On Tue, May 12, 2020 at 1:30 PM Vareck Bostrom <xxxxxx@gmail.com> wrote:
CT doesn't mention how anti-grav works in any detail and that was
probably the smartest move. Other versions of Traveller go into more
detail. The downside to this approach is that it opens the door to
smart-a** players to figure out which physics rules can be broken.

In part the question is just an attempt to be consistent. Does anti-grav work on a ringworld? Niven substituted in "repulser plates" which would repel (through some means) the ringworld floor material as apparently there is a difference between mass induced acceleration and centrifugal acceleration. Does anti-grav turn off all gravity (solar and planetary)? 

The MT version appears to be (if I read SOM:v1 correctly) more of a 'counterforce' that is directable. Presumably you could compensate for some external gravitational contributions up to the limit of your anti-gravity system (do we know what that limit of Gs is within a ship's grav plates?).

I don't necessarily think that the loss of the shirtsleeves environment is a bad thing. Ship gravity can be maintained through usual 1g acceleration and there are greater consequences to high accelerations or violent maneuvering. The ship is still pressurized so it is mostly a shirtsleeves environment. I think it is possible to keep the traveller setting and reduce the number of physical impossibilities to just the Jump drive, presuming only reaction (if extremely high exhaust velocity) thrusters and no anti-gravity. Traveller 2300 / 2300 AD is almost that. 

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