looks good to me.. I would suggest a few add ons, and expansions to what you have
phavoc said:
Haven't found my other stuff, but did find how I was defining bays:
Docking clamp - Requires mass of the clamp (book rules) plus two tons. Includes an airlock and fuel/atmo/water connections.
Clamped craft/vessels can launch in 1 round, with all clamped craft able to be released at once. Clamped craft fire turret, or barbette weapons, but not bays or other heavy emplacements..No maintenance or rearm except by EVA. carrier craft loses streamlining, and clamped craft subject to being hit by incoming fire based on the percentage of the carrier vessels tonnage the clamped vessel takes up. Clamped vessels not protected y carrier vessels armor or other hull modifications.
phavoc said:
Conformal hanger - 110% of the displacement of the craft being docked. Includes an airlock and outer doors to seal the conformal hangar.
refuel, passenger/crew transfer only no maintenance, cargo transfer, or rearming. Obviously craft can't fire weapons while in their hanger[/quote]
phavoc said:
Hangar - 130% of the displacement for the stored craft. Includes an airlock to access the bay and outer doors to seal the bay. Allows for basic maintenance to be performed. Heavy maintenance typically requires 1 craft to be removed for 1 to be maintained.
Hangar Bay - 150% of the displacement for the stored craft. Includes an airlock to access the bay and an observation area which typically doubles as a flight deck operations station for military vessels and busy commercial ones. Allows small craft to be maintained, fueled and armed. Includes external doors.
need some sort of reason why one is better than the other......such as improved launch time for hanger bay. perhaps allowing multiple hangers to be attached to a hanger bay, allowing for rapid launch of multiple craft.
add tonnage equal to 20% of each hanger attached to the bay to allow rapid launch of multiple craft through bay. craft in adjoining hanger may launch one after another. but only if carrier is not maneuvering at high thrusts( over 1 gee) Compared to a launch tube which allows craft to be launched while carrier vessel is maneuvering rapidly.
phavoc said:
Docking Bay - 300% of the displacement for the stored craft. Includes an airlock to access the bay. Craft may be maintained, fueled, armed, loaded or unloaded. Includes external doors, internal overhead crane.
a bit large for the same effect as a hanger bay...allow for multiple craft to use the bay up to maximum tonnage the bay is rated for, and perhaps have a built in version of the UNREP system, or loading belts
phavoc said:
Somewhere are my notes on flight crew ratio's, arming/fueling times, how much spares they have to carry, additional machinery shops, etc to support small craft. I took a lot from the concepts of the USN, and increased some ratios. But you still have the basics - stuff breaks, so you rip out entire pieces of machinery and replace it whole. In the Army the mechanics could replace the engine in my MLRS launcher in 30 min - by removing the engine completely and replacing it with another whole engine. The bad engine gets shipped back to a depot for maintenance. Fighter craft are kind of the same way today. Entire engines get pulled and replaced and then techs work on the bad engine outside the craft. Star fighters should follow that same logic because the mission is exactly the same. It's far faster to do that and get that craft back out then to try and tear it down. So the need for spares (to be somewhat realistic) is going to be quite higher for small craft than starships. Then again your small craft are going to appear to miraculously repair battle damage over what a starship does during combat.
I think you have the right idea for small craft repair...modular systems that are pulled and replaced by prepackaged units...while the damaged or destroyed systems are shelved for later repair or rebuild.
ground crew can replace damaged system in 1 hour....destroyed systems take 1d6 due to replacing attached hardware, rebuilding mounts, cutting away fused items etc.
would these guidelines work as a general suggestion to designers.... not hard rules but sort of a best practice suggestion.
1 full hanger per 5 small craft
1 workshop per 2 hangers
1 engineer per 5 hangers
2 mechanics per hanger
1 ton repair drones per 100 tons of small craft berthed.
or completely replace mechanics by using automated repair systems
1 ton repair drones, and computer capable of running self repair software per hanger.
required maintenance times per small craft
1 hour per 10 hours flight tie ( casual operations)
1 Hour per 4 hours ( heavy operation)
1 hour per 1 hour of flight (combat operations)
missed maintenance increases severity of critical damage by 1 step per week. or random chance of system failure of 5% +1% per hour of missed maintenance ( treat as random critical hit)
I would also suggest that each five hangers have a connected fabrication plant such as construction deck, or manufacturing spaces (from space station options) capable of constructing 1 displacement ton of advanced components per day minimum...of course this would be on a ship dedicated to carrying a LOT of small craft and not just a cargo ship carrying a few cargo shuttles. replacing a damaged system completely from raw materials and base components would be easy to figure up...it would take the fabrication shop a number of days based on the displacement tonnage of the destroyed, or damaged component.
of course the fabrication shop would have to have a number of tons of advanced manufactured goods,or spare parts, available per ton of system it replaced.( basically a stock of prepackaged base bits and pieces)