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Starship cockpit view of a Traveller-style ship calculating space travel time between a planet and moon using route lines and acceleration curves.

Space Travel Time Calculator for Traveller RPG Starships

Estimate space travel time for Traveller RPG starships, maneuver-drive trips, 100D jump limits, orbit transfers, moon runs, intercepts, and system crossings using distance and acceleration.

Space and Starship Travel Time Calculator

How long does it take to reach orbit?

How long does it take to fly to the moon?

How long does it take to reach the 100-diameter safe jump distance?

How long does it take to cross a star system?

Use this Traveller ship travel time calculator to estimate real-space travel time based on distance in kilometers and acceleration in Gs.

This is useful for orbit transfers, moon runs, in-system travel, 100-diameter jump limits, intercepts, and other Traveller-style starship movement.


Traveller Ship Travel Time Calculator

Enter the distance and acceleration below.

Distance (km):
Acceleration (G's):
Travel Time in Seconds:
Travel Time in Minutes:
Travel Time in Hours:
Travel Time in Days:

The calculator uses a simplified constant-acceleration model: accelerate for half the trip, then decelerate for the second half. That makes it useful for fast table estimates, campaign planning, and answering “Are we there yet?” during play.


What This Calculator Estimates

This calculator estimates travel time for a ship accelerating for the first half of a trip and decelerating for the second half.

That makes it useful for Traveller-style maneuver-drive travel, orbital transfers, trips to moons, travel to the 100-diameter jump limit, and in-system movement between worlds.

This is not a jump travel calculator. In Traveller, jump travel is handled separately. This tool is for the real-space travel before, after, or between jumps.


How to Use the Traveller Ship Travel Time Calculator

To use the calculator, enter two values:

  • Distance: The distance you want to travel, in kilometers.
  • Acceleration: The ship’s maneuver drive thrust rating, measured in Gs.

You can usually find the maneuver drive thrust rating in a ship’s stat block. Use this table as a quick reference when you need a starting value for common Traveller-style ships.

Ship TypeTypical Thrust
Free Trader / Far Trader 1G
Scout / Courier 2G
Mercenary Cruiser 3G
Patrol Corvette 4G

Ships do not always need to travel at full thrust. A Patrol Corvette with 4G thrust can still travel at 1G, 2G, or 3G if the crew wants to conserve fuel, reduce stress, match another vessel’s speed, or avoid drawing attention.


Common Traveller Uses for Ship Travel Time

In a Traveller campaign, ship travel time matters because it tells you how much time the crew has before the next scene begins.

Use this calculator when you need to estimate:

  • Time from orbit to a world or station
  • Travel time to the 100-diameter safe jump limit
  • Travel time to moons, gas giants, or nearby planets
  • How long an intercept or pursuit might take
  • How much downtime passengers and crew have aboard ship
  • Whether there is time for repairs, scans, planning, or roleplay before arrival

Example Traveller Travel Distances

Use these sample distances as starting points when experimenting with the calculator. Replace them with the actual system, world, moon, station, or 100D distance that matters in your campaign.

Destination / TripApproximate Distance
Glasgow to Edinburgh 67 km
International Space Station altitude 400 km
New York to Los Angeles 3,944 km
Geosynchronous orbit altitude 35,786 km
Earth to Moon 384,400 km
Earth 100-diameter safe jump distance 1,274,200 km
Earth to Mars average distance 225,000,000 km

For Traveller campaigns, the most useful values are often orbit-to-orbit trips, travel to moons, travel to gas giants, and the distance to the 100-diameter limit for safe jump.


How to Use Travel Time in a Traveller Campaign

Travel time is more than a number. It affects what can happen during the trip.

If the journey takes minutes, it may be a quick transfer or a tactical maneuver. If it takes hours, there may be time for scans, repairs, planning, passenger scenes, or a tense approach. If it takes days or weeks, the ship becomes a real campaign location.

Longer travel times create opportunities for:

  • Passenger interactions
  • Maintenance problems
  • Crew downtime
  • Sensor contacts
  • Shipboard conflicts
  • Training and research
  • Trade planning
  • Boarding actions
  • Emergency repairs
  • Strange discoveries between worlds

Turn Travel Time into Shipboard Play

A travel time calculator tells you how long the trip takes. A starship map helps you decide what happens during that time.

If your crew is spending hours, days, or weeks aboard a ship, deck plans turn the vessel into a real campaign location: a home base, cargo hauler, repair problem, boarding-action map, emergency shelter, or derelict exploration site.

CyborgPrime publishes Traveller-style starship deck plans and VTT-ready maps for Roll20 and other virtual tabletops.

Planning a campaign, trade route, mission, or starship scene? Explore CyborgPrime AI Tools for Game Masters for character creation, worldbuilding, missions, and GM prep.


More Traveller Starship Tools

This calculator estimates how long a journey takes. You may also find these related tools useful:


Your Turn. What Do You Do?

What travel time problem comes up most often in your Traveller campaign: reaching orbit, getting to the 100D limit, crossing a system, intercepting another ship, or planning trade routes?

Please share your thoughts in the Comments section below.

If you found this calculator useful, please give it a good rating at the top. Thanks!


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