Have you have any thoughts on Inertial Compensation?
Inertial Compensation is probably going to be a function of the power
plant as well, although Anti Grav and Inertial Compensation are likely
to have back-up power provision in the event of loss to the main power
plant, especially on warships but likely on traders as well, as loss to
either or both is liable to kill the crew in a space battle (or just
plain maneuvering for that matter) just as quickly as loss of the
maneuver drive or the power plant is ...
Just a thought ...
Regards
Ewan
Joel Callahan wrote:
> *sigh*
>
> Even when I don't mean to, I seem to cause trouble. :)
>
> Firstly - I appreciate Tom's defense of me. It's nice to know people
> like to stick up for other folks.
>
> Secondly, ShadowCat is a very knowledgable person. Reading his reply, I
> thought it a bit terse, but I did ask for opinions and what-not.
>
> I prefer a Hard SF Universe, and that will probably mean no fake
> gravity. However, I wanted to come up with an idea on how it might be
> created/used in a Universe that had it.
> The more I think about it, maybe I can explain it as a function of the
> power plant - it's sitting back there, splittin' and fusin' atoms all
> day long. Maybe the Engineer has to tweak it to spit out gravitons (or
> something like them) and then distribute the particles through a tube at
> the bottom of the lower-most hull. The gravity will then pull downwards
> in a normal fashion until the inverse square law kicks in and the
> gravity effect 'falls off'. Thanks to Martin on the Classic Traveller
> list for the ISL idea. This way, there only needs to be a single source
> of gravity for the entire ship (not plate after plate of the stuff, for
> each deck). Since it's piped around, it ought to be cheaper, too.
> Also, if the power plant takes a hit or goes off-line, then they should
> lose artifical gravity.
>
> Yes, I don't want to bore people/players/readers with the details, but
> if I'm describing a space battle, I'd like to have/know the details
> myself so I can properly describe the scene.
>
> "Sir! We've taken a hit to Engineering. They report that..."
>
> "...that the power plant has taken damage. Very well. Direct Damage
> Control Teams to that systems and give them top priority" the Captain
> directed.
>
> -Joel
>
>
> -----Original Message-----
> From:
> []On Behalf Of DED
> Sent: Friday, July 15, 2005 12:03 AM
> To:
> Subject: [Traveller_TNE] Re: Flame (was: Artifical Gravity)
>
>
> A few words from the list admin (even though Shadow is quite capable of
> defending himself).....
>
> Tom,
>
> I can vouche for Shadow's usefulness to this ml. He's been on this list
> for a year and a half and, in that time, has provided solid technical
> info. While I have disagreed with him on stuff, he hasn't done anything
> worthy of Flaming, and he typically backs up what he says. He may come
> across as a little gruff from time to time, but email has that effect,
> especially when smileys are left out. :)
>
> His comment, "Then avoid getting overly specific..." is dead on. "The
> devil's in the details" as it were. It seemed to me that Joel's intent
> was to see if his idea for explaining AG to players was valid. It didn't
> seem to be an attempt at a roundtable discussion to try and work out AG.
> Therefore, instructing Joel not to try to explain how AG works, is a
> valid suggestion. They won't be able to point out the flaws in an idea
> if you don't give them any information to go on.
>
> I also have to agree with this: "The ideas are easy. It's the writing
> that's hard. And part of that is having folks point out where you got it
> wrong or it 'looks wrong'. " I'm working on my first novel, and the
> sticking points are always the finer details, the minutiae. And it's not
> just tech, but the setting as well. Getting the details wrong can sink a
> story, even if it's a good one. If someone reads a passage and his/her
> reaction is, "No way. Not possible" then that writer has not only lost
> that person from any future book sales, but quite possibly all that
> person's friends as well. "I read this book by so-and-so and man did it
> suck. He didn't get blah blah right."
>
> I like to keep Flames to a minimum (they'll always exist, I know). I
> think I err on the side of free speech, but I won't hesitate to pull the
> plug on someone's membership if they go too far. I don't want this ml to
> become another TML.
>
> And who cares about Star Trek? This is a Traveller ml. ;)
>
> \_/
> DED
> TNE @ Yahoo ml Admin
>
> ==============================
>
>>
>>While you could have actually offerd some kind of suggestion, you
>>elected to attack someone's concept. Why?
>
>
> Because I was tired, and didn't have *time* to go into more detail.
>
> And I *did* make a suggestion. Giving *unnecessary* details *always*
> comes back to haunt you. Using technobabble unnecessarily does so
> doubly.
>
>
>>Was your last comment really necessary?
>
>
> Yes. It's a concise *accurate* statement of the single most basic
> rule in SF.
>
>
>>Did you send these same kinds of flip remarks to
>>the writers of StarTrek since they can't even keep their technobabble
>>straight in the same episode?
>
>
> It wasn't a "flip remark".
>
>
>>Joel has put some thought and effort into his idea where you clearly
>>did not put any effort into your reply. In my playbook that makes
>>Joel smarter than you. (It is clear that the only reason you would
>>have made a post like this is that you wanted to show that you were
>>smarter than Joel.)
>
>
> No. I made it because I wanted to stop him from doing something that
> could make him look silly to any player who knew about gravitons.
>
>
>>Give the rest of us a break.
>
>
> Sure. And why don't *you* quit *assuming* attacks are being made.
>
>
>>Try to add to the creative efforts - not throw water on them.
>
>
> I've added quite a bit to the creative efforts on the TML *ever since
> it started* (and elsewhere, I've had a pro SF writer thank me for
> some help I gave him on stuff that eventually became part of his
> first book).
>
> I pointed out a serious "oops". And might post some ideas when I have
> the spare time. Assuming I don't get flamed so much by folks who
> can't see that a "that particle doesn't work that way" *is* a
> contribution that I decide it's not worth my time.
>
> I've got tax problems, money problems, *several* ongoing stories that
> people are after me to finish, and that's just the top of the list.
>
> Just because someone points out a problem, that doesn't mean they are
> "sniping" or belittling or trying to show how smart they are.
>
> Pointing out *bugs* is just as important as coming up with ideas.
> Hell, ask any writer. The ideas are easy. It's the writing that's
> hard. And part of that is having folks point out where you got it
> wrong or it "looks wrong".
>
>
>>
>
>
> Next time find out what is going on *before* flaming.<<
>
>
>
>
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--
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Senior Communications Engineer as we that are left grow old;
Network Services Age shall not weary them,
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and in the morning
We will remember them.
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