Brandon replied to me:
> That was poorly worded on my part. Not all worlds will have highports, so
> the STL ship must land. They may also want to land on some world, evn if
> there is a highport.
I think that with the "complete default 3E Vehicles tech" this
only works at TL10, if it works at all -- no stardrives at TL9,
and from TL11 the STL drives are too light to justify leaving
them out of the FTL component.
Eric, this was partly your idea. If you give me a tonnage and
crew size, I'll try a non-modular ship and we can see ...
On a related note, what is the minimum sensor suite for a
commercial ship?
* GURPS Traveller had AESA, PESA, radscanner, one of each type,
mounted in a sensor turret, but it didn't mention that very
often. I prefer two each, at opposite ends of the ship. That
leaves some dead spots, but they can be covered by another
type of sensor, or just accepted as a minor risk.
* My assumption was that bigger ships need longer to move
out of the path of a meteorite, say, and also longer
warning times to secure for maneuver, so they need
bigger sensors, too. Is that justified?
* What types do you need?
- Stabilized (astronomical) LLTVs for interstellar
navigation.
- Some sort of radar/AESA with rangefinding capability
for local maneuvering/docking.
- If the setting has them, FTL radar because nothing
else has that good cost-to-range ratios.
- Radscanners as general-purpose passive sensor. Radio
direction finder, radiation alert, whatever.
- If the setting allows them, FTL scan sensors to detect
the starport radar and to get a fix. But they're quite
expensive.
- Same for FTL emergence sensors, to get an idea of the
traffic in the neighbourhood.
- LLTV, thermograph, or PESA if you want to examine a
landing spot away from a major starport.
* What ranges do you need?
Regards,
Onno
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l