Bardicheart
Mongoose
I've been tinkering with 3d modelling some ships again (and trying to get back to finishing the Voshtar) and in the process I've realized a couple things.
Airlocks - The rules state you get a certain number of airlocks free based on the ships tonnage. Specifically 1 standard airlock per 100 dT of hull mass (HG 2e, p22). On many ship designs these are not counted against to total ship tonnage so it appears that when they said "free" they included the tonnage. But it becomes very apparent when 3d modelling the ships that tonnage IS used and isn't somehow magically "free". So my point being is each airlock needs to consume 2 dT of tonnage even if it is "free" so far as MCr cost to install it. This makes most of the new ship designs invalid (not that most of them weren't anyway... but that's another subject).
The Google spread sheet doesn't have an option for these tonnage using but MCr free airlocks btw.
Landing Gear - This was something else I ran into. You design a smaller ship with the ability to land on planets because, well that tends to be handy with the stuff players get up to. So you start designing / 3d modelling the ship. Many illustrations show ships as having landing gear, yet there are no rules for them and no tonnage is ever allocated for this. As I kept working on several model projects (I've got four going right now, one of which is a 30 dT launch) I began to realize there needed to be some sort of rule for this and that meant coming up with a new gear option. What I have so far is pretty simple and I'm asking for thoughts and suggestions:
Ship Landing Gear
Weight = 1% total hull volume. A 30 dT launch would need 0.3 dT of landing gear. A 200 dT trader would need 2 dT of landing gear and so on. Landing gear is only needed for ships intended to land on planetary bodies. The total volume of the landing gear is divided among the various struts, pads, wheels, etc. that might make up the landing gear (specifics are variable) but must provide a stable base (this might be 2 "skids" or 3 struts or a set of 8 articulated "legs", etc. depending on the designers choice and the size of the craft). Landing gear does not provide for locomotion.
Cost = ?
Options = ?
I'm not sure what cost is reasonable or what to base that on. I was thinking maybe borrow something from the vehicle design rules? Suggestions? Likewise what about options, suppose you gave it treads or wheels, could it move and if so how does that work (like a plane using its engine to thrust and the wheels to roll along or are the treads themselves powered)? What about some sort of bonus or penalty for landing on unprepared surfaces based on the type of landing gear. If all you have is two large fixed skids, landing on rough terrain might come at an extra penalty, whereas if you have 6 articulated landing "legs" that can adjust to uneven terrain there might be no penalty. Or is that getting too detailed?
Airlocks - The rules state you get a certain number of airlocks free based on the ships tonnage. Specifically 1 standard airlock per 100 dT of hull mass (HG 2e, p22). On many ship designs these are not counted against to total ship tonnage so it appears that when they said "free" they included the tonnage. But it becomes very apparent when 3d modelling the ships that tonnage IS used and isn't somehow magically "free". So my point being is each airlock needs to consume 2 dT of tonnage even if it is "free" so far as MCr cost to install it. This makes most of the new ship designs invalid (not that most of them weren't anyway... but that's another subject).
The Google spread sheet doesn't have an option for these tonnage using but MCr free airlocks btw.
Landing Gear - This was something else I ran into. You design a smaller ship with the ability to land on planets because, well that tends to be handy with the stuff players get up to. So you start designing / 3d modelling the ship. Many illustrations show ships as having landing gear, yet there are no rules for them and no tonnage is ever allocated for this. As I kept working on several model projects (I've got four going right now, one of which is a 30 dT launch) I began to realize there needed to be some sort of rule for this and that meant coming up with a new gear option. What I have so far is pretty simple and I'm asking for thoughts and suggestions:
Ship Landing Gear
Weight = 1% total hull volume. A 30 dT launch would need 0.3 dT of landing gear. A 200 dT trader would need 2 dT of landing gear and so on. Landing gear is only needed for ships intended to land on planetary bodies. The total volume of the landing gear is divided among the various struts, pads, wheels, etc. that might make up the landing gear (specifics are variable) but must provide a stable base (this might be 2 "skids" or 3 struts or a set of 8 articulated "legs", etc. depending on the designers choice and the size of the craft). Landing gear does not provide for locomotion.
Cost = ?
Options = ?
I'm not sure what cost is reasonable or what to base that on. I was thinking maybe borrow something from the vehicle design rules? Suggestions? Likewise what about options, suppose you gave it treads or wheels, could it move and if so how does that work (like a plane using its engine to thrust and the wheels to roll along or are the treads themselves powered)? What about some sort of bonus or penalty for landing on unprepared surfaces based on the type of landing gear. If all you have is two large fixed skids, landing on rough terrain might come at an extra penalty, whereas if you have 6 articulated landing "legs" that can adjust to uneven terrain there might be no penalty. Or is that getting too detailed?