Type-S walk through, of sorts Jeffrey Schwartz (27 Mar 2021 21:05 UTC)
Re: [TML] Type-S walk through, of sorts Phil Pugliese (27 Mar 2021 21:44 UTC)
Re: [TML] Type-S walk through, of sorts Jeffrey Schwartz (27 Mar 2021 22:31 UTC)
Re: [TML] Type-S walk through, of sorts Timothy Collinson (29 Mar 2021 09:46 UTC)
Re: [TML] Type-S walk through, of sorts Jeffrey Schwartz (29 Mar 2021 16:28 UTC)
Re: [TML] Type-S walk through, of sorts Phil Pugliese (29 Mar 2021 17:26 UTC)
Re: [TML] Type-S walk through, of sorts Rupert Boleyn (30 Mar 2021 02:12 UTC)
Re: [TML] Type-S walk through, of sorts Thomas RUX (30 Mar 2021 13:44 UTC)
Re: [TML] Type-S walk through, of sorts Bruce Johnson (30 Mar 2021 22:10 UTC)
Re: [TML] Type-S walk through, of sorts Rupert Boleyn (31 Mar 2021 00:36 UTC)
Re: [TML] Type-S walk through, of sorts Phil Pugliese (31 Mar 2021 08:19 UTC)
Re: [TML] Type-S walk through, of sorts Thomas RUX (31 Mar 2021 12:58 UTC)
Re: [TML] Type-S walk through, of sorts Alex Goodwin (31 Mar 2021 19:40 UTC)
Re: [TML] Type-S walk through, of sorts Thomas RUX (31 Mar 2021 20:02 UTC)
Re: [TML] Type-S walk through, of sorts Jeffrey Schwartz (31 Mar 2021 14:30 UTC)
Re: [TML] Type-S walk through, of sorts Mark Urbin (31 Mar 2021 16:39 UTC)
Re: [TML] Type-S walk through, of sorts Phil Pugliese (31 Mar 2021 18:25 UTC)
Re: [TML] Type-S walk through, of sorts Mark Urbin (31 Mar 2021 19:17 UTC)
Re: [TML] Type-S walk through, of sorts Phil Pugliese (31 Mar 2021 19:46 UTC)
Re: [TML] Type-S walk through, of sorts Thomas RUX (31 Mar 2021 20:03 UTC)
Re: [TML] Type-S walk through, of sorts Mark Urbin (31 Mar 2021 21:24 UTC)

Re: [TML] Type-S walk through, of sorts Jeffrey Schwartz 27 Mar 2021 22:30 UTC

The high ceiling is a big part of it... and it's that way for
"cinematic" rather than "realism" . On the one hand, it makes it
easier for players to see what's going on.
On the other... there should be a little of the cramped feel.
I'm starting to ceiling mount things here and there - the
red/white/black thing near the turret is one of the 5 capacitors
onboard, and that one's earmarked for the laser.
I'm planning on putting some more stuff here and there to help fill in
 the visuals.
I'm spreading the hardware across the ship for survivability - the
grey box behind the lounge table is "Battery Bay 1" . Battery 2 is
catty-corner across the ship, on the theory that _one_ of them should
survive the ship being shot up.

Four small fusion modules.  One of which can run life support, one of
the two M-Drives, and slowly charge a cap ..
Five capacitors, and 3 are enough to fire the jump drive
Two power bus controllers, one in each engineering bay
Two life support systems, one in each bay
Jump drive controller is in the port bay, and heat sink systems in the
starboard... which is awkward.
I'm planning on two loops in the coolant system, so you can switch
primary or secondary, but that system feels like it's going to have a
lot more common spots and would be more of an engineering nightmare to
completely split.

On Sat, Mar 27, 2021 at 5:45 PM Phil Pugliese - philpugliese at
yahoo.com (via tml list) <xxxxxx@simplelists.com> wrote:
>
> very, very, cool!
>
> It has a spacious look & feel.
> More than I'd expect from a scout ship.
> Perhaps the high ceiling?
>
> Looks like a load of fun to play with....
>
> --------------------------------------------------------------------------
>
> On Saturday, March 27, 2021, 02:06:51 PM MST, Jeffrey Schwartz <xxxxxx@gmail.com> wrote:
>
>
> Been getting back into playing with computer assisted Traveller.
> I'm in the process of migrating everything to OpenSim rather than
> Second Life... and a friend asked me what I've been up to lately.
>
> So... I made a little video:
> https://www.youtube.com/watch?v=z9yFN66Wr98
>
> The overall exterior size is really close to 100 tons.
> The fuel tanks are hiilariously small and the ceiling deliberately
> high (so the camera has point-of-view)  - the thinking was to treat
> the extra overhead space as actually being fuel tankage.
>
> The cabins are about 2dtons, with the other 2 used for the common areas
>
> Gives an idea of the sizes...
>
> I'm _hoping_ to have this far enough along to start running games in
> it in June.
> One thing that's taking a bunch of time is I'm putting in dual power
> buses , and setting up to connect devices to either bus, or have them
> go to FAULT if something breaks... because I want "Apollo 13" action
> as a gaming option.
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