Hello, There have been discussion regarding how to incorporate logistics
issues into Full Thrust and how to do a reasonable simulation of the effect of
fuel consumption in Real (Newtonian) Thrust systems. Therefore I now propose
the following rules for Fuel Thrust to supplement the FT FB rules. Main
Engine: For each 5% of mass devoted to a main engine the vessel may accelerate
by two MUs in the direction opposite the engines exhaust direction. That is it
may thrust along the engine axis. Again it is 2 thrust points per 5% devoted
to engine mass. Maneuvering Engine: For each 5% of mass devoted to a
Maneuvering engine the vessel may accelerate in any direction by one MU or
change the vessel's facing by one point (30 degrees). This represents the mass
devoted to making the engine on a mobile mount or using multiple exhaust
points. Engines do not operate unless there is fuel available... Fuel tanks:
For each 5% of mass devoted to fuel a ship has 6 thrust points that may be
expended by an engine. A thrust point is expended for each engine thrust used
in a round of maneuvering. If a ship has a main engine with a rating of 6
thrust and accelerates at maximum burn, 6 thrust points will be expended. If a
ship turns two points (60 degrees), two thrust points are expended. Jump
Engines consume 60 Thrust Points for a ship to jump to FTL. Better Gas up on
the other end... Fighters: Fighters maneuver like ships with maneuvering
thrusters rated at 10 and carrying 60 thrust points. That is they may expend
up to 10 thrust points in any direction in a single turn. Standard Missiles:
Standard Missiles operate just like fighters but then detonate like More
Thrust Missiles and cause 2D6 damage when within 6 inches of an enemy contact.
Tankers may transfer fuel to replenish supplies aboard ships. The amount of
thrust points restored will be proportional to the mass delivered by the
Tanker. Fuel Thrust is meant for folks who have already mastered Real
(Newtonian) Thrust and want to introduce the challenges that fleet commanders
face in planning a campaign. Happy Thrusting.
On Tue, 29 Jun 1999 22:52:00 -0700 "Phillip Pournelle"
> <emisle@earthlink.net> writes:
Thrust 4 for 10% mass? Sounds reasonable.
> Maneuvering Engine: For each 5% of mass devoted to a Maneuvering
Possibly put these maneuvering engines on the SSD as well. Would seem
reasonable. That way a nasty threshold roll could leave you unable to
maneuver. Perhaps the main engine could be used as a maneuvering engine as
well, but not at the same time it is used for
acceleration/deceleration. How bout this as well, instead of just a
generic maneuvering engine.
i) Station Keeping Thrusters: These are quads of smaller thrusters, each 2%
(?) devoted to these allows the ship to turn one point, but does not provide
enough thrust to accelerate the ship.
> Engines do not operate unless there is fuel available...
duh *weg*
> Fuel tanks: For each 5% of mass devoted to fuel a ship has 6
Hmmm, seems reasonable, faster turn = burn more fuel. I wonder if 10 points of
fuel per 5% might be better, I guess the campaign will help determine that.
> Jump Engines consume 60 Thrust Points for a ship to jump to FTL.
YEOUCH!!!!!! 50% of your mass for one jump!!! And thats not including anything
else! Well, we'll just have to game this out and see............Can you say
disposable tankers? I knew you could. Also, what are everyone elses thoughts
on refueling? Gas giant skimming? Dunk the tanker in an ocean somewhere? How
about small STL fuel tenders and really big FTL tankers? Cometary fueling?
Think about it. If you use half the mass of your tanker just to FTL it to the
contact point, it had better be one really big tanker if you want to refuel a
fleet (or have a fleet of smaller tankers). And then, what about refueling the
tanker for another jump of its own? Using SO much mass for jumps looks like a
serious zero sum game. And what about misjumps? One navigational screw up and
you're in DEEEEEEEEEEEEEEP trouble.
> Fighters: Fighters maneuver like ships with maneuvering thrusters
These seem good. Perhaps fleet tenders could carry extra missiles and fighters
at a lesser mass rate, but they can't launch them, only
re-supply actual combat ships. ie. operational squadrons take 6 mass,
stored squadrons take only 4 or 5 mass. MT missiles on launchers take 2 mass,
in storage they only take 1 mass. How bout crews, tenders could carry
passenger space for additional crew to replenish combat losses.
> Tankers may transfer fuel to replenish supplies aboard ships. The
Clearly so. How are you going to calculate the mass requirements for refueling
fighters? Perhaps their carriers could carry additional fuel for them. Maybe
one mass of fuel per full squadron??
> Fuel Thrust is meant for folks who have already mastered Real
This looks good.
Hi Phillip -
> Phillip Pournelle wrote:
Have you seen the fuel rules I worked out for FT? You can reach them
from the Exodus Project site: http://www.ExodusProject.com, in case you
hadn't seen them. I used them at the last GZG-ECC and they seemed to go
over quite well - very simple, yet they use accurate physics. I'd be
interested in knowing you're opinion of them!
Thanks..
> Keith Watt wrote:
Hmph. That should be "your" not "you're", of course...
Glad nobody here worries much about grammar - that's what I get for
relying on a spellchecker! <g>
I'd -still- be interested in your opinion!
Working far too hard..
Phil Pournelle suggested:
> Engines do not operate unless there is fuel available...
Fuel tanks: For each 5% of mass devoted to fuel a ship has 6 thrust points
that may be expended by an engine. A thrust point is expended for each engine
thrust used in a round of maneuvering. If a ship has a main engine with a
rating of 6 thrust and accelerates at maximum burn, 6 thrust points will be
expended. If a ship turns two points (60 degrees), two thrust points are
expended. Jump Engines consume 60 Thrust Points for a ship to jump to FTL.
Better Gas up on the other end...<
ie 50% of your ship's mass, just to jump. Plus 7.5% of your mass for a Thrust
2 ship with a Turn 1 rate. Plus another 15% for enough fuel to use full power
Thrust 2) for 9 turns. That's 72.5%. Thrust 6 ship with Turn 3
ability and 9 turns fuel requires, let's see, 50% + 10.5% + 45% = 105.5%
Not much payload there. I'd reduce the Jump fuel requirement
substantially, to maybe 20-30%. of Mass.