One of your problems, I suspect, is that if an air raft from the earlier generation using a-grav modules requires a large mass. If you went out had some issues with your trajectory exiting the planet to head to another, you really couldn't fix that.

It *is* a really kind of interesting scenario item though:

Scout crashes on hostile planet. He knows there is a small automated facility that is sometimes visited on a neighboring planet and all he has to do is get his air raft to orbit (without being battered by winds, storms, lightning or whatever would be fun) and then make a very difficult seat-of-the-pants shot at his trajectory with limited instruments. And interesting scenario if the air raft was damaged and had to be jury rigged first. Good for one player.

Now I want to write that up....

On Sat, May 9, 2020 at 11:21 AM Vareck Bostrom <xxxxxx@gmail.com> wrote:
And taking it a step further, following the same rules the air/raft makes most of an orbit, reenters the 1D range and the lifter and thrust work again, and it is able to achieve earth escape (hyperbolic excess velocity =5550 meters/second). 
AirRaftOrbTVI.png
This is sufficient for Trans-Venus Injection at certain points of time in our solar system, for example, here is a flight starting on April 13, 2020: 
AirRaftOrbTVI Helio.png

This with a 54-day flight time. Possibly a Traveller extreme sports event, air/raft interplanetary travel. At any rate, as T5 says that interplanetary travel is not possible with an air/raft, I suspect the forward acceleration must be limited to less than 0.98 m s⁻². And that escape orbit was random chance, with some planning a much more efficient (higher velocity) escape could be done. 

-----
The Traveller Mailing List
Archives at http://archives.simplelists.com/tml
Report problems to xxxxxx@simplelists.com
To unsubscribe from this list please go to
http://www.simplelists.com/confirm.php?u=RDHE7iRpfwqlHvVvWBIhpJZsbTiD5NnL