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
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