most people I've met don't go the whole 32bit route on their<BR>
screens; they use 24 bit graphics at best, simply due to the limits of<BR>
their Video ram.<BR>
<BR>
[snip]<BR>
>> I've not seen ANY vector formats supported by stock<BR>
>> browsers.[1] Heck, the only vector formats I've seen discussed that I can<BR>
>> open are .ps and .pdf; both are slow.<BR>
><BR>
>Well I'm not talking about browsers, if all you're worried about is<BR>
>browsers, it really doesn't matter which format you use, pictures used in<BR>
>web pages are usually such low resolution who cares what format they're in.<BR>
><BR>
the whole thread was based around sharing images ON THE WEB. If I'm going<BR>
to put images on the Web, it becomes VITAL to know the stregths and<BR>
weaknesses of the various formats. And, for doing things like deckplans,<BR>
.gifs are generally going to maintain the crisp lines better.<BR>
<BR>
When .RIP becomes available for the Mac I *WILL* migrate, even though it<BR>
won't be native to my browsers.... it is a superior method of handling<BR>
vector graphics on the web.<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 11:42:57 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: RE: Drawing Program<BR>
<BR>
At 10:49 -0500 23/12/99, "Trevor, Peter" <Peter.Trevor@rb.cwplc.com> wrote:<BR>
> > Except on the Mac :-(<BR>
>Do people still use Macs?  I thought it was just a trendy looking<BR>
>office ornament.<BR>
<BR>
<DISENGAGE BLACK GLOBE><BR>
<LOCK SPINAL MOUNT><BR>
<INITIATE RAPID MESON FIRE><BR>
<BR>
>Seriously, I would like to try out things like Infini-V ...  does<BR>
>anyone know of a *simple to install* Mac emulator for the PC?<BR>
<BR>
Err - there is one that people keep on mentioning but I can't <BR>
remember the name, but it may be cheaper and easier to get hold of an <BR>
old MacII or LC (which go for <100 GBP these days). There's a place <BR>
in Bury St Edmonds which sells them called Mad Macs.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 11:47:50 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: Drawing Program<BR>
<BR>
At 10:49 -0500 23/12/99, Michel Vaillancourt <BR>
<misha@empire.atlantic-online.ns.ca> wrote:<BR>
>        Hi, Dom...  several folks with G3's and that sort of thing run CC2<BR>
>and all the other add-ons quite contentedly under Virtual PC.  I can put you<BR>
>in contact with one of them, if you like.<BR>
<BR>
I know that you can run it like that, but I was wondering if it was <BR>
worth doing with a 200MHz 603e processor (about 5 times slower than <BR>
the 2-300 MHz G3)? I'd like to upgrade to G3 or G4 but at the moment <BR>
it doesn't look likely to happen soon. I suspect the RAM upgrade to <BR>
136Mb from 56Mb will come first...<BR>
<BR>
Thanks for the tip.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 11:54:26 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: Drawing Program<BR>
<BR>
At 14:09 -0500 23/12/99, shadow@krypton.rain.com (Leonard Erickson) wrote:<BR>
>And for vector files, CGM files are probably the most portable. I know<BR>
>Corel can handle them.<BR>
<BR>
EPS and DXF aren't bad either, although some PC interpretations of <BR>
EPS are a little screwy. ISTR that Corel used to have this problem. <BR>
DXF tends to fall apart with fonts, colours and 3D.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 30 Dec 1999 01:31:43 +1300<BR>
From: "Andrew Moffatt-Vallance" <a.vallance@netaccess.co.nz><BR>
Subject: Mac emulators (was: RE: Drawing Program)<BR>
<BR>
Date sent:      	Wed, 29 Dec 1999 11:42:57 +0000<BR>
From:           	SD Mooney <dom@cybergoths.u-net.com><BR>
<BR>
> At 10:49 -0500 23/12/99, "Trevor, Peter" <Peter.Trevor@rb.cwplc.com> wrote:<BR>
<BR>
> >Seriously, I would like to try out things like Infini-V ...  does<BR>
> >anyone know of a *simple to install* Mac emulator for the PC?<BR>
<BR>
> Err - there is one that people keep on mentioning but I can't <BR>
> remember the name, but it may be cheaper and easier to get hold of an <BR>
> old MacII or LC (which go for <100 GBP these days). There's a place <BR>
> in Bury St Edmonds which sells them called Mad Macs.<BR>
<BR>
I use Executor from Ardi <http://www.ardi.com/> and it runs all Rob Prior's<BR>
software fine. The interface is a little clunky, but its no real problem to<BR>
work.<BR>
<BR>
<BR>
Andrew etc<BR>
Homepage http://users.netaccess.co.nz/amv/<BR>
Traveller http://www.downport.com/amv/<BR>
 "What do you expect from a species who's females are<BR>
 always in heat" Ko of the Ilui clan on Humans and honour<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 06:12:21 -0700<BR>
From: Erwin Fritz <efritz@GLJA.com><BR>
Subject: Re: free trader<BR>
<BR>
eris@pcola.gulf.net wrote:<BR>
> <BR>
> Could it be possible that the deckplans you are looking at are 4<BR>
> squares per dton rather than 2 squares?  That's they way I draw<BR>
> them, each square is 1x1x3.5 m for the 14 m3 dton, or 1x1x3.375 for<BR>
> MT/CT dtons.<BR>
<BR>
That's an interesting idea, so I just checked. The staterooms for the<BR>
passengers are, including the fresher, about 10 squares. A standard 54<BR>
kilolitre stateroom translates to 8 squares, but half of that is for<BR>
corridors and common areas, so that leaves 4 squares. <BR>
<BR>
Then I looked at the size of the air/raft depicted, and it looks correct<BR>
(about 6 squares).<BR>
<BR>
So the stateroom size seems to prove you right, but the air/raft size<BR>
says otherwise.<BR>
<BR>
*sigh*<BR>
- -- <BR>
Erwin Fritz<BR>
Gilbert Laustsen Jung Associates Ltd.<BR>
http://www.glja.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 06:14:20 -0700<BR>
From: Erwin Fritz <efritz@GLJA.com><BR>
Subject: Re: free trader<BR>
<BR>
Jim & Peta Lawrie wrote:<BR>
> <BR>
>     Wasn't the official deckplan 1.5m x 1.5m? I think they listed a Dton as<BR>
> 6.75<BR>
<BR>
From the MT rules:<BR>
<BR>
Craft plans may have a scale of 1.5 meters per square. Optimum space<BR>
between decks is 3 meters. One floor square (1.5 meters by 1.5 meters by<BR>
3.0 meters) equals 6.75 kilolitres. Two floor squares, therefore, equal<BR>
13.5 kilolitres or one displacement ton.<BR>
<BR>
So the 200 displacement ton free trader should have about 400 squares.<BR>
- -- <BR>
Erwin Fritz<BR>
Gilbert Laustsen Jung Associates Ltd.<BR>
http://www.glja.com<BR>
<BR>
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<BR>
Date: Wed, 29 Dec 1999 09:20:46 -0400<BR>
From: Les_Howie@keane.com<BR>
Subject: GURPS:Trav ships<BR>
<BR>
Would some kind sould please fill me in on how ship design and combat work in<BR>
GURPS:Traveller.<BR>
<BR>
Also, has anone heard anything yet on the proposed basis for the ship rules<BR>
which may be in T5?<BR>
<BR>
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<BR>
Date: Wed, 29 Dec 1999 13:27:26 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Review: The Naked God by Peter F Hamilton<BR>
<BR>
Those of you who have been on the TML for a while will remember that <BR>
we've discussed Peter F Hamilton's "Night's Dawn" Trilogy of SF <BR>
novels on several occasions. The main link to Traveller is the <BR>
technology utilised by the human confederation in the books. Ships <BR>
use ZTT drives, effectively an instantaneous version of the jump <BR>
drive which cannot jump in gravity wells (but unlike Traveller <BR>
J-Drive it can jump in LaGrange points). The technology diverges from <BR>
Traveller in the presence of biotechnology (organic grown starships <BR>
called voidhawks), effective PSI via implant (affinity bonds) and <BR>
nanionic implant technology which can boost performance and give <BR>
links to computer nets. Antimatter is available but illegal, and <BR>
there are hints at super weapons (such as the Alchemist) which are <BR>
described as the plot proceeds. Technology and society are broken <BR>
into two distinct groups - the Edenists (biotechnologists who use and <BR>
develop the voidhawks and viable AI habitats) and Adamists (who <BR>
either reject or minimise the use of biotech).<BR>
<BR>
The whole plot line is very epic, and is very hard to describe <BR>
without ruining the main twist described in the first novel 'The <BR>
Reality Dysfunction', and continued in the sequel 'The Neutronium <BR>
Alchemist'. You'll either love it or hate it. The novels are around <BR>
1100 pages each, and I found the first two unputdownable.<BR>
<BR>
Anyway, the final part of the sequence 'The Naked God' was released <BR>
just before Christmas in the UK, and thanks to a friend I have <BR>
borrowed his hardback copy and spent three days over the break <BR>
devouring it. I'll try and give a non-spoiler based review here:<BR>
<BR>
'The Naked God' (TNG) starts immediately after the end of 'the <BR>
Neutronium Alchemist', and will be hard to follow if you haven't read <BR>
the earlier volumes, especially as no primer or summary is given at <BR>
the start. It continues to follow the main characters from the <BR>
earlier novels - Joshua Calvert (owner/operator of the Adamist <BR>
starship 'Lady MacBeth'), Ione Saldana (Lord of Ruin, ruler of the <BR>
habitat tranquilty, also duplicated into some biotech constructs), <BR>
Louise Kavanagh (escapee from a planet threatened in the second <BR>
book), and a number the enemy; Quinn Dexter, Al (from Chicago), Kiera <BR>
etc.<BR>
 <BR>
There are a number of distinct threads to the plot, namely:<BR>
<BR>
1) Calvert's search for a solution to the main plot issues, <BR>
accompanied by the Voidhawk Oenone. They end up far beyond normal <BR>
space.<BR>
2) Louise's attempt to warn Earth of the threat posed by Dexter, who <BR>
has got there first.<BR>
3) The politics faced by Ione and others in the Confederation in <BR>
dealing with the problem.<BR>
4) The operations to contain Al and liberate New California.<BR>
5) The land war to rescue Mortonridge from occupation, which includes <BR>
use of 'harpoons' (Kinetic Kill weapons).<BR>
<BR>
The entire plot moves quite quickly, but I was starting to feel a bit <BR>
jaded by the end - there are no real surprises left in the story, as <BR>
it moves towards a conclusion. However, it's still quite gripping. <BR>
The feeling at the end approaches that of the end of a fantasy quest; <BR>
however, that's probably more related to the old Clarke quote on <BR>
technology of a sufficiently high level being indistinguishable from <BR>
magic. For a Traveller comparison, imagine if the players encounter a <BR>
TL 30+ Grandfather to give an idea of the disparity in technology.<BR>
<BR>
Easy plunder for the Traveller ref are the descriptions of the <BR>
Tyrathca, Mosdva and Kiint races which could be slotted in on the <BR>
borders of the Imperium. Additionally, the attitude of the high <BR>
technology sentients could be used if playing a sufficiently high <BR>
powered game, but is better done in Iain Banks' 'Excession'.<BR>
<BR>
The ending is much as expected, and ties up the loose plot ends well; <BR>
there are hooks which could build a sequel but I don't know if it <BR>
needs one, nor if one could be achieved satisfactorily. Would I <BR>
recommend it? Yes, especially if you enjoyed the first two novels. I <BR>
will be buying it in paperback.<BR>
<BR>
Dom<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
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<BR>
Date: Wed, 29 Dec 1999 06:28:07 -0700<BR>
From: Erwin Fritz <efritz@GLJA.com><BR>
Subject: Re: free trader<BR>
<BR>
Peter Newman wrote:<BR>
> <BR>
> > Erwin Fritz <efritz@GLJA.com><BR>
> > The blueprint I'm<BR>
> > using for a template has at least twice that many.<BR>
> > Does anyone know where I can find a blueprint for the free trader that<BR>
> > fits the canon description and size?<BR>
> <BR>
> Are you talking about the free trader, or the Far Trader?<BR>
> <BR>
<BR>
The free trader.<BR>
<BR>
> The blueprints for the type A free trader in DGP's Starship<BR>
> Operators Handbook have about 750 deck squares, so it is indeed<BR>
> almost twice as large as it should be. I am not aware of<BR>
> another good source for Type A deck plans.<BR>
> <BR>
<BR>
I don't have SOH, so I don't know if this is the one I'm looking at. I<BR>
downloaded mine from one of the Traveller web sites. I annotated it<BR>
myself, though.<BR>
<BR>
I can send it to anyone who's interested.<BR>
<BR>
> The OP Judges Guild CT supplement Starships & Spacecraft had<BR>
> 25 mm scale plans for a type A (they are a little _small_,<BR>
> having about 370 depicted squares) but it is long OP and<BR>
> Judges Guild   www.judgesguild.com    does not have it.<BR>
> Perhaps someone, (after obtaining permission & with a<BR>
> scanner), could get you a copy of this one. Basically it is a<BR>
> cigar shaped 2 deck plan with the bridge & the crew<BR>
> staterooms on the front of deck two and the passenger area<BR>
> of the front of deck one. The back of both decks is a 2<BR>
> level (6m) high cargo area, fuel, & engine room.<BR>
> <BR>
<BR>
That's definitely not the one I have, so I'd be interested in seeing it,<BR>
if anyone has it. The one I'm using has three decks, with the passenger<BR>
area and air/raft on the top deck, the cargo bay on the middle and lower<BR>
decks, and a two-story engineering area.<BR>
<BR>
- -- <BR>
Erwin Fritz<BR>
Gilbert Laustsen Jung Associates Ltd.<BR>
http://www.glja.com<BR>
<BR>
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<BR>
Date: Wed, 29 Dec 1999 09:13:46 -0500<BR>
From: Robert Prior <robert_prior@sympatico.ca><BR>
Subject: Re: Ethnic confusion<BR>
<BR>
>On 12/28/99 at 10:43 AM,  Robert Prior <robert_prior@sympatico.ca> said:<BR>
><BR>
>>As to trying to breed chimps and humans, I'm kinda surprised that no<BR>
>>one's tried an in vitro fertilization, just to see what happens, if we<BR>
>>really are that close. Can you give me a reference for that?  (All my<BR>
>>sources, which admittedly aren't extensive, assume separate species with<BR>
>>no interbreeding.)<BR>
><BR>
>Does that really surprise you?  If the mere idea of cloning raises<BR>
>world-wide reaction, imagine the storm over attempts to create<BR>
>"monkey man!"  Okay, *I* know that's a misnomer, but I can see the<BR>
>screaming headlines now.<BR>
<BR>
Actually, yes I am surprised. I can see not publishing the results, though,<BR>
so I suppose it might have been done and we just haven't heard about it.<BR>
<BR>
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<BR>
Date: Wed, 29 Dec 1999 09:19:45 -0500<BR>
From: Robert Prior <robert_prior@sympatico.ca><BR>
Subject: Re: Ethnic confusion<BR>
<BR>
>> On Tue, 28 Dec 1999, Robert Prior wrote:<BR>
>>> As to trying to breed chimps and humans, I'm kinda surprised that no one's<BR>
>>> tried an in vitro fertilization, just to see what happens, if we really are<BR>
>>> that close. Can you give me a reference for that?  (All my sources, which<BR>
>>> admittedly aren't extensive, assume separate species with no<BR>
>> interbreeding.)<BR>
><BR>
>It's in numerous books and articles.<BR>
<BR>
Can you give me some references?  My 'wonderful' local library system is<BR>
extremely limited, and the local university keeps non-students out of their<BR>
library. I can get an inter-library loan, but only if I know the title and<BR>
author of the book...<BR>
<BR>
<BR>
>And it's the moral/ethical<BR>
>dilemmas that are why no one has tried it in vitro. You'd have to deal<BR>
>with questions such as "is this to be treated like a fertilized human<BR>
>egg? Or as just another animal experiment?"<BR>
<BR>
How do they handle the ethics when they're experimenting with fertility<BR>
treatments?<BR>
<BR>
<BR>
>And if you implanted the<BR>
>egg and let the pregancy go to term, are you going to use a human or<BR>
>chimp host? Either way, the ethics get sticky. And if you get a viable<BR>
>*birth*, things *really* get sticky.<BR>
<BR>
I suspect that implantation and pregnancy would be bigger hurdles than<BR>
fertilization. There's a lot of chemical interaction between fetus and<BR>
mother, which means a lot of places for things to go wrong.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 29 Dec 1999 07:32:04 -0700<BR>
From: cos 90 <cos90@powersurfr.com><BR>
Subject: Re: Traveller-digest V1999 #1592<BR>
<BR>
>I'd suggest one of the SAMS "Teach yourself XXX in 21 days" they have ones<BR>
>for C, Perl, C++, Java, and maybe other languages; they're not half bad<BR>
>for walking you through what you get in a 'formal' education. <BR>
<BR>
Good choice -- the Sams Teach Yourself ... in 21 Days series is generally<BR>
well received. You might want to avoid the Sams Teach Yourself ... in 24<BR>
Hours unless all you want is a quick overview. <BR>
<BR>
Howev</HTML>
