My version of counting sheep to go to sleep is running through all the steps of bringing a Type-S scout ship from cold-iron to pre-flight.
Figuring out the ship in this level of detail has messed with a couple of my Traveller players.
Hitting them with, "Have you checked the flight manual for this problem?" really screwed up one of them after a failed skill check. I was like, "Dude, the test is open book in real life!"
College students, amiright?
But...
To get the left fusion plant running, you need to charge the capacitors and the power for that comes from some sort of ground cart. In this case, the air-raft your drove up to the cold ship.
As I was drifting off, I realized that I had been imagining parking it aft of the ship and climbing up to the engineering room hatch...
An air-raft is literally a flying car. I can park it hovering AT the rear hatch!
My mental image has been amended to include cleats to tie the air-raft there now.
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