Ship Design Philosophy

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

Postby Condottiere » Wed May 03, 2017 4:30 am

Spaceships: Sensors and Lidar Jamming

To jam LIDAR, laser jammers first must detect the emitted light - normally infrared light on the 904 nm wavelength.[1] After detecting the lidar gun's light, the jammer will send out light on the same wavelength at a higher intensity, effectively confusing the gun into returning no speed reading. Newer laser jammer models can detect the pulse rate (the rate at which the gun takes distance measurements, upon which it bases the speed measurement) of the laser gun, and then emulate that pulse rate, further increasing the difficulty of getting an accurate reading from the laser gun.[2][3]
edpovi
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Re: Ship Design Philosophy

Postby edpovi » Thu May 04, 2017 2:05 pm

Condottiere wrote:
Tue May 02, 2017 12:21 pm
It's really more of an issue of sandwiching a material or layer that prevents heat or cold from penetrating from the outside environment inside, since metal tends to act as a conductor.
...
The vacuum of space is an extremely poor conductor of heat, so you don't need to worry much about losing (or gaining) much heat from space via conduction.

The primary method most objects in space lose (or gain) heat is via radiation.
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Fri May 05, 2017 12:32 am

But it seems humans seem to prefer a rather narrow range of temperatures.

As demonstrated, we have no actual idea how our spaceships hulls are built up, except that one option is a hollowed out nickel iron rock.
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Re: Ship Design Philosophy

Postby edpovi » Fri May 05, 2017 1:10 am

That picture of the hull layers is a neat concept, and cool looking.

Temperature is definitely a concern, heaters and coolers (radiators) will a part of designs.
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Re: Ship Design Philosophy

Postby Condottiere » Fri May 05, 2017 11:10 am

There's a concern that human habitation alone creates sufficient heat to turn any spaceship into a tropical hell.
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Re: Ship Design Philosophy

Postby Condottiere » Sat May 06, 2017 8:26 pm

Inspiration: Passengers

Image

Only for the set design and an usual spaceship hull configuration.

The spiral design would be dispersed configuration. I think one advantage would be you could add as many arms as passenger traffic would justify.

Though it brings to mind the Guggenheim Museum, and the continuous floor.

Image
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Re: Ship Design Philosophy

Postby Condottiere » Tue May 09, 2017 11:37 pm

Spaceships: Light Fighter Bomber

A light fighter bomber has only one firmpoint, and by the descriptor, rather forced to dedicate that to missiles.

Your freebie missile rack is limited to four missiles on hand, though one presumes if you dedicate ammunition storage to it, you could easily stuff in a couple of dozen.

The primary role of a fighter bomber is to avoid or be able to fight through a light screen to their targets; my interpretation of the rules as printed is that missiles are at best close range, which puts them into dogfight range. While that eliminates the smart trait, it does allow the missile launcher to pump out one missile every six seconds.

So load up with ortillery missiles, and statistically, you should get a hit on one of the larger warships, before the battleline.

Just keep enough normal missiles to be able to fight your way through the escorting fighters.
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Re: Ship Design Philosophy

Postby Condottiere » Wed May 10, 2017 4:38 pm

Dogfighting Ring: Illegal

The most scary scenario must be having a Tigress pointing that spinal mount directly at you, and the Captain shouting, "It's dog fighting time."

That's a rate of fire of sixty shots per six minutes or six hundred per hour.

I'd don't think the power plants can produce more than four hundred and forty kay scotts over six minutes, and every shot from the primary meson gun needs ten thousand scotts, not counting manoeuvre drive and life support.

With missiles, it's probably okay to pump out them out every six seconds; energy weapons probably violate some law of thermodynamics.
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Re: Ship Design Philosophy

Postby Condottiere » Thu May 11, 2017 11:53 pm

Dogfighting Ring: Illegal

I think that the intent was to give it a cinematic feel, ala Star Wars.

If so, the rules would need to add an additional column for each weapon indicating rate of fire; outside of running out of juice, the energy guns are bound to overheat.
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Re: Ship Design Philosophy

Postby AnotherDilbert » Fri May 12, 2017 8:35 am

The reasonable assumption is that space combat weapons actually fire more often than once per space combat round, as is explicit in TNE. They just don't have very high hit chances at long ranges.

At visual range, such as in "dogfights" and personal combat they have much higher hit chances and hence get to roll attack rolls more often.

Ammo should be used at different rates though.
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Re: Ship Design Philosophy

Postby Condottiere » Fri May 12, 2017 10:55 am

Once you have specific output, you can figure how much energy the motors are actually producing.

I don't know how that compares to that of dirtside vehicles, but I'll bet you'll start getting massive discrepancies.

Certainly, commercial ships will suddenly have shrinking power plants, since with an increased output, moving them in either real space or opening up the rabbit hole has the same energy requirements.
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Re: Ship Design Philosophy

Postby Condottiere » Mon May 15, 2017 11:20 pm

Spaceships: Short Range Missiles

If you're at close, or even short range, a six gee missile will hit immediately.

Half of the missile is the warhead, possibly batteries, and electronics.

Thrust six reaction rockets requires twelve percent of volume, and a default fifteen percent fuel tank for sixty thrust turns.

However, you really only need one turn's worth of fuel, so that's one and a half percent, default; that's a total of thirteen and a half percent.

Fifty eight and a half percent of one twelfth of a tonne, which equals to 0.04875 tonnes.

This seems small enough to have twenty missiles per tonne.
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Re: Ship Design Philosophy

Postby Condottiere » Tue May 16, 2017 4:53 am

Inspiration: Doctor Who Oxygen

The Doctor, Bill and an angry Nardole travel in the TARDIS follow a distress call to a deep-space mining station. When the TARDIS is jettisoned by the station's computers, the trio are forced to wear "smartsuits", robotic spacesuits capable of independent operation tied to the station. The suits are also the only source of oxygen, as the mining company does not provide an oxygen atmosphere inside the station, and every activity is measured in breaths. The surviving crew warn them that some suits have received instructions to "deactivate" their "organic components", killing the wearer via an electrical discharge but remaining autonomous. This signal can be carried by touch, which has caused most of the crew to be turned into zombies, enslaved to the suits' programming. The Doctor and the others plan to walk outside the station to an uncompleted portion not updated in the computer systems to hide. Bill's suit malfunctions during depressurisation and forces her to remove her helmet. To save her, the Doctor gives her his helmet as they spacewalk. He survives the vacuum of space, but has gone blind from the ordeal.
The computer discovers their location, and Bill's suit again malfunctions and will not move as they flee. The Doctor leaves her behind, assuring her she will not die, but she is electrocuted when they touch her. The Doctor reveals the limit of breaths is an algorithm to stop people "wasting" oxygen, part of the company's automated profit-making system; killing the wearers was just the logical endpoint of corporate profit over human life. He hacks the station's systems to cause the station to self-destruct if they are killed, and convinces the others this is a "good death" and revenge against the corporation. The computers recognise this threat and recalculates the suits' programming, and the zombies turn over their oxygen supplies to the survivors.


I haven't kept up with the Doctor in a long time, but rumours of this storyline made it irresistible.

So what you do is just turn off life support, and live if not continuously, mostly in your spacesuit.

That pesky overhead goes mostly away, and you only have to pay for what is actually used.

Half the savings could be used to discount the passages.
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Re: Ship Design Philosophy

Postby h1ro » Tue May 16, 2017 5:47 am

How do you change your own nappy? (Diaper I think you might call them). I guess you're plumbed into the suit and there's an option to expel waste fluids/solids. More advanced suits might recycle/reuse human waste. Mmm, that's chewy...

Life in a suit with no physical contact might increase the chance of psychosis.

Heaven help you if you need to scratch an itch...
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Re: Ship Design Philosophy

Postby Spartan159 » Tue May 16, 2017 12:30 pm

h1ro wrote:
Tue May 16, 2017 5:47 am
How do you change your own nappy? (Diaper I think you might call them). I guess you're plumbed into the suit and there's an option to expel waste fluids/solids. More advanced suits might recycle/reuse human waste. Mmm, that's chewy...

Life in a suit with no physical contact might increase the chance of psychosis.

Heaven help you if you need to scratch an itch...
That's a TL 16 option. " ... Now with acu-scratch technology! Guide your on-board AI with simple commands such as up, down, left a hair and Ahhh!"
Condottiere
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Re: Ship Design Philosophy

Postby Condottiere » Tue May 16, 2017 4:36 pm

Image

or

Image

I'm told that jetfighter pilots wear them.
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Re: Ship Design Philosophy

Postby Condottiere » Tue May 16, 2017 11:11 pm

Spaceships: Short Range Missiles

Let's take the multi warhead missile apart, and you end up with three warheads, each of which should be about eighteen percent of volume.

That would mean about eighteen percent of one twelfth tonne, or 0.015 tonne warhead with three dee damage potential.
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Re: Ship Design Philosophy

Postby Condottiere » Wed May 17, 2017 11:46 am

Spaceships: Short Range Missiles

Since ten rounds is the default time limit, missiles with six gee performance would have twelve percent volume of reactor rockets, or one eighth, and fifteen percent fuel tank.

That would give an ortillery missile a default warhead of seventy three percent, or 0.0608333333333333 tonnes. Just short of three quarters.

This warhead inflicts a damage potential of one double dutch damage dice, but with a minus six hit modifier against moving target due to it's slow speed, supposedly.
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Re: Ship Design Philosophy

Postby Condottiere » Wed May 17, 2017 6:42 pm

Spaceships: Long Range Missile

An interesting aspect of the long range missile is that it has a thrust of fifteen,and I'm guessing an infinite amount of fuel?

The long range missile is available technological level eight, but a quick check confirms that the fastest motor available then has six gees.

While the usual endurance is ten rounds, that would mean the engines would normally take up, at technological level eleven thirty percent, and the fuel tank thirty seven and a half percent.

Since a three dee warhead can be eighteen percent, you could probably squeeze in another five turns of acceleration.
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Re: Ship Design Philosophy

Postby Condottiere » Thu May 18, 2017 11:07 am

Spaceships: Medium Endurance Missiles

Since half the missiles go off to do their own thing after five turns, or more precisely, at the end of five turns, you can get the fuel in half to give them an endurance of five turns.

I thought to term this medium range, but this a specific time based phenomenon.

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