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Cold starting ships
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jmanski
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PostPosted: Tue Jul 16, 2013 6:52 pm    Post subject: Reply with quote

So 30 seconds per engine... or 6 rounds. I can live with that.
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cheshire
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PostPosted: Tue Jul 16, 2013 8:45 pm    Post subject: Reply with quote

That depends on how many engines the ship has, and assuming they're no more complicated than a jet warm-up.
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Fallon Kell
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PostPosted: Wed Jul 17, 2013 3:04 am    Post subject: Reply with quote

cheshire wrote:
That depends on how many engines the ship has, and assuming they're no more complicated than a jet warm-up.
Or less...
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cheshire
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PostPosted: Wed Jul 17, 2013 8:36 am    Post subject: Reply with quote

True. Something like a TIE fighter deals with shooting fuel through an irradiated core. That would probably require considerably less startup as the core would never cool down to require a warm up.
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garhkal
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PostPosted: Wed Jul 17, 2013 4:36 pm    Post subject: Reply with quote

Fallon Kell wrote:

Grandpa says commercial pilots went out—or sent their co-pilots out—to do all the preflight checks one hour before scheduled takeoff. Once the scheduled departure time arrived, they would start the engines one at a time. It takes about 30 seconds to get each jet engine rotating fast enough to start. Once the engines are started, they taxi at about 20 mph, and if they're cleared to take off once they get to the ramp, off they go.

In an emergency, if you had to haul immediate posterior, I know lots of military jets have run missions with half their engines out, and I'd think a starship could do the same in Star Wars, but expect penalties to maneuverability and speed, and probably also high-drain energy systems like weapons and shields.


So what else do we have on ships that make them different from say a modern air plane?

Inertial dampners
Structural fields/shields
Nav computers
Repulsors?

What else??
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Darth_Hilarious
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PostPosted: Wed Jul 17, 2013 5:15 pm    Post subject: Reply with quote

Dont forget the weapons capacitors and targetting computers
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Esoomian
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PostPosted: Wed Jul 17, 2013 5:37 pm    Post subject: Reply with quote

Artifical gravity generators.

Of course you could probably do without a great many of these if you had to go now.

Perhaps it would be best to make a list of all systems (not just ones that aren't on a plane) and work out which are required to go and which aren't.

I think I've seen that list somewhere... perhaps on Scott's table of starship faults.

Ah here we go. http://www.rancorpit.com/forums/viewtopic.php?t=1672
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garhkal
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PostPosted: Wed Jul 17, 2013 11:31 pm    Post subject: Reply with quote

Grav comes under life support.. wouldn't it?
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Esoomian
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PostPosted: Thu Jul 18, 2013 12:10 am    Post subject: Reply with quote

I wouldn't think so as it isn't critical except in long term situations and even then it may not be required at all for some species.

It may be included with inertial dampners but I'd assume the life support system does only the critical jobs and is the most hardened system.
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garhkal
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PostPosted: Thu Jul 18, 2013 4:28 pm    Post subject: Reply with quote

So what systems do we see as being critical?

Life support
Main power
Computers (needed for navigation)
Shields
Engines
Repulsors

what else?
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Esoomian
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PostPosted: Thu Jul 18, 2013 4:42 pm    Post subject: Reply with quote

I'd consider repulsors optional in space and shields to be sensible but optional.

In fact if someone really wants to cut and run they probably don't need life support right away. The ship should still have breathable air for a while.

I would say sensors are required in most ships because the cockpit just isn't always positioned in such a way that a pilot can just look where he is going.
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Fallon Kell
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PostPosted: Thu Jul 18, 2013 11:10 pm    Post subject: Reply with quote

garhkal wrote:
So what systems do we see as being critical?

Life support
Main power
Computers (needed for navigation)
Shields
Engines
Repulsors

what else?
Inertial dampners, like you had previously mentioned. If you subscribe to the 1,000s of Gs acceleration model for Star Wars, it is an absolute essential before you throttle up that sublight drive. Judging by what we see in the movies, you'd even need it for flight under the repulsorlift drive.
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Darth_Hilarious
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PostPosted: Thu Jul 18, 2013 11:13 pm    Post subject: Reply with quote

I would list it this way.


1 main power
2 life support
3 repulsors
4 inertial dampeners
5 sensors
6 sublight engines
7 shields
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive


main power includes all cockpit controls



repulsors get activated before sensors due to the fact that unless the ship is aerodynamic and has atmospheric flight surfaces you are not going to get lift off in a gravity well
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Esoomian
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PostPosted: Fri Jul 19, 2013 12:20 am    Post subject: Reply with quote

Darth_Hilarious wrote:
I would list it this way.


1 main power
2 life support
3 repulsors
4 inertial dampeners
5 sensors
6 sublight engines
7 shields
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive

main power includes all cockpit controls

repulsors get activated before sensors due to the fact that unless the ship is aerodynamic and has atmospheric flight surfaces you are not going to get lift off in a gravity well


I'd probably have a space/Zero-G boot sequence and an atmophere boot sequence. If the players had done significant customisations I'd probably allow for an emergency boot sequence too.

For the space boot sequence I'd list the order as:

1 main power
2 life support
3 inertial dampeners
4 sensors
5 sublight engines Can start moving here
6 shields
7 repulsors
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive

For emergencies I'd allow players to hack the system (with a good enough roll) to get this.

1 main power
2 inertial dampeners
3 sensors
4 sublight engines Can start moving here
5 shields
6 life support
7 repulsors
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive
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garhkal
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PostPosted: Fri Jul 19, 2013 1:41 am    Post subject: Reply with quote

So at 2 rounds per item to bring up (figuring they are always successful), that gives 20 rounds (assuming only one system being worked on at a time) to bring a ship up fully (inc weapons) from cold to where they can fight.. At 5 seconds a round, that equates to 1 minute 40 seconds... seems too fast.
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