[gurps] Re: GurpsNet-L Digest, Vol 40, Issue 10
Jeff Wilson
jwilson at io.com
Wed Oct 11 20:52:27 CDT 2006
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> Today's Topics:
>
> 1. Re: A rule or house rule for 'monotracks' (Clinton N. Fell)
> 2. Re: A rule or house rule for 'monotracks' (Syndaryl)
> 3. [3e] Gadgeteering complexities (Brandon Cope)
> 4. Re: [3e] Gadgeteering complexities (Pauli Hakala)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Tue, 10 Oct 2006 13:34:03 -0500
> From: "Clinton N. Fell" <FELL_CLINTON_N at cat.com>
> Subject: Re: [gurps] A rule or house rule for 'monotracks'
> To: The GURPSnet mailing list <gurpsnet-l at sjgames.com>
> Message-ID:
> <OFA427123F.FB19B5D0-ON86257203.00659771-86257203.0065FE80 at notes.cat.com>
>
> Content-Type: text/plain; charset="US-ASCII"
>
> Hey Guys,
>
> Just to chime in on the track type motorcycle. I saw the same thing a few
> months ago. And well track type vehicles tend to get a lot of attention
> at work. The one that I remember was a motorcycle type design with a
> single flexible track and was steered by flexing/articulating the track.
> It was still a scale model theoretical vehicle when I last saw it.
>
> I believe this is the vehicle being described.
>
> http://www.michelinchallengedesign.com/MCD_2006/Site/mcd_gallery_2006/mcd_2006_gallery_m07.asp
>
> Clint
>
>
>
>
>
> Brandon Cope <copeab at hyperhog.net>
> Sent by: gurpsnet-l-bounces at sjgames.com
> 10/10/2006 10:48 AM
> Please respond to
> The GURPSnet mailing list <gurpsnet-l at sjgames.com>
>
>
>
> To
> To
> The GURPSnet mailing list <gurpsnet-l at sjgames.com>
> cc
>
>
>
>
> Subject
> Re: [gurps] A rule or house rule for 'monotracks'
>
>
>
>
> Caterpillar: Confidential Green Retain Until: 11/09/2006 Retention
> Category: G90 - General Matters/Administration
>
>
> Onno Meyer wrote:
>
>> Brandon replied to David
>>
>>>> How do you do a snowmobile, then? One track in back, skis in front.
>>> I think a snowmobile is treated as a halftrack, with skis instead of
>>> wheels.
>> The rules assume that a skitrack has two tracks and two skids. Going
>> from that to one track and two skids (or even one ski) is one thing,
>> going from a tracked vehicle with two tracks to one is something
>> else.
>>
>> With one wide track and one wide ski, the track is propulsion and
>> the ski is steering. With just one track, the track must steer.
>
> I don't remember the name of the machine, but I remember seeing a photo of
> a
> real monotracked snow vehicle on the web last year. It had an enclosed cab
> (not the motorcycle you are describing).
> --
> A generous and sadistic GM, Brandon Cope http://www.geocities.com/copeab
>
> "It has fallen upon me, now and again in my sojurns through the world, to
> ease various evil men of their lives. I have a feeling it will prove thus
> with the Baron."
> -- Solomon Kane ("The Castle of the Devil", Robert E. Howard)
>
>
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>
> ------------------------------
>
> Message: 2
> Date: Tue, 10 Oct 2006 15:26:23 -0400 (EDT)
> From: Syndaryl <smirle4498 at rogers.com>
> Subject: Re: [gurps] A rule or house rule for 'monotracks'
> To: The GURPSnet mailing list <gurpsnet-l at sjgames.com>
> Message-ID: <20061010192624.95291.qmail at web88007.mail.re2.yahoo.com>
> Content-Type: text/plain; charset=iso-8859-1
>
> --- Brandon Cope <copeab at hyperhog.net> wrote:
>> I don't remember the name of the machine, but I remember seeing a
>> photo of a real monotracked snow vehicle on the web last year. It had
>
>> an enclosed cab (not the motorcycle you are describing).
>
> The only thing I can think of that resembles that description is the
> snowcat, which pretty much a generic term for "an enclosed large
> vehicle designed for driving on top of snow", sort of a snow-bus or
> snow-tractor or whatever.
>
> Snowcats generally one of the following drivetrain arrangements: two
> tracks, four tracks, two tracks for power with two skis in front for
> steering, or four skis and a ducted fan at the back for power like a
> hovercraft.
>
> I've never seen a monotracked snowcat - it would be rather unstable to
> have that large a vehicle on a monotrack... Or is the vehicle you're
> thinking of a single occupancy thing like a skidoo, but enclosed?
>
> Some pictures of snowcats:
> http://www.skicooper.com/chicago.html - two tracks (plus plow blade)
> http://www.seismicmapping.com/images/tucker-snowcat.jpg - four tracks
> (plus plow blade)
> http://www.westga.edu/~jmayer/yellowstone%20photos%201992/snowcat.jpg -
> two tracks and two skis.
> http://www.acs.ucalgary.ca/~rjohnson/bv/MooseJaw/snowcat.jpg - four
> skis + (I think) ducted fan
>
>
> --
> Emily Smirle
> Zwischen Leber und Milz, passt immer noch eine Pils.
> Denn wo frueher mal die Leber war, ist heute eine Mini-Bar.
>
>
> ------------------------------
>
> Message: 3
> Date: Wed, 11 Oct 2006 05:20:06 -0500
> From: Brandon Cope <copeab at hyperhog.net>
> Subject: [gurps] [3e] Gadgeteering complexities
> To: GURPSnet <gurpsnet-l at sjgames.com>
> Message-ID: <452CC556.4A0D529A at hyperhog.net>
> Content-Type: text/plain; charset=us-ascii
>
> A player is designing a gadgeteer for a TL7 campaign. However, I can't
> find any good guidelines or examples of gadgets for each complexity
> level (Simple, Average, Complex, and Amazing). Cliffhangers does have 17
> gadgets, but they are all oriented at a TL6 campaign and 14 are Complex
> and three are Average; there are no examples of Simple or Complex
> gadgets. Anyone know of any sample lists online, or worked out
> guidelines themselves?
> --
> A generous and sadistic GM, Brandon Cope
> http://www.geocities.com/copeab
>
> "It has fallen upon me, now and again in my sojurns through the world,
> to ease various evil men of their lives. I have a feeling it will prove
> thus with the Baron."
> -- Solomon Kane ("The Castle of the Devil", Robert E. Howard)
>
>
>
>
> ------------------------------
>
> Message: 4
> Date: Wed, 11 Oct 2006 15:14:24 +0300
> From: Pauli Hakala <Pauli.Hakala at mail.suomi.net>
> Subject: Re: [gurps] [3e] Gadgeteering complexities
> To: The GURPSnet mailing list <gurpsnet-l at sjgames.com>
> Message-ID: <452CE020.7020800 at mail.suomi.net>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Brandon Cope wrote:
>> A player is designing a gadgeteer for a TL7 campaign. However, I can't
>> find any good guidelines or examples of gadgets for each complexity
>> level (Simple, Average, Complex, and Amazing). Cliffhangers does have 17
>> gadgets, but they are all oriented at a TL6 campaign and 14 are Complex
>> and three are Average; there are no examples of Simple or Complex
>> gadgets. Anyone know of any sample lists online, or worked out
>> guidelines themselves?
>
> I often use the following rule-of-thumb progression;
> Simple if a similar concept is already available off-the-shelf,
> Average if a similar concept exists at a prototype stage, Complex
> if it obviously could be done in a lab and Amazing if it is
> clearly above the campaign TL or based purely on a theory.
This similar to what I did way back, thouhg I tended to break down
gadgets into functions, and functions into skills, and require a
gadgeteering project at each step. For instance, a supersonic motorcycle
: I decided it would need bioplastic tires (TL9), a neural interface
(TL10), and a I forget what sort of engine was used. But to build it,
the maker needed to research the named skills needed for each component,
and advance each one to the required TL. Inventing a new skill was
Amazing, advancing it a TL was a Complex project per TL, and if a skill
was only available at a certain TL, researching the precursor skills to
that level was required. Combining the components into a vehicle, or a
battlesuit was an Average project, and modifications like adding remote
control or installing an autopilot were Simple.
Making modifications on unfamiliar gear were one step more difficult, or
two steps for alien gear, possibly 3 for ultraterrestrials.
--
Jeff Wilson - jwilson at io.com
< http://www.io.com/~jwilson >
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