User Tools

Site Tools


starrangers:spaceship_operations

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
starrangers:spaceship_operations [2016/07/17 17:34] webystarrangers:spaceship_operations [2018/07/31 23:23] (current) – external edit 127.0.0.1
Line 1: Line 1:
 ====== Using space ships ====== ====== Using space ships ======
 ===== Starting Starships ===== ===== Starting Starships =====
-Base time for regular start is Minutes equal to the object length for the ship SM. (10 min for sm 4, 15 for sm 5, 20 for sm 6 and so on) and requires Pilot(High performance space craft), Electronics Operation(sensors),Mechanic(spaceships), Mechanic(Reactionless), Mechanic(Fusion Reactor) rolls, all at +4.+Base time for regular start is Minutes equal to the object length for the ship SM. (10 min for sm 4, 15 for sm 5, 20 for sm 6 and so on) and requires Pilot(High performance space craft), Electronics Operation(sensors),Mechanic(spaceships), Mechanic(Reactionless), Mechanic(Fusion Reactor) rolls. Failure by 1 or 2 still succeedsbut you do not notice any eventual problems.
  
-This requires as many crew as indicated in the ship entry. +This requires as many crew as indicated in the ship entry. Having less crew means that people need to do multiple tasks an take a longer time. You can also freely take extra time and get time bonuses. You can do any part or all faster by taking -1 to the roll for each -SM time unit. 
- +
-You can do any part or all faster by taking -1 to the roll for each -SM time unit. +
- +
-Roll a HT roll for the ship on each start.  +
- +
-On fail see below for effects. +
- +
-Normal launch notices the problem on the skill roll rolled above. +
- +
-Notes: \\ +
-Each skill roll given under Skills requires a separate person or else take at minimum the multiple in time.\\ +
-Quick launch is either from standby or by not doing the checklist and hoping for best(Cold Quick launch).\\+
  
 +Roll a HT roll for the ship on each start.  On fail see below for effects. The problems are noticed on the skill rolls rolled above.
  
 +If the ship is on standby, divide time to start by 10.
 ===== Takeoff/Landing ===== ===== Takeoff/Landing =====
 Each takeoff and landing roll HT roll. On fail see below for effects. Each takeoff and landing roll HT roll. On fail see below for effects.
Line 81: Line 71:
 One can leave systems on standby, they require the normal maintenance at 4 times normal interval. One can leave systems on standby, they require the normal maintenance at 4 times normal interval.
  
-Ships that have been on storage long time also require maintenance. Maintenance requirement for a turned off ship is: 1/16th on normal planetary surface(=1.25hr/person listed/week), 1/64 in vacuum, proper hangar or other protected conditions(=16.25 hr/person listed/yr). 1/256(=4 hr/person listed/yr) if in protected condition and specially prepared for long term storage taking 10*normal weekly maintenance time.  All that missed maintenance should be done before starting such ship.+Ships that have been on storage long time also require maintenance. Maintenance requirement for a turned off ship is: 1/16th on normal planetary surface(=1.25hr/person listed/week), 1/64 in vacuum, proper hangar or other protected conditions(=16.25 hr/person listed/yr). 1/256(=4 hr/person listed/yr) if in protected condition and specially prepared for long term storage taking 10*normal weekly maintenance time, such ships will also require 5*normal weekly maintenance time to reactivate in addition to the maintenance.  All that missed maintenance should be done before starting such ship.
  
 ===== HT roll results ===== ===== HT roll results =====
starrangers/spaceship_operations.1468776856.txt.gz · Last modified: 2018/07/31 23:23 (external edit)