Custom Ships/Deck Plans

Well, a fair number of not-from-here visitors to Lindisfarne / Holy Island inadvertently end becoming sailors after ignoring the tide timetables and the warnings. Is that Dinghy enough for you?

 
See, now that is a nice Air/Raft replacement! I would swap out Astrogation for Navigation in the brain but that doesn't affect price much. Or can you afford to add a Navigation 0 skill to the brain? Just in case you do have to use Astrogation to maneuver in space.
Also, what do you think about the automation idea?
It is a spacecraft, so it needs astrogation. It does still have two available 0 level skills, so Navigation 0 will only run you Cr100.
 
In theory, if there wasn't a minimum, a two tonneish rocket sled.

You could have an open cockpit, and consider volume with a closed convertible cargo hatch, that would be technically five tonnes, but open, somewhat less.


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Now can you do it as a 4 ton TL 11 ambulance ship? I don't have the robotics book so I can't write those elements.

I'm planning on an enlarged Lab ship (1000 tons) which is to be converted to a Hospital ship once done. It has only a station keeping drive and is essentially a Hospital Station with a J-2 drive and station keeping engines. It has (will have - working on it first) a 200 ton J-2 3 g "ambulance ship" that when attached to the docking clamp can move the combined 1200 tons at 1 g. The Hospital ships J-2 will carry 1200 tons on jump so they travel as a unit.

Of course having separate ambulance craft that are non jump would be helpful when the ambulance is a system away or delivering people/samples to higher TL areas for treatment/testing/customized cures.

The Ambulance ship itself will have a 100 ton module it can deploy on site as an independent hospital (ruining its ability to carry patients till another is provided). It could carry the 4 ton ambulance craft or 2 air raft ambulances.
 
Now can you do it as a 4 ton TL 11 ambulance ship? I don't have the robotics book so I can't write those elements.

I'm planning on an enlarged Lab ship (1000 tons) which is to be converted to a Hospital ship once done. It has only a station keeping drive and is essentially a Hospital Station with a J-2 drive and station keeping engines. It has (will have - working on it first) a 200 ton J-2 3 g "ambulance ship" that when attached to the docking clamp can move the combined 1200 tons at 1 g. The Hospital ships J-2 will carry 1200 tons on jump so they travel as a unit.

Of course having separate ambulance craft that are non jump would be helpful when the ambulance is a system away or delivering people/samples to higher TL areas for treatment/testing/customized cures.

The Ambulance ship itself will have a 100 ton module it can deploy on site as an independent hospital (ruining its ability to carry patients till another is provided). It could carry the 4 ton ambulance craft or 2 air raft ambulances.
I believe I can. If so, I’ll post it here later.
 
My first swing at a deck plan using the Starship Geomorphs. Had to crib the fuel scoops from a completed design to make it work.

I wanted to make it a wedge and draw wings, but I couldn't figure out how to make Photoshop let me make thick lines that curved and that I could tweak. I'm sure there is a way, so that will happen sooner or later.

Tagging @Sageryne and @coolAlias as they gave me enough advice to take the shot. Thanks, guys.

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The Kinhome-Class 100-Ton Merchant is designed for a pilot/astrogator and engineer team (often a couple) or the loner who can do it all. At less than half the cost of a Free Trader, it still boasts almost 3/4 of the other ship's cargo capacity when jumping a single parsec.

It has a 10-ton cargo/fuel container that can be filled with fuel to allow J2 functionally in exchange for a loss of 10 tons of cargo space. If it needs to make a longer jump, there is a collapsable 20-ton fuel bladder that can enable it to reach a destination 4 parsecs away in two jumps with 29 tons of cargo. The fuel tanks and fuel processor are in the belly of the ship.

It doesn't have enough power to use all systems at once and must cut thrust and other non-essential systems before jumping. There are no dedicated passenger cabins though the two cabins could be converted to double occupancy to allow for more crew (or as is common, children).

Everything is as basic as one could imagine. In all, it is one of the least expensive ships available in Charted Space and a bargain at the price, even with the corners that have been cut in the hull quality, drives, sensors, and power plant. One could even say that was a feature--not a bug--as that makes them very inexpensive. In fact, they are so affordable that they are even more common than the ubiquitous Free Trader and are seen all over the Imperium.

Kinhome Final.jpg

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Remember that if the geomorphs don't have what you need, his Starship Symbols might. Scaled to 178% they fit with his blank deckplan grid. YMMV
 
Now can you do it as a 4 ton TL 11 ambulance ship? I don't have the robotics book so I can't write those elements.

I'm planning on an enlarged Lab ship (1000 tons) which is to be converted to a Hospital ship once done. It has only a station keeping drive and is essentially a Hospital Station with a J-2 drive and station keeping engines. It has (will have - working on it first) a 200 ton J-2 3 g "ambulance ship" that when attached to the docking clamp can move the combined 1200 tons at 1 g. The Hospital ships J-2 will carry 1200 tons on jump so they travel as a unit.

Of course having separate ambulance craft that are non jump would be helpful when the ambulance is a system away or delivering people/samples to higher TL areas for treatment/testing/customized cures.

The Ambulance ship itself will have a 100 ton module it can deploy on site as an independent hospital (ruining its ability to carry patients till another is provided). It could carry the 4 ton ambulance craft or 2 air raft ambulances.

I modified one of my AutoBerth Clusters (3 medical chambers in 1 ton, robotic combo low berth / autodoc) and got you six patients.

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