Thread: FF&S

2 posts.



This is something I'm kind of dimly recalling from the FF&S rules and someone will have to confirm it but I think there was a bug with the rifle/cartridge rules where by a large slug with low velocities would have a longer range than a small slug with higher velocities.

I think, say a 15mm round with a 20mm necked cartridge was a way better round than a 5mm round with a 30mm necked cartridge.

Derek Stanley
Sent from my iPhone...

I agree and when I started noodling out some of the end of the stack items,
that made perfect sense and I thought that GURPS Spaceships would have been
good enough to finish the project. As soon as your start with a
trans-anything injection booster, it goes right out the window for
usability. It's not too bad working around the delta V issues for
complicated stacks, it is a problem getting high delta V and when you come
up just short...I remember from one of the TNE campaigns the guy talked
about Space Mission Analysis and Design and I might have to go that route.
I love the feel of the FF&S writeups, but for better or worse, it seems
that I may have to go a step further with figuring out how to do this.
On Apr 22, 2015 11:51 PM, " [Traveller_TNE]" <
> wrote:

>
>
> On 22 Apr 2015 at 13:03, Stephen Rider [Travell wrote:
>
> > Dave,
> >
> > Not a problem - I fully recognize that what I'm trying to do is at the
> > outer edge of what FF&S (or anything short of a graduate level
> > astronautic engineer class) tries to do.
> >
> > That being said, even though it's not TNE, GURPS Spaceships 4e is
> > showing remarkable ability to model the "current" generation of
> > planned space capsules without too much problem.
>
> GURPS Spaceships is, IMO, a work of genius. It's not perfect, but it is
> really good. It
> scales well, it lets you 'cheat39; and add bigger and smaller systems
> without breaking,
> and it's extremely elegant. The biggest downside is also one of its
> strengths - the size
> steps, at x3 mass per step, are quite coarse.
>
>
>