Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HQ37E7NGLS8WZNOA@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 04 May 1995 02:23:34 -0500 (EST) Received: from yoyo.cc.monash.edu.au by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HQ37COT82O8WZS8R@DRYCAS.CLUB.CC.CMU.EDU>; Thu, 04 May 1995 02:16:28 -0500 (EST) Received: from localhost (orion@localhost) by yoyo.cc.monash.edu.au (8.6.4/8.6.4) id QAA20915; Thu, 4 May 1995 16:15:25 +1000 Date: Thu, 04 May 1995 16:10:48 +1000 (EST) From: Neil Creek Subject: Pre-flight prep times To: SWRPG list Cc: SWRPG Pool Uploads Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT Hi again.... The other day i was thinking about what would happen if my PC's had to get off system in a hurry (a very likely scenario). To describe pre-flight preperation times and the possible risks involved, i whiped up this table, tell me what you think... Neil ------------------------------------------------------------------------ o_--- . A . Neil Creek, Monash University, Arts III . . : . . |_`\. .d8 Y8Y 8b. orion@yoyo.cc.monash.edu.au . . : . _____.-----|--| 888 8 888 ncre1@mfs06.cc.monash.edu.au . ___.-----------'-----------' /' 888b.d8b.d888 . ============='============''====='<| `88888888888' "Nowhere will you find a . . `"""""""---.______ `` `\<| `"Y888P"' more wretched hive of scum and villany" : . .`"""---------`' ------------------------------------------------------------------------------ PRE-FLIGHT PREP TIME Full check list - 15 mins Hot start (no check list) - 2 mins Cold start (no check list) - 7 mins Jump start (fastest possible) - 5 rounds A full checklisted pre-flight preparation is the standard prep and is carried out by all ships operating in normal circumstances. This involves going over all critical systems to ensure that each are operating within normal performance parameters. A hot start is when the ship's systems have not been de-activated since the previous flight, and very little is needed to "turn around" the craft to get it flight-ready to re-enter flight. No check list is necessary. A cold start is when the ship is launched without performing all the standard pre-flight checks. This is faster than a full check-listed prep, but also involves greater risk, as critical systems may be inoperative of fail to be initiated before flight (eg, the airlock may not be fastened or the lateral thrusters haven't been primed). The results if a system is inoperative can be from annoying to catastrophic. (In game terms, a 1D penalty applies to the piloting roll to take off, and if a mishap is rolled, a complication occurs on a 1-2) A jump start bypasses all checks and doesn't even initiate crucial systems. The pilot takes the ship out completely manually, with minimal systems operational. Other systems, such as the nav computer and weapons come online as the pilot ascends. The time taken before the pilot can take off reflects the physical limitations of the ship - repulsors charging up, sublight engines igniting etc. (In game terms a 2D penalty applies to the piloting roll and if a mishap is rolled a complication occurs on a 1-3)