Re: [TML] A small ship TU and a view of jump travel that creates it Rupert Boleyn 24 Jun 2020 23:44 UTC


On 25Jun2020 0920, xxxxxx@gmail.com wrote:
> That's interesting that MT says there is an energy *and* fuel
> requirement, as if the fuel requirement wasn't what provided the
> energy requirement... that's a bit different.
High Guard agrees - the need for power from the ship's main reactor has
been around for a long time.

TNE does not - all you need there is the fuel, as FF&S (p42) states:
"Jump drives require fuel, displacement mass, and coolant, all of which
are collectively called jump fuel (liquid hydrogen being used for all
three functions)."

Interestingly, it says some of the fuel is 'displacement mass' but does
not say what is displaced, when, or how. As with earlier versions, the
way drop tanks work tell us all the fuel needs to be available at or
shortly before jump initiation, and that it's not stored inside the ship.

>
> I think if they are saying you need jump number x 0.005 of ship's hull
> (giving you a dTonnage for the system) and that each system holds 36
> EP, maybe it is reasonable (at least without contrary data) to assume
> that 36 x jump number EPs is enough to jump.

>
> So there's the questions:
>
> How big of a fusion plant would produce 36 x jump number EPs? (Let's
> say jump number was 4 for a military ship) - So Jump 4 would mean 144
> EPs. How much fusion plant do you need if you were getting that power
> from the plant?
>
> And can you install additional capacitors?

Or "Was that rule for Black Globes made without consideration for the
consequences?" TNE seems to have considered this, as there are several
paragraphs in FF&S on Black Globes, their capacitors, the capacitors in
the Jump Drive, and how you can use the power put in them by the Black
Globe to power ship's systems. Whether they did the numbers to work out
how this interacts with the Jump Drive numbers I don't know.

--
Rupert Boleyn <xxxxxx@gmail.com>