Ship Design Philosophy

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

Postby Condottiere » Wed Aug 18, 2021 11:16 am

Spaceships: Armaments and the Express Boat Tender


Weaponry: The armament for the ship is unusual in that the types of turrets used are not standard. Forward, two tracked turrets are accessible through iris valves adjacent to the bridge. Once a gunner is inside, the turrets may be moved along tracks on the circumference of the hull. This arrangement allows positioning of the gunnery turrets for the best possible shot. Normally, such arrangements are not necessary, but this type of tender is often occupied with a mission to recover a specific ship or express boat, and cannot maneuver while doing so. Instead, the turrets themselves may maneuver.

Aft, a different arrangement dictates installation of a pop turret. Although the pop turret cannot maneuver, it can retract into an armoured citadel in the event of enemy fire, rising above the line of the hull only to deliver its own fire.

Peculiarities: The weaponry of express boat tenders varies wildly depending on what particular armament was available at the time of construction. Thus, it is difficult to predict what type of guns or launchers will be encountered on any specific tender. Further, although the tracked turrets are a reasonable idea for the situation they are intended to cope with, they are also poorly equipped to handle many other situations. As a result, any weapons on express boat tenders can be expected to fire at minus one at all times.


1. While working my way through another project, I was reminded of this rather unique take on armament.

2. Probably the origin of the pop up turret option.

3. I rather doubt that the rail tracks will ever be adapted to spacecraft design rules.

4. It's likely that configuration will be a reversed suspended railway, since the idea in null gravity is that the car/turrets don't float away, so the rollers or the wheels will be hooked in.

5. Suspended railway are supposedly monorail, but suspect you have dual rails for stability during firing.

6. A more advanced variant would be some form of electromagnetic levitation configuration.

7. And supposedly you could substitute that with anti gravitational motors.

8. You probably have to use some form of railway carriages, with spaceship weapons, to act as these mobile turrets.
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Re: Ship Design Philosophy

Postby Condottiere » Wed Aug 18, 2021 11:34 am

Image

Starwarships: Battlestar Galactica: Raptors Variants of the First Cylon War | Ship Breakdown

Spacedock delves into two variants of the Colonial Raptor seen in use at the start and end of the First Cylon War.

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



1. The problem with translating this to Traveller is that it's obviously less than a hundred tonnes, though you could say that of any number of fighter designs from Star Wars.

2. I rather have Vipers, but the game forces you to have utility squadrons.

3. If the option was to have it with a hyperdrive, and can act as forward reconnaissance and scouting, that would really screwed with your opponents (because our sensors in general are crap).
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Re: Ship Design Philosophy

Postby Condottiere » Wed Aug 18, 2021 12:05 pm

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

1. There are a number of reasons I never bothered designing dirtside vehicles, mostly because despite it's incongruities I understand spacecraft design and I don't get the vehicle templates.

2. One reason I just came up with the Confederation's own Johnson-McConnell agreement that the Navy operates and controls all military spacecraft, and the Army all planetary vehicles, though circumstances can allow them to temporarily suspend it.

3. The exception would be wheeled vehicles.

4. To be fair, spacecraft are superior to grav vehicles, and can be designed small enough to fulfill light transport and communication roles.

5. Drones would be a gray area.

6. The rail rider option seems the logical answer to designing tracked turrets.

7. You can also use vehicles inside spaceships and space stations as transportation.

8. I suppose you could design spaceship hulls to act as internal transport modules.

9. I guess you could put those on rails, as well.
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Re: Ship Design Philosophy

Postby Condottiere » Wed Aug 18, 2021 12:14 pm

Image

Spaceships: Hulls and Can The Human Body Handle Rotating Artificial Gravity?

Artificial gravity for spaceflight is a concept older than spaceflight itself, but we've only ever seen one small scale test ever flown in space. However decades of research have been performed to show that the human body can adapt to the conditions required for rotating artificial gravity. This shows that it's an engineering problem that likely solvable for interested parties who want to spend the time, effort and money creating the classic rotating space stations from Science Fiction.

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



1. So, would you get dizzy in a double hull and/or hamster cage?

2. Your aim is going to be off, for all sorts of physical activities we take for granted.
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Re: Ship Design Philosophy

Postby Condottiere » Wed Aug 18, 2021 6:37 pm

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

10. So, I'm going to have a go at this, and if I get it wrong, anyone can feel free to correct me.

11. Let's start with the Light Ground Vehicle template.

12. This is about as cheap as you can get, at three quarters of a kilostarbux per space.

13. I think a minibus would tap out the maximum number allowed, twenty spaces.

14. Which costs a default fifteen kilostarbux, and will take up onboard ten tonnes.

15. You need drive/wheel skill; that's the other reason I decided to concentrate transport on spacecraft, you only need pilot as a universal skill.

16. I'm going to select technological level eleven, which gets me the fifth band of fast speed and six hundred range.

17. If I reduce speed by four bands from fast to very slow, I recycle eight spaces and reduce cost by forty percent, twenty eight spaces at presumably nine kilostarbux (if calculated at the original twenty spaces) and or four hundred fifty starbux per space times twenty eight at twelve thousand six hundred starbux.

18. I would assume it becomes a trailer if you go under very slow, which would in theory cut the cost in half, though I would assume trailers are a lot cheaper.

19. We could decrease range by multiples of twenty five percent, which would allow harvesting two to eight extra spaces.
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Re: Ship Design Philosophy

Postby Condottiere » Wed Aug 18, 2021 6:57 pm

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

20. I'll leave the minibus the default basic control system.

21. Interesting, at technological level ten we can add an auxillary grav drive, which would double the cost per space, and consume a quarter of said spaces.

22. If I'm not mistaken, this makes it cheaper than a grav vehicle.

23. Also have an aquatic drive option, though I wonder how this compares with just a specialized boat in terms of performance and cost.

24. Auxiliary thrusters might be more interesting for troopers, who now can fly.

25. I don't think we'll need ground drives, though it might be fun to see spacecraft spheres cruising along the high way.

26. For the minibus, smart wheels are probably too expensive.

27. External power seems interesting, as long as no one hacks the system or switches it off; doesn't mention the cost of the supporting infrastructure.

28. Hey, fission reactor; may be too hot to handle.

29. Must be cold fusion; unlimited range would justify getting rid of default range.
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Re: Ship Design Philosophy

Postby Condottiere » Wed Aug 18, 2021 7:26 pm

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

30. For the anti missile system, you'd need to place the minibus outside the hull.

31. Decoy dispenser has to be outside as well, though I wonder if they are effective enough for spaceship missiles and torpedoes.

32. I suppose you could use the minibus as part of the tonnage dedicated to close escort vessels.

33. Electrostatic armour seems an interesting defence against ordnance, such as missiles, torpedoes, railguns and mass drives; and sand.

34. Nuclear damper seems very useful, since it's one kilometer radius would include almost all spaceships, and has a chance to neutralize any nuclear detonation.

35. Prismatic aerosol discharger should be effective inside the hull.

36. Reactive armour - assuming space is half a tonne internal volume, so if you applied the advanced variant on a spaceship hull, it would be ten kilostarbux per tonne.

37. How does a smoke discharger work on a modern battlefield, since you'll assume most of the soldiers would be equipped with sensors; if I recall Striker correctly, you add in additional chemicals to distort infra red and presumably obscure the other visual sensors.

38. If you place the minibus on rails, you have to add in an extra four hundred starbux per space.

39. Since direction is fixed, agility shouldn't matter, but you get an increase of one speed band.
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Re: Ship Design Philosophy

Postby Condottiere » Thu Aug 19, 2021 5:50 pm

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

40. Now, if I understand this correctly, armoured fighting vehicle option would only be available to heavy vehicle variants.

41. This would allow the chassis to triple the amount of armour that can be used to protect the hull, in line with the technological level.

42. This would mean for the railed turrets, you'd probably prefer using the heavy ground vehicle as basis.

43. There probably isn't much point in having a vehicle larger than one hundred twenty spaces.

44. Basic cost is three kilostarbux per space, which would give us three hundred sixty kilostarbux.

45. You probably want to give the driver two spaces for minimal comfort.

46. One hundred eighteen spaces is the equivalent of twenty nine and a half tonnes of cargo.

47. Shacman Shannxi 6x4 30 ton Payload Capacity Dump Truck
1 - 9 Units
$38,500.00
>=10 Units
$38,000.00
ImageQuick Details
Drive Wheel:
6x4
Capacity (Load):
31 - 40T
Horsepower:
251 - 350hp
Condition:
New
Transmission Type:
manual
Emission Standard:
Euro 3
Fuel Type:
Diesel
Engine Capacity:
> 8L
Gross Vehicle Weight:
25000
Place of Origin:
Shandong, China
Brand Name:
SHACMAN
Dimensions (L x W x H) (mm):
8329x2490x3450
Color:
White,red,yellow
Tire:
12.00-20,12.00R20,12R22.5,315/80R22.5
Engine:
Weichai, Cummins
Transmission:
FAST
Steering:
Power Steering
Drive type:
LHD&RHD

48. I was expecting something bigger:

Image

49. Well, main battle tanks are supposed to be around seventy tonnes, so I guess that's within that range.
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Re: Ship Design Philosophy

Postby Condottiere » Thu Aug 19, 2021 6:58 pm

Spaceships: Armaments and the Express Boat Tender

9. Actually, you could use the cargo crane to push around loads.

10. This would mean extending the gantry rigs to the outside of the hull.

11. Though it's speculative, if the gantry jigs are able to withstand high constant accelerations.

12. The cargo crane can move around loads upto sixty five tones, which would be a pretty big turret.

13. I'm not sure how you would define one hundred fifty tonnes of cargo space on the external hull, possibly by the width of the gantry jig.

14. The hull would be treated as the ceiling.

15. If you customized the cargo crane, or morphed it into a docking clamp, you could use it to grab something, and transport it into the cargo hold, including smallcraft.

16. The primary difference between a cargo hold and a hangar would be the facilities to maintain, inspect and repair spacecraft, possibly specialized clamps to restrain spacecraft.

17. The cargo crane and the gantry jigs could also be used as a form of internal transportation, with the elevator lift or train tube defined as a cargo hold.
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Re: Ship Design Philosophy

Postby Condottiere » Sat Aug 21, 2021 11:28 am

Image

Inspiration: Star Citizen: Constellation Taurus

The name trusted by casual and professional spacefarers alike takes an essential step forward in cargo transport while remaining true to its iconic roots. The all-new RSI Constellation Taurus - still does it all.

Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.

https://www.youtube.com/watch?v=NQAFU1eP5ys



At least you can see where all that money is going to.
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Re: Ship Design Philosophy

Postby Condottiere » Sat Aug 21, 2021 11:58 am

Starships: Personnel


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Re: Ship Design Philosophy

Postby Condottiere » Mon Aug 23, 2021 1:20 pm

Image

Spacecraft: Jet Shoes, Zip Guns and Rocket Belts - How Astronauts Learned to Fly Around In Space.

The problem with space walks is you can't actually walk, you have to carefully pull yourself around from one handhold to the next and remain tethered to your spaceship. However, when NASA was experimenting and learning how astronauts could operate in space it had many more ideas, not all of which were practical.

There have been several personal rocket propulsion systems developed for spaceflight, and a handful of astronauts have been able to float in space without a safety tether, the ultimate one person spacecraft.

https://www.youtube.com/watch?v=J-6JAsLe1As



1. Smallest spacecraft

2. Don't lack motivation.

3. Be tethered.

4. Jet shoes.

5. Or get remote control drones to do it.
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Re: Ship Design Philosophy

Postby Condottiere » Mon Aug 23, 2021 10:14 pm

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

50. Can you make a dirtside vehicle jump capable?

51. The answer is yes, but it may not be possible to put together the pieces in a coherent fashion.

52. First, you have to establish exactly how large a space is.

53. It's not half a tonne as given for shipping, or even a quarter tonne for an unpowered boat.

54. Economy of scale allows you to half shipping size, once you have more than thirty tonnes of volume.

55. That means, for an unpowered boat, a hundred tonnes of volume would be eight hundred spaces.

56. Or, for most other vehicles, four hundred spaces.

57. In theory, as I couldn't prove it one way or another.

58. The obvious go to chassis would be the heavy submersible.

59. And at four hundred spaces to achieve jump capable buoyancy of a hundred tonnes volume, that's forty megastarbux alone for the hull.
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Re: Ship Design Philosophy

Postby Condottiere » Tue Aug 24, 2021 11:34 am

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

60. Next up would be the ship chassis.

61. Four hundred spaces would be two megastarbux.

62. You could configure it like a mini oil tanker, in order to have large cargo spaces where you can embed hydrogen tanks and spacecraft engineering compartments.

63. Ten tonne jump drive would in theory take up forty spaces.

64. Checking up on spacecraft weapons, rules dictate they take up four spaces per tonne.

65. It's quite possible that the unpowered boat cannot benefit from economy of scale in terms of shipping volume.

66. On the other hand, considering the likelihood to account for the sails, masts and/or oars, the 0.25 shipping volume might be wrong.

67. While ships are likely to be constructed from steel, unpowered boats you can only make that assumption for the higher technological level constructions, though a thin layer of armour should ensure vacuum proofing.

68. Four hundred spaces on an unpowered boat would be sixty kilostarbux.

69. You could then weld two unpowered boats over each other (if you can't construct them to be covered tumblehomes).
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Re: Ship Design Philosophy

Postby Condottiere » Tue Aug 24, 2021 12:01 pm

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

70. At technological level eleven, unpowered boats can be stripped of their motivation from high to stopped in five steps, or fifty percent additional spaces.

71. In our case, that's four to six hundred spaces.

72. Presumably, that means removing the masts, sails, and/or oars.

73. I'm not quite sure how fuel capacity applies, but assuming it's supposedly muscle and crew endurance, four times twenty five percent is forty percent additional spaces.

74. That's one hundred sixty spaces, and with the removal of motivational infrastructure, that's a total of seven hundred sixty spaces.

75. It's basically just a barge at this point.

76. Minimum size of a jump drive is ten tonnes, nominally forty spaces, a one tonne manoeuvre drive, nominally four spaces, and early fusion reactor with forty power points, another sixteen spaces; total sixty spaces.

77. You can bolt them down to the hull of the unpowered boat, and add in a ten tonne bridge, and a twenty tonne fuel tanks, which together take up another one hundred twenty spaces.

78. However, with a nominal seven hundred sixty spaces, the fuel tank should be twenty percent, or one hundred fifty two spaces, and in theory, the jump drive should be half that, or seventy six spaces.

79. This is way open to interpretation, but I kinda suspected when I was deconstructing the other chassises, that the designers just halved the spaces available, and that went to the other integral components like hull, drive and fuel capacity.
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Re: Ship Design Philosophy

Postby Condottiere » Wed Aug 25, 2021 1:34 pm

Image

Spaceships: Bridges, Computers, and How did NASA Steer the Saturn V?- Smarter Every Day 223

https://www.youtube.com/watch?v=dI-JW2UIAG0



Image
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Re: Ship Design Philosophy

Postby Condottiere » Sat Aug 28, 2021 11:20 am

Image

Inspiration: Dropping Ballista From an Orbit | Star Citizen

Well, technically not the exact orbit, but just 100 km above microTech.

I would say, it has a pretty good armor for now (until they physicalize it). For example, Cyclones and even Dragonflies met different fate. And yes, with such technology you don't need dropships.

https://www.youtube.com/watch?v=8OatPSbOz1Y



1. Well, not really, I always thought it was possible to have a self propelled artillery vehicle bolteddown in the cargo hold, open the hatch, and use it's battlefield meson gun to fire at another ship.

2. With missiles, unlike energy or cannonesque weapon systems, you would have to worry about the backblast.

3. I find it hard to believe the missile launcher didn't burn up during reentry.

4. More surprising, survived landing intact.
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Re: Ship Design Philosophy

Postby Condottiere » Sat Aug 28, 2021 11:50 am

Inspiration: Last Exile


Image

Image


1. I tend to think it's rather foolhardy to stand up and a take a shot while in direct visual sight and range of the enemy's weaponry.

2. However, it does raise the question that if you're close enough of the enemy warship, can you roll out infantry heavy weaponry and broadside them.

3. Or, in this case, volley them.
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Re: Ship Design Philosophy

Postby Condottiere » Sat Aug 28, 2021 1:02 pm

Image

Inspiration: The Third Battle of Minagith (Last Exile Lore part 1/3)

In our first seminar, we talk about the Airship Battle in the sky above Minagith (or Minagis).

https://www.youtube.com/watch?v=QET_p9gXlR0



1. They had the high ground.

2. Steampunkish.

3. Make sure to read mortgage contracts minutely; the lender may decide to bail.

4. Make jump drives proprietary.
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Re: Ship Design Philosophy

Postby Condottiere » Mon Aug 30, 2021 11:45 am

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

80. Low berths match at fifty kilostarbux each, and half a tonne spacecraft volume and two vehicular spaces.

81. Respective default staterooms do not, with spacecraft four tonnes with add on life support, plus refresher, at five hundred kilostarbux, and vehicular ones at ten spaces (two and a half spacecraft tonnes), no refresher, apparently no integral life support, and costing a hundred kilostarbux.

82. (Presumably, double decker) bunks at default take up a space (half a tonne), and cost two hundred starbux; probably has an option for folding, if placed against the wall.

83. Autodoc/fourteen has the ability to Raise Dead.

84. What is actually the difference between cryo and low berth? They cost the same, are the same technological level, cryo works faster and takes up less space.

85. Life support/seven, operates for ninety days, costs fifty kilostarbux, and requires one space per five persons.

86. That's a tad over 111.11 starbux per day per person, and requires one twentieth of a tonne, or a tad over 3'111.11 starbux per twenty eight days.

87. Or does it?

88. It seems fifty kilostarbux is the initial installation cost, and the actual cost is the regular maintenance schedule, stretched over ninety days.

89. That would be half percent per month of ten kilostarbux, times three (presumably), 150.00 starbux per person per ninety days.

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