Dejah
- Dejah, Empress-class Interplanetary Cruise Liner, 10k metric tons loaded, 300 meters long (SM-10) ~50m wide, spinmax.5g
- HP 40ooo-ooooo-ooooo-ooooo-ooooo-ooooo-ooooo-ooooo AC-11 DR-1
- bridge w/space for 10
- 500 ton old he3 fusion reactor (effective power rating of a 250 ton one.)
- 500 ton ion drive (.0005g, DV=9.7 kips)
- 1k ton of prop tanks
- 500 ton "experimental" FTL drive wired into what used to be a massage parlor. (It was conveniently near a main power bus)
- rider brackets rated for 3x SM-8 or 10 SM-7
- 122 luxury cabins,
- 166 economy cabins,
- 21-bed sickbay
- 350 ton cargo capacity
- four bars, two salons, four gyms, 6 gift shops,
a massage parlor, two nurseries (a k12 arcade and a bouncy jungle), a casino, and a general store
Shipboard Shifts
The crew are in three sections, each has the watch for 4 hours then is down for 8.
- 2400Z to 0400Z: Section 1; 0400Z to 0800Z: Section 2; 0800Z to 1200Z: Section 3;
- 1200Z to 1600Z: Section 1; 1600Z to 2000Z: Section 2; 2000Z to 2400Z: Section 3;
Current FTL procedure is (for the jump to Gark space, anyway)
Then Herald could be on the button for three four hour periods throughout the day, with an 8 hour gap (when he sleeps best) and shorter gaps for meals, etc. (e.g. 2200Z to 0600Z: sleep; 0600Z to 0700Z: wash, dress & breakfast; 0700Z to 1100Z: on the button; 1100Z to 1200Z: lunch; 1200Z to 1600Z: on the button; 1600Z to 1700Z: dinner; 1700Z to 2100Z: on the button; 2100Z to 2200Z: desert/nightcap & chat). That would also have him working with all three sections, so they all have experience jumping. And should he expend all his Effort before the end of the day - surprise time off for extra schmoozing! (But unless we're running late, we should plan our last few jumps for the shift our prime flight/comms/combat team is on after their sleep/long rest period.) This would cut into Herald's schmoozing time, but would get us to other systems faster...
FTL math
TL;DR: Your drive stats result in having less speed than the Tan, but triple the speed of a Gark jumpship: once you pull out the stops, you're averaging just under half a light hour per second.
- From a cold start (such as ending a jump) it takes 3 combat rounds to warm up the interdictors.
- Once at a steady state, the bridge can push the go button on combat round 0, and the ship will jump at the end of round 1.
- (in non-combat-rounds terms, that's a 30 second jump cycle.)
- Entering skip mode is triggered by slamming the field generator into reverse, collapsing the field and flinging a volume of space. (This is where the Gark have conniptions.)
- The Tan drive isn't pushing you; it's translating you forward (without intersecting intermediate mass/space) in what averages to about 8ms per skip.
- The dejah's precipitation factor is pinned at 1/6th. (Tan fighters can do 1/12, and the frigates go much higher.)
- The dejah jumps an average of 6 units.
- The chance of going "unit length" and stopping is 17%.
- the chance of going more than one step is 83%. ((5/6)^2)
- chance of going more than two steps is 70%
steps | %stopped | %continue |
---|---|---|
1 | 17 | 83 |
2 | 31 | 69 |
3 | 42 | 58 |
4 | 52 | 48 |
5 | 60 | 40 |
6 | 67 | 33 |
7 | 72 | 28 |
8 | 77 | 23 |
9 | 81 | 19 |
10 | 84 | 16 |
11 | 87 | 13 |
12 | 89 | 11 |
13 | 91 | 9 |
14 | 92 | 8 |
15 | 94 | 6 |
16 | 95 | 5 |
17 | 95 | 5 |
18 | 96 | 4 |
19 | 97 | 3 |
20 | 97 | 3 |
21 | 98 | 2 |
22 | 98 | 2 |
23 | 98 | 2 |
24 | 99 | 1 |
The Dejah went 13ly in 4 days to get to M
email thread: Dejah/Tan franken-jump tech
Seconds? no; the triple-rig has limits on raw field power and collapse rate; you've got your P (chance of precipitating back to normal behavior after a skip) and your U (unit length per skip)
for your OSHA nightmare of an FTL system, your precipitation is fixed at 1/6. Your U can go up to 17.9 AU (At which point your average jump is 107.4 AU.)
Your arrays take 3 combat rounds to charge to full effect.
Once at a steady state, the bridge can push the go button on combat round 0, and the ship will jump at the end of round 1. Entering skip mode is triggered by slamming the field generator into reverse, collapsing the field and flinging a volume of space. (This is where the Gark have conniptions.) Given you come out of skip with no charge, there is no cool down step.
so: minimum time from turning on the interdictors to being gone is 30 seconds.