The Next Installment: Computers in Traveller: New Era "Standard" computers (FFS, page #48) Model# TL Vol(m^3) Mass(tonnes) Price(MCr) 7 7 5 1 0.5 8 8 5 1 0.4 9 9 5 1 0.4 10 10 6 1.2 0.6 11 11 7 1.4 1 12 12 8 1.6 2 13 13 9 1.8 3 14 14 8 1.6 4 15 15 7 1.4 5 "Standard" computers in TNE are the mainframe/supercomputer/server analogs to todays machines. These machines run multiple programs and store tremendous amounts of information - and are meant to be connected to other machines which serve as terminals. According to FFS (Fire, Fusion, and Steel) these machines can serve as diagnosticians for flight ships and reduce maintenance levels. A more compacted (and cheaper) version of these machines are "Flight" computers. These machines are streamlined for special purposes - anything from database functions to calculating the proper lift surface configuration for flight. Flight computers have their volume, power requirements, and mass divided by 10, and their price divided by 1000. There are also FiberOptic version for both standard and flight computers. These machines are largely immune to the effects of radiation damage (according to the original Traveller rules). TNE mentions that usually one of the machines onboard a ship is FiberOptic. FiberOptic machines have their volume, mass, and price multiplied by 2. "Implant" computers (FFS, page #84) Model# TL Mass(kg) Price(MCr) 7M 12 1.0 0.5 8M 13 1.0 0.4 9M 14 1.0 0.4 10M 15 1.2 0.6 11M 16 1.4 1.0 12M 17 1.6 1.2 13M 18 1.8 1.8 14M 19 1.6 2.4 15M 20 1.4 3.0 "Implant" computers are the relatively equivilant to flight computers. These machines primarily direct any cybernbetics and interface directly to the brain. Like flight computers, they can not reduce the maintenance levels for starships & the like, but can calc jump parameters and allow a person to fly a starship. Details on how it effects abilities are below. EXTRAPOLATED DATA for smaller (& larger) machines. Desktop/Laptop computers Model# TL Vol(L) Mass(kg) Price(MCr) 7D 9 2 2.5 .02 8D 10 2 2.5 .016 9D 11 2 2.5 .016 10D 12 2.4 3.0 .024 11D 13 2.8 3.5 .04 12D 14 3.2 4.0 .048 13D 15 3.6 4.5 .072 14D 16 3.2 4.0 .096 15D 17 2.8 3.5 .12 These machines are roughly equivilant to the mainframe computer of two tech levels earlier. They can be interfaced directly into starship systems and it's possible to use them to reduce maintenance levels as per their model number. FiberOptic versions are available at twice the volume, mass, and cost. Flight versions are also available at half the volume and mass and one fourth the cost. The flight versions of these computers are often used as powerful terminals in connection to the larger "standard" computers for their tech level. Handheld computers Model# TL Vol(L) Mass(kg) Price(Cr) 7H 11 .2 .5 1000 8H 12 .2 .5 800 9H 13 .2 .5 800 10H 14 .24 .6 1200 11H 15 .28 .7 2000 12H 16 .32 .8 2400 13H 17 .36 .9 3600 14H 18 .32 .8 4800 15H 19 .28 .7 6000 Handheld computers are the smallest computers (aside from inplants) readily available. The handheld models function equivilant to flight computers from four tech levels earlier. At tech level 13, Handheld versions equivilant to standard models can be found for twice the volume and mass and three times the price. Some rules for using computers: In FFS, there are some comments about using the implant computers to make queries regarding general and specific topics - and a description which identified them as essentially flight computers for comparison. From that, I've worked out some general rules: For the purposes of answering general queries - the flight equivilant computers have an asset of 8, and the standard equivilant computers have an asset of 12. A general question regarding well known information would be an easy or average task, a specific question would be a difficult task, and a very specific question would be a formidable (or impossible) task - depending on the referee. An additional rule (mentioned in FFS) is that players can "optimize" their computers knowledge base around specific topics before a game. The number of topics they can optimize around is based on the (model# - 6). i.e. a TL9 computer could be optimized for three topics. This decreases the difficulty of the task by one for those specific topics (how specific is left unspecified), and increases the difficulty of the task for general (non-topic) questions by a DM of -2. For purposes of involving the "software" skills for those with a implant computer or a direct neural interface, you can optimize the computer around that specific skill (instead of a topic) and gain a -1 difficulty when using "intelligence" based skills and a -2 difficulty when using "education" based skills. Breakthrough Classic Trav MegaTrav non-volitale memory 8/9 9 optical storage mediums 8/8 8 massive parallel processing 7/8 8 voice recognition 9/10 9 voice transcription 10/11 10 synaptic processing 10/12 11 25% synaptic processing 14 50% synaptic processing 16 (AI breakthrough) Personality Sims 15 15 (Psuedo-Reality) Holocrystal Storage 12/13 13 Direct Neural implants 14/15 14 Side Technologies Holovideo 10 10 Handheld holorecorder 13 artificial eyes 11 11 Now the interesting bits: The neural implant computers are rated very similiarly to the mainframe computers. They both stay similiar in size from mod 7 to mod 9, then they start growing at mod 10 and peak out at mod 13. This led me to believe that the TL12 7M neural implant computer functioned the same as a TL7 Std computer. Interestingly enough, the breakpoint on size peaked out at TL13 - where the holocrystal memory has been listed as being a breakthrough in computing. Another interesting bit is the mention of the TL15 Mod 10M neural computer is the first model of neural implant computer capable of "hosting" the virus - making me suspect that it's compatriot the TL10 Mod 10 Std 'mainframe' computer (where they start growing 'bigger') is actually introducing the synaptic processing into the machine. This is essentially hardware that re-writes itself (a step up from re-configuration) to match the needs of the application. They also mention that earlier versions can still contain the virus as "carriers". This leads me to the conclusion that TL9 & previous computers are largely safe from the virus since they're primarily carriers and not hosts. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Some other additions to the computers (the accessories): Printer, toner: a portable monochrome printer that works by fusing toner to the printing medium - either paper or specially prepared plastics. The medium is not immediately recycable, but does last quite well. Toner cartridges cost Cr80 and last for 5000 sheets. TL Vol Weight Price 8 19 liters 10 kg Cr4,500 8 6 liters 4.7 kg Cr3 (1000sheets paper) Printer, toner (color): a portable color printer that works by fusing colored toner to the printing medium - either paper or specially prepared plastics. The medium is not immediately recycable, but does last quite well. Toner cartridges cost Cr120 and generally last for 4000 sheets. Normal paper is Cr3 for 1000 sheets. TL Vol Weight Price 9 28 liters 10 kg Cr12,000 Printer, electric: a portable monochrome printer that utilizes an immediately recycable medium - polyvellum. The machine uses electrical charges to oxidize polymerized molecules to create defined print areas. Polyvellum can be immediately reused in the printer as well, and is only slightly thicker than cellulose based paper. Polyvellum costs Cr20 for 500 sheets. TL Vol Weight Price 9 10 liters 6 kg Cr5,500 9 6 liters 6 kg Cr20 (1000sheets polyvellum) Printer, electric (color): a portable color printer that utilizes a variant of polyvellum. Electrical charges set oxidation states in polymerized molecules, showing different colors depending on state. Polyvellum can be immediately reused in the printer as well, and is only slightly thicker than cellulose based paper. The colorized Polyvellum costs Cr50 for 500 sheets. TL Vol Weight Price 9 12 liters 6.5 kg Cr15,000 9 6 liters 6 kg Cr50 (1000sheets polyvellum color) VR set, immersive: a light weight helmet and gloves used for immersive virtual reality at lower tech levels. The helmet covers the face with high resolution display and the gloves are tied into the helmet and a small computer optimized to receive input and display graphics. The TL13 model includes major decreases in size due to using a smaller computer - built into the helmet, and a heads up holodisplay. TL Vol Weight Price 9 1 liter 0.8 kg Cr6,500 13 .3 liters 0.6 kg Cr7,000 VR holosuite: With the technological breakthrough in holocrystal storage and more popular hand held holodevices, small holosuites have come into being. Essentially a small (0.5m^3) holodisplay on a 10cm tall base with holographic linked controls. The base includes a TL13 (or TL15) flt computer optimized to function as an interface between the controls, holodisplay, and host computer. TL Vol Weight Price Power 13 150 liters 40 kg Cr44,000 25kw 15 150 liters 10 kg Cr44,000 10kw - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - John Bogan: I've done some work on the crew level problem myself (haven't had time to read through the recent posts on the subject though). My solution was to use what Wildstar outlined, but with some modifications. (obligatory dopey acronym:) HAIS (High Automation Integrated Systems) volume= vol of (powerplant+J-drive+M-drive+sensors+weapons)*0.01 (maybe change to something less, this needs design testing) mass = volume (in tonnes) cost = MCr/14kl Minimum Size: TL9-: 5 (displacement) tons. TL10-12: 2tons, 13+: 1ton Engineering Crew: FFS formula * 0.25 (round fractions up) Electronics Crew: FFS* 0.25 (round down) Maneuver Crew: no change Gunnery Crew: see below Maintainence : FFS * 0.25 (round down) Ship's troops: no change command : no change (FFS based on modified numbers above) stewards (no Change) medical (no change) HAIS ships divide their maintainence points by 4, after all other MP calculations are done (round fractions up) Gunnery Crew: on ships with HAIS, weapons fire can be conducted completely from MFD's, and due to the combat advantages of doing so, it usually is. Many (if not all) local weapons crewstations are left unmanned, serving as emergency backup only. When the ship is designed, the designers figure "usual" battery arrangements, install MFD`s to suit, and base gunnery crew levels on that. Specific requirements: Black Globes: BG's are always fully manned Meson Screens: Meson screens are always fully manned Damper turrets and screens: Always fully manned Turret weapons: May be left unmanned, and controlled by MFD, within MFD limits (only like weapons at one time, etc) Larger weapons: any weapon with a crew greater than 2 may not be left unmanned.(ie: crew of 3+ means no leaving it alone) Note that larger weapons, like a spinal mount with a crew of one, may be left unmanned locally, but likely will have an MFD unofficially dedicated to its exclusive use. Crew is the number of MFD's, plus the number of local weapons crews the designers feel necesary to include. I tried this with the Midu Agaaaawhatever 3000 ton destroyer, and got the crew down to 46, with the ability to lose a few more, depending on how many gun crew I want. CT crew was 33, MT was 47. Pre- Virus: HAIS is common in all Vilani, Zhodani, and Solomani-influenced regions. Among aliens: Aslan do not commonly use HAIS in ship designs. K'Kree never leave home without it. Hivers use it Vargr usage varies widely (did you expect any different?) Droyne: ? maybe yes, maybe no, ref's discretion. HAIS ships are highly vulnerable to becoming Vampire ships in the event of Virus infection, due to the high level if connectivity and automation. When non-HAIS ships are infected, the Virus is limited to only the infected sub-system. The Imperial Navy and Zhodani Navy designs presented in Brilliant Lances are actually the post-Virus refits of those designs, eliminating the HAIS systems. The volume gained using HAIS is mostly devoted to extra fuel. Weapons load remains unchanged John H Bogan - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - It's a Spinner--a lift vehicle that also has a wheeled suspension. Randall Motors Police Spinner, 5631 Model Tech Level: 12 (TL14 fuel cell) Price: Cr1,857,773.8 Size: 42 kiloliters displacement = 3 tons (MC) Weight: 11.9 tonnes empty, 13.2 tonnes loaded Power: 6.4 MW fuel cell Propulsion: thruster plates producing 8 tons of thrust) Maint: 3 Controls: 1 Model 12Fb flight computer, dynamic linked controls, TL10 flight avionics, TL12 terrain-following avionics Commo: 3000-km radio Sensors: 3-km Active EMS, 30-km Passive EMS Life Support: Overpressure Load: 2.5 tonnes Crew: 1 Passengers: 1 Air Movement Travel Move: 2400/960 Combat Move: 111/22 Ground Movement Travel Move: 1190/240 Combat Move: 275/55 Fuel Capacity: 7.68 kl LHyd Fuel Consumption: 1.28 kl/hour Combat Statistics Config: no turret HF: 6 Susp: G/W-(4) HS: 3 HR: 3 Deck: 3 Belly: 3 Comments: The 5631 model Police Spinner replaced the 5620 model used by the NeuBerlin Metro Police Force in early 5631. It is entirely constructed on Neubayern, and is one of the first vehicles to use the new TL14 fuel cells that went into production that year. The Police Spinner is a variant on the Randall Motors Scorpio, a civilian spinner that carries additional passengers in place of the Police Spinner's sensor suite and armour. The Police Spinner is shaped somewhat like a Y, with the narrow end being the nose of the Spinner. There are three wheels, which are retracted flush with the bottom of the vehicle when airborne. The passengers sit in the broad rear section of the vehicle. Kenneth G. Hagler - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I got the following from Dave Nilsen at GDW (via Loren, of course) regarding our comments on hull surface area and ducted fan afterburning. > From l.wiseman1@genie.geis.com Thu Jan 6 04:17:29 1994 > Return-Path: > From: l.wiseman1@genie.geis.com > Date: Thu, 6 Jan 94 03:58:00 BST > To: wildstar@quark.qrc.com > Subject: > X-Genie-Id: 5657549 > X-Genie-From: L.WISEMAN1 > > WILDSTAR@QUARK.QRC.COM > Guy > Re: Hull surface area. > > You are correct. Surface area in m@2 is MV x MVM x 100 for > non-airframe and MV x MVM x 1.3 x 100 for airframe hulls. > > Hull armor takes up internal volume, as you maintain. We > did not say this explicitly because to my mind it was > MegaTraveller that was irrational by allowing it to be free. > By not saying, "by the way, this is the opposite of the > MegaTraveller system," we kept the rules from wandering off > into irrelevancies which would only be confusing to the > average reader. > > Re: The ducted fan thing. > > Good catch, but your fix, although correct in concept, is > flawed in detail. First, you repeat the error of the M6 > designer. Page 76 says that fuel use is doubled while thrust > is increased by 50%. You both mistakenly increased fuel use > by 50%. Also, you seem to have misread the Chemical Power > Plants table on page 63, combining the fuel use with the MW > per ton of turbine. The fuel use is only linked to MW > output, not tonnage of plant, so is 0.2 kl, not 0.334 (twice > 0.167). Use your fix as written, but replace 0.167 with 0.2. > Dave Oops on the power plant fuel use thing (since the output power is listed per ton of plant, I assumed that fuel use was also per ton of plant - they don't want to make it easy, do they?) As far as the hull calculations go, it's not a MegaTraveller vs Non-MegaTraveller thing, but a clarity problem that happens often in the rules. *Some* calculations have nice, explicit formulas listed, with all the symbols identified. *Other* calculations are embedded in the text, without much in the way of explanation or clarification. Unfortulately, hull surface area is one of these. There are many other examples of this all through the rules (I can locate some more examples, if need be), but hull surface area is one of the more confusing ones. wildstar@quark.qrc.com