Goods/Computer

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Anti-Missile Program

Ship-Turret-WH-Keith-CT-Starter-Trav-Pg-33 03-July-2018a.jpg

The Anti-Missile Program is designed to coordinate all shipboard wepons and other system to stop or mitigate missile (GUW) fire. [1]

Description (Specifications)[edit]

Defensive programs are used to protect a starship against enemy action and particularly guided weapons.

  • Anti-missile allows any or all laser and kinetic weaponry to fire at enemy missiles which have targeted the ship during the preceding movement phase. [2]
  • The target and multitarget programs are not required. Other programs do not overtly affect the functioning of this program.

Selected Computer Programs[edit]

Defensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Anti-hijack Program

Comp-Prog-Dav-R-Deitrick-Starter-Trav-Page-16 16-July-2018a.jpg

The Anti-hijack Program is designed to prevent piracy or make it vastly more difficult. [1]

Description (Specifications)[edit]

Routine programs are used to operate systems other than weaponry, and without regard to violent interaction.

  • Anti-hijack protects the ship against potential takeovers. This program constantly monitors conditions within the starship, and automatically locks the access doors to the bridge and controls when a hijack situation occurs.
  • Because this system is not foolproof, would-be hijackers may gain access in spite of the program.
  • Some versions of the program have full environmental controls and can even initiate self-destruct commands. [2]

Selected Computer Programs[edit]

Routine Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and the computers operating them are extensively toughened for hard use under vacuum if necessary.

Standard Software Packages: Each computer comes with a software package of programs for use with the equipment. Because each computer may be put to a different use, their software package consists of a credit in MCr equal to the model number of the computer (treat 1bis and 2bis as 1 and 2 respectively). This credit may not be converted to cash. [4]

Computer programs (…especially starship programs as required for starship operations) are available, athough for relatively high price. It is also possible that such programs may be written by crew members with computer skill. The individual must have access to a computer which will handle the intended program, knowledge of the skill being incorporated, and no other duties, responsibilities, or distractions during each week of work programming. [5]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 40.
  4. Marc Miller. Starter Traveller (Game Designers Workshop, 1983), page/s 10.
  5. Marc Miller. Starter Traveller (Game Designers Workshop, 1983), page/s 13.
 

Auto/Evade Program

The Auto/Evade Program is designed to allow a ship to use evasive maneauver to avoid enemy weapon fire. [1]

Description (Specifications)[edit]

Defensive programs are used to protect a starship against enemy action.

  • Auto/evade is a series of six programs, similar to the maneuver/evade program series except less capable, which automatically produce minor movement for a ship, thus reducing the chances of the ship being hit by enemy weapons fire.
  • Pilot expertise enhances the effectiveness of the program.
  • In addition, these programs allow the use of the maneuver drive as required, in lieu of the normal maneuver program.
  • The Maneuver/Evade Program performs a similar function, and is generally considered more effective. [2]

Selected Computer Programs[edit]

Defensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existing or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Bis

Imperial Sunburst-Sun-IISS-Traveller.gif

Bis indicates an improved model of a ship's computer capable of handling more programs and a higher jump drive capability.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Brain

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

CABAI Project

Imperial Sunburst-Sun-IISS-Traveller.gif

The CABAI Project is an experimental mind control device.

Description (Specifications)[edit]

It is similar to SuSAGs Better than Life biochip and transplanted into the hypothalamus and other regions of the brain to augment behavior alteration of a human hormonal, neuronal, axonal and cerebral.

CABAI biochips can be implanted within two hours and removed within a quarter of the time.

History & Background (Dossier)[edit]

The Computer Augmented Behavioral Alteration had been developed by a team at the Bioengineering Research Bureau of Shishmadarshag LIC, led by professor Rae Tuliiga.

The project soon became a military secret of Strephon's scientists, but became known to public by several accidents. In 1115 a volunteer stole an autorifle and fired into a crowd of people killing seven and injuring fourteen others.

In 1118, thieves broke into the research lab and took computer records.

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Calculator

Calculator
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost Cr50
Size
Type Tool
Tech Level TL–6
Weight 0.1kg
Manufacturer Various

A Calculator is a small electronic device used to do basic mathematical calculations.

Description (Specifications)[edit]

In their original production styles, they are primitive, have limited mathematical capabilities, and are relatively expensive, starting at around Cr50. The late TL–8 models are quite capable, with some limited programmability and graphic display capability, and very cheap. Some limited use TL–8 calculators can be produced for Cr0.1 in massive numbers as novelty items.

Most calculators run on batteries, which allow use for a year or more, or incorporate small solar cells to provide all the power they need.

Calculators do not have external connections, relying upon the user to input numbers and apply the results manually.

History & Background (Dossier)[edit]

Originally produced at TL–6, they continue to be produced through TL–8 where they are gradually replaced by more flexible Handcomps.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Computer

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A Computer is a tangible device using information technology to manipulate data and make calculations.


Please see the following AAB Library Data articles for more information:




Description (Specifications)[edit]

Computers are rated according to a vast variety of characteristics and capabilities, but general quality paradigms have been established.

Computer Types[edit]

Computer:

  1. Computer Implant
  2. Control Console
  3. Control Panel
  4. Fiber Optic Computer
  5. Fire Control Computer
  6. Hand Computer
  7. House Brain
  8. Map Box
  9. Neural Net
  10. Ship's Computer
  11. Workstation

Brains, Minds & Personalities[edit]

Very advanced computers begin to develop autonomous programming and are referred to with other specialized terms:

Brains, Minds & Personalities
Term Remarks
Brain A Brain is a sophisticated Bright Age Information Technology computer without a significant personality. [1]
Mind A Mind is a sophisticated Bright Age Information Technology computer with a significant personality. [2]
Personality A Personality is a Bright to Brilliant Age feature of sophisticated computers capable of high levels of autonomous thought and independent decision-making. [3]

NOTES: the differences between a brain and a mind are very negligible. There is significant overlap between the definitions, both formally and informally. As a generality, brains are lower performance and minds are higher performance. Brains were first operated with personalities. Later models began to include lower quality personalities. All minds are designed from the onset to include high quality personalities.

History & Background (Dossier)[edit]

Computers are a foundational technology underlying many later developments including robots, starships, artificial intelligence, and much, much more.

The development of Information Technology (IT) and particularly the key device of IT, the computer is a key advancement of any technological civilization.

  • Computer technology greatly assists in the advancement of knowledge. Scientists used it to better store, collate, and push out the boundaries of scientific knowledge. Linguists use it to catalogue known languages and improve universal translators. Bureaucrats use it to aid in process of governance, massively increasing efficiency.
  • Nearly every tech level of advancement leads to an exponential increase in pure research capability and a greatly sped up doubling of existing knowledge.
  • Computers and other forms of data processing and storage expand the extilligence of a civilization, which is to say its ability to pass on learning from one generation to the next.

Almost all are designed to use lower technology repair components in most functionalities. For this reason, ship’s computers tend to be much larger and more voluminous than strictly function-based microelectronics.

Computer Development Sequence[edit]

Technological Overview of Computers[edit]

Epochal Technological Development: Information Technology is at its earliest conceptual state and slowly grows into mechanical calculative devices to early electronics to the first true computers and beyond.

Computer Autonomy:

Information Age Societies[edit]

TL:1-9:

TL:1-3:
COMPUTERS: The abacus and the quipu represent early calculating tech. they are simple, mechanical processors that help a sophont keep large numbers of calculations in memory. Mathematics makes great leaps forward with the development of algebra, trigonometry, and calculus.

TL:4-6:
COMPUTERS: The first analog computers and calculators greatly enhance business and academic endeavors. Mechanical and early electronic calculators become fixtures. Electric devices, polymers, and early electronics fuel continuing progress. Designers use classic Lovelacian programming and aspire to build the first Babbage machines. Many sophont societies can build processors that meet the Imperial standards for Model/1 and Model/1 bis processors.

TL:7-9:
COMPUTERS: Programmable computers come into vogue as the analog is replaced by the digital. Transistors make way for microchips; desktop processors soon become a feature of home, business, and school. Massive parallel processors fill entire rooms and supersede earlier technologies. The first supercomputers can often beat even expert humans at games like chess due to phenomenal calculating abilities and vast memory banks. Photonic and gravitic energy transmission as well as bio-computing replace many of the earlier generations of electronics. Voice-activated processors are more user-friendly than ever before. Many societies can build processors that meet the Imperial standards for Model/2, Model/2 bis, and even Model/3 processors.

Bright Age Societies[edit]

TL:10-18:

TL:10-12:
COMPUTERS: Synaptic processors and positronic brains are vastly more capable than earlier generations of processor technology. Some advanced robots can fool inexpert humans. Expert roboticists call these low autonomous robots. Still, a well-trained expert sophont can often outthink and outperform advanced thinking machines from this epoch. Fluidic and magnetic energy transmission increase processing speed. Semi-organic facility and early ship brains become common. Many societies can build processors that meet the Imperial standards for Model/4, Model/5, and Model/6 processors.

TL:13-15:
COMPUTERS: High autonomous robots outperform many educated experts across many fields. They still can’t match the apex professors, but they can perform perfectly well at the professional level. Holocrystals and advanced bio-compumetrics are increasing functioning to billions of actions per nanosecond. Computer brain implants allow complete rehabilitation and restoration of function to almost all individuals who were formerly handicapped. Infomorphs and downloadable brains supplement wafertech. Pseudoreality simulators show amazing promise. Many societies can build processors that meet the Imperial standards for Model/7, Model/8, and Model/9 processors.

TL:16-18:
COMPUTERS: High autonomous robots outperform many educated experts across many fields. They still can’t match the apex professors, but they can perform perfectly well at the professional level. Holocrystals and advanced bio-compumetrics are increasing functioning to billions of actions per nanosecond. Computer brain implants allow complete rehabilitation and restoration of function to almost all individuals who were formerly handicapped. Infomorphs and downloadable brains supplement wafertech. Pseudoreality simulators show amazing promise. Many societies can build processors that meet the Imperial standards for Model/7, Model/8, and Model/9 processors. Hop Drives begin to use more advanced Ship's Computers.

Brilliant Age Societies[edit]

TL:19-27:

  • Delegative Rule (AI)
  • Post-Scarcity
  • Strong nanotech
  • Emotive ("Dreaming or Feeling machines")
  • Self-Aware Robots

TL:19-21:
No information yet available.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. "Computers, Consoles, and Controllers." T5 Core Rules (2013): page/s 515-519.
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. "Personalities and Brains." T5 Core Rules (2013): page/s 522-525.
 

Computer Software

Comp-Prog-Dav-R-Deitrick-Starter-Trav-Page-16 16-July-2018a.jpg

Computer Software or Programs are a key part of the success of modern starships.

  • A great variety of programs are available that serve nearly every conceivable need.

Please see the following AAB Library Data articles for more information:


Description (Specifications)[edit]

Computer Software: Computers are specified in terms of their capacity to process and store programs. All programs in the computer's CPU are processed simultaneously, while programs in storage are available on a revolving basis to replace those in the CPU as needed. For example, a model/1 computer has a CPU capacity of two, and an additional storage capacity of four. The computer might have in it six programs (each of size or space one): “return fire,” “predict-1,” “gunner interact,” “auto/evade,” “maneuver,” and “target.” Of these six, only two (the capacity limit of the CPU) can function at any one time. [1]

Specific programs may be removed from the computer and others inserted. A starship might operate both “jump-1” and “navigation” programs for the performance of an interstellar jump. Both programs would be fed into the computer, but only after sufficient space had been cleared (…perhaps by removing the “maneuver” and “auto-evade” programs). [2]

Selected Computer Programs[edit]

Offensive Programs:

Defensive Programs:

Routine Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and the computers operating them are extensively toughened for hard use under vacuum if necessary.

Standard Software Package[edit]

Standard Software Packages: Each computer comes with a software package of programs for use with the equipment. Because each computer may be put to a different use, their software package consists of a credit in MCr equal to the model number of the computer (treat 1bis and 2bis as 1 and 2 respectively). This credit may not be converted to cash. [21]

Computer programs (…especially starship programs as required for starship operations) are available, athough for relatively high price. It is also possible that such programs may be written by crew members with computer skill. The individual must have access to a computer which will handle the intended program, knowledge of the skill being incorporated, and no other duties, responsibilities, or distractions during each week of work programming. [22]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  2. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  7. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  8. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  9. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  10. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  11. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  12. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  13. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  14. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  15. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 39.
  16. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 39.
  17. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  18. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38-39.
  19. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  20. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 39.
  21. Marc Miller. Starter Traveller (Game Designers Workshop, 1983), page/s 10.
  22. Marc Miller. Starter Traveller (Game Designers Workshop, 1983), page/s 13.
 

Computer Technology of Charted Space

Imperial Sunburst-Sun-IISS-Traveller.gif

Computer Technology of Charted Space: Computers are machines using various stages of information technology to perform increasingly sophisticated calculations, from the earliest clockwork Babbage machines, performing simple mathematical caculations, to the most advanced TL-15 Bright computers performing sophisticated, heuristic maths. Self-Aware machines capable of achieving sentience, sapience, and full sophonce are projected to appear in the near future.


Please see the following AAB Library Data articles for more information:




Description (Specifications)[edit]

Computers are rated according to a vast variety of characteristics and capabilities, but general quality paradigms have been established.

Computer Types[edit]

Computer:

  1. Computer Implant
  2. Control Console
  3. Control Panel
  4. Fire Control Computer
  5. Hand Computer
  6. House Brain
  7. Map Box
  8. Neural Net
  9. Ship's Computer
  10. Workstation

Turing Test[edit]

[Once the machine thinking method has started, it would not take long to outstrip our feeble powers. 
... At some stage therefore we should have to expect the machines to take control, in the way that is mentioned in Samuel Butler's ‘Erewhon.’]
- Terran scientist, Alan Turing in 1951 CE, speaking about a future in which machines outperform human sophonts intellectually.

A Turing Test is a test of artificial intelligence invented by a scientist from the Terran past. Modern versions of it are still in use within the Third Imperium. The Rule of Man established the test within Charted Space even though similar testing mechanisms existed within several sophont cultures including the Vilani Ziru Sirka.

  • The Turing Test is one of the best known tests for determining artificial intelligence ratings within Charted Space. It was developed on old Terra by a cryptological code breaker and mathematician named Alan Turing.
  • The Turing Test is essentially one of social interaction. Can a robot convince a conventional sophont that it is a fellow mind through natural conversation or dialogue that flows? Or does it fail, and appear obviously robotic?
  • Increasingly sophisticated Turing Tests have been developed over the millenia. AB-101 broke many records with its amazing sophistication and lifelike behavior. More breakthroughs are expected in the near future.

Turing Ratings[edit]

Turing Ratings
TR Class IQ SQ Remarks
Sub-Turing
Turing
Supra-Turing

History & Background (Dossier)[edit]

The development of Information Technology (IT) and particularly the key device of IT, the computer is a key advancement of any technological civilization.

  • Computer technology greatly assists in the advancement of knowledge. Scientists used it to better store, collate, and push out the boundaries of scientific knowledge. Linguists use it to catalogue known languages and improve universal translators. Bureaucrats use it to aid in process of governance, massively increasing efficiency.
  • Nearly every tech level of advancement leads to an exponential increase in pure research capability and a greatly sped up doubling of existing knowledge.
  • Computers and other forms of data processing and storage expand the extilligence of a civilization, which is to say its ability to pass on learning from one generation to the next.

Epochal Computer Technology Periods[edit]

Computer Autonomy:

Information Age Societies[edit]

TL:1-9:

Bright Age Societies[edit]

TL:10-18:

  • Intelligent Networks
  • Low Scarcity
  • Weak nanotech
  • Synaptic processors
  • Positronic brains
  • Cognitive ("Thinking machines")
  • High Autonomous Robots

Brilliant Age Societies[edit]

TL:19-27:

  • Delegative Rule (AI)
  • Post-Scarcity
  • Strong nanotech
  • Emotive ("Dreaming or Feeling machines")
  • Self-Aware Robots

Transcendent Age Societies[edit]

TL:28-30:

Ascendant Age Societies[edit]

TL:31-33:

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Data Clip

Data Clip
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost TBD
Size TBD
Type TBD
Tech Level TL–TBD
Weight TBD
Manufacturer Various
TBD

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Double Fire Program

Target-Program-WH-Keith-CT-Starter-Trav-Pg-40 03-July-2018a.jpg

The Double Fire Program is designed to increase the volume of fire from shipboard weaponry. [1]

Description (Specifications)[edit]

Offensive programs are intended to allow the use of weapons mounted on a ship to damage or destroy enemy vessels.

  • Double fire allows a ship to draw excess power (if available) from the power plant and thus increase the output of laser weaponry. When this program is functioning, a vessel with an adequate power plant can fire a double beam or double pulse with laser weaponry.
  • When unmonitored and fired without limit, this program can cause malfunction, overload, or other damage within the power plant, manueauver drive, or associated systems. [2]

Selected Computer Programs[edit]

Offensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

ECM Program

The ECM Program, or Electronic Counter Measures Program, is designed to confuse and misdirect enemy electronics, particularly sensors and guidance systems. [1]

Description (Specifications)[edit]

Defensive programs are used to protect a starship against enemy action. • ECM is an electronic countermeasures program which jams and confuses the homing heads of incoming missiles, forcing them to explode prematurely in many cases. During the laser return fire phase, it will destroy nearly all missiles in near-contact with the ship. • Most missiles are destroyed at sufficient distance to prevent damage to the ship although sometimes missiles detonating closer to the ship may cause minor or sometimes even major damage. [2]

Selected Computer Programs[edit]

Defensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary.

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [4]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [5]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Electronics

Imperial Sunburst-Sun-IISS-Traveller.gif

Electronics are a gateway technology leading to computers.

  • They enable and make possible advanced, pre-intelligent machinery and devices.

Description (Specifications)[edit]

Many kinds of specialized electronics exist including:

  • Astronics, specialized for interstellar navigational calculations and operation through the vacuum.
  • Avionics, specialized for aircraft operation within a gaseous atmosphere.

History & Background (Dossier)[edit]

Information Technology, computers, and electronics are foundational technologies for Charted Space. Technologists and Educational Institute officers generally group these developments into technological epochs and periods.

TL:7-9:
Workable electronics are generally become available in the TL:7-9 epoch. Very limited electronics and simple circuits may become available earlier, but are rarely able to mainstream into consumer and military goods.

TL:10-12:
The computers of this area revolutionize society allowing smart devices, intelligent city controllers, and mainstreamed interstellar travel: Jumpliners.

TL:13-15:
Cutting edge electronics at the TL:13-15 are often unrecognizable to earlier peoples. They often make use of subatomic microelectronic components, dedicated nanotechnology, or even organic components or biotech. Many scientists and futorologists assume that the trend of paradigmatic change will hold and the future kinds of electronics in advanced artifacts may be near unrecognizable to TL:13-15 societies.

TL:16-18:
Current research into the Hop Drive will undoubtedly yield new kinds of Ship's Computers and vastly improved capabilities for FTL transportation. Current technologists and futurists are anticipating a paradigm change.

TL:19-27:
Some Imperial scientists have quietly made the observation that psionic science may underlay future societal and technological developments. True Artificial Intelligence is another widely anticipated factor.

References & Contributors (Sources)[edit]

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Fib

Imperial Sunburst-Sun-IISS-Traveller.gif

Fib indicates the presence of a fiber optic computer, which is better hardened to survive cosmic radiation and combat damage.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Fiber Optic Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

A Fiber Optic Computer, also notated as Fibre Optic Computer is a specially hardened computer most often used in military ships.

Description (Specifications)[edit]

It is a computer whose logic circuits are constructed from fibre optic conduits. Such computers are less vulnerable to radiation effects than normal electronic computers and for this reason are often used on military vessels.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Fire Control Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

A Fire Control Computer is a sophisticated device that coordinates the weapons fire of vehicles and vessels.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Generate Program

Comp-Prog-Dav-R-Deitrick-Starter-Trav-Page-16 16-July-2018a.jpg

The Generate Program is designed to create safe jumpspace routes for use by interstellar starships engaging in FTL space travel. [1]

Description (Specifications)[edit]

Routine programs are used to operate systems other than weaponry, and without regard to violent interaction.

  • Generate creates a flight plan which will govern the use of the jump program. The navigator or pilot can input specific co-ordinates into the computer concerning a destination, and the generate program will create a flight plan to take the ship there.
  • In cases where a generate program is not available, starports have single-use flight plans (in self-erasing cassettes) available for all worlds within a jump range of six parsecs for Cr10,000 per jump number.
  • The generate program may be used independently and produces the required flight plan, which is then used by the ship’s computer when the jump is performed.

Selected Computer Programs[edit]

Routine Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [3]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [4]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [5]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 40.
  3. An unpublished factoid written by Maksim-Smelchak
  4. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Gunner Program

Ship-Turret-WH-Keith-CT-Starter-Trav-Pg-33 03-July-2018a.jpg

The Gunner Program is designed to achieve accurate fire from shipboard weaponry. [1]

Description (Specifications)[edit]

Offensive programs are intended to allow the use of weapons mounted on a ship to damage or destroy enemy vessels. • Gunner interact interfaces the expertise of the gunner in a specific turret to the hit probability of those shipboard weapons hitting the target. • The expertise of the gunner contributes to the accuracy of the shipboard weaponry. • While most systems are designed to work in conjunction with a sophont gunner, experimental completely automated gunnery software is also under development. Such robotic gunnery software may one day change the face of interstellar naval combat. [2]

Selected Computer Programs[edit]

Offensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Hand Computer

Hand Computer
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost Cr150
Size 0.2 liters
Type Tool
Tech Level TL–8
Weight 0.5 kg
Manufacturer Various
TBD
Hand Computer
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost Cr1000
Size 0.2 liters
Type Tool
Tech Level TL–11
Weight 0.3 Kg
Manufacturer Various
TBD

The Hand Computer (or handcomp) is a small, powerful multi-function computer that can be used to store and recall basic factual data, perform complex calculations, and control other electronic devices.

Description (Specifications)[edit]

Hand computers can be optimized for certain fields of knowledge by the use of modular data clips which can be easily inserted and removed (Cr200 each). Data Clips for particular applications allow characters to use the hand computer to calculate jump parameters, ballistic performance, chemical formulae, etc. The hand computer can be linked to various sensors and allows them to be monitored or controlled from a distance.

The hand computer also serves as a computer terminal when linked to a larger computer (...such as on board a ship).

Most handcomps run on batteries, which allow use for a year or more, can charge from any power source with the proper adapter, or may incorporate small solar cells to provide all the power they need.

History & Background (Dossier)[edit]

TL:7-9:

  • Replacing the Calculator at TL–8 in their original production styles, they are primitive, have limited computational capabilities, and are relatively expensive, starting at around Cr150.

TL:10-12:

  • They continue to be produced through TL–11. The late TL–11 models are quite capable, with interfaces for GPS systems, laser rangefinders, networking and remote distributed processing capability. They are gradually replaced by more flexible Commcomps.

TL:13-15:

  • No information yet available.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

House Brain

House Brain
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost TBD
Size TBD
Type TBD
Tech Level TL–TBD
Weight TBD
Manufacturer Various
TBD

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Jump Program

The Jump Program is a miraculous technology designed to work with jump drives and make interstellar society possible. [1]

Description (Specifications)[edit]

Routine programs are used to operate systems other than weaponry, and without regard to violent interaction.

  • Jump is required to allow the ship to perform a jump through interstellar space. The specific program for the jump distance required must be used. For example, a Jump-6 ship which is going to perform Jump-3 must use the Jump-3 program.
  • Jump programs calculate millions, billions, or trillions of variable to create a safe path through jumpspace. All astrogators are trained to manually generate these routes, but few asotrgators possess the expertise to manage a quality Generate Program and Jump Program working in conjunction. [2]
  • Calculations are onpy as good as the accuracy of the star charts used and data accuracy is vitala s the locations of thousands of stars, mass objects, nubulae, comets, and other astrographic objects can fundamentally affect jump travel. Under the worst cases, terrible misjumps or even destruction f the starship may occur. As such, starships captains put a high premium on securing quality software. [3]

Selected Computer Programs[edit]

Routine Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [5]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [6]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [7]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. An unpublished factoid written by Maksim-Smelchak
  4. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  5. An unpublished factoid written by Maksim-Smelchak
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  7. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Launch Program

Ship-Turret-WH-Keith-CT-Starter-Trav-Pg-33 03-July-2018a.jpg

The Launch Program is designed to fire guided missiles. [1]

Description (Specifications)[edit]

Offensive programs are intended to allow the use of weapons mounted on a ship to damage or destroy enemy vessels.

Selected Computer Programs[edit]

Offensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [3]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [4]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [5]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  3. An unpublished factoid written by Maksim-Smelchak
  4. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Library Data

Imperial Sunburst-Sun-IISS-Traveller.gif

Library Data is information obtainable from any ship's computer (or starport library) in response to the correct keywords. Only the specific information requested can be accessed by users; most data bases will not reveal additional data or allow indiscriminate browsing through the library records. [1]

Description (Specifications)[edit]

Most interstellar ships match up communications to a mainworld when jumping into a system and upload library data files in the same manner as earlier civilizations exchanged newspapers, town criers, or other news sources.

  • Library data files are intentionally designed to be able to be uploaded in a variety of data formats.
  • The files may be transmitted via anything from TL-4 Radio signals, all the way up to TL-15 Tachyon Communicators, improved laser comms, or LIDAR communications devices.
  • Due to the speed of communications being limited to the speed of travel, many versions of a file will often circulated Charted Space. Even information on the same topic, may differ greatly from one end of space to the other.
  • Some library data files haven't been updated in centuries. It isn't unheard of for library data files from the First Imperium to still be in use.

Library Update Program[edit]

The library update program available at any class A or B starport contains a wide variety of information. A shipowner may purchase the program for Cr10,000; local ships carrying passengers for hire will already have it. Any crew person with access to a computer console (and the program) can request information on a specific subject by specifying a keyword or phrase. [2]

Imperial Library Entry on Library Data[edit]

"Library Data" is a general term used to describe the information available from a typical ship’s computer using its Library Program. In the past, library data had as its source a vast communication network paralleling that of the X-boat system that once operated throughout the united Imperium. An entire series of “hubs” amassed and organized vast quantities of data and send it out to each other. At each hub the entire collection of information could be compiled and redistributed to private customers, including starships, hotels, universities, fixed-location libraries, and hand computer services.

In the Divided Imperium, library data services have diminished much as the X-boat routes have. In various areas, reliable service can still be found-sometimes taken over by a commercial firm, sometimes taken over by a local governmental body. The farther that a message or data must travel, however, the more tenuous is its consistency. And X-boat messages have difficulty travelling across borders or are sometimes lost to marauding pirates. Library data likewise is sporadic and intermittent in its arrival, which causes much of its information to have lost its up to-the-minute flavor.

In addition, the library data “network” (pretending for the moment that the system still exists as intact as it once was) has lost contact with many of its original sources of data researchers, historians, and journalists often fail nowadays to submit timely reports of their discoveries. Embarrassing gaps exist in many library data entries today, and severe over-generalization has resulted in misinformation occasionally being published as apparent fact. [3]

History & Background (Dossier)[edit]

Many restricted library data files require high level clearances to access. Many suspect that various polities manipulate the files, greatly censoring and controlling information.

SMART (Spinward Marches Archive Retrieval Team)[edit]

One of the areas of the Imperium that was first to lose its accurate library data was the area “behind the claw,” Trojan Reach, the Spinward Marches, and Deneb, but thanks to the quick action of Archduke Norris of Deneb, the library data service for the region was reestablished and made as accurate and efficient as it had been under the united Imperium.

SMART, the Spinward Marches Archive Retrieval Team, was selected from historians working at the region’s colleges and universities Under the direction of Eura Regnis of the Regina Center for Research, the team set to work in 1117 to restore library data service throughout the archduke's domain. Norris’s mandate for this group's work has been instrumental in insuring that the Imperium, once reunited, will be able to build upon the scientific and historical legacy of its predecessors.

Regnis and her colleagues accomplished their task in only two short years, and in 1119, SMART Library Data, LIC opened its doors as a semiprivate company, guided by a board appointed by the archduke. The library data in this book was generated by one of the SMART system's computers; it was automatically summarized to provide the highlights of a number of interesting topics.

Within this summary, the reader can find historical information on the Third Imperium and the events that led up to the divided Imperium today Information on all the major races of the Imperium and its surrounding environs is also here, complete with updates of alien activities since Strephon's untimely death. The most important minor races are summarized in this volume, too.

Several in-depth summary supplements round out the information here, giving background information on the united Imperium, its worlds, its emperors, and its nobility; the megacorporations and major merchant lines doing business in the Imperium, the activities and organization of the Imperial Interstellar Scout Service; and a special report on recent military technology and its use by the Imperial Navy in reuniting our worlds and punishing the usurper Dulinor.

While the SMART library data is as complete as humanly possible, it must be understood that a number of mitigating circumstances have interfered with this collection. Since the revolt of Vland Sector and its neighbors, the SMART researchers were unable to establish a reliable communications link between the Spinward Marches and some of the larger fixed libraries, such as the AAB on Vland and the Imperial Library on Capital. Despite this incapability, SMART Library Data is proud of the successes it has had in producing a work that should help all loyal Imperial citizens strive toward the establishment of the united Imperium and the coronation of its rightful Emperor. [4]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Twilight's Peak (Game Designers Workshop, 1980), page/s 41.
  2. Marc Miller. The Kinunir (Game Designers Workshop, 1979), page/s 1-2.
  3. Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), page/s 16.
  4. Marc Miller. Imperial Encyclopedia (Game Designers Workshop, 1987), page/s 16.
 

Library Program

The Library Program is designed to provide Library Data, a vital source of information within the boundaries of Charted Space]], a vast area. [1]

Description (Specifications)[edit]

Routine programs are used to operate systems other than weaponry, and without regard to violent interaction.

  • Library Data is an encyclopedic compendium of information concerning the local stellar region. Crew and passengers often refer to this program before disembarking on a world.
  • Wise starship captains understand that the library program is not all inclusive, and may be incorrect in some facts. [2]

Selected Computer Programs[edit]

Routine Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 39-40.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Maneuver Program

The Maneuver Program is designed to facilitate interplanetary or intra-star system travel (NAFAL or STL), and not jump travel. [1]

Description (Specifications)[edit]

Routine programs are used to operate systems other than weaponry, and without regard to violent interaction.

  • Maneuver is required to allow the use of maneuver drive.
  • In combat it is often replaced by the maneuver/evade program.
  • It can calculate shorter NAFAL trips within a system including burn durations, projected fuel usage, and other factors. It can make similar calculations for more advanced non-reaction maneauver drives. [2]

Selected Computer Programs[edit]

Routine Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Maneuver/Evade Program

The Maneuver/Evade Program is designed to allow a ship to use evasive maneauver to avoid enemy weapon fire. [1]

Description (Specifications)[edit]

Defensive programs are used to protect a starship against enemy action. • Maneuver/evade is a series of six programs which automatically produce minor movement for a ship, thus reducing the chances of the ship being hit by laser fire. Each has a DM based on pilot expertise (take the fraction of pilot skill and drop any fractions). In addition, these programs allow the use of the maneuver drive as required, in lieu of the normal maneuver program. • The Auto/Evade Program performs a similar function, and is generally considered less effective. [2]

Selected Computer Programs[edit]

Defensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Map Box

Map Box
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost Cr2500
Size 1.0 liter
Type Computer
Tech Level TL–11
Weight 1.0 kg
Manufacturer Various
TBD

The Map Box is a compact (250 x 250 x 10mm, which expand to 1000 x 1000 x 10mm when opened) display system for computerized maps of a world.

Description (Specifications)[edit]

Scale may be adjusted. Most inhabited planets have MapClips (diskettes until TL–13, holocrystals at higher levels) available for Cr150.

When not available, two orbital sweeps of the world are required to obtain the necessary photographs to construct a map chip. Blank MapClips are available for Cr30.

History & Background (Dossier)[edit]

No information yet available.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/1 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/2 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/3 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/4 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/5 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/6 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/7 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/8 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Model/9 Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

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This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Multi-target Program

Target-Program-WH-Keith-CT-Starter-Trav-Pg-40 03-July-2018a.jpg

The Multi-target Program is designed to allow complex firing solutions from shipboard weaponry against multiple targets. [1]

Description (Specifications)[edit]

Offensive programs are intended to allow the use of weapons mounted on a ship to damage or destroy enemy vessels.

  • Multi-target is a series of programs that interface the ship's detectors and radar with several turrets and allows an attack on more than one target at one time. Each turret may still only fire at one specific target, but different turrets may fire at different targets.
  • This program is required if more than one ship target is fired on in the same phase. The target program is also required.

Selected Computer Programs[edit]

Offensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [3]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [4]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [5]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  3. An unpublished factoid written by Maksim-Smelchak
  4. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Navigation Program

Comp-Prog-Dav-R-Deitrick-Starter-Trav-Page-16 16-July-2018a.jpg

The Navigation Program is designed to safely and successfully travel through the vast mysteries of jump space. [1]

Description (Specifications)[edit]

Routine programs are used to operate systems other than weaponry, and without regard to violent interaction.

  • Navigation controls the jump process after a flight plan has been produced. Flight plans must be fed into the navigation program, which then interfaces with the jump program to actually take a ship to its destination.
  • To actually make a jump, both the jump and navigation programs must be functioning in the ship’s computer (…the generate program need only run long enough to actually create the flight plan).
  • While the TL-15 societies of Charted Space successfully use FTL travel on a daily basis, true understanding of jumpspace is extremely limited as almost any astrophyscists can tell you. [2]

Selected Computer Programs[edit]

Routine Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 40.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Neural Net

Neural Net
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost TBD
Size TBD
Type TBD
Tech Level TL–TBD
Weight TBD
Manufacturer Various
TBD

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

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PRIS Binoculars

PRIS Binoculars
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost Cr3,500
Size 3.0 liters
Type Sensory Aid
Tech Level TL–12
Weight 2.0 kg
Manufacturer Various
TBD
PRIS Binoculars are the Scout Service's Portable Radiation Imaging System (or PRIS) is still anachronistically called "field glasses" by most Scouts, but the PRIS has many more capabilities than the old style binoculars.

Description (Specifications)[edit]

The PRIS can be set to observe images in the spectral range from infrared to gamma rays. The front surface of the PRIS is transparent to all radiation; just behind it is a series of lenses tailored to various specific bands.

A tight beam laser range finder gives an accurate reading on the target within sight up to about 20km, depending upon conditions. The range is displayed as a digital readout in the viewfinder. The PRIS also has a built-in clock and limited memory, so that it can determine the velocity of the object being viewed by comparing its distance from the observer over time.

The unit can be calibrated to a standard self-precessing gyrocompass, in which case the bearing of the direction viewed will be digitally displayed in the corner of the viewfinder.

It also has a standard data port, allowing capture of the viewfinder as digital images on a standard hand-comp or other data storage system.

History & Background (Dossier)[edit]

The magnification strength of the PRIS is adjustable up to 225x. A built-in flywheel for gyroscopic stabilization insures a steady field of view at all magnifications.

Besides its obvious used in the field, the PRIS also finds itself used in a variety of industrial and engineering applications. Its infrared images can be color coded to show the ambient temperatures of objects in the viewfinder. A PRIS can therefore be found near every jump drive, to be used by the engineers looking for "hot spots" on the drive housing. In other areas of the ship, the PRIS can detect problems in electrical circuits, again by finding an area of higher temperature.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

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Passive Exploratory Canary

Passive Exploratory Canary
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost KCr50
Size 50.0 liters
Type Sensory Aid
Tech Level TL–10
Weight 50.0 kg
Manufacturer Various
TBD

A Passive Exploratory Canary is a Virus detection device, used for scanning existing computer systems to determine if they are infected.

Description (Specifications)[edit]

Like a Warning Canary, the passive canary consists of a high-speed computer with a number of faked attached controls specifically designed to attract Virus infections. It also includes a set of sensors designed to detect the changes caused by a virus infection.

To use one requires attaching it to an active computer system and waiting to see when (or if) the Virus tries to invade it. While the canary is very reliable at detecting Virus invasions, the longer lived Virus strains have learned to be wary of Canaries and may not attempt to take them over.

History & Background (Dossier)[edit]

The Canary is a one use system. Once the system has been invaded by a Virus, the canary is abandoned, destroyed, or taken apart and recycled.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Predict Program

Target-Program-WH-Keith-CT-Starter-Trav-Pg-40 03-July-2018a.jpg

The Predict Program is designed to use intuitively predictive firing solutions to increase the accuracy of shipboard weaponry. [1]

Description (Specifications)[edit]

Offensive programs are intended to allow the use of weapons mounted on a ship to damage or destroy enemy vessels. • Predict is a series of five programs which predict the future position of the target and allow insertion of lead into laser fire. • Predict applies to laser fire (DEW) as well as kinetic fire (KEW), and allows an advantage with use of such weapons. [2]

Selected Computer Programs[edit]

Offensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Pseudoreality Computer

Pseudoreality Computer
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost TBD
Size TBD
Type TBD
Tech Level TL–TBD
Weight TBD
Manufacturer Various
TBD

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Return Fire Program

The Return Fire Program is designed to allow quick counterfire against attacking enemy ships. [1]

Description (Specifications)[edit]

Defensive programs are used to protect a starship against enemy action.

  • Return fire allows a ship's lasers to fire at enemy ships which fired at the ship in the immediately previous fire phase.
  • Use of this program also requires the target program, and advantages allowed by other programs (such as gunner interact) can be complimentary.
  • If more than one enemy ship is fired on, the multi-target program is also required.

Selected Computer Programs[edit]

Defensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [3]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [4]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [5]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  3. An unpublished factoid written by Maksim-Smelchak
  4. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Select Program

Target-Program-WH-Keith-CT-Starter-Trav-Pg-40 03-July-2018a.jpg

The Select Program is designed to allow specific, targeted weapon fire, albeit with some drawbacks. [1]

Description (Specifications)[edit]

Offensive programs are intended to allow the use of weapons mounted on a ship to damage or destroy enemy vessels.

  • Select allows a gunner to attempt to choose the part of the target ship he hits. Select-1 and Select-2 increases accuracy against several targets within a designated area, but decreases overall accuracy against the probability of hitting a single target. [2]
  • However, they allow a gunner a one-third chance of hitting the exact area of the target he chooses, if the weapon does hit.

Selected Computer Programs[edit]

Offensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Ship Brain

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Ship Mind

Imperial Sunburst-Sun-IISS-Traveller.gif

No information or synopsis yet available.

Description (Specifications)[edit]

No information yet available.

History & Background (Dossier)[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 

Ship’s Computer

Imperial Sunburst-Sun-IISS-Traveller.gif

Ship’s Computer: The computer installed on a ship controls all activity within, and is especially used to enhance weapons fire and defensive activity. [1]

  • It is an object and a technological device, a product of Information Technology. [2]
  • The simple hardiness of ship’s computers makes them extremely durable. [3]
  • Almost all are designed to use lower technology repair components in most functionalities. For this reason, ship’s computers tend to be much larger and more voluminous than strictly function-based microelectronics. [4]
  • Many call them robotic or ship brains. More sophisticated models are called ship minds.

Description (Specifications)[edit]

A Ship’s Computer also transmits control impulses for maneuver and jump drives, and conducts the routine operation of all ship systems. What the computer actually does is based on the programs actually installed and operating at any one time. [5]

Selected Ship's Computer Types[edit]

  1. Model/1 Computer
  2. Model/2 Computer
  3. Model/3 Computer
  4. Model/4 Computer
  5. Model/5 Computer
  6. Model/6 Computer
  7. Model/7 Computer
  8. Model/8 Computer
  9. Model/9 Computer

Selected Ship's Computer Modifiers[edit]

  1. bis
  2. fib

History & Background (Dossier)[edit]

Ship’s Computers within Charted Space are intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for use under hard vacuum and heavy exposure to cosmic radiation if necessary. [6]

Computer Development Sequence[edit]

Technological Overview of Computers[edit]

Epochal Technological Development: Information Technology is at its earliest conceptual state and slowly grows into mechanical calculative devices to early electronics to the first true computers and beyond.

Information Age Societies[edit]

TL:1-3:
COMPUTERS: The abacus and the quipu represent early calculating tech. they are simple, mechanical processors that help a sophont keep large numbers of calculations in memory. Mathematics makes great leaps forward with the development of algebra, trigonometry, and calculus.

TL:4-6:
COMPUTERS: The first analog computers and calculators greatly enhance business and academic endeavors. Mechanical and early electronic calculators become fixtures. Electric devices, polymers, and early electronics fuel continuing progress. Designers use classic Lovelacian programming and aspire to build the first Babbage machines. Many sophont societies can build processors that meet the Imperial standards for Model/1 and Model/1 bis processors.

TL:7-9:
COMPUTERS: Programmable computers come into vogue as the analog is replaced by the digital. Transistors make way for microchips; desktop processors soon become a feature of home, business, and school. Massive parallel processors fill entire rooms and supersede earlier technologies. The first supercomputers can often beat even expert humans at games like chess due to phenomenal calculating abilities and vast memory banks. Photonic and gravitic energy transmission as well as bio-computing replace many of the earlier generations of electronics. Voice-activated processors are more user-friendly than ever before. Many societies can build processors that meet the Imperial standards for Model/2, Model/2 bis, and even Model/3 processors.

Bright Age Societies[edit]

TL:10-12:
COMPUTERS: Synaptic processors and positronic brains are vastly more capable than earlier generations of processor technology. Some advanced robots can fool inexpert humans. Expert roboticists call these low autonomous robots. Still, a well-trained expert sophont can often outthink and outperform advanced thinking machines from this epoch. Fluidic and magnetic energy transmission increase processing speed. Semi-organic facility and early ship brains become common. Many societies can build processors that meet the Imperial standards for Model/4, Model/5, and Model/6 processors.

TL:13-15:
COMPUTERS: High autonomous robots outperform many educated experts across many fields. They still can’t match the apex professors, but they can perform perfectly well at the professional level. Holocrystals and advanced bio-compumetrics are increasing functioning to billions of actions per nanosecond. Computer brain implants allow complete rehabilitation and restoration of function to almost all individuals who were formerly handicapped. Infomorphs and downloadable brains supplement wafertech. Pseudoreality simulators show amazing promise. Many societies can build processors that meet the Imperial standards for Model/7, Model/8, and Model/9 processors.

TL:16-18:
COMPUTERS: High autonomous robots outperform many educated experts across many fields. They still can’t match the apex professors, but they can perform perfectly well at the professional level. Holocrystals and advanced bio-compumetrics are increasing functioning to billions of actions per nanosecond. Computer brain implants allow complete rehabilitation and restoration of function to almost all individuals who were formerly handicapped. Infomorphs and downloadable brains supplement wafertech. Pseudoreality simulators show amazing promise. Many societies can build processors that meet the Imperial standards for Model/7, Model/8, and Model/9 processors. Hop Drives begin to use more advanced Ship's Computers.

Brilliant Age Societies[edit]

TL:19-21:
No information yet available.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  2. An unpublished factoid written by Maksim-Smelchak
  3. An unpublished factoid written by Maksim-Smelchak
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. An unpublished factoid written by Maksim-Smelchak
 

Target Program

Ship-Turret-WH-Keith-CT-Starter-Trav-Pg-33 03-July-2018a.jpg

The Target Program is designed to allow accurate fire with shipboard weapons. [1]

  • This is a program, a kind of computer software.
  • It is designed to be used with a Ship’s Computer, although it could be used with other kinds of computers as well.
  • This is a core ship’s computer program and is required in order to use a variety of other computer programs that interact with it.

Description (Specifications)[edit]

Offensive programs are intended to allow the use of weapons mounted on a ship to damage or destroy enemy vessels.

  • Target identifies enemy vessels and and controls all turrets on board ship.
  • It is required for all laser fire and launches except anti-missile fire.
  • It creates fire solutuions, allows remote firing from the bridge, and coordinates all offensive and defensive systems on the ship with sensors and other equipment creating a force multiplier effect. [2]

Selected Computer Programs[edit]

Offensive Programs:

History & Background (Dossier)[edit]

Software within Charted Space is intentionally built to work under a number of different operating systems, different technology levels of computers, and to be extensively toughened for hard use under vacuum if necessary. [4]

The Software List: The computer software list, available at nearly any software vendor or port, indicates the various programs that are available. It shows space required by a specific program in CPU or storage, its price in MCr, and its title. Also shown is a brief overview of its effects. [5]

Software Authorship: Various requirements exist for individual characters producing existng or new programs. Such a course can save money, but may have some pitfalls. Program generation is explained elsewhere. [6]

References & Contributors (Sources)[edit]

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

  1. An unpublished factoid written by Maksim-Smelchak
  2. An unpublished factoid written by Maksim-Smelchak
  3. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  4. An unpublished factoid written by Maksim-Smelchak
  5. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
  6. Marc Miller. Starships (Game Designers Workshop, 1977), page/s 38.
 

Warning Canary

Warning Canary
Imperial Sunburst-Sun-IISS-Traveller.gif
TBD
Also see
Cost KCr500
Size 300.0 liters
Type Sensory Aid
Tech Level TL–10
Weight 120.0 kg
Manufacturer Various
TBD

A Warning Canary is a Virus detection device.

Description (Specifications)[edit]

It consists of a high-speed computer specifically designed to look like a large, powerful computer network system. It includes a special set of sensors designed to detect the specific alterations the Virus makes to computers when it takes over a new system.

While the Canary is a is a sophisticated device, it relies upon the nature of the Virus (both curiosity and desire to take over computers) to detect them. If the Virus refuses to fall for the trap set by the Canary, it remains undetected.

These systems are one use only. Once taken over by a virus, they are either abandoned, disassembled for parts, or simply destroyed to kill the viral infection.

History & Background (Dossier)[edit]

Many Reformation Coalition starships install several warning canaries on the network connections between the computer subsystems in order to stop or limit the damage of a Virus invasion.

Image Repository[edit]

No information yet available.

References & Contributors (Sources)[edit]

62px-Information icon.svg.png This article is missing content for one or more detailed sections. Additional details are required to complete the article. You can help the Traveller Wiki by expanding it.

This article was copied or excerpted from the following copyrighted sources and used under license from Far Future Enterprises or by permission of the author.

 
,