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To: dan@engrg.uwo.ca (Dan Corrin), bfwong@ocf.berkeley.edu (Raven Blackburn),
        anthony@cs.pitt.edu (Michael Anthony Kapolka),
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Subject: TML Bundle #239: Msgs 2922-2938
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TML Bundles come from the archives of the Traveller Mailing List,
maintained by James Perkins, traveller-request@metolius.wr.tek.com.

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

Date: Sun Sep 29 21:00:20 PDT 1991
From: traveller-request@metolius.wr.tek.com (TML Administrator)
Subject: TML Bundle #239: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2922  26-Sep-91 KELLOGG@ducvax.au Star Viking << It occurs to me that most of u
2923  26-Sep-91 "Robert S. Dean"  For my game... << Scavenger class Salvage Sub
2924  26-Sep-91 "Robert S. Dean"  TL4 Boats << The craft below were designed us
2925  26-Sep-91 "Robert S. Dean"  TL4 Boats << The craft below were designed us
2926  27-Sep-91 d9bertil@dtek.cha Re: New Traveller )-8 << > From: "Robert S. D
2927  27-Sep-91 d9bertil@dtek.cha Re: Another voice joins the chorus << > From:
2928  27-Sep-91 Hans Rancke-Madse Re: Solution to Norris' problems. << Mike Met
2929  27-Sep-91 Marc Alexandrovic Gas Giant ignition. << Hello, A question to a
2930  27-Sep-91 PHB100@PSUVM.PSU. pending << >TML nightly Thu Sep 26 20:31:47 P
2931  27-Sep-91 Anthony Neal      Computer Viruses and me... << Greetings to my
2932  27-Sep-91 Anthony Neal      And what about computers anyway! << Yeah, it'
2933  00-Jan-00 Alan Huscroft     Re: (2913) What's with this computer virus st
2934  27-Sep-91 "Robert S. Dean"  An eclectic assortment << It's been a slow da
2935  27-Sep-91 whservd!gsw@att.a Re: NewTraveller << By the way, Classic Coke 
2936  28-Sep-91 Marc Alexandrovic Roche Limit << PHB100@PSUVM.PSU.EDU writes: >
2937  28-Sep-91 d9bertil@dtek.cha Re: And what about computers anyway << > From
2938  28-Sep-91 Marc Alexandrovic 2300AD missiles << Hello, Has anyone ever tri

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

Archive-Message-Number: 2922
Date: Thu, 26 Sep 1991 11:48 CDT
From: KELLOGG@ducvax.auburn.edu
Subject: Star Viking

It occurs to me that most of us do Not like the
idea of smashing up the Imperium just to accomodate a Plundering
free and easy scenerio like Star Viking is roumored to be.

It further occurs to me that there has already been a periold of
free and easy looting, raping and pludering in the history 
of the Imperium:  The Long Night.

If GDW has its heart set on a Plundering game, why not set it in
that period?  Tech levels were low.  The life of a pirate was easy!

Instead of putting Star Viking in the Imperium's future, set it in
the past (Where I can forget about it!)

Scott Kellogg
'Dark Wolf'

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

Archive-Message-Number: 2923
Date:     Thu, 26 Sep 91 14:57:11 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  For my game...

Scavenger class Salvage Submarine TL10

     The Scavenger class minisub is designed for support of underwater sal-
vage operations.  Its closed cycle fuel cell array can power the vessel for 
up to 96 hours underwater.  Life support and accommodations are sufficient 
for up to 6 crew members for extended duration missions, and up to 12 if 
missions are restricted to 16 hours.  The Scavenger has an adequate active 
and passive sonar system, as well as externally mounted lights to allow 
operation of the robotic arms to be controlled visually.  Divers can be 
deployed via the airlock if operating at appropriate depths.

  CraftID: Scavenger class Salvage Submarine, TL10, Cr3,539,000
     Hull: 18/36/54/72, Disp=20, Conf=3SL, Armor=45E, Loaded=270t,
           Unloaded=199.5t, Length=28.5m, MaxDepth=1050m
    Power: 1/2, FuelCells*20=1.8MW, Dur=4days
     Loco: 1/2, Propeller (electric drive)*1, P/W=1.75, Max Speed=20kph
     Comm: Radio=Continental(5000km)
  Sensors: 2*Headlights, ActiveSonar=Distant, PassiveSonar=Distant,
           ActSonarScan=Diff, ActSonarPin=Diff, PassSonarScan=Diff, 
           PassSonarPin=Form
      Off: none
      Def: none
  Control: Comp Mod0*2, HeadsUpDisplay*1, DynLink*20
    Accom: Crew=4 (Helmsman, Engineer, Sonar Operator, Salvage Specialist),
           Passengers=2, Bunks*6, Seats=Roomy*6, Env=basic env, basic ls,  
           extended ls, airlock
    Other: Fuel=6.912kl, Cargo=0, BallastTank=70kl, 2*HeavyRobotArms,
           2*LightRobotArms, ObjSize=Avg, EmLevel=Faint, AcousticSig=Minimal

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

Archive-Message-Number: 2924
Date:     Thu, 26 Sep 91 16:02:39 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  TL4 Boats

The craft below were designed using the draft Herbert watercraft system,
as was the submarine uploaded earlier today.  You can see what these might
be for, based on the note about my campaign.  (-:

Rob Dean



Coastal Fishing Boat TL4

     The fishing boat shown below is typical of those found on low tech 
planets with useful sealife.  While a crew of six would be normal for this 
vessel, up to six additional crew members could be carried by 'hot berthing' 
(allowing use of each bunk by a crew member for only 12 hours out of 24), an 
uncomfortable and unpopular practice.  At higher tech levels, a small auxil-
iary motor for harbor navigation is usually added.

  CraftID: Coastal Fishing Boat, TL4, Cr49,920
     Hull: 9/18/27/36, Disp=10, Config=4USL, Armor=4W, Unloaded=22.45t, 
           Loaded=47.25t, Length=21.75m 
    Power: none
     Loco: 1/2, Sails=60 sq.m., P/W=1.27, Speed=15kph 
     Comm: none
  Sensors: none
      Off: none
      Def: -
  Control: Mech*4
    Accom: Crew=6 (Sailors=2, Fishermen=4), Bunks*6, Env=none, 
           Subcraft=4*Stacking Dories
    Other: Cargo=24.8kl, ObjSize=Small, EmLevel=None, AcousticSig=None

Stacking Dory TL4

     The stacking dory is a small boat typically found on fishing vessels, 
where the ability to stack the boats, reducing the deck space taken up, is a 
valuable feature.  A single oarsman can propel the dory at half walking 
speed, two or more at walking speed.  Four seats are provided, but usually 
only one or two crewmen are carried, with the extra space reserved for fish.  
A small watertight cargo locker holds food, fresh water, and fishing sup-
plies.

  CraftID: Stacking Dory, TL4, Cr910
     Hull: 1/2/3/4, Disp=.056, Config=4USL open topped, Armor=2W,
           Loaded=0.61t, Length=3m
    Power: none
     Loco: Oars (see above) 
     Comm: none
  Sensors: none
      Off: -
      Def: -
  Control: Mech*1
    Accom: Crew=1 (Oarsman=1), Passengers=3, Seats=Open*4, Env=none
    Other: Fuel=0, Cargo=0.05kl, ObjSize=Small, EmLevel=None, 
           AcousticSig=None

Longboat TL4

     The longboat is a small boat often carried aboard a larger vessel to 
serve as a lifeboat, and also used for routine utility work such as transfer-
ring passengers ashore. At least four oarsmen are required to propel the 
longboat at half walking speed, eight or more at walking speed.  Twenty seats 
are provided, and up to a half a ton of cargo can be carried, depending on 
the load of passengers.

  CraftID: Longboat, TL4, Cr3010
     Hull: 1/2/3/4, Disp=0.5, Config=4USL open topped, Armor=2W,
           Loaded=3.16t, Length=6.2m
    Power: none
     Loco: Oars (see above) 
     Comm: none
  Sensors: none
      Off: -
      Def: -
  Control: Mech*1
    Accom: Crew=4 (Oarsmen=4), Passengers=16, Seats=Open*20, Env=none
    Other: Fuel=0, Cargo=0.5kl, ObjSize=Small, EmLevel=None, 
           AcousticSig=None

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

Archive-Message-Number: 2925
Date:     Thu, 26 Sep 91 16:02:39 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  TL4 Boats

The craft below were designed using the draft Herbert watercraft system,
as was the submarine uploaded earlier today.  You can see what these might
be for, based on the note about my campaign.  (-:

Rob Dean



Coastal Fishing Boat TL4

     The fishing boat shown below is typical of those found on low tech 
planets with useful sealife.  While a crew of six would be normal for this 
vessel, up to six additional crew members could be carried by 'hot berthing' 
(allowing use of each bunk by a crew member for only 12 hours out of 24), an 
uncomfortable and unpopular practice.  At higher tech levels, a small auxil-
iary motor for harbor navigation is usually added.

  CraftID: Coastal Fishing Boat, TL4, Cr49,920
     Hull: 9/18/27/36, Disp=10, Config=4USL, Armor=4W, Unloaded=22.45t, 
           Loaded=47.25t, Length=21.75m 
    Power: none
     Loco: 1/2, Sails=60 sq.m., P/W=1.27, Speed=15kph 
     Comm: none
  Sensors: none
      Off: none
      Def: -
  Control: Mech*4
    Accom: Crew=6 (Sailors=2, Fishermen=4), Bunks*6, Env=none, 
           Subcraft=4*Stacking Dories
    Other: Cargo=24.8kl, ObjSize=Small, EmLevel=None, AcousticSig=None

Stacking Dory TL4

     The stacking dory is a small boat typically found on fishing vessels, 
where the ability to stack the boats, reducing the deck space taken up, is a 
valuable feature.  A single oarsman can propel the dory at half walking 
speed, two or more at walking speed.  Four seats are provided, but usually 
only one or two crewmen are carried, with the extra space reserved for fish.  
A small watertight cargo locker holds food, fresh water, and fishing sup-
plies.

  CraftID: Stacking Dory, TL4, Cr910
     Hull: 1/2/3/4, Disp=.056, Config=4USL open topped, Armor=2W,
           Loaded=0.61t, Length=3m
    Power: none
     Loco: Oars (see above) 
     Comm: none
  Sensors: none
      Off: -
      Def: -
  Control: Mech*1
    Accom: Crew=1 (Oarsman=1), Passengers=3, Seats=Open*4, Env=none
    Other: Fuel=0, Cargo=0.05kl, ObjSize=Small, EmLevel=None, 
           AcousticSig=None

Longboat TL4

     The longboat is a small boat often carried aboard a larger vessel to 
serve as a lifeboat, and also used for routine utility work such as transfer-
ring passengers ashore. At least four oarsmen are required to propel the 
longboat at half walking speed, eight or more at walking speed.  Twenty seats 
are provided, and up to a half a ton of cargo can be carried, depending on 
the load of passengers.

  CraftID: Longboat, TL4, Cr3010
     Hull: 1/2/3/4, Disp=0.5, Config=4USL open topped, Armor=2W,
           Loaded=3.16t, Length=6.2m
    Power: none
     Loco: Oars (see above) 
     Comm: none
  Sensors: none
      Off: -
      Def: -
  Control: Mech*1
    Accom: Crew=4 (Oarsmen=4), Passengers=16, Seats=Open*20, Env=none
    Other: Fuel=0, Cargo=0.5kl, ObjSize=Small, EmLevel=None, 
           AcousticSig=None

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

Archive-Message-Number: 2926
From: d9bertil@dtek.chalmers.se
Subject: Re: New Traveller )-8
Date: Fri, 27 Sep 91 9:36:29 MET DST

> From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
> Subject: (2909)  New Traveller )-8
> 
> My question is: What advantages does anyone see in going to a compatible
> game system?  Is there really any interest in running Traveller/Dark 
> Conspiracy crossovers?

  "Who needs elves when we got Darrians?" :)

> A well done Traveller game should already include
> 90% of the information needed to run a Traveller/Twilight:2000 crossover.

  Since the timelines are different, ie T2k (and 2300??) has a limited nuclear
war and no Vilani on Barnard and MegaT has no nuke war but lots of Vilani at
Barnard, I don't actually see the possibilities of a crossover, unless we are
talking about some other planet than Earth. And even then it could be done
with the origianl rules.
  (Gashikan after the Sack of Gashikan, for example)

  'Dark' is even further from MegaT than T2k and I'd go so far as to say that
I cannot see the justification of a crossover without some major verbal
acrobatics.

  "Whaddyamean 'Both Strephons were false'??!!"

> Rob Dean

- -bertil-
- -- 
'Det a"r oo"versa"ttbart...'

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

Archive-Message-Number: 2927
From: d9bertil@dtek.chalmers.se
Subject: Re: Another voice joins the chorus
Date: Fri, 27 Sep 91 10:43:29 MET DST

> From: MacGyver <macgyver@cis.ohio-state.edu>
> Subject: (2915) Re: (2914) Another voice joins the chorus
> 
> 	Oh I couldn't agree more. That is why I dislike Rebelion so.
> Suddenly the entire universe is in chaos, makes the ref's life very
> difficult.

  It also disrupts the referees longterm planning. Before the rebellion there
were a static situation that would look essentially the same for decades. There
were the frontier wars, but they never led to any big changes, so the ref
could happily plot away in the total conviction that no major changes would
lie ahead.
  Then came the rebellion, and now nobody really knows what will happen in 1122
since the Rebellion Soucebook just goes up to 1121 or something. Besides, 
who needed a soucebook of that kind before the rebellion?

  This change is best illustrated by the contents of the Traveller News Service.
Before the rebellion normal news were "4 vargr corsairs captured". Post-Strephon
it is "4 Billions dead when <random emperor> bombs <random planet>."
 
> 					Mac
 
- -bertil-
- -- 
'Det a"r oo"versa"ttbart...'

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

Archive-Message-Number: 2928
From: Hans Rancke-Madsen <rancke@freja.diku.dk>
Subject: Re: Solution to Norris' problems.
Date: Fri, 27 Sep 91 10:51:09 MET DST

Mike Metlay on my Aslan idea:
>
> Q: Would you rather have a lion attack you or a wolf?
> A: I'd rather he attacked the wolf.
>

(Said in tones of hushed reverence): "That's beautiful, Mike!"
Can I use it? Can I? Please! Pretty please!

> From: chaber@kentmarsh.COM (Cecil A. Habermacher)
> Subject: (2921) Re: (2908) The solution to a lot of Norris' headaches!
>
> Sounds good, yet also familiar; isn't this the way the Angles, Jutes
> and Saxons were able to get a toehold in Britain defending former
> Roman citizens from encroaching Welsh and Scots after the pullout
> of the Legions back in the late fourth and early fifth centuries?
> As I recall, the Angles and Saxons then proceeded to quite happily
> divide up the country between them... Wonder who'll control the Domain
> in 100, 200 or 500 years if this happens?
>
1) There are 600+ systems in the Domain. Letting the aslans
   have part of 10 or 20 of them is not going to put them in a
   position to divide up the Domain.
2) Even if it did, aslans have this thing about loyalty. There
   are already millions of loyal aslani citizens in the Domain.
3) Even if they didn't, I think Norris would prefer peace in
   his time and let the future take care of itself.
4) Even if he didn't, the aslans are already IN the Domain. The
   only question is wether they eventually settle corewards or
   rimwards.


      Hans Rancke
University of Copenhagen
     rancke@diku.dk

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

Archive-Message-Number: 2929
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Fri, 27 Sep 91 05:58:05 PDT
Subject: Gas Giant ignition.

 
Hello,
 
        A question to all you physics people - I have generated a system
for 2300AD. One of the planets came out a gas giant. But this one seems to
be the mommy and daddy of all gas giants.
 
        Will planet A-VI ignite?
 
        A second question refers to the habitable planets. How does one
calculate the length of the local day (i.e. rotation speed) of a given
planet, and its temperature ranges? In the data below I just decided on
arbitrary values.
 
        System data enclosed below:
 
 
                   A                     B
              Primary (G8V)         Secondary (M0V)
 Magnitude:       6.12                  9.28
      Mass:       0.90                  0.54
    Radius:       0.90                  0.48
Luminosity:       0.32                  0.04
Life Zones:   0.40/0.56/0.82au     0.14/0.2/0.29au
 
    Orbits:       0.30au                0.19au
                  0.45au                0.40au
                  0.59au                0.84au
                  1.12au                1.68au
                  1.46au
                  1.90au
 
Orbital data:
   Planet  Core Diameter Density   Mass     Gravity  Period  Satt     Orbit
                  (km)   (Earth)  (Earth)     (G)    (Days)           (kkm)
           ---- -------- -------  --------  -------  ------  ----     -----
Primr III:  RK   11,000    1.1      0.7210   0.955   174.16   2
        a: CHNK   1,000    NA       NA       NA        4.62            110
        b:  RK    2,000    1.4      0.0050   0.220    67.57            660
 
       VI:  RK  320,000    1.2  19386.0000  29.580  1006.48  11
        a: RING    NA      NA       NA       NA       NA               320
        b:  RK    6,000    1.2      0.4310   0.853     2.04          1,920
        c: CHNK     300    NA       NA       NA       12.44          6,400
        d:  IC   27,000    0.5      4.8500   1.066    22.86          9,600
        e:  IC   33,000    0.4      7.0800   1.042    49.19         16,000
        f: CHNK     800    NA       NA       NA       50.11         16,200 
        g: CHNK     800    NA       NA       NA       64.66         19,200 
        h:  RK   13,000    1.3      1.4000   1.334    99.55         25,600
        i:  IC   29,000    0.3      3.6000   0.687   118.78         28,800
        j:  IC    7,000    0.1      0.0160   0.055   160.51         35,200
        k: CHNK     700    NA       NA       NA      182.88         38,400
 
Secnd   I:  RK    9,000    1.3      0.4670   0.924    41.09   1
        a:  RK    6,500    1.2      0.1600   0.600    62.14            540
 
 
A-III:
      Orbit: 0.59 au (optimal life zone), garden planet
     Period: 174.16 standard days, 18.24 hour local day
       Type: Rocky core, 11,000 km diam., 1.1 dens., 0.955 G, 0.721 mass
Hydrosphere: Oceans, 80% surface
 Atmosphere: Dense, 0.925 atm. at sea level, 22% oxygen, 0.204 atm. oxygen
Temperature: +28C to -4C avg.
 
 
A-VI:
      Orbit: 1.12 au, super gas giant
     Period: 1006.48 standard days, 10.7 hour local "day"
       Type: Rocky core, 320,000 km diam., 1.2 dens., 29.58 G, 19386 mass
 Atmosphere: Massive, 29.58 atm. at "sea" level
 
 
B-I:
      Orbit: 0.19 au (optimal life zone), garden planet
     Period: 41.09 standard days, 32.2 hour local day
       Type: Rocky core, 9,000 km diam., 1.3 dens., 0.924 G, 0.467 mass
Hydrosphere: Oceans, 70% surface
 Atmosphere: Dense, 0.894 atm. at sea level, 20% oxygen, 0.1788 atm. oxygen
Temperature: +35C to +2C avg.
 
 
B-Ia:
      Orbit: 540,000km
       Type: Rocky core, 6,500km diam., 1.2 dens., 0.6 G, 0.16 mass
Hydrosphere: Oceans, 60% surface
 Atmosphere: Dense, 0.595 atm. at sea level, 19% oxygen, 0.113 atm. oxygen
Temperature: +34C to +1C avg.
 

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

Archive-Message-Number: 2930
From: PHB100@PSUVM.PSU.EDU
Date:    Fri, 27 Sep 91 09:55 EDT
Subject: pending

>TML nightly     Thu Sep 26 20:31:47 PDT 1991    Volume 26 : Issue 5
>
>Date: Thu, 26 Sep 91 11:25:06 EDT
>From: burt@ptltd.COM (Burton Choinski.)
>Subject: (2919)
>
>Subject: Revision

>- ---------------------------------------------------------------------
>In a related note, for TDR people, I have tweaked my world generating
>system into a blend of 2300ad, traveller and other sources.
>As a result, I had to pitch the spinward marches out the window
>and regenerate it.  Here is a sample world:
>
>Zdazeplipl  (Zh)  B 12k 0.74g Thi/VLo t  57%   6b 78-B <A->  -- (3 )
>
>Cryptic?  Mabye.  But much more real in the way it is generated than
>by using a 2-12 range...
>
>
>Oxygen: Based on the amount of water present, and assuming oxygen
>molecules can't escape the planet, I determine an oxygen
>content.  It is possible now to have worlds with thin atmospheres,
>but require oxygen tanks.  Likewise, you can have very thin pressures
>but enough oxygen pressure to breath without respirators.
>In the info above, the world has a Thin atmosphere and a Very Low
>Oxygen content.

Good.  Splitting up the atmosphere and its contents I like.  I was going to
suggest that you rate the atmosphere in total pressure and partial pressure of
oxygen, but on second reading, I see that you have, just in descriptive instead
of numerical terms.  Theoretically, a human can breathe fine in a pure oxy
atmosphere who's total pressure equals the partial pressure of oxy on Earth,
right? (the figure 3.5 pounds stickss in my head for this)  Leaving out
problems dealing with the low pressure, of course.

>
> ...
>
>
>The "--" notes the number of rings, number of moons.  I determine
>number of sattelites, randomly figure the orbits, and shatter
>any that fall within the roche limit.
>
Ahhh, yes.  The Roche limit.  I read many years ago, that Luna is inside
Terra's Roche Limit, yet Luna doesn't break up from tidal stresses.  Does
anyone know if that question has been settled?  Not being a planetologist type,
I sort of lost track of the question.


Paul.
- -----------
Captain Sir Michael Talmoth,  UPP:  BA5A8B

"You see me now a veteran,
     Of a thousand psychic wars,
         I've been living on the edge so long,
             Where the winds of Limbo roar.
- -- BOC


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

Archive-Message-Number: 2931
Date: 	Fri, 27 Sep 1991 11:10:25 -0230
From: Anthony Neal <uunet!pluto.cs.mun.ca!anthonyn@sequent.UUCP>
Subject: Computer Viruses and me...



Greetings to my fellow Travellers...

	I've been watching and waiting for an opening that I thought I might
	be able to put in a useful two cents worth, and here's something I 
	think I may be able to contribute to.

	On Wednesday, Sept 25, Scott Kellogg wrote:

> I may be no computer whiz but I don't think a virus can get to a computer
> that is shut down!  Presumably the Imerials would have reserve computers on
> line in case someone did get through with a virus.

	Well, no. A virus can't infiltrate a powered down computer. But, it can
	infiltrate the common storage facilities that your three onboard ship's
	computers share, for instance.
	Onboard a ship, you will have information which has to be available to 
	all systems, a data bank, if you will. Sure, you encounter a virus that
	you picked up over a bad Holocrystal of the V7043.6 Space Invaders. It
	happens. But the big problem is that the first thing on that devious little
	virus's mind is to get itself onto that computer's main storage. Once 
	there, it's gonna replicate.
	Then, of course, any well written virus is gonna write itself into the 
	boot sector of your main storage. Great. Now let's run with this, shall we.

		Maira, your model 9 shipboard computer has been monitoring networking
		communications between two rival faction ships. And they know that you
		know that they're communicating. You're model 9 is dumping all data
		to main storage. Perfect. So they send out a virus affectionately 
		nicknamed "Lost". Their computers have a routine running that spots
		the virus 'cause they know all about this tactic. Your computer has 
		now stored a malignant little piece of code that when read, maybe 
		through a common memory sweep, has a code in it that causes the 
		computer to execute it as a background process. Once that's done,
		'Lost' runs around your directory structure looking for your navigation
		programs and corrupts them real good so that they work, but all wrong.
		So, now your running through the universe without a clue as to where`
		you are. By the time you realize, your lost. 
			Now, your Science officer gets an inkling that you've been
		sabotaged, so he runs a listing of processes. Only 24,456 copies of
		job 'Lost' running concurrently. So, he shuts down Maira and brings
		up Migs, your second model 9. Of course, Migs has to be booted, and
		in the process comes across that copy of Lost in the boot sector. Not
		to mention, that if they do manage to remove the virus from the boot
		sector, its all over common storage anyway. And what of your Nav
		programs? They're screwed also. 

	Can you say Crash and Burn? Yep. Well, actually, if you boot from a
	protected backup copy of your operating system, you may get Maira up and
	running, but the moment that you access common storage, with all your
	shipboard information on it, you come across the virus again. Hope you
	got a vaccine program handy. Or, do you want to just WIPE common storage
	completely and rebuild from protected backups (That'll probably take you
	about two days. Nasty!!). So, sorry Scott. Not quite as simple as all that.
	Now, the scenario I ran above is possible today. In say another 5000 years,
	imagine the horrible little routines they'll be writing.

															Ciao,
															Anthony Neal

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Anthony Neal                 |"Lets bring up the cargo manifest. 2300 laser 
anthonyn@garfield.cs.mun.ca  | pistols, 1600 laser rifles, 1 ATV, 67 suits of
Memorial University Of       | combat armor and... What the hell are 
Newfoundland                 | 'tribbles'?"
- --------------------------------------------------------------------------------

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

Archive-Message-Number: 2932
Date: 	Fri, 27 Sep 1991 11:58:11 -0230
From: Anthony Neal <uunet!pluto.cs.mun.ca!anthonyn@sequent.UUCP>
Subject: And what about computers anyway!


	Yeah, it's me again.

		After my last note, I thought about the system and the lack
	of development of computer equipment and the role of computers in the
	Traveller society. I mean, today we're pretty well swamped by these
	little technological pets as it is, what about 5000 years down the
	road? What programs are available and how good are they? What does
	the average Imperial citizen do per day that involves direct inter-
	action with computers.

		And what of the computer hacker?!? Is he alive and well
		in the future, or has he/she (sorry --^) starving with
		only an 8088 at his disposal... 

		I would really like to see a little more computer use in the
	Traveller system, since it seems to me that they are too flexible a 
	thing to just die out. The rules seem to treat them in the fashion of
	"Yeah, they're there, just don't ask me about them...". 

		And what of robots? MT mentions them in the Imperial Encyclo-
		pedia (?) but we don't have any examples or constuction rules
		to go by, except for the fabled "Robots" booklet, which I have
		had on order for over a year, but has never come in.

		Us Technorganisms have to have our computers and robots or else
	we get real cranky. I've tried improvising, even raiding a few things
	from GURPS and 2300. (By the way, GURPS Cyberpunk has the best system
	on computers I've seen so far. I tried adapting it but got a headache
	real quick.)

		So, a desperate plea goes to the masses of the TML... Where's
	my workstation?... Where's my C3PO, or R2-D2? 

							Ciao,
							Anthony

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Anthony Neal                 |"Lets bring up the cargo manifest. 2300 laser 
anthonyn@garfield.cs.mun.ca  | pistols, 1600 laser rifles, 1 ATV, 67 suits of
Memorial University Of       | combat armor and... What the hell are 
Newfoundland                 | 'tribbles'?"
- --------------------------------------------------------------------------------

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

Archive-Message-Number: 2933
Date: Friday 27th September 1991 11:31:08 BST
From: Alan Huscroft <ASSHUSCR@cms.am.cc.reading.ac.uk>
Subject: Re: (2913) What's with this computer virus story?

 
>From: KELLOGG@ducvax.auburn.edu
 
>                             I just assumed that in 5000 years the Imperium
>would have some damn good countermeasures against viruses.
 
Agreed.  I believe that a well-designed and competently-managed computer
system can be made effectively invulnerable to viruses, and I think that
attempts to do this are soon going to become a major selling point here
in the 20th century.  Surely by the 57th century the need for suitable
defensive measures will be taken for granted.
 
 
>I dislike the messing about in the universe GDW is rumored to be considering.
>Frankly, I don't like the Rebellion either!
 
Heartily agreed.  We have had more than enough upheaval already.  If
GDW really wants to proceed with this Star Viking stuff, I would be
much happier if they set it in a completely different game universe
rather than twisting our beloved Traveller universe to fit it.
 
>This looks like a BIG mistake to me.
 
Me too.
 
> Scott Kellogg
> - -One of the three Hordesmen of the apocolypse
 
I've Horde enough of these awful puns!
 
............................................................................
: Alan Huscroft              : Janet:    A.Huscroft@uk.ac.reading          :
: Reading, England           : Internet: A.Huscroft@reading.ac.uk          :
: 6-G takeoffs AND landings! : X-boat:   A.Huscroft@terra.sol.solomani_rim :
:............................:.............................................:

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

Archive-Message-Number: 2934
Date:     Fri, 27 Sep 91 15:54:53 EDT
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  An eclectic assortment

It's been a slow day, and I have been fiddling with things again.



Fakh Goudza Grav Fighting Vehicle TL13 (Vargr)

     The Fakh Goudza is a general purpose grav fighting vehicle manufactured 
by several planets in the Vargr Extents.  Its name is taken from a large 
carnivorous bird on the planet of its design.  It bears certain similarities 
to the Imperial Gryphon GFV, but is intended to have an auxiliary role as a 
troop carrier.  Roomy seats allow four infantrymen in battledress with grav 
belts to be deployed when advantageous.  It also carries a non-homogeneous 
computer array, with a Model 4 available for control of combat operations.  
The Fakh Goudza's armor and controls are space rated, and the vehicle can be 
launched from orbit for a planetary assault operation. Armament is laid out 
"over and under", with the pulse laser in a remote turret on the upper sur-
face of the vehicle, and the fusion gun in a turret on the lower surface. The 
two smaller lasers are mounted in side sponsons, and are intended for anti-
personnel use.

  CraftID: Fakh Goudza GFV, TL13, MCr18.76
     Hull: 6/14, Disp=6, Config=1AF(+ turret, 10%), Armor=55F, Loaded=288.5t,
           Unload=288.3t
    Power: 2/4, Fusion=252MW, Dur=20 hours
     Loco: 1/2, StdGrav=700t, Max Speed=1590kph, Cruise=1395kph, NOE=170kph,
           MaxAccel=1.43G
     Comm: Radio=FarOrbit, MaserComm=Planetary
  Sensors: EMM, EMS Active(Continental), EMS Passive(Interplanetary),
           LowPenDensitometer(50m), NeutrinoSensor(100kw), ActObjScan=Diff, 
           ActObjPin=Diff, PassEnScan=Rout, PassEnPin=Diff, PassObjScan=Diff,
           PassObjPin=Diff
      Off: Hardpoints=1

                       Pen/          Max     Auto   Dngr
                       Attn    Dmg   Range   Tgts   Spc    Sig   ROF
         Fusion-Y Gun  71/5    30  VDist(21)  2     45     H     40
    100MW Pulse Laser  59/4   120   Reg(250)  3      -     L     80
   2*10MW Pulse Laser  33/3    12  VDist(50)  3      -     L     80

      Def: Point Defense Targeting for 100MW pulse laser
  Control: Comp Mod0*2, Comp Mod4*1, HeadsUpHoloDisplay*2
    Accom: Seats=Roomy*6 (Commander/Gunner, Pilot, 4 passengers), Env=basic
           env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=2.8kl, Cargo=0, ObjSize=Avg, EmLevel=Faint

Coriander class Free Trader TL12

     The Coriander class Free Trader is a standard Imperial Data Package 
design, although it is not often built because of its rather unusual 300 ton 
hull.  Most shipyard equipment is specialized for either the 200 or the 400 
ton standard hulls.  The standard version of the Coriander includes two 
triple missile turrets and a triple sandcaster turret for self-defense.  Fuel 
scoops are carried for emergency use, but the usual operating practice would 
be to purchase unrefined fuel immediately upon landing at a starport, and 
process it while cargo loading and unloading is going on. Common variations 
on the design include removing the low berths in favor of an additional 270kl 
of cargo space, and adding a berth for some sort of subsidiary craft.

  CraftID: Coriander class Free Trader, TL12, MCr103.3  (MCr82.65 discount)
     Hull: 270/675, Disp=300t, Config=4SL, Armor=40F, Loaded=3960t,
           Unloaded=2595t
    Power: 11/22, Fusion=960MW, Duration=30 days 
     Loco: 9/18, Maneuver=1.5 (Thrusters=6500t), 9/18, Jump=2,
           MaxSpeed=720kph, Cruise=540kph, TrueAcc=1.64G, Agility=1
     Comm: Radio=System*2
  Sensors: EMS Active(FarOrbit), EMS Passive(Interplanetary), 
           ActObjScan=Rout, ActObjPin=Rout, PassEnScan=Rout
      Off: Hardpoints=3

               Missiles=x02
           Batteries      2
           Bearing        2

      Def: DefDM+4

               SandCaster=x04
           Batteries        1
           Bearing          1

  Control: Computer Mod2*3, 5*HeadsUpDisplay, 470*DynLink
    Accom: Crew=7 (1 bridge, 1 engineer, 1 steward, 3 gunners, 1 medic),
           Passengers=8, Staterooms=15, LowPassengers=20, LowBerths=20, 
           Env=basic env, basic ls, extended ls, grav plates, inertial comp
    Other: Fuel=960kl (1 jump-2+30 days), Cargo=1290kl, MissileMagazine=12kl 
           (20b-r), Fuel Scoops, Fuel Purifier (24hr), ObjSize=Avg, 
           EmLevel=Faint

Hyperbolic Light Air Raft TL14 (Military Version)

     The Hyperbolic is a low cost grav vehicle intended for military light 
utility work.  With a sealed cabin, it can operate in contaminated environ-
ments, and a laser communicator provides jam-resistant comm capability for 
the users.  Up to 0.5 tons of cargo can be carried externally with no loss of 
performance.  
  
  CraftID: Hyperbolic Light Air Raft, TL14, Cr99,300
     Hull: 1/3, Disp=1.4, Conf=4SL, Armor=1G, Loaded=4.22t,
           Unloaded=2.46t
    Power: 1/2, FuelCell*10=1.35MW, Dur=10 days
     Loco: 1/2, StdGrav=9t, TopSpeed=1000kph, Cruise=750kph,
           NOE=180kph, MaxAccel=1.13G
     Comm: Radio=Continental(5000km), LaserComm=Regional(500km)
  Sensors: ActEMS=Dist(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*28
    Accom: Seats=Adequate*4, Env=basic env, basic ls
    Other: Fuel=0.96kl, Cargo=1.7kl, ObjSize=Small, EmLevel=Moderate 

Hyperbolic Light Air Raft TL14 (Civilian Version)

     The Hyperbolic is a low cost grav vehicle intended for military light 
utility work.  Because of its popularity with the general public, a civilian-
ized version with reduced electronics is also produced. The civilian version 
has a smaller power plant, and features a larger seat for the driver and an 
expanded cargo compartment, but is externally identical.  
  
  CraftID: Hyperbolic Light Air Raft, TL14, Cr35,830
     Hull: 1/3, Disp=1.4, Conf=4SL, Armor=1G, Loaded=4.90t,
           Unloaded=1.83t
    Power: 1/2, FuelCell*7=0.945MW, Dur=14 days
     Loco: 1/2, StdGrav=9t, TopSpeed=960kph, Cruise=720kph,
           NOE=40kph, MaxAccel=0.83G
     Comm: Radio=Regional(500km)
  Sensors: Radar=Dist(5km), ActObjScan=Form, ActObjPin=Form
      Off: Hardpoints=1, No weapons
      Def: -
  Control: Electronic*10
    Accom: Seats=Roomy*1, Adequate*3, Env=basic env
    Other: Fuel=0.96kl, Cargo=3kl, ObjSize=Small, EmLevel=Moderate 

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

Archive-Message-Number: 2935
From: whservd!gsw@att.att.COM
Date: Fri, 27 Sep 91 17:08 EDT
Subject: Re: NewTraveller

By the way, Classic Coke is NOT the same as "pre-New Coke" Coke --
they changed the formula to make it cheaper.  Isn't THAT a kicker!

=====

I have three concerns about NewTraveller:
 o Is vehicle/spaceship design going to be impossible?  I don't care if
   they give you a system to do it or not, as long as they don't make it
   impossible to do.
 o Is combat going to be oversurvivable?
 o I combat going to be overemphasized?  I make this separate because the
   original Traveller fell into this trap with Mercenary, etc.  I've been
   to a number of Traveller convention games, and 90% are mercenary
   tickets.  If you don't design your character with Book 4, you're DEAD.

I have heard all three of the above of T:2000.  If they fix these, and
don't do another half-assed job pulling it all together, then I say go
ahead, change the system.  But DON'T give me half of a system, then try to
sell me a new rules supplement every few months.  That would be my message
to GDW.

The virus thing is ridiculous.  Sure, it'll happen.  Someone will write
a virus that learns how to replicate itself and adapt.  But if I'm on a
spaceship, I'm going to make DAMNED SURE that the computer keeping ME
ALIVE is not susceptible in this way.  In fact, a variation of the same
virus will let me insure this.  But I'll let that one go, since it is,
after all, a game.  In fact, it could bring the scope of the game back
down to where it belongs.  No more fighting grand battles in the name of
the [fill in your favorite faction/government/race here].  Huzzah!

=====

Jerry Williams (gsw@gummo.att.com)

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

Archive-Message-Number: 2936
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Sat, 28 Sep 91 00:24:06 PDT
Subject: Roche Limit

 
PHB100@PSUVM.PSU.EDU writes:
 
>>The "--" notes the number of rings, number of moons.  I determine
>>number of sattelites, randomly figure the orbits, and shatter
>>any that fall within the roche limit.
>>
>
>Ahhh, yes.  The Roche limit.  I read many years ago, that Luna is inside
>Terra's Roche Limit, yet Luna doesn't break up from tidal stresses.  Does
>anyone know if that question has been settled?  Not being a planetologist
>type, I sort of lost track of the question.
>
>
>Paul.
 
  Roche limit is quoted (in the Britannica) to be 2.5 diameters of the
primary. The 380 odd thousand kilometers of Luna's orbit are quite outside
the limit.
 
Marc.
 

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

Archive-Message-Number: 2937
From: d9bertil@dtek.chalmers.se
Subject: Re: And what about computers anyway
Date: Sat, 28 Sep 91 10:51:22 MET DST

> From: Anthony Neal <uunet!pluto.cs.mun.ca!anthonyn@sequent.UUCP>
> Subject: (2932) And what about computers anyway!
> 
> 	Yeah, it's me again.
> 
> 		After my last note, I thought about the system and the lack
> 	of development of computer equipment and the role of computers in the
> 	Traveller society. I mean, today we're pretty well swamped by these
> 	little technological pets as it is, what about 5000 years down the
> 	road? What programs are available and how good are they? What does
> 	the average Imperial citizen do per day that involves direct inter-
> 	action with computers.

  There are (presently) two different versions of how to use computers in the
future: The first is the classic cyberspace or matrix where you put the human
in the computer, the second is to put the computers in the environment.
  There is a good article in the September Scientific American (special 
edition about networks and computers) on the second version. Xerox is as usual
doing interesting things at Palo Alto. I wonder how long until Apple steals it
and sues Xerox for it? :)
 
  In short the 'computers in the environment' idea is to computerize the
environment with computerized papers, notes and boards all networked togeather
with short range radio or ir links and all working transparantely.
  And since cyberpunk is more or less absent from Traveller, this might be a
way to explain it.

> 	The rules seem to treat them in the fashion of
> 	"Yeah, they're there, just don't ask me about them...". 

  That is close to what 'computers in the environment' tries to do. There
would however be severe effects if someone who is trained to depend on 
ubiquitous computers had to work without them. (That might be a rationalization
of the severe TL effects on skills...)
 
  But, read the Palo Alto article in Scientific American, I can infact recommend
that entire issue, even though I neither work for Xerox or Scientific American:)

> 							Anthony

- -bertil-
- -- 
'Det a"r oo"versa"ttbart...'

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

Archive-Message-Number: 2938
From: Marc Alexandrovich Volovic <mav@cs.huji.ac.il>
Date: Sat, 28 Sep 91 13:54:07 PDT
Subject: 2300AD missiles


Hello,

	Has anyone ever tried to calculate the missle warp efficiency?
Not ONE of the missiles conforms to the rules of the warp calculation.
When the speed is correct, the weight is wildly off.

Can anyone explain?

Marc

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

End of TML Bundle
*****************

