Monday, June 26, 2017

Group Solitaire

Transcript #12001089 GCS Tesla Forward Rec Room


Lt.: I'm stumped. Hint?

GAIA: Red seven on black eight.

Lt: Oh. thanks

GAIA: No legal moves remain. You lose.

Lt.: Damn! Redeal!

GAIA: Heeheehee. Certainly.


Captain: Hey Tech Officer, when are you getting these doors fix ...

Lt.: Sir!

Captain: What in the hell are you doing?

Lt.: Playing solitaire sir.

Captain: GAIA, what are you doing?

GAIA: I'm helping him play sir, dealing the cards, providing help.

Lt.: You haven't been that helpful, hon.

Captain: Why are you using the ship's AI ancillary to PLAY solitaire?

Lt.: ... I am off duty. She's offline.

Captain: Why are you using the most advanced AI in the Fleet to play goddam solitaire?!

Lt.: The dumber AIs won't let me cheat. She will ... sometimes.

Captain: I see. Carry on technical Officer, GAIA.

GAIA: He makes cute faces when he's losing.

Lt.: Card please ... Dammit!

GAIA: See he's doing it again!

Just Pay the Fee

A ton of refined hydrogen fuel costs 500 Cr. most places. there is a lot of screaming about this cost inflation of the most common element in the damned Universe by merchant captains (military officers are used to paying ridiculous amounts for everything and it isn't their money.)

Just pay the fee.

A frontier trader (per Cepheus Engine) takes 45 tons of fuel and can travel in system at 2 gees.

45 tons of fuel costs 22,500 Cr. most places.

Refueling at a gas giant cuts that down to nothing so captains all buy fuel coops and fuel purifiers and get fuel for free.

A free trader costs @ 80 million credits (any version of CTyou play).

The mortgage amounts to 341,000 Cr a month. Life support and salaries adds another 50,000 Cr say for @ 400,000 Cr. a month.

Traveling to a typical gas giant at a distance of 5 A.U.s is going to take you 4.2 days. You ship is not earning revenue or on its way to earning revenue. 400,000 Cr. a month divided by 30 * 4.2 gives us @60,000 credits that trip just cost you. Doing it twice a month will cost you 120,000 Cr. in effect. To save 45,000 Cr. worth of fuel.

You are in effect wasting 8.4 days a month schlepping to a gas giant. Not to mention all the fun stuff that may happen to you en route or while refueling. That isn't counting the added value to the ship and the increased mortgage and reduced cargo space the refinery takes up to let you refine that stuff and be on your way.

A ship typically spends one week in transit and one week in port looking for cargo or trade. To refuel you've cut that down to 2.8 days already and in a few ports you might stuck on the end of a holding pattern. They will let the ships that buy their fuel in port land first. There's more money to be made on fuel and berthing fees. Oh, berthing fees would probably sell by the week. So spending only two days in port will not save you anything (parking garages in New York City have a similar pricing structure.)

Also, your crew expects a good chunk of leave time on the ground and you just blew it making an in system run. Expect to pay bonuses or lose crew and reputation.

Now you could leave your crew onboard to do the refueling and take a fast shuttle with your cargo to the mainwoorld. But Even if you had a vehicle that could make 6 gees and haul your cargo it's take you about 2.5 days each way. That'd leave you 2 days out of the week for brokering and hunting down freight. Plus insisted runs cost 100 RCr. per ton to haul your cargo, both ways and a few hundred for yourself.

Where this falls apart is when the main world is a moon of a gas giant or ice giant. Then a starwort might not even bother to sell refined fuel. But in that case the berthing fees would be higher to make money off the clowns skimming the giant and selling fuel cheaply. They need to berth their ships to make repairs and keep their crews sane and take on supplies. The fees would in fact almost be prohibitively high. the only people getting rich there would be the skimmers and the port owners.

So shut up and pay the fee.

Or ... take a ship in the ocean.

Friday, June 23, 2017

Dead Is Dead ... Maybe

My fellow grognards may burn me in effigy but this post has been cooking for a while.

If you're going to play Classic Traveller then you roll up a character and take your chances. You may end up with a bunch of snake eyes for stats, or a one term wonder or see your Grand Admiral of the Stars nerf his survival roll and start rolling again as playing an impervious memorial statue is not your thing.

I never went with the fail a survival roll and you get mustered out after two years, no skill rolls or benefits for that term. It's called survival roll for a reason.

However I also understand players wanting characters who are hotshots, femme fatales and badasses. Having a character you've spent time crafting die or having one with worse stats than you, the player, can be a let down. So I offer the following system as a compromise.

You can still die.

You can still get shitty stats.

You could still be a one term wonder.

But not all three. Not likely. Not if you're smart.

I propose you start charges with a fixed number of character points. Say four points, three if you're in the Scouts. You'll see why in a minute.

Each point lets you succeed at a roll. You can even decide after the roll if you want to negate it and merely succeed by saving a point.If you're a Scout you can take automatic success in survival rolls and breathe easily, for three terms. Another use of character points would be dictating your roll for skills or benefits or even promotions.

So we make chargen less of a crapshoot and more of a resource allocation game. Do you succeed at promotion that last time and then take a chance on dying? Do you become a high ranking officer with few useful skills (not that this happens for real, ever!)? Do you take chances for many random skills but have a living breathing Scout? Do you save up all your rolls and wind up with a paid off merchant ship?

This could be a good compromise as I can see no one being satisfied with it. Of course you can set as many points as you wish for players and even make them 'pay' for them in little ways. You use a point for a promotion and it means you called in a favor and owe someone. You burn a point to survive and you wind up being cyborg at Simon-Kirby Memorial. What can go wrong?

Wednesday, June 21, 2017

Red Mercury and the Proletariat

The Soviets were desperate for a superhuman soldier. They couldn't let on though. Stalin was adamant the courage of the common man would carry the day (or at least the courage of millions of common men). Then Stalingrad happened and in the midst of the deadlock the Nazis brought in the Creature to break the stalemate. He waded through gunfire, leading a platoon of undead Blitztruppen, and slaughtered Red Guards with a sword. He found this Soviet lady sniper they had and broke her neck on film.

Stalin tried to weasel the secrets of the electric troopers and invisibility out of the rest of the Allies but that was a no go. So they fell back on alchemy and hundreds if not thousands of test subjects. One survived. Stalin liked the image of thousands of proletariat sacrificing themselves to create a champion, an amalgam of them all.

Except Mercury was a freaking vampire. Mercury survived his treatment by drawing on the life force of his fellow test subjects. Then the scientists. Then the guards, but he fell to his knees before Uncle Joe and swore to serve him with his dying breath.

They made him a commissar. He didn't take to the front lines often but when he did the results were devastating. He could drain the life from an entire tank crew through the armor. The Russians felt it was better to keep him behind the lines, safe and urging the troops onward. The Nazis had many monsters but what did it matter? The Reds had a worse monster to face if they retreated. They took back Stalingrad from the Nazis.

They're making more.

Commissar Mercury

The commissar is a 7 HD monster. He is AC [AAC] 6 [13] and +7 to hit. He has heightened senses and is only surprised on a 1 in 6 chance.

Explosions, fire, and chemical attacks do only half damage to Mercury. Bullets do half damage.

The creature adds +2 to its initiative rolls and is only surprised in a 1 in 10.  In combat his fists and talons do 1d6 damage and he may strike twice per turn. He absorbs half the damage he does and he may use this to heal damage his own damage on a one to one basis.

He can drain life force at a distance through nearly any material (he has de-manned tanks.) This attack has a 20' range and is a cone 15' wide. All those within this cone must make a saving throw or lose 1d3 damage.

More importantly if Commissar Mercury has access to a freshly deceased body he can imbue it with some of his life force to create a revenant. As you can imagine he has no shortage of bodies. This requires six hit points. A revenant has 6 HP, AC 7[12] and no hit bonus. They can use weapons.

Every six points of damage Mercury does raises his energy level increasing his damage rolls by 1 point to a maximum of 1d6+2. When he reaches maximum damage the next six hit points he absorbs gives him +1 initiative. Mercury can also reduce his own hit points by these amounts to get the same effects (-6, -12 and -18 hits respectively).

Monday, June 19, 2017

Dieselpunk Manifesto Part Seven: Badlands and Bad Men

Buck rogers strip 60-69.

Well Buck is drifting along over the Rockies when he discovers he dropped a little too much ballast from those shirts he made into a sack. It happens. Using a knife he discovers he can easily cut the inertron the jumping belts are made of to save himself from flying into space. I guess the Navajo Boss let him keep a survival knife. Again the Navajo were pretty decent folks in all their appearances.

Buck lands, catches a rabbit somehow and is making dinner over a campfire when he is accosted by a cowboy with a rocket pistol! This is a pulp tradition. When things slow down have a guy with a gun errr rocket pistol step into the room.

Buck has met a new friend, Two Gun Pete. Pete susses out that Rogers is an outlaw, which is fine as Pete is also an outlaw and part of a whole outlaw org. He offers to take Buck back with him to meet the gang. Buck tries to interest Pete in one of his spare jumping belts but Pete would rather stick with his horse. Once safe (?) with the outlaws one roughneck says Buck has to be initiated, with his dukes.

The fight is a doozy with the outlaw giving as good as he gets and for once Rogers might be in over his head when his sparring partner calls a halt. A plane (one a' them durn mechanical buzzards!) is flying overhead and in some sort of difficulty. It makes a hard landing nearby. The outlaws and Rogers find the pilot dead and the plane in working order. Buck takes off in it to check it out.

Yeah, I know. Something killed that guy. It might be something to do with the plane but with a cursory once over Buck hops in. But the plane is fine and the pilot's cause of death is listed as an overdose of plot device.

Meanwhile Wilma lands at the Navajo Org and she and Nunah have some straight talk. Nunah takes no shit from Deering. Wilma soon learns Buck doesn't love Nunah, Buck doesn't know Lanlu is breathing, Buck loves Wilma, and Wilma was being a d--k.

Getting Wilma to do a reality check happens several times. She is impetuous (!) but means well. If Rogers ever learnt how to do it he kept it a secret. then again they got a lot of strips out of him following her around while she was trying to give him the brush.

Wilma is about to leave in search of Rogers when Killer Kane arrives. He again professes his love for Deering, who makes him about as welcome as a case of the clap.

At this point we get an idea just how dark a character  Kane is. He mutters to himself that if he can't have her (Wilma) no one will. Stalkers in the modern day are no laughing matter. Imagine one with a jumping belt and an airplane who designs medieval melee weapons in his spare time.

Nunah refuels Kane's plane with water while he's trying his moves on Wilma, then she tells Derring to cheeze it! Wilma takes off and Kane and his plane are left sputtering on the landing strip. Nunah apologizes for her goof further pissing off Kane.

As Buck is flying about he spots two planes making like mating butterflies. As he investigates there is a collision. One plane is fine, the other goes down. Fortunately Buck trails a line to the pilot who has a jumping belt. It's Wilma. Their joyful reunion is cut short by Kane who still has a plane thank you and an armed one at that. He begins blazing away and Rogers uses every trick he learned in the Army Air Corps finally pulling a fancy turn that Kane 'needs a sky hook' to match. You wonder just how much practice the average Org man or even an accomplished rat is great standing like Kane had with a biplane by now. Buck was a pilot in the Great War and likely saw his share of combat. He handily out flies Kane and was even in command of a squadron at one point so he must be a great pilot.

Kane begins broadcasting a message to the surrounding orgs asking for help apprehending Rogers and Deering (the big snitch!) Planes from Vancouver, Seattle, Columbus, Minneapolis and Oakland scramble. But Rogers manages to break off the engagement and land back at the outlaws. The Orgs do set up an air cordon around the area to keep his outlaw plane on the ground.

Rogers quickly introduces Wilma to Two Gun Pete and Pete brings the couple home to dinner with him and the wife, Missus Pete. Missus Pete informs Buck that women are scarce and he may have to fight for her as a peeping Tom looks on. That first fight comes in the next panel as the peeping Tom is revealed as -the Cyclone Kid, from Dead Man's Gulch. He demands Rogers fork over Wilma.

Being a decent sort Buck decides to fight the Kid. Handing Wilma over to him would just be too cruel (to the Kid that is.) Buck beats the crap out of him and teaches him to stick to murdering the English language. Feeling cocky, Buck asks "If there anyone else?" An outlaw named Lariat Luke offers to oblige Buck and snakes a rope at the man out of time!

Where to start? Buck is very inventive with his inertron, mores than the natives of the era. this may be because it is a relatively new substance. Still there should be releases to let part of your belt drift away in an emergency. Maybe it's just too complicated. Then people will want weight belts too to release in an emergency etc. They'd operate like old style airships, venting lift gas or ballast as necessary.

One also gets the impression inertron is still pretty hard to come by. You might want to conserve it. The outlaws don't seem to be familiar with it. In fact Pete would rather stick with his 'hoss.' the outlaws have all adapted old west dress. This makes sense as they are living in the south western deserts and mountains without many modern conveniences. The clothes of the Old West are very practical for living and working in such lands. Many do tote rocket pistols and they may have bits and pieces of other technologies handy, scrounged or robbed from Org men.

Kane is using an open cockpit biplane for his hijinks now. Possibly the previous plane was too slow to catch up to Wilma's plane. This plane mounts what looks like a machine gun and Kane is pretty intent on killing the lovers this time.

If the planes were built along the lines of a Jenny (JN-4) then they had a cruising speed of ~60 mph/100 kph and a top speed of 75 mph/120 kph with a minimum speed or 45 mph/72 kph. A JN-4 had an operating range of 140 miles/225 km. The planes here don't seem all that dissimilar from the planes rogers flew in the Army Air Corps so I'm going out on a limb by saying their chief improvements were in durability and range. After all, Wilma seems to fly hers direct from Pennsylvania to the Navajo Nation, a trip of ~1900 -2000 miles. Even if she refueled at Columbus (which is the only Org between the Allegheny Org and Navajo Org mentioned, she still has to make a trip of about 400 miles/650 km before fueling and 1600 miles/2600 km afterwards. My claim of durability is based on that poor deceased pilot who's plane survived a hard landing with no damage.

The planes also had some form of automatic pilot. Buck's squadron set theirs up to circle while they bailed out and jumped those Mongols. For that matter the deceased pilot's plane might have landed automatically, following instructions before the pilot died.

So we know the planes are superior in performance to the biplanes from history. They just look like antiques. It's like Mal's pistol in Firefly. The planes are also still way faster than a jumping belt. We know this because Lone Wolf can keep up with Nunah and Buck in their escape. He's apparently captain of the Navajo Org runs ing team and in terrific shape. An 'average' trained runner can make about 12 mph cross country. A jumping belt can let you do that all day.

The Org pilot who dies of no obvious causes remains a mystery. The plane as we see is an important resource for any Org at this time. You'd think they'd sent another up to look for the guy. The cause of death remains unknown and not even mentioned after that strip. To me it seems pretty creepy, like the story of the Orang Medan. I know it was made up but so was the strip.

You wonder if the poor nameless pilot ran across a Mongol death ray. We never hear of a weapon that kills and leaves a body behind. The Mongols use disintegrator beams that clean up after executions. they are masters of super science however and a death ray doesn't seem unlikely for them.

As we will see later at least one Org was wiped out by the Han and buildings were left standing and intact. You wouldn't expect that from a disintegrator. So maybe there are 'death rays', something electric that induces a seizure or stroke or arrests the heart at a distance. That could be even more unnerving than a disintegrator. Wiping out people without a trace is creepy. Leaving people dead without any visible cause is at least as creepy and lets you pick over their effects for intelligence.

The Columbus Org also seems very unconcerned with the Mongol raid on their hospital in earlier strips. I'd be. That means the Mongols have a man inside the Org (three guesses who). It also means the Han could easily send a raider or a whole squadron over to level the entire area. Even assuming the hospital is some distance from the rest of the Org structures, that hospital probably had to be abandoned and cleaned out of any sensitive information.

The Org might have just moved the hospital. It had some above ground structure. If that structure could be detached from the foundation then inertron could neutralize its weight and let it be moved elsewhere. Admittedly inertron was not exactly a household item but a little goes a long way towards replacing cranes. In fact most structures above ground might be only semi permanent and moved around to avoid Han air raids.

The outlaws seem unconcerned with Mongol raiders. They build small wooden structures above the ground. Oddly enough their neighbors, the Navajo Org, is very much on the defensive. They lose planes and people to the raiders with some regularity. The outlaws might simply be classified as not worth the trouble.

The outlaws may also have a reason for not collecting a lot of high tech gear. The Han might notice their new electronics and decide yes, they are worth a raid. The outlaws are a likeable bunch of knuckleheads with too much testosterone. Once you got initiated, that is. Like the Navajo they are a good group to have at your back in a scrape. I got to wondering just what they did to be outlawed.

Friday, June 9, 2017

Luna's Outhouse

Matter Beam of Children of a Dead Earth fame commented and questioned my last post on the R-ray. That led to this:

But wait! With the use of R-rays you could in fact set up a space transport system to boost cargo modules to orbit or other planets. In effect the R-ray is like an orbital tower or bolo system (which Dr. Robert Forward tried to talk up in many of his books (go look for Indistinguishable From Magic). An station in geosynchronous orbit operates its R-ray in reverse (then it's an A-ray). It pulls cargo modules from the ground. this added mass causes it to drop orbit a bit so it also intercepts cargos from further out in the solar system, snagging them with another A-ray. This lets it maintain its altitude. Once in geo synchronous orbit the modules can be transferred to a ship or fired via A-ray out into the Black. If everyone does their job right the station remains in geosynchronous orbit. You could also use ships optimized for rocket drives in orbit. They snag a bunch of modules, do a hard burn to get them on the right trajectory, cut their beam and then slow down for another pass. If you do the slingshot move right the modules winds up taking some of the ship's momentum, slowing it down and saving propellant (pilots always worry about their propellant.)

The End of Luna
The stern of Luna ends in a an armored ram. The press and public ignorance ran with this fact and thought the ship was designed to ram opposing ships. It is doubtful a ramming attack could be made in combats fought over hundreds or thousands of kilometers. Closing n on a ship from that distance is problematical. A disabled ship would be boarded if it was practical or destroyed by weapons from a safe distance. Ramming a ship attempting to board you would invite a weapons attack.

The ram was actually meant for refueling operations. The Luna ca easily reach the asteroids. Many of them contain ice. Ice can be broken down to oxygen and hydrogen and the hydrogen processed into metallic hydrogen fuel pellets for the reaction drive. The ram is used to break up an area rich in ice. That ice is then fed into the small airlock in the stern and from there to a hopper that crushes the ice, melts it, filters it and pumps it to fuel. processing.

The lower airlock was just too darned handy to remain a mere secondary exit for ice mining. It was excellent for ejecting trash for one thing. From this practice it got named the outhouse.Trash disposal was a chore frequently done by new recruits and blowing the rookie (wearing a spacesuit of course) out of the airlock became a coming of age prank.

The small airlock does hold a single crewman and is very handy to use on airless worlds as cycling it wastes less air than the bug locks. It's also easily reached from the ground without a lift belt. In some missions to insert commandos on a habitable world both lock doors are left open and the men merely run through them quickly to exit.

The Luna doesn't have secondary craft. The airlocks along with lift belts and various insertion and extraction gear are an important part of covert missions. The outhouse gives the ship some flexibility since it's quicker to cycle and seal than the big locks and is an additional way to move people off the ship quickly.

After the first refueling operations were performed using the ice breaker move concerns rose about the hull being holed by rocks or debris. Engineers added foamed armor pallets to beef up protection to the hull and around the stern hatch.

One of the more unusual features of the Luna is that its 'ram' is also a landing light. Like the outer hull the ram is made of metasite. In this case the ram's metasite is transparent and a powerful light can be shined through it. Cameras can also give a view of the landing area, aimed through the ram.

The ram was eventually further strengthened by placing a dimple in the bottom. It's still not recommended to use the stern to ram another ship. But some personnel are curious.

Wednesday, June 7, 2017

Luna's Engines

After some discussion with my learned colleagues (At the Chung, Campbell, McVay and Black Design Group) I worked out the following factoids about the Luna's engines.

The R-ray is the primary propulsion. The Luna's ring generates a protational field. It is similar to gravity but it can attract or repel matter. Even though people call it a ray you can't see it anymore than a magnetic or gravity field. In fact if the R-ray does become visible as the saying goes, "Try to keep up with me."

R-rays are built using the Cepheus Engine table for jump drives. Instead of the rating giving you the maximum distance you jump in parsecs you get the R-ray's range. The range is the distance from the Sun that you can focus a beam accurately and efficiently enough to generate thrust. Read it as follows:

1           Operates as far as Earth's orbit
2           Operates as far as the Asteroid Belt
3           Operates as far as Jupiter
4           Operates as far as Saturn
5           Operates as far as Uranus
6           Operates as far as Neptune/Pluto

Within its range the R-ray provides .1 gee of acceleration. An R-ray can operate up to 1 range further but at .01 gee. Getting to the outer worlds can take a while.

Closer to a world the R-ray is used to lift the ship by setting up a field between the ship and the ground. This is extremely safe. Once you have energized the field and raised the ship to a certain altitude you only need to put a little power into it to offset losses to mechanical inefficiencies and other field effects. A ship that loses power will drift downward very slowly, a few meters a second. The same happens with lift belts. In effect the R-ray has a built in parachute.

Some unscrupulous types with access to advanced technology can also shut down an R-ray from a distance or cause it to lose field strength fast, thus allowing boarding actions or bringing down your space support ships. But ships have reaction drives too allowing them to offset these shenanigans.

The Luna by the way has a drive rating of 3 and can easily make it to Jupiter and in a pinch Saturn.

When a ship is taking off or killing its field to drop quickly the R-ray is drawing back energy out of the field. This has such effects as heat, electrical discharge and looks a lot like a conventional chemical rocket in an atmosphere if a ship is really moving. Generally a lift off of a few meters can be done safely (still not a good idea to be in rifle range of the ship. Your phone and wirstwatch might be messed up. Lifting up to a gee creates heat, a lot of it and a boom like a rocket blasting off. On an airless world the ground under the ship bears the brunt of this with no atmosphere and you may leave a glassy crater behind.

How powerful is the drive? The Luna is 400 dTons. That's 5400 cubic meters. I go with .25 tons per cubic meter for my ship's rough density. That gives us 1350 tons of mass (we're going to leave the tonnage as volume alone from here out.)

The energy to raise the Luna ten meters is given by:

m is Luna's mass 1,350,000 kg
d= 10 meters (what we decided for the test flight)
g= 10 meters/s/s

=1,350,000 kg*10m*10 meters/s/s
=135,000,000 kg/m/s/s
=135 megajoules or MW

That's just for ten meters. To get out to say 1000 kilometers we need to use the gravitic constant and the Earth's mass and radius and orbit and such and the answer is in terawatts (trust me I'm saving you a lot of wear and tear on your disbelief's suspension by not getting into actual numbers here.) So if we want to get to orbit in any sort of reasonable time (like a few hours) we need a generator providing gigawatts at least. So yeah if you have as little as a few percent of that being released as static or heat you could kill a lot of people around you. Go look it up on the Boom Table at Atomic Rockets. A discharge of  100Kj is the equivalent of a stick of dynamite. Per second. Gentle lifts are called for in most situations.

Lifting the ship to 1000 km requires 11 terajoules. Assuming the beam emits 1 GW/s it will take Luna 3 hours to reach this altitude. She's still not orbiting. Personnel operating n the hull must remember that. Accelerating to 7000 meters per second (our arbitrary orbital speed chosen) will require 33 TJ and takes 9.1 hours. Acceleration is roughly .12 meters per second.

One more thing the R-ray sucks for lateral movement. While it could pull its rating in gees towards or away from a planet, lateral movement is typically a tenth that so for Luna with her three rating we're talking 3m/s. Not much.

The huge ring I added to the Luna design was originally a stabilizer to make landings safer. The ring now serves another function. Superconductor is looped around the ring. This immense battery holds power, a lot. Just in case the generators fail, the battery can hold enough to get the Luna a thousand miles up or let it hover for a couple of days. It also absorbs some of the power returned to the ship from using the field it established to descend or brake. So we're talking several terajoules at least. Oe TJ has the explosive force of 860 tons of dynamite. If anything seriously wrong occurs that superconductor becomes a not so super conductor and the energy is turned back into heat. In such an emergency the ring can be detached. It messes the ship up a lot less than the ring could if it was attached when it explodes. The ring has multiply redundant systems and is a heavily armored section.

Reaction Drive
Luna's secondary propulsion is a reaction drive, fueled with metallic hydrogen. The reaction is hot as f--- and kept away from material components of the ship with R-fields. This lets us use the nifty tractor rocket design and keeps our engines from going all glow-y and mushy. The repellor effect also supercharges the exhaust allowing very high specific impulse. The engines could lift the ship and let her hover though it will run out of propellant eventually. Luna has enough propellant for a round trip to Mars or Venus though it would take a few weeks.

The reaction drive can lift the ship far quicker than the R-ray. The 3 gee rating is for sustained burns. It could move (briefly) fast enough to break your neck. During evasive maneuvers people are strapped in.

Yes the repellor effect is used for a lot of different purposes. It is very useful. think of all the applications a laser now has. Lasers started out as death rays in common understanding. Now we use them for all manner of IT and sensory purposes. Just don't look into them.

The reaction drive is far less damaging than a nuclear drive and harmless beyond a few kilometers. It's also necessary to get Luna up to orbital speeds once you get to orbital heights. Luna could hover at say 1000 kilometers with the R-ray idling. You wouldn't be in free fall and if you stepped out a lock you'd learn that quickly as you fell to your death. The reaction drive is used to correct that when she arrives in orbit at her destination.

Fuel is metallic hydrogen in pellet form. It's way denser than liquid hydrogen, It also can be dumped easily in a fire or other emergency. You might even be able to use the R-ray drive to head back and retrieve some.

Total number of burns is given by the percentage of ship devoted to fuel propellant.

Ship %                          Gee Burns
of fuel propellant
10                                  4
20                                  10
30                                  15
40                                  20
50                                  25
60                                  35
70                                  50
80                                  60

A gee burn is one turn at one gee, three gee burns could be one turn at 3 gees, or three turns at one gee or any other combination.

All of this technology has ripple effects in the rest of the setting. The superconductor technology does require strong magnetic fields, strong materials to contain those fields and doesn't scale down nearly as well as people who favor laser pistols would wish. If a cubic meter of superconductor holds a terajoule, it doesn't mean a liter holds a gigajoule.

The metallic hydrogen also requires storage facilities that don't scale down to the size of rocket pistol rounds (though it works fine for their explosive shells).

Personal weapons would be very nasty though not up to say Star Trek (zap! You're gone!) standards.

Repellors do scale down pretty easily. They can make elevators high speed and ultra safe. Ditto for trains (though I'd keep a fee pneumatic trains for sentimental reasons.) The most notable use is the Lift belt. Lift belts delay falling or allow very high hops but as I said repellors don't do lateral movement well. Lift belts will have a variety of add ons if people really want to move.

As for flying cars ... no. Not really. A dieselpunk setting has electronics out of Mayberry N.C. There are no computerized auto-evasion or traffic control remotes. Pedestrians can definitely use lift belts. In fact they let you cross a street anywhere, anytime (they'll sell out in New York City, trust me.) But flying cars or similar vehicles will remain for emergency service or defense purposes.

Flying fire trucks would be awesome, except they have to carry their own water tankage.