Page 1 of 2 12 LastLast
Results 1 to 15 of 26

Thread: Academy Trainer

  1. #1
    Join Date
    Aug 1999
    Location
    Worcester, MA USA
    Posts
    1,820

    Post Academy Trainer

    I've been working on a wripe-up for the Batam-class trainer from the Stafleet Academy boxed set and have run into a problem. Spefically, a power problem.

    As the trainer lacks a warp drive, it it left with only it's Class 3A impulse engine(s) and some auiliary reacotrs for power. If I give the ship two impulse engines, it only generates around 56 power-which isn't enough when you compare the ship to shuttlecraft.

    Anyone got any ideas on how to boost the ship up so that it can power its shields, and basic systems?

  2. #2
    Join Date
    Jun 2000
    Location
    Ft Lauderdale, FL, USA
    Posts
    140

    Post

    Given that space stations don't have warp drives and yet have massive amounts of power available (or should), I'll ask this silly question:

    Can you give it a warp engine without having warp nacelles?


    BJ

  3. #3
    Join Date
    Apr 2001
    Location
    Tacoma, WA, USA
    Posts
    52

    Post

    I think that if you look at the DS9 tech manual, it states that the station is powered by a huge fusion reactor. As Spacedock does not provide for larger reactors than those used as aux power, the only way to simulate this would be to use a warp core. Perhaps in a similar manner to SFB's aux warp reactor, except on a larger scale. Just my thoughts on the matter

  4. #4
    Join Date
    Nov 1999
    Location
    Greensboro, NC USA
    Posts
    914

    Post

    You can have a warp core without nacelles, just to provide power.

    Power for impulse-only ships is one of those issues that simply can't be resolved satisfactorily given the conflicts between canon information, game balance, and other such considerations. Impulse-only ships (including separated saucers) have enough Power to do whatever's necessary on the shows because the writers want them to have that much power. But in game terms, if impulse engines are made that powerful, they become unbalancingly effective, and also run into problems related to canon and quasi-canon information, and such.

    In the end, I recommend this solution: wing it.

    Steve Long

  5. #5
    Join Date
    Dec 2000
    Location
    Fairbanks, Alaska, USA
    Posts
    137

    Question

    Seve Long said:
    "Power for impulse-only ships is one of those issues that simply can't be resolved satisfactorily given the conflicts between canon information, game balance, and other such considerations....But in game terms, if impulse engines are made that powerful, they become unbalancingly effective, and also run into problems related to canon and quasi-canon information, and such."

    I understand the "game balance" question but what cannon and semi-cannon sources contradict the idea the fusion reactors can power a ship?

    ------------------
    Just remember, even though it’s a vacuum,
    In space no one can hear you Clean.
    -J.T.


    [This message has been edited by J T (edited 04-25-2001).]

  6. #6
    Join Date
    Aug 1999
    Location
    Worcester, MA USA
    Posts
    1,820

    Cool

    Thanks for the Warp Engine idea folks. I reread the description of the trainer, and it states that the ship lacks a warp drive-but says nothing about a warp core.
    I put in a Type 1/A warp core with an output of 90 and it works like a charm. I should have the stats ready for upload by tomorrow (got to proffread it and check my math).

  7. #7
    Join Date
    Aug 1999
    Location
    Worcester, MA USA
    Posts
    1,820

    Post

    JT-
    THe cannon and semi-cannon stuff Mr. Long was reffering to is most general TREK lore dating back to Roddenberry and TOS, and still mentioned in the "modern trek era" the reason why most starships have a warp core is in order to be able to generate enough power for Faster-Than-Light travel. This was becuase anitmatter propulsion was considered an efficient form of power generation in the 60s.

    According to the TNG TECH MANUAL the power cost for Warp Travel increases in a non-lineral curve-almost a logithimic progression. This would be a pain for a RPG (picture running a Galaxy-class starship with 650 MILLION power points).
    ,

  8. #8
    Join Date
    Nov 1999
    Location
    Greensboro, NC USA
    Posts
    914

    Post

    <font face="Verdana, Arial" size="2">I understand the "game balance" question but what cannon and semi-cannon sources contradict the idea the fusion reactors can power a ship?</font>
    Let me make sure I'm clear about a couple of things here. First, I'm not referring to using impulse engines to attain warp speeds; that's definitely not possible. I'm talking about using impulse engines to supply power to all other systems, basically.

    Second, I never said that impulse engines couldn't "power" a ship. What I said, if perhaps unclearly, is that impulse engines alone can't provide the power needed to run an entire ship -- particularly weapons and shields, which suck up lots of power. While it might be possible, even in game terms, to run most of the systems on a ship using impulse power -- after all, most systems don't cost much Power -- when you throw the tactical systems into the mix, it seems to me that it won't work (even if you have really weak shields and the best type of impulse engine).

    The "canon and semi-canon" sources I was referring to weren't anything specific so much as they were negative implications. Warp cores take up a lot of space, and it seems to me that a lot of small ships that don't really need warp capability -- such as fighters -- wouldn't bother with them if they could provide sufficient Power via impulse engines alone. Furthermore, AFAIK, no source, such as the TNGTM, makes any reference to running large ships solely off of impulse power. I find it hard to believe that this wouldn't crop up somewhere if it were possible.

    OTOH, there are two sides to this argument. One can point, for example, to the Bajoran Impulse Ship and Assault Vessel, neither of which have warp cores. Surely they must have some shields, mustn't they?

    And then we've got the game balance and complexity consideration issues to take into account. I won't bother delving into them in-depth, since I think most people grok them pretty well.

    Obviously, reasonable minds may differ on these issues. So, if you want to jigger things around to make impulse engines better at powering a whole ship, go for it!

    Steve Long

  9. #9
    Join Date
    Dec 2000
    Location
    NY, NY, USA
    Posts
    40

    Lightbulb

    I did work out a table of larger Fusion Reactors, though I never got any responses on it. The table was derived from the Warp Cores and the Impulse Engines with the Aux reactor as the base. I hope this helps; also any suggestions would be appreciated.

    Here it is: http://www.trekrpg.net/Board/ubb/For...ML/000188.html

    Makklor

  10. #10
    Join Date
    Aug 2000
    Location
    Colorado Springs, CO USA
    Posts
    1,352

    Post

    <font face="Verdana, Arial" size="2">Originally posted by J T:


    I understand the "game balance" question but what cannon and semi-cannon sources contradict the idea the fusion reactors can power a ship?

    </font>

    As far as I know there are no canon sources indicating that a fusion reactor can power a warp engine. There ARE canon sources which show that the power source does not have to be anti-matter.


    ------------------
    "I'd rather die standing than live on my knees..."
    Shania Twain

  11. #11
    Join Date
    Aug 2000
    Location
    Colorado Springs, CO USA
    Posts
    1,352

    Post

    One distinction I make in my games that it seems many people don't is that the "warp core" and "warp engines" are two different things.

    The object refered to in ST as a warp core is really an antimatter reactor. It is called the warp core in ST because in Starfleet ships it is physically connected to the warp engines and is primarily used to power FTL flight.

    Nothing I have ever seen indicates that the power for the warp engines MUST come from the warp core, and it has been shown that the warp core can be powered other ways than with antimatter.

    Again, creating antimater, even in the ST era, is wasteful of power. It takes more conventional energy to create than you get out of it. The only time it is useful is when you need a powerful energy source that will fit into a compact area. Ground installations and most space stations would not use antimatter power.

    Conversely, vessels that needed a small source of additional power might have an antimatter reactor even if they don't have warp engines.

    I am planning a low tech race for my campaign that uses fusion reactors and energy capacitors to store up energy for "warp jumps".

    ------------------
    "I'd rather die standing than live on my knees..."
    Shania Twain

    [This message has been edited by calguard66 (edited 04-26-2001).]

  12. #12

    Post

    What powered Cochrane's Pheonix?

  13. #13
    Join Date
    Aug 2000
    Location
    Colorado Springs, CO USA
    Posts
    1,352

    Post

    <font face="Verdana, Arial" size="2">Originally posted by Mig1:
    What powered Cochrane's Pheonix?</font>
    "Canon-wise" we really don't know... the movie doesn't say.

    However, as he was using a modified ICBM, I assume he used some sort of fission reactor using the plutonium from the warheads. It was a short jump so, if you assume that a fission reactor couldn't produce the power required, capacitors to store the charge make sense.

    It would also explain how they got back to Earth after jumping halfway across the Solar System. They just waited for the capacitors to charge up again.

    It doesn't explain how they achieved a sucessfull re-entry.




    ------------------
    "I'd rather die standing than live on my knees..."
    Shania Twain

  14. #14
    Join Date
    Aug 1999
    Location
    Worcester, MA USA
    Posts
    1,820

    Post

    Sorry for the delay on the trainer, but I've been having problems with the network that have been keeping me from getting acess to the file with my notes.

    I will try to get the trainer posted soon.


  15. #15
    Join Date
    Aug 1999
    Location
    Worcester, MA USA
    Posts
    1,820

    Post

    Here is the write-up for the Batam-class trainer with warp core. I tired to convert it from the FUG system into SPACEDOCK, using Shuttlecraft stats as a guide. I think I need to knock about 40 SUs off the total, but here is what it looks like currently-

    Class and Type: Bantam-class Trainer
    Comissioning Date:

    HULL SYSTEMS
    Size: 1 (4m x 3.2m x0.8m, 1 deck; 1.98 metric tons)
    SU's Available: 325
    SU's USed: 323

    HULL
    Outer 4
    Inner 4

    RESISTANCE
    Outer Hull: 4 3
    Inner Hull: 4 3

    STRUCTURAL INTEGRITY FIELD
    Main: Class 1 [Protection 40/60]
    [1 Power/10 Protection/round] 14
    Backup: Class 1 [Protection 20]
    [1 Power/10 Protection/round] 7
    Backup: Class 1 [Protection 20]
    [1 Power/10 Protection/round] 7

    Specialized Hull: Atmospheric Capability;
    Planetfall Capability 4

    PERSONNEL SYSTEMS

    Crew/Passengers/Evac: 1/1/2
    Crew Quarters: None

    ENVIORNMENTAL SYSTEMS
    Basic Life Support: [2 Power/round] 4
    Reserve Life Support [1 Power/round] 2
    Emergency Life Support [no emergency shelters] 2
    Gravity [1 Power/round] 1
    Consumables: None
    Replicator Systems: Usually None
    Medical Facilities: 1 [+0] [1 Power/round] 5
    Recreational Facilities: None
    Personnel Transport: Jeffries tubes at the most 2
    Fire Suppression System [1 Power/round whem active] 1
    Cargo Holds: None
    Escape Pods: None

    PROPULSION SYSTEMS

    IMPULSE ENGINE
    Type: Class 3A [.5c/.75c] [5/7 Power/round]
    Location: aft 18
    Acceleration Uprating: Class Beta (75% acceleration)
    [2 Power/round when active] 4
    Type: Class 3A [.5c/.75c] [5/7 Power/round]
    Location: aft 18
    Acceleration Uprating: Class Beta (75% acceleration)
    [2 Power/round when active] 4

    Reaction Control System [.025c] [2 Power/round when in use] 2

    Impulse Thrusters?: Cost 2 power 2SU? on some high perfomrance models.

    POWER SYSTEMS
    Warp Engine: Class 1/A (generates 90 Power/round) 24
    Location: Aft
    Impulse Engines(S): 2 Class 3A (generate 28 Power/engine/round)
    Auxiliary Power: 1 reactor (generates 5 Power/round) 3
    Emergency Power: Type A (generates 25 Power/round) 25
    EPS: Standard Power flow, +100 Power transfer/round 15

    Standard Usable Power: 146

    OPERATIONS SYSTEMS
    Bridge: Forward 15

    COMPUTER
    Core 1: Amidships [5 Power/round] 2

    Navigational Deflector [5 Power/round] 8
    Range: 10/20,000/50,000/150,000
    Accuracy: 5/6/8/11
    Location: Ventral

    Sensor Systems
    Long-range Sensors [5 Power/round] 18
    Range Package: Type 2 (Accuracy 3/4/7/10)
    High Resolution: 5 light-years (.5/.6-1.0/1.1-3.5/3.6-5.0)
    Low Resolution: 12 light-years (1/1.1-3.0/3.1-8.0/8.1-12)
    Strength Package: Class 5 (Strength 5)
    Gain Package: Standard (+0)
    Coverage: Standard
    Lateral Sensors [5 Power/round] 10
    Strength Package: Class 5 (Strength 5)
    Gain Package: Standard (+0)
    Coverage: Standard
    Navigational Sensors [5 Power/round] 10
    Strength Package: Class 5 (Strength 5)
    Gain Package: Standard (+0)
    Coverage: Standard
    Probes: None

    FLIGHT CONTROL SYSTEMS
    Autopilot: Shipboard Systems (Flight Control) 2, Coordination 1
    [1 Power/round in use] 7
    Navigational Computer
    Main: Class 1 [+0] [0 Power/round] 0
    Backups: 1 0
    Inertial Damping Field
    Main: Class 0.75 [3 Power/round] 2
    Backup [2 Power/round] 1
    Attitude Control [1 Power/round] 1
    Manual Steering ZColulm?

    COMMUNCATIONS SYSTEMS
    Type: Class 5 [2 Power/round] 10
    Strength: 5
    Security: -2

    TRACTOR BEAMS
    Emitter: Class Alpha [3 Power/Strength used/round] 3
    Accuracy: 5/6/8/11
    Location: Foward

    TRANSPORTERS
    None

    Cloaking Device: None

    SECURITY SYSTEMS
    Rating: N/A
    Anti-Intruder Systems: Yes [1 Power/round] 1
    Internal Force Fields [1 Power/3 Strength] 1

    SCIENCE SYSTEMS 6
    Rating: 1
    Specilizaed Systems: None standard; although can be added
    Laboratories: None


    TACTICAL SYSTEMS

    Shields (Foward, Aft, Port, Starboard) 12 (x4)
    Sheidl Generator: Class 1 [Protection 120]
    [12 Power/shield/round]
    Shield Grid: Typce C [50% increase to 180 Protection]
    Subspace Field Distortion Amplifiers: Class Alpha (Threshold 40)
    Recaharging Systems: Class 1 (45 seconds)
    Backup Shield Generators: 4 (1 per shield) 4

    AUXILIARY SPACECRAFT SYSTEMS
    None




    [This message has been edited by tonyg (edited 05-01-2001).]

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •