Ship Design Philosophy

Discuss the Traveller RPG and its many settings
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Thu Jan 27, 2022 9:15 pm

Skipship: (Almost) Freetater


. Technological level
.. nine

. Hull
.. two hundred tonnes
.. planetoid
... nickel iron
... wastage
.... twenty percent
... armour
.... organic
.... factor
..... two
... streamlined
.... non
... light
... hull points
.... forty six
.. total cost
... 600 kilostarbux

. Bridge
.. dual cockpit
... tonnage
.... two and a half tonnes
... cost
.... fifteen kilostarbux
.. specialist control centre
... jumping
... tonnage
.... six tonnes
... dice modifier
.... plus one
... cost
.... half a megastarbux
... total tonnage
.... eight and a half tonnes
.. total cost
... 515 kilostarbux

. Computer
.. bandwidth
... five
.. cost
... thirty kilostarbux
.. software
... manoeuvre
.... factor
..... zero
.... cost
..... free
... library
.... factor
..... zero
.... cost
..... free
... jump control
.... factor
..... one
.... cost
..... one hundred kilostarbux
.. total cost
... 130 kilostarbux

. Sensors
.. basic
... lidar
... radar
... dice modifier
.... minus four
... tonnage
.... zero tonnes
... power input
.... zero power points
.. total cost
... free

. Engineering
.. jump drive
... budget
.... energy inefficient
... power input
.... twenty six power points
... tonnage
.... ten tonnes
... cost
.... eleven and a quarter megastarbux
.. manoeuvre drive
... budget
.... energy inefficient
... power input
.... twenty six power points
... tonnage
.... two tonnes
... cost
.... three megastarbux
.. power plant
... early fusion
... budget
.... increased size
... cost
.... one and seven eighths of a megastarbux
... solar panelling
.... tonnage
..... five hundred kilogrammes
.... cost
..... fifty kilostarbux
... fuel consumption
.... default
..... half a tonne in four weeks
.... modified
..... half a tonne in sixteen weeks
.... cost
.....
... power output
...... forty power points
... solar panelling
.... technological level (default)
..... early fusion reactor
..... technological level eight
.... power output
..... basic systems
...... forty power points
..... manoeuvre drive factor one (default)
...... twenty power points
.... tonnage
..... six hundred kilogrammes
.... cost
..... sixty kilostarbux
.. fuel
... tonnage
.... forty and a half tonnes
.. total tonnage
... fifty eight and three fifths of a tonne
.. total cost
... 1.925 megastarbux

. Armaments

. Accommodations
.. staterooms
.. common areas
.. airlocks
.. cargo hatches

. Additional systems
.. fuel processor
... twenty tonnes per day
.... one power point
... tonnage
.... one tonne
... cost
.... fifty kilostarbux

. Cargo
.. tonnage

160-8.5-58.6-1= 91.9

work in progress
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Re: Ship Design Philosophy

Postby Condottiere » Fri Jan 28, 2022 11:09 pm

Starships: Or Skipships

200. Considering that modularization is actually dirt cheap for the Freetater, essentially thirty three hundred schmuckers per tonne, it might be better just to make that default.

201. Basically, it would be an additional thirty kiloschmuckers per hundred tonnes, about as much as a computer bandwidth five.

202. It would also sidestep the need to figure out an optimized accomodation configuartion, since you could always pop out the old one and install a different one.

203. There are three things you cannot modularize.

204. Bridges, engineering and inherent hull features cannot be modularized.

205. That's eight and a half, plus eighteen and one tenth, equals twenty six and three fifths tonnes.

206. That leaves one hundred thirty three and two fifths tonnes up for grabs.

207. You could make up all sorts of odd sizes to fit hull configuration and/or volume available.

208. However, standardization might be a option, even though it's likely that one size doesn't fit all hull configurations.

209. Also, for subclasses, you might want to expand engineering, or add armour.
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Re: Ship Design Philosophy

Postby Condottiere » Sat Jan 29, 2022 12:32 am

Image

Starships: N-1 Naboo Starfighter COMPLETE Breakdown & History (Mandalorian & Book of Boba Fett)

The N-1 Naboo Starfighter was in service since before the Clone Wars on Naboo, up past the Empire and into the hands of Din Djarin, the Mandalorian, in the Book of Boba Fett. See inside this iconic Star Wars ship seeing how it all works and the history in this complete breakdown. And see how it went on in the era of Battlefront 2 and the sequel trilogy during the Battle of Exegol.

https://www.youtube.com/watch?v=Yqo7R_rgMpg



1. Retro design means green.

2. Preplace repair droids to the most important components.

3. Easy maintenance and refuelling.

4. Halo marketing.

5. Not registered, off the grid; probably works better along the border regions.

6. Reflec armour?
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Re: Ship Design Philosophy

Postby Condottiere » Sat Jan 29, 2022 6:36 pm

Image

Spaceships: Armaments and FedEX Is Requesting Permission From The FAA To Install Anti-Missile Lasers On Their Aircraft

Back in 2019 FedEx applied with the FAA for authorization to install anti-missile lasers on their Aircraft but the FAA didn't make a decision at that time. This week the FAA finally filed the documents with the US DOT to finally seek approval for FedEx to get their lasers.

https://www.youtube.com/watch?v=XPISZzCjJ0U



1. Infra red laser beam to disrupt heat seeking missiles.

2. Fail safe.

3. Reserve fleet.

4. Presumably, also optical and laser guidance, in our case.
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Re: Ship Design Philosophy

Postby Condottiere » Sun Jan 30, 2022 3:48 pm

Image

Spaceships: The Legendary Nazi UFO - Is It Real?

Near the closing hours of world war two, the nazis started to experiment with more… unconventional aircraft designs. And technologies that some would consider, unnatural.

With the ability to fly in any direction at the moment’s notice, invisible to radar, and the ability to launch guided missiles, this new flying saucer would have changed the tide of war.

The question remains, Did the Nazi’s ever built a UFO and what happened to the project?

Hold your disbelief, for this extra-spooky Halloween spectacular at found and explained!
It is well-documented that Nazi Germany had conducted research into advanced propulsion technology.

That included rocket technology too, of course, with the infamous V-2 rocket being the precursor to the intercontinental ballistic missiles we have today.

This rocket wizardry within the Third Reich explains why Nazi German scientists were plucked up by both the United States and Soviet Union in the aftermath of World War 2 for their own rocket projects.

But German obsession with cutting-edge technology went back farther in time, everything from flying wings - so somethings otherworldly... Anti gravity

Now I know my audience is rolling their eyes, especially when i covered antigravity last time, but bear with me for a hot minute.

Anti-gravity research had started in Weimar Germany in the 1920s. The R-FZ-1 craft was the first anti-gravity aircraft that also happened to be circular in shape. The craft wasn’t constructed by German military or even a German aviation company, but by the ultra-secretive and occultist Vril Society based in Berlin.

Hermann Oberth’s book By Rocket to Interplanetary Space, published in 1923, and numerous other books at the time did much to spur on German experimentation in aircraft and spacecraft development. It resulted in the formation in 1927 of the Society for Space Travel, of which the scientist Wernher von Braun was a member. von Braun was a true genius. Within a few years, he would invent the infamous V-2 rocket that stunned the Allies and would go on to be the head of the Saturn V rocket project at NASA that sent men to the moon.

In 1928, the society produced the world’s first rocket-powered automobile, the Opel-Rak 1, developed together with Fritz von Opel after whom the Opel car company is named.

Adolf Hitler seized power in Germany in 1933, and almost instantly the Nazi Party took command of all rocket and aircraft development, with all astronautical and aviation-related societies being nationalized and ‘Nazified’.

This was done very deliberately - even in the 1930s, Hitler and his henchmen were convinced that it would be with cutting-edge technology, including spacecraft, that the Third Reich would rule the world.

That’s German for ‘Wonder Weapon’ and it was the name given by the Nazi Ministry of Propaganda to a series of ‘superweapons’ that the Nazis believed would allow Germany to secure victory and reign supreme over the Allies.

It was a very real, potent belief by the Nazi top brass, which is why so much effort went into technologies that were undoubtedly way ahead of their time.

In fact, ‘Wunderwaffe’ in everything from boats to guns to even trains were already being experimented within the 1930s.

Aviation technology was at the forefront of this push to validate the Nazi claim of Germans as the master race at the helm of the so-called ‘Thousand Year Reich’.

The selection of top-secret sites for underground factories with gigantic workshops and launch pads, known as ‘U-plants.’ Germany’s top scientist would toil in these behemoth research labs and factories deep underground with one singular goal: the development and production of powerful secret weapons. A slave-labour contingency numbering 250,000 prisoners would complete work on these subterranean fortress-like labs, factories and launch pads, many of which would be linked by a massive network of tunnels.

Some of these wonder weapons have been well-documented and known prototypes or even working examples of them made. Others were more shrouded in mystery and have even been debunked by some analysts as being pure myth. The Nazi UFOs are firmly in the latter group: no definitive Nazi UFO craft was ever seized, photographed or official use. However, the allegations and conjecture around Nazi UFO craft are immense and there is no denying that they certainly fit into the mould of what would have been a Nazi ‘Wunderwaffe’.

https://www.youtube.com/watch?v=b15W7MhNG8M



1. Spherical hull configuration.

2. Technological level seven early prototype manoeuvre drive/lifters.

3. One hundred seventy tonnes, six firm points: one barbette, four single turrets.

4. Kuckoowaffe.
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Re: Ship Design Philosophy

Postby Condottiere » Sun Jan 30, 2022 4:08 pm

Starships: Or Skipships

210. At acceleration factor one, the Freetater class cannot outrun anything.

211. And barely protected at armour factor two.

212. There's nothing really, except goodwill towards Solomani, that would prevent someone from trying to pirate it.

213. It's not just a question of preventing damage, like sandcasting and point defence weapon systems.

214. Nor duelling lasers.

215. It has to be something that really hurts, like a wasp's sting, and might disable the raider before he closes, or cause too much damage to bother with the Freetater.

216. Civilian authorities aren't likely to tolerate a civilian spaceship with really energetic energy weapon systems, like particle accelerators nor fusion guns.

217. the mining laser drill is notoriously short ranged and inaccurate against moving targets.

218. Rumour is that missiles are going to get more punch in the next High Guard reprint.

219. But since we're not there yet, we'll have to ignore that rumour.
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Re: Ship Design Philosophy

Postby Condottiere » Mon Jan 31, 2022 12:40 pm

Starships: Or Skipships

220. Authorities are likely to permit missile launchers on spaceships on sufferance, considering it doesn't really take much to switch out a standard for a nuclear variant.

221. Also, smart ordnance tends to be expensive.

222. Vertical launch system, or in our case, missile pack, might be a simple solution.

223. Though I don't believe it's been mentioned, yet, in Mongoose Second.

224. Though, more precisely, replace them missiles with torpedoes.

225. Technological level fourteen, factor fifteen acceleration advanced torpedoes.

226. The high technological level compensates for the lack of one in either ship construction or tactical computer programmes.

227. The speed ensures that the pirate can't run.

228. The high damage potential could knock out the corsair.

229. And since it's a sealed launcher, there's an ambiguity as to what's in there.
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Re: Ship Design Philosophy

Postby Condottiere » Thu Feb 03, 2022 10:44 pm

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

1. Making my way through the tutorial missions.

2. So far, I tend to design warships to overcome presented by, or create them for, the opposing artificial intelligence in the scenario.

3. Optimization within the virtual space, as opposed the actual universe, creates some really weird gun layouts.

4. You could place wing quadruple turrets side by side in front, a pair behind on barbettes, and that I suppose would be that variant of a spinal mount.

5. Operational and strategic considerations are sidelined in the tutorials, and I suppose on the one off battles.

6. Sounds like Trillion Credit Squadron.

7. Maybe someone should have a go at trying to develop and sell that as a computer game.

8. I sort of starting to develop a great deal of respect for the interwar Royal Navy, considering the limitations they were operating under, and what they managed to squeeze into the arms limitation treaties.

9. And out of.
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Re: Ship Design Philosophy

Postby Condottiere » Fri Feb 04, 2022 11:46 pm

Starships: Or Skipships

230. you could assume that if the Harrier had enough space, you could have embedded three torpedo cradles for the hardpoint.

231. Presumably, you might have been able to embed one torpedo cradle per firmpoint.

232. The point is, or would be, that you can reload the cradles internally, if you add on the reloading volume and equipment.

233. That point is important to remember, since we now get to the vertical launch system option.

234. You could internalize a torpedo grapple.

235. In theory, it costs but takes up no volume.

236. A grapple can hold two torpedoes each.

237. Despite taking up no tonnage externally, you would need to allocate enough for the torpedoes, at least, internally.

238. The hardpointed variant can hold four.

239. Either variant, must be reloaded externally.
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Re: Ship Design Philosophy

Postby Condottiere » Fri Feb 04, 2022 11:50 pm

Image

Spaceships: Armaments and Torpedoes In The Expanse | The Expanse Lore

There are many types of weapons used in space combat within The Expanse but none are as prominent or as historically significant as the Torpedo. Today we will take a look at how Torpedoes(or missiles) are deployed and utilized within The Expanse.

https://www.youtube.com/watch?v=CA_v2bMxcTw
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Re: Ship Design Philosophy

Postby Condottiere » Sat Feb 05, 2022 9:22 am

Image

Starwarships: MCRN Light Cruiser (Pella) Ship Breakdown - The Expanse

One of the finest ship designs in the Expanse. The MCRN Light Cruiser. I hope this video does it justice :D

https://www.youtube.com/watch?v=3i9hlNtvgHg



1. Surprisingly clean.

2. The disguise is an interesting option.
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Re: Ship Design Philosophy

Postby Condottiere » Sun Feb 06, 2022 4:12 am

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

10. Deciding to have a go at campaign mode starting from the late Victorian era.

11. Since you'll move up the tech tree, and preferring to have a one design fits all, that leverages all aspects including cost.

12. Also, too lazy to make a range of designs that obviously are going to be discarded at some later point.

13. I had a theory of strapping the largest gun on the smallest possible hull, which seems like a analogue to a spinal mount, except on movable turret.

14. I thought I be rather original and dub it the Unicorn class.

15. When I first started reading Honor Harrington, I thought what they should have done was to place a turntable at either end in the hammerheads, and place one to five grazers on that platform, which means only one set of guns for either broadside, and a rather nasty surprise to anyone hoping to tailgate you.

16. In theory, you could embed the spinal mount in a rather large hamster cage (along the axis), and shoot at an angle, which is my assumption as to how deep site meson guns aim.

17. Coming back to late Victorian technology, the Japanese appear to have had the same idea, or maybe the French had, and mounted a twelve and a halver in front of the four kilotonne Matsushima class.

18. It had a reload rate of thirty minutes, and reportedly, destabilized the ship.

19. Apparently, Ultimate Admirals allows a twin turret eleven incher on both ends of an three and a half kilotonne armoured cruiser, with a tad over one and a half minute reloading rate.
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Re: Ship Design Philosophy

Postby Condottiere » Sun Feb 06, 2022 12:00 pm

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

20. Turns out that four twelve inchers are bane of battleships, not to mention fellow armoured cruisers.

21. Default armour protection tends one to maintain a certain stand off distance, close enough that four big guns can overwhelm the enemy with shells, far enough away that the secondary armament don't factor in for the return fire.

22. Unfortunately, the slow speed, sacrificed for the armament, made the upgunned armour cruisers vulnerable to torpedo armed torpedo boats and protected cruisers.

23. So I restarted the campaign, and reconfigged the all around cruiser, closer to the Unicorn class universal cruiser.

24. So I kept the forward twin turret of twelve inchers, and replaced the rear one with a twin six incher, which should be able to deal with the small fry.

25. Added a couple of underwater torpedo tubes, so that when I make a close pass by of the enemy, a torpedo will likely puncture it's guts.

26. To ensure that, squeezed out a bit more pony power from the engines, and to balance the hull, added a pair of small gns to the rear.

27. So far, has a better success rate regarding light cruisers and torpedo boats, while the torpedo makes up for losing half the firepower.

28. The armoured cruisers are also five times cheaper than a battleship.

29. Had a go at superfiring the second turret in front, but the bridge got in the way.
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Re: Ship Design Philosophy

Postby Condottiere » Sun Feb 06, 2022 12:29 pm

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

30. In another game, I designed the cheapest possible cruiser, and packed it with casemated six inchers, and gave it a reasonable speed and extended range, which made it an almost perfect colonial cruiser.

31. That didn't really work in Ultimate Admiral.

32. So I thought I try and make an even cheaper version of my conceptualized armoured cruiser, for about half the cost.

33. Also, I wanted a better patrol ship than the rather fragile torpedo boat, torpedo boat being about seven or eight times cheaper than the armoured cruiser.

34. Would have preferred to give the crew spacious quarters, but the tonnage squeeze kept it to standard.

35. Also, minimal bulkheads.

36. Not surprising, the light cruisers sank pretty fast once holed.

37. The two single seven inchers didn't make much of a contribution.

38. So I increased the tonnage by a quarter, speed by a knot, the range to maximum, and the price ballooned by forty percent, but still found lacking in combat.

39. At this stage of the game, not that suitable.
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Re: Ship Design Philosophy

Postby Condottiere » Sun Feb 06, 2022 12:50 pm

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

40. I guess what I was trying to achieve was a large destroyer analogue, which haven't been invented yet.

41. By the time of the Great Patriotic War, destroyers had grown to twenty five hundred tonnes, and outside of the installed equipment, the hull and engineering would have to be cheaper than a light cruiser's, pound for pound.

42. In a way, you want to use presence to power project into the far reaches of Empire, and beyond, into technologically inferior regions.

43. In a way, it would be sort of a bluff.

44. The unprotected cruisers represent a power not actually present, but any conflict with them would invite intervention from the strategic reserve elements that actually were well protected and could power project.

45. During peacetime, it may be a question of the best use of resources to achieve the results desired.

46. The assets deployed would have to be considered expendable, since it doesn't take much to mission kill them.

47. The ratio, in terms of cost, of one to four and below is about right.

48. The armoured cruisers are considered expendable, in the sense that you maintain large numbers of them, and in an attrional contest, you're going to win.

49. So in those terms, the resulting light cruisers aren't worth it.
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Re: Ship Design Philosophy

Postby Condottiere » Sun Feb 06, 2022 1:30 pm

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

50. In Traveller terms, for the Confederation Navy, there would be a clear separation between it's capital assets, and everything below that.

51. Until last year, the Mongoose version of the modern order of battle demonstrated a cruiser gap, starting from two kilotonnes till about two hundred kilotonnes.

52. The patrol ships would imprint the impression of a presence of the Confederation on the dirtside dwellers below and their respective authorities, being armed enough to be taken seriously, and take care of themselves in most situations.

53. In wartime, even in the likely second line roles, they would need to have enough capabilities to at least be able to perform their missions successfully.

54. So in the meantime, will have to be satisfied with the two hundred tonne torpedo boat.

55. Maxed out the range, apparently three and a half kilokilometres, I guess megametres.

56. Gave it a decent thirty two plus knot speed, which appears to be fast enough to deliver the payload in tact to the unappreciative target audience.

57. Optimistically, it has a reload torpedo, and the lightest possible two incher, which in theory, should be a threat to other unprotected torpedo boats.

58. To round it off, minimum bulkheads, and cramped quarters.

59. I guess you could have no staterooms, and then utilize the volume of now empty fuel tanks for the next week or so, during and after transition, the issue being how to account for life support.
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Re: Ship Design Philosophy

Postby Condottiere » Mon Feb 07, 2022 1:14 pm

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

60. Switchable fuel/cargo containers can carry fuel or cargo as needed, although a whole container must be used for one or the other. Swapping from fuel tankage to cargo space requires little more than flushing out the tanks to ensure no liquid hydrogen remains, then loading them up with cargo as needed.

61. Equipment to do this represents most of the cost of a container that otherwise uses standard hull and components like any other part of a ship. Each tonne of capacity in a cargo/fuel container requires one twentieth of a tonne of additional equipment and costs five kiloschmuckers per tonne.

62. The key phrase might be requires little more than flushing out the tanks to ensure no liquid hydrogen remains, which implies not much time is spent on that.

63. So, the moment you fall through the rabbit hole, you send in the mechanic to purge the now empty fuel tank of any lingering hydrogen, and start setting up the camp beds and sleeping bags.

64. As mentioned before, the real issue is how to provide the missing life support.

65. Freshers are relatively easy to have pre installed.

66. If not, there's always a Porta Potty.

67. You can use the now available volume for anything, including a squash court.

68. The artificial intelligence, or the game developers, appear to have come up with what they suppose is the optimum light cruiser configuration.

69. That's twenty five hundred tonne hull with three ranked forward single turret five inchers, and another two pairs along the side.
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Re: Ship Design Philosophy

Postby Condottiere » Mon Feb 07, 2022 1:44 pm

Skipship: (Almost) Freetater


. Technological level
.. nine

. Hull
.. two hundred tonnes
.. planetoid
... nickel iron
... wastage
.... twenty percent
... armour
.... organic
.... factor
..... two
... streamlined
.... non
... light
... hull points
.... forty six
.. total cost
... 600 kilostarbux

. Bridge
.. dual cockpit
... tonnage
.... two and a half tonnes
... cost
.... fifteen kilostarbux
.. specialist control centre
... jumping
... tonnage
.... six tonnes
... dice modifier
.... plus one
... cost
.... half a megastarbux
... total tonnage
.... eight and a half tonnes
.. total cost
... 515 kilostarbux

. Computer
.. bandwidth
... five
.. cost
... thirty kilostarbux
.. software
... manoeuvre
.... factor
..... zero
.... cost
..... free
... library
.... factor
..... zero
.... cost
..... free
... jump control
.... factor
..... one
.... cost
..... one hundred kilostarbux
.. total cost
... 130 kilostarbux

. Sensors
.. basic
... lidar
... radar
... dice modifier
.... minus four
... tonnage
.... zero tonnes
... power input
.... zero power points
.. total cost
... free

. Engineering
.. jump drive
... budget
.... energy inefficient
... power input
.... twenty six power points
... tonnage
.... ten tonnes
... cost
.... eleven and a quarter megastarbux
.. manoeuvre drive
... budget
.... energy inefficient
... power input
.... twenty six power points
... tonnage
.... two tonnes
... cost
.... three megastarbux
.. power plant
... early fusion
... budget
.... increased size
... cost
.... one and seven eighths of a megastarbux
... solar panelling
.... tonnage
..... five hundred kilogrammes
.... cost
..... fifty kilostarbux
... fuel consumption
.... default
..... half a tonne in four weeks
.... modified
..... half a tonne in sixteen weeks
.... cost
.....
... power output
...... forty power points
... solar panelling
.... technological level (default)
..... early fusion reactor
..... technological level eight
.... power output
..... basic systems
...... forty power points
..... manoeuvre drive factor one (default)
...... twenty power points
.... tonnage
..... six hundred kilogrammes
.... cost
..... sixty kilostarbux
.. fuel
... tonnage
.... forty and a half tonnes
.. total tonnage
... fifty eight and three fifths of a tonne
.. total cost
... 1.925 megastarbux

. Fuel
.. tonnage
... twenty one
.. cost
... free
.. fuel/cargo containers
... one
.... tonnage
..... twenty
... flushing equipment
.... tonnage
..... one tenth of a tonne
.... cost
..... ten kilostarbux
..


. Armaments

. Accommodations
.. staterooms
.. common areas
.. airlocks
.. cargo hatches

. Additional systems
.. fuel processor
... twenty tonnes per day
.... one power point
... tonnage
.... one tonne
... cost
.... fifty kilostarbux

. Cargo
.. tonnage

160-8.5-58.6-1-20= 71.9

work in progress
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Re: Ship Design Philosophy

Postby Condottiere » Mon Feb 07, 2022 11:03 pm

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

70. So I had a go at duplicating that, and may have figured out a more efficient gun layout that allows greater coverage.

71. While six minutes does allow some amount of jinking about in Traveller space combat, to align all, if not mosr, weapon systems against a particular target.

72. Doing that in six seconds would definitely need to indicate blindspots, so that only the weapon systems directly pointed at te target can be utilized.

73. You can use the opportunity during that and each subsequent six seconds to manoeuvre the spaceship to align the desired weapon systems with the target.

74. But the problem with a twenty five hundred tonne light cruiser is it's inability to soak up damage.

75. That's why, in terms of costs, you get more with a thirty five hundred tonne armoured cruiser, or, so far, with a two hundred tonne torpedo boat.

76. I don't really expect this torpedo boat template to survive contact with the enemy, just stay afloat long enough to deliver one torpedo, hence why only one reload, though given the option, would have eliminated that as well.

77. There's a similarity to Traveller analogues with either two firmpoints, or two hardpoints.

78. Though if not an interstellar patrol ship, that would be a thirty five tonne plus smallcraft with a torpedo grapple and a beam laser.

79. Protection would be sacrificed in favour of high acceleration and afterburner fuel tankage.
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Re: Ship Design Philosophy

Postby Condottiere » Tue Feb 08, 2022 12:04 am

Spaceships: Ship Design Philosophy and Ultimate Admiral Dreadnoughts

80. I may have drawn out the war too long, in order to see what happens to the tech tree and increasing the size of the drydocks.

81. So there was an Inglorious Revolution, and I got sacked as First Lord.

82. It may not have helped that I busted the naval budget twice.

83. In the meantime, I tried to Nelson the armoured cruiser design.

84. Managed to place both towers and the funnel in the rear.

85. Looks like the maximum calibre is eleven inches for armoured cruisers, so far.

86. Couldn't superfire another eleven incher twin turret on the bridge.

87. Surprisingly, did get two wing six inch twin turrets there.

88. Towards the end of the war, the armoured cruisers started suffering from the Hood syndrome, so maybe the Germans got better shells?

89. Will have to see if the proto Nelsons work out better.

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