steve98052
Mongoose
It seems to me that most Traveller art that has been published tries to follow the "rule of cool" more than anything else. But each artist seems to have his or her own ideas about what is cool. That makes the collection of designsas a whole pretty haphazard.
I lean more toward "form follows function". Different types of ships have different function, which drives different forms. One way to break down designs is by whether they enter atmospheres, land, or both.
1. Ships that are designed to land on worlds with gravity greater than their maneuver drive ratings must have a shape that allows them to supplement their maneuver drive lift or tyrust with aerodynamic lift. That pretty much forces them to look like an airliner, the Space Shuttle shuttle, or some sort of lifting body. Because aerodynamic lift is largely proportional to the area of the lifting surface, the square/cube relationship will tend to drive larger aerodynamic lift starships toward thin, sprawling flying-wing shapes. They also need to consider landing gear; they must be able to land without crushing their own landing gear or cracking runways.
2. Ships that are designed to land only on worlds with gravity lighter than their own maneuver drive ratings (whether because they visit only lower gravity worlds or because they have sufficiently powerful drives) should still aim for streamlined designs. However, because they do not depend on aerodynamic lift, they can be any shape that is practical for its design purpose, as long as it is reasonably streamlined. They are under similar landinf gear constraints to type 1, except that they don't need runways; landing pads are sufficient.
3. Ships designed to land, but only on airless or trace-atmosphere worlds, do not need to be streamlined. They do, however, need to have a shape that allows it to land without tipping over. Because they cannot rely on aerodynamic lift, their maneuver drive ratings must exceed the gravity of any world they will land on, but since worlds with greater than 1 G gravity are almost certain to have atmospheres Maneuver-1 should be sufficient.
4. Ships that venture into atmosphere only for gas giant refueling can ignore considerations related to landing gear and ground pressure, but they are otherwise under similar design constraints to types 1 and 2.
5. Ships that never venture into atmosphere and never land on any world (even airless worlds) will be designed entirely on the basis of function.
So what about function? There are a lot of considerations there.
- How much of the ship is dedicated to each of its components (fuel, engineering, control, crew, passengers, cargo, weaponry, etc.)?
- How do surface features (turrets, bays, spinal mounts, engineering features, docking features, cargo and vehicle doors, airlocks, sensors, windows, fuel scoops, etc.) affect the ship's exterior?
- Is the ship a military combatant, military but noncombatant (carrier, transport, support, spy, etc.), armed private, or unarmed private?
- How important are cargo handling, vehicle (space or surface) handling, passenger handling, troops, and special facilities (research, medical, repair, spin gravity sections, etc.)?
- Does the ship need to fit inside another ship, contain another ship, or attach to another ship?
- Do passengers or crew have special requirements (communal space, open spaces, recreation, etc.)?
- What deck alignment (parallel to planetary surface when landed, perpendicular to typical movement axis, etc.) and plan fit the function of the ship best?
- Do internal or external esthetics matter, and if yes, what are the customer's preferences like?
Finally, how does the functionality of the ship's super-science components affect design?
- Should jump drives be near the center of the jump bubble, be close to the power plant or fuel tanks, have access to ship's surface, etc.?
- Do power plants or the ship as a whole need to radiate waste heat?
- Do maneuver drives need to reach the surface of the ship, align with the main axis of movement, etc.? Do they need attitude control appendages, and if yes is it advantageous to mount them far from the ship's center of mass?
- How do micrometeoroid armor, military armor, and radiation shielding affect the design of the ship's surface?
- How do artificial gravity and inertial compensation affect design?
The answers to the super-science questions and the atmosphere and landing categories should affect all ships, regardless of who built the ship or what its service role may be. A new set of ship designs built around a specific vision of the super-science constraints would give ships a more self-consistent feel.
(I thought about adding this to the "ugly ships" thread, but I thought it might get lost in a ten-page thread that's mostly from two years ago.)
I lean more toward "form follows function". Different types of ships have different function, which drives different forms. One way to break down designs is by whether they enter atmospheres, land, or both.
1. Ships that are designed to land on worlds with gravity greater than their maneuver drive ratings must have a shape that allows them to supplement their maneuver drive lift or tyrust with aerodynamic lift. That pretty much forces them to look like an airliner, the Space Shuttle shuttle, or some sort of lifting body. Because aerodynamic lift is largely proportional to the area of the lifting surface, the square/cube relationship will tend to drive larger aerodynamic lift starships toward thin, sprawling flying-wing shapes. They also need to consider landing gear; they must be able to land without crushing their own landing gear or cracking runways.
2. Ships that are designed to land only on worlds with gravity lighter than their own maneuver drive ratings (whether because they visit only lower gravity worlds or because they have sufficiently powerful drives) should still aim for streamlined designs. However, because they do not depend on aerodynamic lift, they can be any shape that is practical for its design purpose, as long as it is reasonably streamlined. They are under similar landinf gear constraints to type 1, except that they don't need runways; landing pads are sufficient.
3. Ships designed to land, but only on airless or trace-atmosphere worlds, do not need to be streamlined. They do, however, need to have a shape that allows it to land without tipping over. Because they cannot rely on aerodynamic lift, their maneuver drive ratings must exceed the gravity of any world they will land on, but since worlds with greater than 1 G gravity are almost certain to have atmospheres Maneuver-1 should be sufficient.
4. Ships that venture into atmosphere only for gas giant refueling can ignore considerations related to landing gear and ground pressure, but they are otherwise under similar design constraints to types 1 and 2.
5. Ships that never venture into atmosphere and never land on any world (even airless worlds) will be designed entirely on the basis of function.
So what about function? There are a lot of considerations there.
- How much of the ship is dedicated to each of its components (fuel, engineering, control, crew, passengers, cargo, weaponry, etc.)?
- How do surface features (turrets, bays, spinal mounts, engineering features, docking features, cargo and vehicle doors, airlocks, sensors, windows, fuel scoops, etc.) affect the ship's exterior?
- Is the ship a military combatant, military but noncombatant (carrier, transport, support, spy, etc.), armed private, or unarmed private?
- How important are cargo handling, vehicle (space or surface) handling, passenger handling, troops, and special facilities (research, medical, repair, spin gravity sections, etc.)?
- Does the ship need to fit inside another ship, contain another ship, or attach to another ship?
- Do passengers or crew have special requirements (communal space, open spaces, recreation, etc.)?
- What deck alignment (parallel to planetary surface when landed, perpendicular to typical movement axis, etc.) and plan fit the function of the ship best?
- Do internal or external esthetics matter, and if yes, what are the customer's preferences like?
Finally, how does the functionality of the ship's super-science components affect design?
- Should jump drives be near the center of the jump bubble, be close to the power plant or fuel tanks, have access to ship's surface, etc.?
- Do power plants or the ship as a whole need to radiate waste heat?
- Do maneuver drives need to reach the surface of the ship, align with the main axis of movement, etc.? Do they need attitude control appendages, and if yes is it advantageous to mount them far from the ship's center of mass?
- How do micrometeoroid armor, military armor, and radiation shielding affect the design of the ship's surface?
- How do artificial gravity and inertial compensation affect design?
The answers to the super-science questions and the atmosphere and landing categories should affect all ships, regardless of who built the ship or what its service role may be. A new set of ship designs built around a specific vision of the super-science constraints would give ships a more self-consistent feel.
(I thought about adding this to the "ugly ships" thread, but I thought it might get lost in a ten-page thread that's mostly from two years ago.)