Eric wrote:
> A single 1kW TL9 reactor costs 5,000,200$ (200$/lb*20001lbs+1000000$) 
> and thus requires 10.7 man hours of maintenance per day.

By TL10, fusion reactors are MUCH lighter and cheaper. 

> I'd assume that TLS would need filters and restocks of base algae 
> anyway...

No data in Vehicles, so I pulled a 99.9% figure out of thin air.
 
> plus the officers and politicians would want to store tasteful foods 
> anyways, which would add energy to the otherwise closed system...

My assumption means one meal out of 1,000 would be based on new
stuff. That could be one meal out of ten for one percent of the
population instead.

> Is it intended just to get the crew there?

Probably they are supposed to form a colony.
 
> The population will still need doctors, clerks, stewards, etc, to help 
> the starship crew.

Call it 25% real crew, 50% support and 25% dependents/trainees.
 
> It all depends on how large the ship is...

My first draft had 30,000 tons and 200 people. I'll try 300,000
tons next.

> Can you assume that there will be many stores of electronic boards and 
> such, any surplus of which is a head-start for the colony upon arrival?

Will they last a millenium in storage?

> will the craft also be in touch with a receive-only lasercom receiving 
> tech and blueprints from home?
> 
> that would be another reason to wait until you arrive for anything that 
> you could possibly minifac :)

I'll add the largest possible receiver.

Eric wrote in another mail:
> If volume is the most expensive factor, I recommend stocking liquid 
> water (the hydrogen is denser than liquid hydrogen, plus you get oxygen 
> out of the deal, humans can drink the raw 'fuel', and it blocks
> radiation).

For realistic science, mass will be critical. This volume thingy
comes from ancient Traveller game mechanics, which didn't want 
to re-calculate performance based on load.
 
> Following the advice of TNG, you could have a ramscoop to collect 
> interstellar hydrogen and help pay for the trip (and preventing near-c 
> collisions with atomic particles)...

VXi has a 'superscience' ramscoop and a regular ramscoop. I don't 
want to use the super technology, and the regular ramscoop is too 
heavy to make sense.

And Jon wrote:
> IIRC from the original Roleplayer article that first introduced me to
> magsails, the magsail thrust increases with the relative speed of the
> solar wind, which is why a magsail can't have an outbound velocity
> that's faster than the solar wind.  And if you're roaring into a
> system at 2% of lightspeed, that means that those magsails are going
> to have incredibly good thrust-to-mass ratios for much of the braking
> process.  It also helps that they don't lose thrust with distance from
> the primary all that quickly.

VXi has a formula just for magsail braking. The TL10 optimized 
fusion rocket is better than that.

> I don't have the book on hand; but I'm pretty sure that habitat
> modules appeared in one of the Vehicles Expansions.  I'm also pretty
> sure that they _didn't_ appear in GURPS Traveller; they don't fit the
> setting all that well.

GT Spaceships had them.
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