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To: Dan Corrin <dan%engrg.uwo.ca@RELAY.CS.NET>
Subject: TML Bundle #170: Msgs 2117-2137
Reply-To: TML Administrator <traveller-request%metolius.wr.tek.com@RELAY.CS.NET>
Precedence: bulk
Date: Tue, 12 Feb 91 12:17:00 PST
From: James T Perkins <jamesp%metolius.wr.tek.com@RELAY.CS.NET>
Status: RO


TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Tue Feb 12 12:16:55 PST 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #170: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2117  30-Jan-91 Dan Corrin        FTP archive update << The number of the FTP s
2118  30-Jan-91 wilber%nunki.usc. My Account Will Dissappear << Since I've grad
2119  31-Jan-91 CHOINSKI@s35.prim  << - -======================================
2120  01-Feb-91 "Robert S. Dean"  Flaming Eye << I acquired the Flaming Eye Sou
2121  01-Feb-91 "Robert S. Dean"  The Latest Vehicles << Since there has not be
2122  02-Feb-91 wilson m liaw     New MegaTraveller Adventure << There is suppo
2123  02-Feb-91 Dan Corrin        100 diameter jump point. << The 100 planetary
2124  03-Feb-91 Brian Hartsfield  GMing << I have never GMed a Megatravller gam
2125  04-Feb-91 Arthur Green      100 diameter limit << >From: Dan Corrin <dan@
2126  04-Feb-91 True Friends Chan trade wagging the dog (old message) << RE: Wh
2127  07-Feb-91 wilson m liaw     DGP Moves!! << DGP HAS MOVED FROM IDAHO TO OR
2128  07-Feb-91 wilson m liaw     MegaTraveller II << The following is a press 
2129  08-Feb-91 James T Perkins   Where is everyone? << The only postings I've 
2130  08-Feb-91 salamon@sdbio2.UC Sector data format???? << I downloaded the se
2131  09-Feb-91 Andreas Bjorklind DGPs new game: A.I. (tm) << Sorry about this 
2132  09-Feb-91 agora.rain.com!ca Re: 2097 Fuel Duration << In message 2097, ma
2133  09-Feb-91 agora.rain.com!ca Re: 2125 100 Diameter Limit << >From: Arthur 
2134  09-Feb-91 agora.rain.com!ca Re: 2126 Trade and Commerce Debate << >From: 
2135  09-Feb-91 agora.rain.com!ca Re: 2097, Fuel Duration << - -- +------------
2136  09-Feb-91 Mark F. Cook      Re: Sector data format???? << In article (213
2137  11-Feb-91 Adrian Hurt       Re: 100 Diameter Limit << agora.rain.com!carl

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

Archive-Message-Number: 2117
Date: Wed, 30 Jan 91 14:34:54 EST
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: FTP archive update

The number of the FTP site is 129.100.100.12 (changed from 129.100.4.12)
If you are using the name (sunbane.engrg.uwo.ca) and your site supports
DNS and you still cannot connect let me know. The FTP archives had a
slight glitch around January 5,6 and 7th, other than those times there
has been no interruption for FTP access that I am aware of.

No article bundles are available for 1991 due to a reorganization of 
James' software, I have decided *not* to create my own bundles for the 
interim.

I expect the CAT archives to be made available when there is sufficient
information in them to warrant it.

						-Dan

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML/CZ FTP site coordinator:   dan@engrg.uwo.ca  

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

Archive-Message-Number: 2118
Date: Wed, 30 Jan 91 13:23:33 PST
From: wilber%nunki.usc.edu@usc.edu (John Wilber)
Subject: My Account Will Dissappear

Since I've graduated from USC with my BSEE in December 1990 (finally),
my Unix account will be deactivated on or about February 1st.  When my
mail starts to bounce, that's it, folks.  Hopefully I'll end up working
somewhere with net access, but in any case, once I get a job, I'll
probably sign up with GEnie, so I hope to see some of you there.

May your lasers stay cold, and stay away from black holes,

John
wilber@nunki.usc.edu (but not for long)


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

Archive-Message-Number: 2119
From: CHOINSKI@s35.prime.COM
Date: 31 Jan 91 11:54:21 EST

- - -=============================================================================-
Well, I've enjoyed the list, but today is my last day at Prime.
Please stop sending digests to this account (CHOINSKI@s35.Prime.com).
As soon as I get another feed, I'm gonna try to re-contact you.

So long and thanks for all the feeds...
  -- Burton
- - -============================================================================-
 Burton Choinski                                       choinski@env.prime.com
 Prime Computer, Inc.                                    (508) 879-2960 x3233
 Framingham, Ma.  01701                              "PR1ME's still the one!"
- - -============================================================================-
          Disclaimer:  Hey, not me man ...  musta been my evil twin!


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

Archive-Message-Number: 2120
Date:     Fri, 1 Feb 91 9:52:54 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Flaming Eye

I acquired the Flaming Eye Sourcebook last Saturday.  I've a few comments
at this point, and I may have more as I go along.  Let me start with the
statement that I happen to like the system summary sheets, and the total
amount of background data is probably worth the price of the book.

The book claims, however, to be two "campaigns".  I'm not sure if we have ever
settled on definitions of "adventure" and "campaign" but I tend to think that
both of these "campaigns" could be played through in two or three sittings, as
long as the gm didn't throw in a lot of unincluded material.  That makes them
rather less than a "campaign" in my book.  Just a quibble...

Metlay complained about the cinematic nugget format of Knightfall a while 
back, and with good justification.  I choked a little, though, when I came
across the following, drawn from the summary to start Campaign 2 for players
who have been through Campaign 1:

<The players are asked to deliver a package for a man on Vhodan, for a payment
of Cr100,000. The gm is asked to read this to the players:>

That was some time ago.  The trip from Lakarda to Vhodan was no less exciting
than the entire rescue mission.  Between the Vilani patrols and the Vargr
corsairs, it is a wonder you arrived at Vhodan with your message intact.  
Getting the damage inflicted on your ship by the growler pirates ate up all
but Cr2000 of your ready cash, leaving you hunting for a high-paying job,
before your berthing fees drain your meager account.

In other words, friends, you are asked to rip off the players and damage their
ship--OFFSTAGE. If I was in a game and the gm tried that on me, I'd be looking
for a new gm.  That is the sort of major plot element that I would rather play
out.  I relize that you could always do so, but it disturbs me to see a "pro"
adventure put that kind of thing in.  Any comments?

Rob Dean


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

Archive-Message-Number: 2121
Date:     Fri, 1 Feb 91 9:58:05 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  The Latest Vehicles

Since there has not been much traffic on the board lately, I hope no one
will mind too much if I send these out for your perusal.  MilGame players
please note major security leak here.

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


Autarch Class Patrol Vessel TL9 

     The Autarch is the only representative of its class, and was assembled 
locally by the Sea League government on Overnale.  The vessel provides secu-
rity for Sea league orbital facilities, performs occasional customs inspec-
tions, and is available for light planetary bombardment duties.

  CraftID: Autarch, TL9, MCr397
     Hull: 360/900, Disp=400, Config=1SL, Armor=52D, Unloaded=9862t,
           Loaded=10330t
    Power: 58/116, Fusion=5220MW, Dur=30/90
     Loco: 62/124, Maneuver=6 (TrueAcc=4.27G), MaxSpeed=1000kph,
           Cruise=750kph, Agility=4  
     Comm: Radio=System*3, LaserComm=System
  Sensors: EMM, Radar=FarOrbit, Ladar=FarOrbit, RadarJammer=FarOrbit, 
           ActObjScan=Routine, ActObjPin=Routine
      Off: Hardpoints=4

       PulseLaser=xx2      Missile=x02
     Batteries      1                2
     Bearing        1                2

      Def: DefDm+8

       SandCaster=xx3
     Batteries      1
     Bearing        1

  Control: Computer Mod3fib*3, Heads Up Display*6, CompLink*1320
    Accom: Crew=15 (2 bridge, 2 engineer, 2 gunners, 6 troops, 2 command,
           1 medic), Staterooms=15, Env=basic env, basic ls, extended ls
    Other: Fuel=1879.2kl, Cargo=20kl, MissileMagazine=600kl (1000b-r),
           ObjSize=Large, EmLevel=Faint

Hydra Grav Fighting Vehicle TL10

     The Hydra GFV emphasives firepower and speed at the expense of protec-
tion, duration, and sensor capacity.  Highly automated, it it require a crew of 
only two, with the commander controlling the guns with a "point and shoot" 
map display interface. The main turret carries the 100MW pulse laser, with a 
smaller turret mounted on top of it with the 20MW PD pulse laser.  The PA-10 
plasma guns are in side sponsons, and cannot be fired within 5 degrees of 
straight forward or straight back.

  CraftID: Hydra GFV, TL10, MCr14.1
     Hull: 6/15, Disp=6, Config=2AF+turret, Armor=40E, Unloaded=257.5t, 
           Loaded=257.7t
    Power: 3/6, Fusion=240MW, Dur=1/3
     Loco: 2/4, Std Grav, Thrust=1000t, Max=2770kph, Cruise=2077kph,
           NOE=140kph
     Comm: Radio=Continental(5000), Laser=VDist(50)
  Sensors: EMS Active=Regional(500), EMS Passive=Continental(5000),
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Form
      Off: Hardpoints=1

                       Pen/         Max     Auto   Dngr
                       Attn   Dmg   Range   Tgts   Spc    Sig   ROF
  100MW Pulse Laser    57/4   100  Rgnl(250)  3     -      H    80
   20MW Pulse Laser    38/3    20  VDist(50)  3     -      H    80
 2*PA-10 Plasma Gun    44/5    20  VDist(5.1) 2     15     H    40

      Def: Point Defense Targeting for 20MW pulse laser
  Control: Comp1/bis*2, 1*HeadsUpDisplay, 32*DynLink
    Accom: Crew=2 (Driver,Commander), Passenger=1, Seats=Roomy*2, Cramped*1,
           Env=basic env, basic ls, ext ls
    Other: Fuel=2.88kl, ObjSize=Avg, EmLevel=Moderate

Eagle Interface Fighter TL10

     The Eagle is capable of limited space operations and can be ground or 
ship based.  It is primarily intended for engagements with enemy grav fight-
ing vehicles, and is accordingly armed with a 250MW ship-class pulse laser.

  CraftID: Eagle Interface Fighter, TL10, MCr28.54
     Hull: 9/23, Disp=10, Conf=1AF, Armor=50E, Loaded=513.2t, Unloaded=512.2t 
    Power: 5/10, Fusion=408MW, Dur=24hrs
     Loco: 2/4, StdGrav=1500t, TopSpeed=2035kph, Cruise=1526kph, NOE=140kph,
           MaxAccel=1.9G, Agility=1
     Comm: Radio=FarOrbit, LaserComm=FarOrbit
  Sensors: EMS Active(Planetary), EMS Passive(Interplanetary),
           ActObjScan=Diff, ActObjPin=Diff, PassEnScan=Routine
       Off: Hardpoints=1

               Missile=x01  PulseLaser=xx1
           Batteries     1               1
           Bearing       1               1

      Def: DefDM+4

             SandCaster=xx2
           Batteries      1
           Bearing        1

  Control: Comp1bis*2, HeadsUpDisplay*1, DynLink*122
    Accom: Crew=1 (Pilot), Seat=Adequate*1, Env=basic env, basic ls,
           extended ls
    Other: Fuel=4.9kl, ObjSize=Avg, EmLevel=Moderate, Missiles=14b-r

Commodore Perkins class Fleet Escort TL10

     The Commodore Perkins class of fleet escorts was built locally by the 
Planetary Navy of Horosho.  Faced with the usual problems of a low stellar 
tech level local navy, the Perkins are a compromise design.  Offensive power 
is provided by missiles and particle accelerators which tend to be less 
affected by enemy active defenses, and a substantial amount of armor is 
carried to keep the craft fighting as long as possible when overwhelmed by a 
higher tech level foe.  Similar vessels may be found in Vargr and Sword 
Worlds navies of appropriate tech level.
     No small craft weights or costs are included below, although provision 
for accomodation of flight crew is included.

  CraftID: Commodore Perkins class Fleet Escort, TL10, MCr7066.6
     Hull: 5400/13500, Disp=6000t, Config=1SL, Armor=67E, Loaded=274063t,
           Unloaded=270998t
    Power: 667/1334, Fusion=60000MW, Duration=30/90 
     Loco: 594/1188, Maneuver=4 (Thrust=429kt), 108/216, Jump=1,
           Cruise=750kph, Max=1000kph, TrueAcc=1.56G, Agility=1
     Comm: Radio=System*3, Laser=System*3, Maser=System*3
  Sensors: EMM, EMS Active(FarOrbit)*3, EMS Jammer (FarOrbit),
           EMS Passive(Interstellar)*3, ActObjScan=Rout, ActObjPin=Rout,
           PassEnScan=Rout
      Off: Hardpoints=60

                Missile=x80     PartAcc=030
           Batteries     2               2
           Bearing       2               2

      Def: DefDM+5

               SandCaster=x09
           Batteries        2
           Bearing          2

  Control: Computer Mod4fib*3, 50*HeadsUpDisplay, 21000*DynLink
    Accom: Crew=185 (14 bridge, 23 engineer, 31 maintenance, 32 gunners,
           30 flight, 40 troops, 12 command, 3 medical), Staterooms=93,
           Env=basic env, basic ls, extended ls, inertial comp
    Other: Fuel=29700kl (1 jump-1+30 days), Cargo=486kl, Missile 
           Magazine=1000kl (100b-r), Fuel Scoops, Fuel Purifier 
           (18hr), SubCraft=600ton Small Craft Bay, ObjSize=Large, 
           EmLevel=Faint

Vigilant class System Defense Boat TL11

     The Vigilant class SDBs were built by a consortium of independent gov-
ernments on Tirem.  As a corrosive atmosphere planet, it was determined that 
in-atmosphere operations would be minimal, so a streamlined rather than an 
airframe hull was selected.  A laser main battery was considered desirable to 
avoid the necessity of missile resupply operations during a major invasion of 
the system.  Similar vessels may be found in planetary navies of this tech
level throughout the Imperium and beyond.

  CraftID: Vigilant class SDB, TL11, MCr426
     Hull: 360/900, Disp=400t, Config=4SL, Armor=52E, Loaded=11763t,
           Unloaded=11520t
    Power: 83/166, Fusion=7428MW, Duration=29/87 
     Loco: 62/134, Maneuver=6, Thrusters=44200t, Cruise=750kph,
           Max=1000kph, MaxAcceleration=3.75G, Agility=3
     Comm: Radio=System*3, Laser=System*3, Maser=System*3
  Sensors: EMS Active(FarOrbit)*3, EMS Passive(Interstellar)*3,
           Neutrino Sensor(1GW)*3, HighPenDensitometer(1m),
           ActObjScan=Rout, ActObjPin=Rout, PassObjScan=Form,
           PassObjPin=Form, PassEnScan=Rout, PassEnScan=Form
      Off: Hardpoints=4

             BeamLaser=xx3
           Batteries     3
           Bearing       3

      Def: DefDM+9

               SandCaster=x04
           Batteries        1
           Bearing          1

  Control: Computer Mod5fib*3, 9*HeadsUpDisplay, 740*DynLink
    Accom: Crew=10 (2 bridge, 3 engineer, 3 gunners, 1 command,
           1 medical), Staterooms=10, Env=basic env, basic ls, extended ls, 
           grav plates, inertial comp
    Other: Fuel=2585kl, Cargo=62kl, Fuel Scoops, ObjSize=Large, 
           EmLevel=Moderate

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

Archive-Message-Number: 2122
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: New MegaTraveller Adventure
Date: Sat, 2 Feb 91 1:28:51 EST

There is suppose to be a MegaTraveller adventure published by GDW and
written by Mike Stackpole. (Author of many BattleTech novels, and ShadowRun
stores.), has anyone heard anything about it?

				Mac

Wilson MacGyver                      | In every heart, there is a time machine
Internet:macgyver@cis.ohio-state.edu | if you believe in your memeory. Trace
=====================================| every place you've been, you know what
Disclaimer:All opinions are mine only| it means.    -Encouragement from Martika

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

Archive-Message-Number: 2123
Date: Sat, 2 Feb 91 16:16:26 EST
From: Dan Corrin <dan@engrg.uwo.ca>
Subject: 100 diameter jump point.



The 100 planetary diameter rules for safe jump distance has always 
seemed to be a rule of thumb requirement where the exact distance 
can be figured out, it is easier to be safe.

The Starship operators manual states that the 100 diameter is due 
to gravitational effects. "...the gravitational effects of nearby 
massive bodies must be considered. Within 10 diameters of a world 
or any massive body (even another starship), the proximity of the 
mass so distorts the fabric of space (and jumpspace) ...."

I decided to calculate the gravitational effects for some unusual
situations, massive stars, habitable worlds orbiting a gas giant, 
black holes, battleships, etc. and come up with safe jump distances.

Using the formula g=G*M/r^2, the gravity can be calculated at
any point. For earth at standard orbit it is 0.952g, at 10 diameters
0.00226g, and at 100 diameters 0.0000247g the earth is a size 8 world.
We could say that the safe limit is 0.00003 g, and 0.0025 g for a
"10 diameter" limit. This allows for a 10% error on the large planets
for differing densities, etc.

Let's look at the moon, a "typical?" size 2 world. The force of gravity
at 10 diameters is 0.00445g and at 100 0.00000487g. If in fact we use
the speculative values from above, a safe jump could be done at 40
diameters (gravity < 0.00003g). This is quite a variation for a 
thumbnail guide to be used in practice, in fact as the travel times are 
given in a chart in the imperial encyclopedia (pp. 92, 93), a new chart 
could be developed for worlds with reasonable densities giving more
accurate jump distances.

However considering the earth situation, traveling out to 100 diameters
(directly away from the sun), the ship is experiencing 0.0000247g from
the earth, however from the sun the pull is 0.0005987, or some 24 times
as powerful. Jumping from that point would be like jumping from a
distance of 20 diameters. One could argue that the sun's effects are
already calculated in but the variation in the jump distance due to
planetary size would be insignificant. In fact in order to get down to
0.00003g one would have to travel out to over 4.5 AU distance from the
sun. At 1g this would not take 6-8hours, but near 127, or over 5 days!

Either something is wrong with the 100 diameter limit, or the explanation
about gravity being the cause, though I cannot think of anyother reason.


						-Dan

Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

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

Archive-Message-Number: 2124
Date: Sun, 3 Feb 91 19:45:32 CST
From: Brian Hartsfield <bh@eng.auburn.edu>
Subject: GMing

I have never GMed a Megatravller game (I have GMed AD&D for a number of years),
but I am ficing to start one. If anybody could send me any advice or examples
of types of adventures that work well and those that don't or any advice in
general about GMing a megatravller game, I would be most appreciative. Please
e-mail so as to not clutter up the list.

Brian Hartsfield
bh@eng.auburn.edu

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

Archive-Message-Number: 2125
Date:         Mon, 04 Feb 91 09:52:53 GMT
From: Arthur Green <AJGREEN%IRLEARN@pucc.PRINCETON.EDU>
Subject:      100 diameter limit


>From: Dan Corrin <dan@engrg.uwo.ca>
>Subject: (2123) 100 diameter jump point.
>
>The 100 planetary diameter rules for safe jump distance has always
>seemed to be a rule of thumb requirement where the exact distance
>can be figured out, it is easier to be safe.
>
>The Starship operators manual states that the 100 diameter is due
>to gravitational effects. "...the gravitational effects of nearby
>massive bodies must be considered. Within 10 diameters of a world
>or any massive body (even another starship), the proximity of the
>mass so distorts the fabric of space (and jumpspace) ...."
>
[ ... lots of stuff deleted to save space ... ]
>
>However considering the earth situation, traveling out to 100 diameters
>(directly away from the sun), the ship is experiencing 0.0000247g from
>the earth, however from the sun the pull is 0.0005987, or some 24 times
>as powerful. Jumping from that point would be like jumping from a
>distance of 20 diameters.
[ ... more stuff deleted ... ]
>
>               -Dan
>
>Dan Corrin, System Manager, Mechanical Engineering, UWO, London, Ontario
>TML FTP site coordinator:  dan@engrg.uwo.ca   ...!watmath!julian!engrg!dan

Here's a thought: maybe safety has something to do with the curvature of
space-time (or whatever) ... so that being under 0.0005G from the sun
doesn't make that much difference. This idea would take some mathematics
to check out -- it's relatively early in the AM here so I haven't checked
it out. If I'm wrong, no doubt somebody will flame me (bear in mind I'm a
retired civil engineer, not a mathematician :-)

 - Arthur Green
   University College Dublin Computing Services -- AJGREEN@IRLEARN.BITNET
                                                   AJGREEN@IRLEARN.UCD.IE

   "A waist is a terrible thing to mind"

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

Archive-Message-Number: 2126
Date: Mon, 4 Feb 91 08:50:19 EST
From: True Friends Change Your Life  04-Feb-1991 0846 <baranski@meridn.enet.dec.COM>
Subject: trade wagging the dog (old message)

RE:  Why Trade?  Or, the Tail Wagging the Dog. From: MKTESWX  at GSUVM1
 
"I'll try to keep this short (ha!).  I have a major problem with the people who
keep posting messages telling me why trade won't work in Traveller (or TDR) and
therefore should be dropped.  I assume you want to keep the "look and feel" of
Traveller (large interstellar governments, interstellar Travel, etc), and to do
that you *MUST* have trade."

"If interstellar trade in impractical, there is no economic connection between
systems unless one is a captive colony of the other, and there is very little
reason for a system to have these colonies (barring Religious Destiny).  There-
fore, no peaceful cooperation, no interstellar government, no passenger
traffic, etc.  Traveller is now set in ONE highly developed star system.  I
think we have a problem here ;)."

Hmmm, I don't know who you've been listening to, but it must not be me :-}.
I haven't been saying there will *not* be trade.  I have been saying that only
certain things will be traded to certain places.  Things that are available
locally will not be imported.
 
"<description of economics of trading metalworking tool kits>"

Unfortunately I don't have a set of books at work, so I can't *really* analyze
this.  But basically this does need to be worked out for every type of cargo.
I'd guess that packing is about a third of the volume.  For bulk cargo, packing
is negligable.

Tool Kit Cost:   1500cr
Tool Kit Volume:   50l
Tool Kits/Ton:    186 = 14000/50 * 2/3
Tool Kit/Ton:     279Kcr
Shipping Cost:   5.37/kit = 1000cr?/186
Total cost/Kit   1510cr

Obviously shipping tool kits is not going to be a problem, but then I didn't
think that it would be.  I expect that metal tool kits are relatively high tech
devices with various alloys.  Note, though that this cost is for one jump worth
of shipping.  Hopefully this kit wouldn't get shipping at increasing cost
across more then one subsector.

The bigger question about this tool kit is, where is it going to be
manufactured?  My point is that it will be manufactured where the materials
required to manufacture it are located.  The cost of shipping final products is
negligable, when a ton of them costs 279Kcr, but what about raw materals
including food, water, air, where the cost might be 100cr per ton to 1000cr per
ton on up to 1Kcr per ton.  These are the things that I am saying will not
likely be shipped.

Mark Cook, why don't you put me on the Trade and Commerce SIG too?

Jim Baranski

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

Archive-Message-Number: 2127
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: DGP Moves!!
Date: Thu, 7 Feb 91 2:23:19 EST

 DGP HAS MOVED FROM IDAHO TO OREGON

 If you wonder where we've been lately, it's been winding down the Idaho
 DGP office and setting up the Oregon office in its place. We're finally
 in the Oregon office now, so you need to contact us at:

 Digest Group Publications
 515 Willow
 Woodburn, OR 97071

 Voice/Fax: (503) 981-4752

 Woodburn is a suburb of Portland, OR


					Mac

Wilson MacGyver                      | In every heart, there is a time machine
Internet:macgyver@cis.ohio-state.edu | if you believe in your memeory. Trace
=====================================| every place you've been, you know what
Disclaimer:All opinions are mine only| it means.    -Encouragement from Martika


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

Archive-Message-Number: 2128
From: wilson m liaw <macgyver@cis.ohio-state.edu>
Subject: MegaTraveller II
Date: Thu, 7 Feb 91 6:50:50 EST

The following is a press release from MicroProse..


********** MEGATRAVELLER II: 
			QUEST FOR THE ANCIENTS **********                       
                        
        
HUNT VALLEY, MD _ Paragon Software, the innovative game designers 
of the hit MEGATRAVELLER I, has announced the April release of 
MEGATRAVELLER II: QUEST FOR THE ANCIENTS, distributed and marketed 
by MicroProse Software, Inc.

MEGATRAVELLER II is based on the popular Game Designers' Workshop 
role-playing system, the most successful science-fiction 
role-playing game on the market, and is also a sequel to 
MEGATRAVELLER I, Dragon Magazine's Computer Game of the Year for 
1990. Marc Miller, creator of the MegaTraveller universe and 
role-playing genius, has produced the game's main scenario, 
concept and design. "The invaluable insight Marc Miller has given 
us into the nature of role-playing games will make this game 
extremely exciting to play," said Paragon President Mark Seremet.
Players face a global crisis on the desert planet Rhylanor, one 
of the thriving economic centers of the Spinward Marches. A 
mysterious structure, believed to have been built 300,000 years 
ago, has begun spewing life-threatening toxins. The only hope 
seems to lie in finding the reputed designer of the site, the 
fabled Ancient leader, Grandfather, who has remained elusive for 
thousands of years. Players will face the ultimate test of 
resourcefulness, skill and courage.

MEGATRAVELLER II features design improvements, interface 
enhancements and additional features not found in the first 
MEGATRAVELLER game. Over 100 detailed worlds will be explorable 
with at least half of a million square miles per planet containing 
starports, cities, terrain, animals and exciting people. Gamers 
will select from over ten different starship types for travel. 
Players will also be able to generate both human and Vargr 
(genetically altered canines) characters that will act and react 
intelligently based on their individual skills and will combat in 
a non-arcade style.

MEGATRAVELLER II will require 640K and will support CGA, EGA, 
Tandy, High Res EGA and MCGA graphics as well as AdLib, Roland, 
Covox and Sound Blaster sound boards. A mouse and joystick will be 
optional. Suggested retail price will be $59.95.

Paragon Software designs and markets a complete line of 
entertainment software for personal computers, including the 
recently released SPACE 1889. Its products are marketed by 
MicroProse Software, Inc. MEGATRAVELLER II will be released for 
IBM-PC and Tandy computers. IBM and Tandy are registered 
trademarks of International Business Machines and Tandy 
Corporation, respectively. 


Wilson MacGyver                      | In every heart, there is a time machine
Internet:macgyver@cis.ohio-state.edu | if you believe in your memeory. Trace
=====================================| every place you've been, you know what
Disclaimer:All opinions are mine only| it means.    -Encouragement from Martika






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

Archive-Message-Number: 2129
Subject: Where is everyone?
Date: Fri, 08 Feb 91 14:06:42 PST
From: James T Perkins <jamesp@metolius.WR>


The only postings I've gotten from subscribers in the last four days
were the two yesterday from Mac Liaw.  Did everyone run out of steam all
at once, or is something perniciously broken?

James
(From Oregon, MegaTraveller hub of the Universe :-)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
traveller-request@metolius.wr.tek.com	     Beaverton, Oregon, USA
uunet!metolius.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

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

Archive-Message-Number: 2130
Date: Fri, 8 Feb 91 23:45:19 PST
From: salamon@sdbio2.UCSD.EDU (Andrew Salamon)
Subject: Sector data format????

  I downloaded the sector data for the Corridor sector, but I'm not sure how
it has been formatted.  Could someone mail or post a short description, like
spaces 1-4 is the hex number and 6-X is the uwp, etc?
  I was hoping to slightly automate the process of fixing the data up using 
hypercard.  I already have the Spinward Marches in a Hypercard Stack, but I
did all of the formatting (ie putting tabs between each "field" by hand.)
  Any suggestions for what I should do with all of this wonderful data?
  Thanks.

Andrew
salamon@sdbio2.ucsd.edu

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

Archive-Message-Number: 2131
From: Andreas Bjorklind <abj@IDA.LiU.SE>
Date: Sat, 9 Feb 91 16:26:04 +0100
Subject: DGPs new game: A.I. (tm)


Sorry about this being somewhat non-Traveller...

On the last invoice I received from DGP I noticed two things:
  First, they moved to Woodburn, OR,
  Second, the advertise their new game A.I. (tm). "Not technology
_and_ magic, but technology AS magic". Anyone know anything about 
this? Or do I have to call them and ask...?

/andreas
- - ----------------------------------------------------------------------------
|G    Mr. Andreas Bjorklind, Laboratory for Library and Information       W|
|O  Science, Department of Computer and Information Science, Linkoping    O|
|S    University, S-581 83 Linkoping, Sweden. Tel. +46 13 28 19 69        W|
|H Internet: abj@ida.liu.se, UUCP: sunic!liuida!abj, Bitnet: abj@seliuida !|
- - ----------------------------------------------------------------------------

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

Archive-Message-Number: 2132
Subject: Re: 2097 Fuel Duration
Date: Sat, 9 Feb 91 15:45:54 PST
From: agora.rain.com!carlf@reed.UUCP (Carl Fago)

 In message 2097, markc@hpcvss.cv.hp.com (Mark F. Cook) writes:
 >
 >2.  Fuel duration & multiple jumps by a starship.
 >
 >  I have a design for a modified Beowulf-class Free Trader that has
 >  jump-2 and maneuver-2.  It burns up 405 Kl. of fuel per jump and
 >  has a total fuel capacity of 859 Kl.  It also has a duration of
 >  30/90 days (whateverthehell that means) according to the design
 >  rules in the Refs. Manual.  If I understand the rules correctly,
 >  that means that it can make one jump (jump-1 or jump-2, it doesn't
 >  matter 'cause the both burn 405 kl. of fuel, thanks to those
 >  mysteriously vanishing 'jump governors').  On the remaining 454
 >  Kl. of fuel, the ship can stay powered for 90 days in some sort
 >  of 'low-power mode (or '8-hour work days' as the Refs. Manual calls
 >  them).  This implies that the ship burns 5.0444 Kl. of fuel per day
 >  in that mode, right?

First, my comment to Mark...

Boy, you sure do get some mileage on TML from my comments during the game! :-)

Second...

Rob the Vehicle Maven writes, on the subject of duration:

>As written the second duration number 30/*90* is functionally meaningless for
>starships.

I agree totally and I will probably leave it off any of my starship designs. 
One can just as easily multiply the duration in days by three to get eight
hour shifts or even four for six hour shifts.

>A recent issue of Traveller's Digest legitimized the concept of running your
>starship at fractional power, with a proportional fractional fuel
>consumption. If you look at any of my high-energy weapon large starship
>designs (I don't think the dropship counts), you'll find a note about how
>much power is required in combat versus how much is required in "running
>mode".  *I* usually calculate the running power as full maneuver power plus
>full life support power.  If you wanted to run your ship at the absolute
>minimum power, I'd call it the amount needed for full life support power,
>most of the time...but even that could be reduced if you were willing to cut
>the grav plates (you wouldn't need inertial compensators if you weren't
>accelerating).

I agree.  In general only two modes need normally be figured.  The first being
for times when the ship is in jump.  Basically, computer, life support and
grav plates will be taking your fuel.  The second time is coming out of jump
and going to a planet.  This could really be assuming full power since the
maneuver drive would be going at full output to get to the destination at the
minimum time interval.  Though I would be tempted to ignore the fuel used by
idling the power plant since during the time of travel to the planet the
weapon systems are not using power (unless combat is enjoined of course.)  I
would tend to call these two items a wash.

If anything, if I were to design a submarine with a nuclear power plant, the
rules would lead you to think the thing was operating at 100% power the whole
time if it was not shutdown or idled.  Bull.  They have a full range of
operational power.  They are load-following plants and any engineer that
designed a fusion plant without load following capability isn't worth his
bodily hydrogen.  (Though large commercial plants made for generating power
for the general populace would not have to be load following.)

I also think that Dan Corrin's idea of Jump Fuel Units is also appropriate and
would reflect the fact that a larger jump drive would be required to travel a
farther distance.  The jump field would have to be stronger around the ship to
allow it to travel the greater distance.  In order to travel that greater
distance the jump drive would have to use more energy to generate the stronger
jump field.

+------------------------------------+----------------------------------------+
| *-=Carl=-*    carlf@agora.rain.com | Sixteen empty missile tubes and a      |
|               DELPHI - WULFGAR     | a mushroom cloud. Now its Miller time! |
+------------------------------------+----------------------------------------+

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

Archive-Message-Number: 2133
Subject: Re: 2125 100 Diameter Limit
Date: Sat, 9 Feb 91 15:49:03 PST
From: agora.rain.com!carlf@reed.UUCP (Carl Fago)

>From: Arthur Green <AJGREEN%IRLEARN@pucc.PRINCETON.EDU>
>Subject: (2125)      100 diameter limit
>
>>From: Dan Corrin <dan@engrg.uwo.ca>
>>Subject: (2123) 100 diameter jump point.
>>
>>The 100 planetary diameter rules for safe jump distance has always
>>seemed to be a rule of thumb requirement where the exact distance
>>can be figured out, it is easier to be safe.
>
>Here's a thought: maybe safety has something to do with the curvature of
>space-time (or whatever) ... so that being under 0.0005G from the sun
>doesn't make that much difference. This idea would take some mathematics
>to check out -- it's relatively early in the AM here so I haven't checked
>it out. If I'm wrong, no doubt somebody will flame me (bear in mind I'm a
>retired civil engineer, not a mathematician :-)
>
> - Arthur Green
>   University College Dublin Computing Services -- AJGREEN@IRLEARN.BITNET
>                                                   AJGREEN@IRLEARN.UCD.IE

>From the equation for gravitational effects that Dan was working with the
space/time curvature would seem to be hyperbolic based on the 1/r^2 rule.

But who's to say that gravitions behave similar to quantum mechanics?  It may
be that the "size" of the graviton is dependent on the size of the "radiating"
body.  Then the explanation for the 100 diameter rule could read something
like this...

The 100 diameter rule is derived from the effects on the graviton density in
the vicinity of the jump vehicle.  The lower the graviton density the safer a
jump is.  Whereas the gravitational pull of a body is a function of both the
density of the graviton field _and_ the "size" or "energy" of the gravitons. 
Where the "size" or "energy" of the gravitons is dependent on the mass of the
"radiating" body.

But those with extreme theoretical physics backgrounds can probably shoot
holes in this.
  
+------------------------------------+---------------------------------------+
| *-=Carl=-*    carlf@agora.rain.com | Sixteen empty missile tubes, and a    |
|               DELPHI - WULFGAR     | mushroom cloud. Now its Miller time!  |
+------------------------------------+---------------------------------------+

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

Archive-Message-Number: 2134
Subject: Re: 2126 Trade and Commerce Debate
Date: Sat, 9 Feb 91 15:54:16 PST
From: agora.rain.com!carlf@reed.UUCP (Carl Fago)

>From: True Friends Change Your Life  04-Feb-1991 0846
><baranski@meridn.enet.dec.COM>
>Subject: (2126) trade wagging the dog (old message)
>
>RE:  Why Trade?  Or, the Tail Wagging the Dog. From: MKTESWX  at GSUVM1
>
>"I'll try to keep this short (ha!).  I have a major problem with the people
>who keep posting messages telling me why trade won't work in Traveller (or
>TDR) and therefore should be dropped.  I assume you want to keep the "look
>and feel" of Traveller (large interstellar governments, interstellar Travel,
>etc), and to do that you *MUST* have trade."
                           ^^^^
Sure do, but if the GM doesn't like the rules for T&C and none of the players
are merchants, then no trade.  It is all transparent to the game at hand.  I'm
in a game where I have a merchant and the whole bit about trading and cargo is
secondary to the game.  The trade aspect is just a way to keep my chip out of
hock and get into some adventures.  As a matter of fact, when it comes to
trade and commerce, we are tending to keep it out of the mainstream of the
game so it doesn't waste the other players' time.  It can take too long. 
Also, I like playing a merchant but I don't want to be the ultimate
bookkeeper.  If I wanted to role-play an accountant, I would have gotten a
CPA in college and done it for real.

>"If interstellar trade in impractical, there is no economic connection
>between systems unless one is a captive colony of the other, and there is
>very little reason for a system to have these colonies (barring Religious
>Destiny).  Therefore, no peaceful cooperation, no interstellar government, no
>passenger traffic, etc.  Traveller is now set in ONE highly developed star
>system.  I think we have a problem here ;)."

I consider that Traveller being set in ONE star system to be one of the
biggest mistakes by GDW.  The most successful role-playing game was not set in
a particular universe or continuum or what-have-you.  It is dangerous to think
that if a group is not playing in the Shattered Imperium, that they are not
playing Mega-Traveller.

>The bigger question about this tool kit is, where is it going to be
>manufactured?  My point is that it will be manufactured where the materials
>required to manufacture it are located...

Watch out.  This doesn't even hold true for the modern world.  Raw materials
are going to go where the labor is cheap.  Of course, there will be exceptions
due to tech level importation restrictions.  Also, I'm sure that there can be
cases of importing the "coolies".  Depends what kind of "culture" you want.

+------------------------------------+---------------------------------------+
| *-=Carl=-*    carlf@agora.rain.com | Sixteen empty missile tubes, and a    |
|               DELPHI - WULFGAR     | mushroom cloud. Now its Miller time!  |
+------------------------------------+---------------------------------------+

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

Archive-Message-Number: 2135
Subject: Re: 2097, Fuel Duration
Date: Sat, 9 Feb 91 15:30:27 PST
From: agora.rain.com!carlf@reed.UUCP (Carl Fago)


- - -- 
+------------------------------------+----------------------------------------+
| *-=Carl=-*    carlf@agora.rain.com | Sixteen empty missile tubes, a         |
|               DELPHI - WULFGAR     | a mushroom cloud, now its Miller time! |
+------------------------------------+----------------------------------------+
Please acknowledge receipt of all mail.  I've got outgoing mail problems on the
system.  Thank you.

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

Archive-Message-Number: 2136
From: Mark F. Cook <markc@hpcvss.cv.hp.COM>
Subject: Re: Sector data format????
Date: Sat, 9 Feb 91 23:24:59 PST

In article (2130) salamon@sdbio2.UCSD.EDU (Andrew Salamon) writes:
> 
>   I downloaded the sector data for the Corridor sector, but I'm not sure how
> it has been formatted.  Could someone mail or post a short description, like
> spaces 1-4 is the hex number and 6-X is the uwp, etc?
>   I was hoping to slightly automate the process of fixing the data up using 
> hypercard.  I already have the Spinward Marches in a Hypercard Stack, but I
> did all of the formatting (ie putting tabs between each "field" by hand.)
>   Any suggestions for what I should do with all of this wonderful data?

Were you able to read the file at all, Andrew?  In the sunbane archive,
it's listed as "CORRIDOR.Z", which means it's a compressed UN*X file.

Running it through the uncompress utility should produce a ASCII textfile
with a header that looks like this:

Corridor
 1-13: Name
15-18: HexNbr
20-28: UWP
   31: Bases
33-47: Codes & Comments
   49: Zone
52-54: PBG
56-57: Allegiance
59-74: Stellar Data

...+....1....+....2....+....3....+....4....+....5....+....6....+....7....+....8
              0102 C474522-7    Ag Ni An           320 Im F3 V
Khouth        0104 A8C3999-D    Hi Fl Cp           420 Im M3 V
              0105 C356112-9    Lo Ni              421 Im M1 V K3 V I
                .
                .
                .

.. and so on.  Those first 10 lines give the name of the sector and the
columns for each field of information.  I just downloaded the same file
to make sure that it hadn't gotten corrupted or something, and it looks
fine.  If you're having specific problems, send me a description of the
trouble you're having and maybe I can help.  Since I'm responsible for
the files being there in the first place, I feel a bit obligated to make
sure that all the TML subscribers can use them. :-)

Later,
        - Mark F. Cook (TDR archivist)

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

Archive-Message-Number: 2137
From: Adrian Hurt <adrian@cs.heriot-watt.ac.uk>
Subject: Re: 100 Diameter Limit
Date: Mon, 11 Feb 91 10:54:38 GMT

agora.rain.com!carlf@reed.UUCP (Carl Fago) writes:
> 
> >From the equation for gravitational effects that Dan was working with the
> space/time curvature would seem to be hyperbolic based on the 1/r^2 rule.
> 
> ...
> body.  Then the explanation for the 100 diameter rule could read something
> like this...
> 
> The 100 diameter rule is derived from the effects on the graviton density in
> the vicinity of the jump vehicle.  The lower the graviton density the safer a
> jump is.  Whereas the gravitational pull of a body is a function of both the
> density of the graviton field _and_ the "size" or "energy" of the gravitons. 
> 
> But those with extreme theoretical physics backgrounds can probably shoot
> holes in this.

I haven't got an extreme theoretical physics background, but I'm going to
shoot at it anyway.

Graviton density, like any radiation density, is going to follow the 1/r^2
rule.  That's geometry, not extreme theoretical physics.  Surface area of a
sphere at radius r is proportional to r^2, so density of anything being
radiated (assuming a uniform density of radiation) is proportional to 1/r^2.
Gravity is proportional to 1/r^2, and to the mass of the body responsible for
the gravitational acceleration.  Whether that means it's putting out more
gravitons or higher energy gravitons, it has to follow that rule because
that's observed fact.  Gravitons, by the way, aren't observed fact, so for the
moment you can say what you like about them, as long as it doesn't contradict
what has been observed about gravity.

- - -- 
 "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 Bundle
*****************

