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

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




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

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

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

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

			Jim Cunningham
			Traveller Relic



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

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

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


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

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

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

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

					Jo Jaquinta
					jaymin@tcdmath.tcd.ie

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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


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

***PBEM info only.***

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

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

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


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

Second the Motion

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

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

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

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

Rob

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

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


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

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

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

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

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

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

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


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

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

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

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

any advice would be welcome.

paul
..

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

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



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

Are there any questions?  Yes.


	Well you introduced us.  Who are you?

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


	What exactly do you mean by `artifact'?

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


	How big is the ship? 

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


	What can we put inside? 

See previous answer.


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

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


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

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


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

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



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

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



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

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


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

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


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

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


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

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


	"Umm, just how big is the ringworld?  

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


	So how large surface area does R-alpha have?

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


	And how long will we have to explore it?  

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



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

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


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

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


	How long could it last untended?

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


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

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


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

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


	Did it radiate neutrinos?

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


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

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


	What resolution do the closeups have?

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


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

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

 
	What are we waiting for?:-)

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


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

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






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

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

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

	Mac Witfield, a distinguished and practiced generalist.

	Nishu Neriika, who will joining the transport team.

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


more later...
Richard


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

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


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

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

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

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



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


AGILITY

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


FUSION DRIVES

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

     Why assume that the drives are 100% efficient?

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



SPECIAL BONUS GAZOID COMMENT: FUSORS

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


Cap'n Paul


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

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


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

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

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

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

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


- --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu  /  woodsb@attctc.dallas.tx.us
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-------- TML Message #909 --------

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



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


			- an expedition member



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-------- End of TML Messages --------

