At 02:49 PM 4/10/2006 +0000, you wrote:
>Hello GURPS colleagues:
>
>I continue to play around with ship design in general. Thinking about
Star Trek and fiddling with various resources available to me, including
those some of you kindly pointed out to me on the Net.
>
>I decided that in the Traveller universe, ship salvage (given all the
battles that took place) would be a good career for a PC/crew. So I
designed a TL10 2000dton Salvage Vessel that I'm happy with (it's that big
to theoretically hold all the replacement parts, extra workshops, a hangar
bay for fuel skimmer and mobile base-variants that would serve as repair
platforms... anyway, it's just a concept.)
>
>OK, here's my question:
>
>If your players approached you with the need for a ruling on the Jump
Drive, how would you rule? Say the players designed this salvage vessel,
and they wanted to intall a Jump Drive that was large enough to jump a
vessel*twice* as large as the vessel itself (or any other multiple for that
matter-assuming there's space). The idea is, the salvage vessel clamps on
to a damaged vessel, then jumps it back home as if it were a single unit.
>
>In *reality*, the answer likely depends on the mechanics of jumping. Any
physics buffs with a theoretical basis? My guess is that most of you would
say "no"-- but I thought I'd ask, anyway.
Hi Vk,
As it turns out, TRAVELLER itself has a jump tug that permits just the
very thing you're talking about. Problem is, they never really went into
details exactly on how it is done - and unfortunately, after the Jump Tug
was detailed, they went to MEGATRAVELLER and assumed that a jump grid
resides within the hull itself. The best "suggestion" I can offer is that
the ability to clamp onto another vessle is one way to do it, or another
way would be to require a "Jump net" that needs to be deployed around the
hull of the vessel you're going to jump away with. Either way however,
would appear to be something you'd have to cobble up as you see fit. I
know this doesn't help an awful lot.
Hal
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