
-------- TML Message #1873 --------

Archive-Message-Number: 1873
Date: Wed, 28 Nov 90 20:52:38 PST
From: Andrew Salamon <salamon%sdbio2@ucsd.edu>
Subject: Advanced Scientist Character Generation

Hi Y'all!

I haven't had a chance to test this so if any of you have some time to try it
out, or analyze the numbers (or ideas) please let me know.

Two things that I have left out: Law School and Medical School.  If anyone
cares to add them, feel free.

I changed the rules for College because the way they have it in MT it just 
doesn't seem worth wasting an entire term just for a couple of points of Edu.

Please see the the very end of my post for a list of new and modified skills.
If you don't like the changes it shouldn't be too hard to undo them.  Just add
a Field table for Genetics and remove the one for Psychology.  You should also
replace one of the Bio entries under the Biology Field table with Genetics.  
However, I don't think Genetics should have a separate skill of it's own unless
you break some of the other science skills down, too.  Then you could just make
them cascade skills and leave the tables as I have them.

	Genetics
	--------
   1	Genetics 	
   2	Biology
   3	Chemistry
   4	Genetics
   5    Computer
   6    Science

I was inspired to do this by Anton Lewis' playing of a Scientist in the last
MT campaign I played in (except the PBEM game, of course).

**********************************************************************

                Advanced Scientist Character Generation

College:

Homeworld requirements:  Pre-stellar+, Mod pop+
Enrollment: 7+  DM's: +1 if Edu 9+, +1 if Soc B+, +1 if Int 9+, +2 if Int B+
            If not successful, character is still 18 years old and may attempt
            to begin another career.
Pick a General Field of Study: Science, Social Science, General Degree,
			       Engineering.
Success:  Basic = 9+, Low Honors = 11+, High Honors = 14+ (one roll)
	  DM's: +1 if General Degree, +1 if Edu 8+
		+1 if Int 8+, +2 if Edu 9+
		+2 if Int 10+, +3 if Edu 10+
		+3 if Int 12+, +4 if Edu 11+
  	  If not successful, character is 20 years old and may attempt to 
          begin another career.
Edu: 1D6-4  DM's: +1 if Low Honors, +2 if High Honors, -1 if in Sports
     (Minimun of 1)
Skills:  Science: Science, Academic
	 Social Science: Academic-2
	 General Degree: Edu +1, Academic
	 Engineering: 1D6 4+ for each skill: Mech, Elect, Gravitics, Science

Options: Scholarship: 10+ DM's: +1 if Edu 9+, +2 if Int 10+, +2 if ROTC
		      Character is sent to a college on another planet.  
		      Adopted Homeworld is one level higher in population and
		      one level higher in Technoglogy.
		      (ie Mod pop -> Hi pop, Pre-Stellar -> Early Stellar)
		      If roll is 13+ increase pop and tech by two levels. 
		      Maximum is Hi pop and High Stellar.

	 Reserve OTC: Army/Marines	9+  DM: +1 if Str 9+
		      Navy		10+ DM: +1 if Soc A+
		      COACC		9+  DM: +1 if Dex 9+
		      Wet Navy		9+  DM: +1 if End 9+ (Pre-Stellar only)

	 	      If successful, character consults the approptiate 
		      generation tables.  Initial training, if any, takes place
		      during College years.  After College character must serve 
		      at least one term in appropriate service.

		      After first or second term in the military the character 
		      may opt to continue with military service or leave the
		      military and continue with a science career.  Character
		      does not muster out and terms spent in the military do 
		      not contribute to mustering out benefits after a career
		      as a scientist.  

	 Sports:  Roll 9+  DM's: +1 if Str 9+, +1 if End 9+
		  If successful character participates in an official sport.
		  1D6 4+ for each skill: Physical, Hand Combat

	 Sports and ROTC:  Character must first make a determination roll.
			   14+ DM: +det/5.
			   If successful character may make rolls for both
			   sports and ROTC.

After College or Military service or Medical School:
Continue Science Career: 8+  DM's: +2 if Edu 9+, +2 if Int 9+
If Successful: 
   Pick a field to Study:
	(Character must have at least one level of the appropriate skill in
	order to choose a Field.)

	Biology		Engineering	Linguistics
	Chemistry	Robotics	Psychology
	Physics		Computers	History

   Pick an Area in which to Study:
	Academia	Automatic
	Industry	11+  DM's: +1 if rank 4+, +2 if rank 7+, +1 if Int 10+
	Government	10+  DM's: +1 if rank 4+, +2 if rank 6+, +1 if Edu 9+

Each year roll for a new assignment:
	Academia	Industry	Government
	--------	--------	----------
  2	Espionage	Espionage	Espionage
  3	Lab Ship	Espionage	Admin Proj
  4	Lab Ship	Lab Ship	Lab Ship
  5	Admin Proj	Lab Ship	Lab Ship
  6	Lab Proj	Lab Proj	Lab Proj
  7	Lab Proj	Lab Proj	Lab Proj
  8	Lab Proj	Lab Proj	Lab Proj
  9	Admin Proj	Lab Proj	Admin Proj
  10	Sabbatical	Admin Proj	Admin Proj
  11	Sabbatical	Admin Proj	Admin Proj
  12	Special		Special		Special

Resolve each assignment:

Academia    Lab Proj	Admin Proj	Sabbatical	Lab Ship    Espionage
- - -----------------------------------------------------------------------------
Survival	4+	    3+		    4+		   5+		6+
Skill		7+	    8+		   Auto		   7+		9+
Award		8+	    8+		    --		   8+		--
Promotion	9+	    8+		    --		   9+		11+
  DM's: Survival: +1 if Terms 4+; Promotion: +2 if rank 6-, +1 if award, 
				  	     +2 if Sector award

Industry    Lab Proj	Admin Proj	Lab Ship    Espionage
- - -----------------------------------------------------------------------------
Survival	5+	    3+		   5+		6+
Skill		7+	    8+		   7+		8+
Award		8+	    10+		   9+		--
Promotion	8+	    8+		   8+		10+
  DM's: Survival: +1 if Terms 4+; Promotion: +1 if Int 10+, +1 if award, 
				  	     +2 if Sector award

Government  Lab Proj	Admin Proj	Lab Ship    Espionage
- - -----------------------------------------------------------------------------
Survival	4+	    3+		    4+		6+
Skill		7+	    7+		    7+		9+
Award		9+	    8+		    9+		--
Promotion	9+	    8+		    9+		12+
  DM's: Survival: +1 if Terms 4+; Promotion: +1 if Admin 2+, +1 if award, 
				  	     +2 if Sector award

Awards:					       DM to next promotion throw only
Indicated throw or better:  System-wide award		+1
Indicated throw +2 or better: Subsector-wide award	+1
Indicated throw +4 or better: Sector-wide award		+2

Available tables for each assignment:
Lab Project: Field of Study, Area of Study, General, Underside (once per term)
Admin Project: Admin, Area of Study, General, Underside (once per term)
Lab Ship: Field of Study, Area of Study, General, Shipboard (only if rank 6+)
Sabbatical: related Field of Study (see table below), General, Underside
            (once per term)
Espionage: Area of Study, General, Underside (even if this table has already 
	   been used this term)

Related Fields:
Biology:  Chemistry 
Chemistry: Physics, Biology
Physics: Chemistry 
Computer, Robotics, and Engineering are all related.
Psychology, History, and Linguistics are all related.

Field of Study Tables:

  Biology  Chemistry  Physics  Robotics  Computers  Engineering
  -------  ---------  -------  --------  ---------  -----------
1   Bio      Chem       Phys   Robotics    Comp       Engineer
2  Chem      Chem     Robotics   Comp      Elect      Engineer
3   Bio      Comp       Comp   Robotics   Robotics      Mech
4   Bio      Chem       Phys     Elect     Comp         Elect
5  Comp      Phys       Phys     Mech      Comp         Comp
6 Science  Science   Technical Technical  Technical  Technical

  Psychology   History          Linguisitcs
  ----------   -------          -----------
1   Psych      History          Linguistics
2   Comp        Comp             Language
3 Interview    History            History
4   Psych      Linguistics      Linguistics
5   Bio        Archaic Weapons    Liason
6  Academic    Academic          Academic

Area of Study Tables:

      Academia       Industry       Government      DM's: +1 if rank 4+
      --------       --------       ----------            +2 if rank 7+
1     Carousing       Liason           Admin
2    Instruction       Admin        Instruction
3     Interview      Interview         Admin
4    Instruction    Instruction      Carousing
5      Liason        Carousing      Interview
6      +1 Edu          +1 Int       Persuasion
7     Academic       Science         Academic
8      Admin        Persuasion        +1 Soc


   General       Admin       Shipboard        Underside 
   -------       -----       ---------        ---------
1  Physical      Admin       Vacc Suit       Hand Combat
2  Physical    Interview     Vacc Suit         Handgun
3   Mental       Admin       Technical         Vehicle
4   Mental    Instruction    Zero G env         Vice
5  Interpers     Admin       Space Tech        Vehicle
6   Inborn      Academic     Space Tech        Mental

Special Assignments          DM: +1 if previously ROTC
- - -------------------
1  Administration
2  Field Cross Training
3  Area Cross Training
4  Species Cross Training
5  Instruction
6  Underside
7  Military Service

Administration:  roll once on Admin table and once on Field, Area, or General 
                 table.
Field Cross Training:  roll twice on a Field table other than the characters 
                       present Field.
Area Cross Training:  roll twice on an Area table other than the character's
                      present Area.
Species Cross Training: gain linguistics (pick a language) and liason.
Instruction:  gain Instruction and +1 Edu.
Underside:  roll once on Underside table (even if this table has already been 
            used this term) and once on Field, Area, or General table.
Military Service:  Serve one year in previous military organization with same 
                   rank as held before starting science career.

Ranks:

Basic  Adv    
Rank   Rank   Academia                	Industry/Government
- - -----  ----   --------			-------------------
        0     1st Year Graduate Student Junior Lab Technician
  1     1     2nd Year Grad Student     Senior Lab Tech
  1     2     3rd Year Grad Student     Junior Researcher
  2     3     4th Year Grad Student     Senior Researcher
  2     4     Extended Grad Student     Project Supervisor (small project)
  3     5     Extended Grad Student     Project Supervisor (medium project)
  3     6     Junior Post-Grad Student  Project Supervisor (large project)
  4     7     Senior Post-Grad Student  Laboratory Director (small lab)
  4     8     Associate Professor       Lab Director (medium lab)
  5     9     Assistant Professor       Lab Director (large lab)
  5     10    Professor       		Field Administrator
  6     11    Tenured Professor         Department Administrator
  6     12    Professor Emeritus        Research Administrator

Reenlistment at the end of every term:
Academia:     5+  DM's: +1 if rank 4+, +2 if field skill 2+ 
                        +2 if Subsector-wide award previous term
Industry:     6+        +1 if rank 7+, +2 if field skill 2+
                        +2 if Subsector-wide award previous term
Government:   5+        +1 if rank 5+, +1 if Soc B+, +1 if Admin 3+
                        +2 if Subsector-wide award previous term
Automatic reenlistment if: rank 9+ and in Academia, Character received Sector-
                           wide award previous term
(if the character chooses to reenlist)

Special Rules:
  ** 0 ranked characters can not receive awards.
  ** Transfers:  At the end of any term a character may attempt to transfer to 
                 a different Field or Area.
     Field:  11+  DM's: +skill in new field, +1 if related field, +1 if Int 10+
			(Character must have at least one level in appropriate
			 skill.)
     Area:  12+  DM's: +1 if rank 6+, +2 if rank 9+, +1 for each term past 4th
                       +1 for every 2 System-wide awards
		       +1 for every Subsector-wide award
		       +2 for every Sector-wide award
		       +1 for each term past 4th (does not include college or
                                                  military service)
     If successful and the character continues with science carreer in new Area
     or Field, character will lose two levels of rank. (For mustering out, use
     highest rank achieved in any Area or Field.)
  ** If a character used the Underside table more than once (by choice or from
     special assignments) the character loses one level of Social Standing.


Mustering out:
  Academia: Maximum of two rolls on the Credits table, +1 Edu
  Industry: +500 credits for each System-wide award received while in Industry.
	    +1000 credits for each Subsector-wide award.
	    +2000 credits for each Sector-wide award.
  Government: +1 Soc
  
  Use highest level achieved in any Field or Area to determine number of 
  mustering out rolls.

  
New Skills:  Psychology, Martial-Art
Modified Skills: Academia: add Computer to the choices
                 Science: remove Genetics from the choices
                 Hand Combat: add Martial-Art to the choices
		 Genetics: no longer used, use Biology instead.
			   (or you could add sub-branches for all of the 
			    science skills, i.e. Organic Chemistry, Inorganic
			    Chemistry, Particle Physics, Astrophysics, etc. 
			    Then make them cascade skills, which serve as 
			    other sub-branch skills -1 level.)

-------- TML Message #1874 --------

Archive-Message-Number: 1874
Date: Thu, 29 Nov 90 08:59:01 +0100
From: d9bertil@dtek.chalmers.se
Subject: Re: (1868)  Robot Design Format

  One thing that IMHO would be nice would be to get the stats for the robot
(ie str, dex, int, edu) preferrably on the "Other:" cathegory since one will
need the book to compute those. 

- - -bertil-
PS: If this message looks strange, it is because my elm has broken down and I
  have to use the inane program "mail" to write this. I hope that I won't
  loose my mailbox becasue it was full of stuff:(

-------- TML Message #1875 --------

Archive-Message-Number: 1875
From: d9bertil@dtek.chalmers.se
Subject: Mailtrouble...
Date: Thu, 29 Nov 90 12:52:30 MET

  As I implicated in the last message my mailer has broken down and won't
let me read my mail (I can read it with some trouble using vi :)
  It seems that the mailertrouble was harder to do anything about than
I thought. Someone with admin priviliges have to (probably) delete my
mailbox after copying it up to my homedir.

  So far everyone here has been singularily unhelpful:

  "Talk to someone else."
  "I'ts bound to be your own fault."
  "Yes, I'm the one that you should talk to about emergencies, but this
   isn't an emergency, this is just your private problem and I don't
   care how or if you solve it."
  "I don't have root privileges." "But you one of the administrators?!." "As I
   said, this is your own problem."
  "You shouldn't have such a large mailbox." "I didn't have a large mailbox.
   I had just a handful in it, I have had over 50 messages there before and it
   always worked." "Well, you shouldn't have such a large mailbox. If it hadn't
   been so large this would never had happened. No matter the size of it, it 
   was too large because this happened." (Spoken by someone who didn't have
     a faintest about what really had happened with it and didn't think it
     important enough to let me explain what had happened.
     Jeez! Where do they dig them up?)
 
  The matter is made somewhat worse because I'm waiting for stuff to a con
here in Gothenburg to arrive in the mail now soon and the deadline is sunday.

  As you might tell, I'm not in a good mood at all right now.

  I would apreciate it if everyone could delay your mails to me until next
monday. This include TML digests, PBEM things and TDR things and the testing
of the ship design and everything else. The reason for this is that
they might disappear into the big bit bucket by accident or carelessness when
my mailbox is repaired on sunday(?). Im also not sure how much the mailbox can
takes befor it crashes for size reasons. If that happens then the flightpath of
the natural waste products is really going to intersect the moving parts of the
rotating air-stream creation implement:(

- - -bertil-
- - -- 
"Words on the net aren't usually worth the paper they are written on."

-------- TML Message #1876 --------

Archive-Message-Number: 1876
From: plb@violin.att.COM
Subject: Re: (1872) CAT -- Clearing the Decks
Date: Thu, 29 Nov 90 9:37:49 EST

Operating System: HP-UX A.B7.00 U
Organization: AT&T-BL, Red Hill System Administration Group (HRSAG)
Location: HR 2C119
Phone: (201) 615-4419
Return-receipt:
X-Mailer: ELM [version 2.3 PL5]

*| 
*| Last week I spouted off about being more interested in working with
*| TML sophonts on programs to help the GM, than in directly addressing
*| TDR rules-generation stuff.  This has sparked some interest, and some
*| heat as well as light.  This message is a summary of CAT to date, a
*| list of existing participants, and (I hope) removal of some floatsam.
*| 
*| Current participants:
*| 	Richard Johnson		richard@agora.hf.intel.com
*| 	Chuck McKnight 		mcknight@tusun2.mcs.utulsa.edu
*| 	Paul Dale		grue@batserver.
*| 	Dan Corrin		dan@engrg.uwo.ca
*| 	

Add me to that list.   I am MORE than willing to participate.

*| We, so far, do not actually have a co-ordinator.  We usually just copy
*| everyone who is participating, as I am with this message.  This one I
*| felt should be echoed to the TML as well -- sort of a gentle reminder
*| to others that if they are interested, they can join in.  The feeling of
*| most of us is that software is better done quietly in private (and 
*| wash your hands afterwards. :-)  Actually, we're deliberately trying to
*| avoid committee-think.
*| 

OK.  So maybe the fact that the stuff I'm working on already is
written in C++ won't be a problem?   How many folks out there have
access to a C++ compiler?

*| Our primary goal right now was IMHO best expressed by Dan:
*| 	A pc in front of every ref? I could care less. I want a pc in
*| 	front of *me* while I am refing. So do others on the list, and 
*| 	I just think that we should get together to program so we don't 
*| 	waste our efforts.
*| 

My current project for MSDOS is a program called "refaid."  This
program would allow a ref to create "people, places, and things"
and associate them with other "people, places, and things."  Sort
of a tailored RDB program.

*| Chuck is currently doing MSDOS ports of existing software on the TML.
*| Dan and Paul are working on a Deck Plan generator, and I'm just trying
*| to collect everything so I can see what programs I want to port to 
*| what machines.  My eventual goal is to have a bunch of programs we can
*| put together as a package for distribution, a package that covers most 
*| of the most-needed stuff.
*| 

This is the one facet that I had not anticipated working on for
refaid.   

*| I think most of us are out for personal fun, not profit.  We'll take the
*| cash if it falls in our laps, though.
*| 

My plan was to release refaid as a user supported program.  Send me
$ if you want, but mostly I am writing refaid for the fun of it.

*| 
*| Mark and Dan have been discussing the role of CAT<-->TDR.  My view, shaped
*| largely by Dan's, is that we're programming for ourselves, and sharing 
*| information.  Right now we're doing MT rules, because they exist.  If,
*| in the future, someone (or several) want to port the programs to TDR rules,
*| we'll help all we can.
*| 

I think that any programs that get written should have both
elements of regular mainstream traveller as well as TDR.  If
released as source code, compiler/preprocessor directives can be
added to the code to conditionally include/exclude TDR and or MT.

*| 
*| I'm not sure what Robert Poole is doing, but did understand he was archiving
*| software for TDR, or something like that.  Robert, if you get your copy,
*| please let at least one of us know if and how we should co-ordinate
*| efforts.
*| 

I spoke to Robert Poole and I plan to clean up some OT npc
generation programs that I wrote and post them with him.  I also am
going to (I don't know when, I'm real busy right now) port this old
code to MSDOS and release it as executables.  I also want to write
some documentation before releasing it.

I'd love to see all this happen.  I just hope it doesn't die a crib
death.....


- - -- 
- - ------------------------------------------------------------------------
|Peter L. Berghold            |  AT&T, HRSAG, +1 (201) 615-4419        |
|INTERNET: plb@violin.att.com |  UUCP: {uunet!allegra|att}!violin!plb  |
|FAX: 1(201) 706-2004         |                                        |
- - ------------------------------------------------------------------------

-------- TML Message #1877 --------

Archive-Message-Number: 1877
From: "Mark F. Cook" <markc@hpcvss.cv.hp.COM>
Subject: Gyros affecting recoil
Date: Thu, 29 Nov 90 8:51:14 PST

Paul Baughman <PHB100@psuvm.bitnet> writes:

>> Mark Cook says:
>>
>>One last point, the MT Imperial Encyclopedia (pg. 71) states that standard
>>equipment for the gauss rifle includes gyrostabilization.  If that addition
>>doesn't make it "Low Recoil", then I don't know what does.
>
>How does gyrostab make it low-recoil?  My understanding of how gyros work (not
>comprehensive, by any means ;+) don't let them absorb recoil, just help you
>keep the gun pointed at the target.  Gyros resist torqueing moments (is my
>terminology correct? ) but the full recoil should still hit your shoulder
>(wrist, whatever...).
>
>Yes?  No?

Yes AND no, Paul.  You're right that gyros don't absorb any recoil (you'll
still get kicked in the shoulder just as hard).  But that's not the point.
>From both a real-life military standpoint AND a RPG standpoint, the
detrimental effect recoil has on accuracy is barrel climb.  Virtually
nothing else matters.  While the gyro won't do anything to eliminate
in-line recoil (from the receiver back into your shoulder), it will
significantly reduce barrel climb by damping rotation of the weapon
in any axis.  This means that you are less likely to drift off target.
>From there, the benefit is obvious.  (BTW, this is why almost ALL modern
assault rifles have stocks which are DIRECTLY in line with the receiver.
By being designed that way, they cause a higher percentage of the weapon
recoil to be delivered as in-line recoil, thus drastically reducing the
rotation of the weapon due to recoil.  Result: more accurate weapon at
high ROFs.)

        Mark F. Cook

USMail: User Interface Technical Support
        Hewlett-Packard - Interface Technology Operation
        1000 NE Circle Blvd.  Corvallis, OR 97330

INTERNET: markc@hpcvss.cv.hp.com
          markc%hpcvss.cv.hp.com@relay.hp.com

-------- TML Message #1878 --------

Archive-Message-Number: 1878
Subject: Bertil's Mail
Date: Thu, 29 Nov 90 7:57:39 PST
From: Richard Johnson <richard@agora.UUCP>

Bertil Jonnell (d9bertil@dtek.chalmers.se) is having mail
trouble, and has requested we refrain from sending him
anything until next Monday.  He thinks he can get the problem
fixed locally, and will have to, since he can't read any
incoming mail.

Thank you for your support.
Richard

-------- TML Message #1879 --------

Archive-Message-Number: 1879
Date: Wed, 28 Nov 90 12:37:52 PST
From: Vote For NoneOfTheAbove Write In Candidate 28-Nov-1990 1347 <baranski@meridn.enet.dec.COM>
Subject: Shipping?  Common or Rare?

Shipping in Traveller is more likely to resemble 16th century shipping, where
they shipped stuff from one place to another because X didn't exist at point B.
But how much of this will be going on, when the basics oflife can be provided
with a planet or a system?  There will still be markets for stuff like tea, and
furs, exotic stuff from far off places for people who have a lot of money to
blow, but fewer raw materials.

Another factor is can a TL 12 planet produce *all* the goods required by a TL
12 economy?  Can the same planet or system produce consumer goods, power
plants, jump drives, computers, weapons, air rafts, body armor and hulls?  I
tend to think not.  I think that it's much more likely that planets will
specialize on high tech products, and will export only computers, or only air
rafts or grav tanks.  Supposedly every developed planet has a starport andcan
build spaceships, but that doesn't seem likely.  It seems more likely that only
one planet in a dozen will make a business out of building ships, probably
making the hulls, and importing all the rest.  To do *all* of the economic
activity involved in making a business out of building ships would wear out a
planet quite quickly, I would think maybe a couple of decades.

Can we take these factors into account on shipping charts?

Jim Baranski

-------- TML Message #1880 --------

Archive-Message-Number: 1880
Date:     Thu, 29 Nov 90 13:40:17 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Draft Vehicle Design Changes 1.0

        TDR VEHICLE DESIGN SYSTEM
        VERSION 1.0  
        28 NOVEMBER 1990
        ROB DEAN
        
        ***************************************************************
        Remarks will be delineated with rows of asterisks at the 
        beginning and end.
        ***************************************************************
        
        ***************************************************************
        For purposes of this version, all entries will be keyed to the
        MegaTraveller Referee's Manual.  Deleted sections will be noted,
        as will retained sections.
        ***************************************************************
        1: BASIC HULL DESIGN
        
           Volume of Hull=Displacement Tons * 13.5
        
           For Displacement        Mass        Cost
             Less than 1 ton      .1t/kl    Cr10000/ton
             Less than 100 tons   .05t/kl   Cr2200/ton
             Less than 100000tons .02t/kl   Cr1300/ton
             Over 100000tons      .01t/kl   Cr600/ton
        
           The following sections remain the same
           5:Craft Configuration and Streamlining
           6:Planetoid Configurations
           7:Armor
           8:Minimum Armor
           9:Armor
           10:Weight and Price
           11:Open Vehicle
           12:Vehicle Cupola
           13:Hull Totals
        
        2: POWER SUPPLY
        
        This section temporarily remains the same, except that the 
        consumption of radioactives in a fission reactor is given per 
        month, not per hour.
        
        3: LOCOMOTION
        
           1:Locomotion type: Remains the same
           2:Jump Drive capacity Remains the same
        
           3:Jump Units Required:
        
           Jump Number          1   2   3   4   5   6
           Percentage of Ship   2   3   4   5   6   7
        
           Multiply the percentage above by the volume of the ship.  This 
           gives your drive volume in kiloliters.  Each kiloliter of
           drive weighs 2 tons, and costs Cr222,222  (*Suggest roundoff 
           to 220000*)
        
           4: Jump Fuel Volume
        
           Multiply the volume of the drive by 5 to determine the 
           quantity of fuel required to make one jump at TL9-TL16.
        
        ****************************************************************
        I'm not going to worry about non-imperial ultra-tech just now.
        ****************************************************************
        
           5: Maneuver Drive: Section deleted
        
           6: Thrust Based Suspension
                                  ----Per ton of Thrust---- Min
           TL  Type               Power Volume Weight Price Volume
           7 Air Cushion          0.10   0.20   0.30  30000  0.010
           9 Standard Grav        0.10   0.02   0.04   2000  0.020
           9 High Volume Grav     0.10   0.02   0.04    770  5.400
           10 Low Power H-Grav    0.02   0.05   0.03  25000  0.020 
           11 Thrusters           0.11   0.02   0.05   1100  5.400
           12 Low Power L-Grav    0.01   0.03   0.02 300000  0.003  
        
           7: Contact Based Suspension : No Change
           8: Contact Based Transmissions : No change
           9: Select Avionics: No change
           10: Compute Locomotion totals
        
        4: COMMUNICATORS : No change
        5: SENSORS AND ELECTRONICS : No change
        6: WEAPONS : No change
        7: SCREENS : No change
        8: BRIDGE
        
           1: Environmental Controls: No change  ***(Yet)***
           2: Control Points:  Do not figure control points on hull.  
           Only figure control points based on Power Supply, Locomotion, 
           Communications, Sensors, Weapons, Screens, and Environmental 
           Control.
        
        ****************************************************************
        RATIONALE:  As it now stands, two vehicles, such as tanks, that
        differ only in their weight of armor require differing quantities
        of control points.  Since most vehicle hulls (aircraft are an
        exception) don't do much but sit there, it doesn't seem like it
        should be necessary to use controls on them.  I realize that 
        certain things are included in hull controls, like hood and trunk
        releases on your car, but it seems negligible.  In almost any 
        vehicle that is not extremely heavily armored, the contribution 
        to the total number of control points by the hull is negligible 
        anyway.
        ****************************************************************
        
           3: Computers: Remains the same
           4: Control Panel Units: Remains the same, except add new rule:
           If the total number of control points needed is less than 
           0.05, no control panel units need be installed.  ***(There, 
           now you can do a skateboard)***
        
           5: Special Control Panel add-ons : Remains the same
           6: Electronic circuit protection: Remains the same
           7: Compute Controls totals: Remains the same
        
        9: ACCOMMODATIONS
        
           1: Basic Crew Complement: remains the same
           2: Vehicle and Small Craft Crew: remains the same
           3: Reduced Vehicle Gunners:
        
                   Alter formula to X=(C*S)/W
        
        ****************************************************************
        The Text in this section has always implied that this sort of 
        formula is correct (i.e. it should be advantageous to have more 
        sensors.)
        ****************************************************************
        
           4: Supplanted Vehicle Commander
        
                  Alter Formula to X=(T/S)/C
        
           5: Special Vehicle Considerations: remains the same
           6: Vehicle Crew Accommodations:
        
              Access      Vol   Wt   Price
              Open         0   0.08   50   
              None         1   0.1    100
              Cramped      2   0.1    100
              Adequate     3   0.1    100
              Roomy        4   0.1    100
        
        ****************************************************************
        This table now accounts for seating arrangements on tiny vehicles
        such as motorcycles, and adds the weight of the passenger into 
        the seat, which has a substantial impact on very light vehicles,
        but little impact on anything larger than a golf cart.
        ****************************************************************
        
           7: Starship and Spacecraft Crews
        
              Bridge Crew: No change
              Engineering Crew: No change
              Maintenance Crew: H/C
              Gunners: No change
              Flight Crew: No change
              Ship's Troops: Any number chosen by the designer
              Command Crew: Cc=Total crew/6. If over 10, then=10+Cc/10
              Stewards: 1 per 8 high passengers
              Frozen Watch: No change
              Medical Crew: No change
        
        ****************************************************************
        As the rules currently exist, I think the quantity of command 
        crew is vastly inflated, which is why I reduce it like the bridge 
        crew.  Most of the really bad inflation comes in when you have 
        120 or 150 marines on board, and I usually figure that if I have 
        just decided that there are 150 marines, that includes their 
        officers and admin personnel.  I also don't see the need to add 
        stewards to the crew when there is a fair amount of slop in the 
        numbers already.  To provide personal service to high paying 
        passengers, yes.  To wait on the crew, no.  
        ****************************************************************
        
        10: FUEL : No change at present
        
        
        DESIGN EVALUATION
        
        This section can be retained as is, with the following excep-
        tions.  
        
        Damage:  Calculate based on weight, not volume.  Also figure in 
        the factor of ten for personal combat rules to allow more differ-
        entiation of vehicles at lower sizes.  So new hull values become 
        Weight/1.5 (inoperative) and Weight*1.7 (Destroyed).  Values for 
        power plant and locomotion are figured as before, on a percentage 
        of the weight rather than the volume.
        
        For space faring craft, normal acceleration now becomes 
        thrust/weight.  If this value is less than one, the craft cannot 
        lift off from a standard gravity planet. For operations near a 
        planetary surface, figure speed of spacecraft based on 
        (thrust/weight)-1 to account for power required to maintain lift.
        Agility is equal to the acceleration available after all other 
        systems have been powered.
        
        ---------------------------------------------------------------
        DRAFT FIXED WING AIRCRAFT DESIGN SEQUENCE
        May be used with the suggestions above or separately
        _______________________________________________________________
        1: Determine size of aircraft in displacement tons
           Volume=13.5kl/displacement ton
        (or designate it in kl if you prefer)
        ---------------------------------------------------------------
        2: Choose Airframe type
                       Weight Price  Min     Max         Equiv
                       Mult   Mult   Speed   Speed  Eff  Armor
        Simple         x0.2   x5     150     300    .85   0
        Fast Subsonic  x1     x10    160     800    .90   0
        Transonic      x2     x15    180    1100    .95   1
        Supersonic     x4     x20    280    2800   1.00   2
        Hypersonic     x6     x50    350    5000   1.00   3
        
        Multiply base hull weight and cost of chosen hull volume by the 
        factors given above to get total cost and weight of hull.  Armor 
        of hull is given.
        
          Airframe Enhancements
                                       Price
                               Weight  Multiplier
                     STOL      0.05     x1.3
                     VTOL      0.10     x1.5
                     Seaplane  0.05     x1.25
                     Reentry   0.10     x5.0
        
           Weight is in tons per kl of aircraft volume.  Price multipl 
        applies to the entire airframe cost.
        
        Maximum Lift of airframe hull in tons=volume in kl *1.35
        
        If total weight of aircraft plus external stores is greater than 
        maximum lift, or calculated airspeed not at least minimum for 
        airframe type, aircraft may not take off.
        _______________________________________________________________
        
        3: Choose power plant from Referee's Manual
           Fission and fusion not available for aircraft
        
        Choose Thrust Agency from table below
        
        TL  Type               Thrust   Fuel   Cost  Airframe
        5  Basic Prop             8      2      5    Fast Sub
        6  High Perf Prop        16      3     10    Fast Sub
        6  High Perf Turboprop   25      5     20    Fast Sub
        6  High Perf Turbojet    30      9     30    Supersonic
        6  Basic ramjet          50     40     50    Hypersonic
        6  High Perf Ramjet      65     50     60    Hypersonic
        6  Basic Rocket          50     80     50    Hypersonic
        6  High Perf Rocket      65    100     60    Hypersonic
        7  Basic turboprop       20      4     15    Fast Sub
        7  Basic Turbojet        25     6.5    25    Supersonic
        7  Basic Turbofan        30      7     35    Supersonic
        7  High Perf Turbofan    35      8     40    Supersonic
        8  High Bypass Turbofan  21      4     12.5  Supersonic
        
        Thrust= MW of powerplant output (-MW used as power for compo-
        nents) * Thrust factor above
        Fuel Consumption= Normal fuel consumption of chosen power plant * 
        Fuel factor above
        Cost=Normal Cost of powerplant * Cost factor above
        ---------------------------------------------------------------
        4: Pick armament from tables in COACC.  Guns, bomb bays and 
        turrets count against interior volume fo the craft.  External 
        mounting points do not, except that plumbed hardpoints require 
        0.01kl internal each.
        ---------------------------------------------------------------
        5: Acoommodations and life support as per Referee's manual.  
        Crewmen may be given "no access" seats.  Passengers require a 
        minimum of "cramped".  Life support generally only applies to the 
        volume occupied by the crew, but may be extended to cover the 
        bomb bays and cargo areas if it is considered desirable to have 
        access to these during fl;ight.
        ---------------------------------------------------------------
        6:  Controls are installed as per the referee's manual.  Control 
        points based on hull cost should be included.
        ---------------------------------------------------------------
        7: Evaluate SPeed as per COACC.  Agility formula for aircraft 
        (and grav vheicles) is forthcoming.  Damage equals clean 
        weight/1.5 (inoperative), and Clean weight*1.7 (destroyed).  This 
        is in keeping with the revised design rules.
        ---------------------------------------------------------------
        




-------- TML Message #1881 --------

Archive-Message-Number: 1881
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: deck plans
Date: Thu, 29 Nov 90 11:13:35 GMT

James T Perkins <jamesp@metolius.WR> writes:
>					as a case in point, have you
> ever done a deck plan of a Scout-shaped ship? With such a shape, it
> doesn't translate real well to paper (how big a triangle do I draw to
> map deck 1? deck 2? Heck, I'll make a rough guess :-).

I've gone one better, I've made a model of a scout ship, with a removeable
top, and lots of internal detail.  It's based on the deck plans GDW put
out in the old Traveller supplement 7, "Traders and Gunboats" - the same
plan also appeared in the introductory adventure which came with the
De Luxe boxed set.  I had to add in a few things, such as the power plant
and the computer!  I also rearranged the middle section, after I found
that in the wedge-shaped hull, the forward staterooms were only suitable
for dwarves who didn't get claustrophobia - the ceiling and deck came
together.  What I did was turn the middle section round, so the crew
common area is directly behind the bridge.  The ceiling and deck still
come together, but there's a large quarter-circular chair or sofa in the
forward port corner, and a game console with seats in the forward starboard
quarter, so the higher floor doesn't matter - it's part of the seat.  I also
moved the cargo bay, because where they had it, there wasn't enough height
to allow 3 tons.  Unless, that is, I was to make it long, broad and low,
which wouldn't make it useful for many types of cargo.  Besides, I wanted
that place for the forward undercarriage leg.  The ship has reaction drives,
so nyah to all you reactionless fans! :-)  It looks better with exhaust
nozzles, anyway.  I also put in several small thrusters for manoevering.
As for fuel - anywhere I haven't put something else is fuel space.


- - -- 
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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

