Illustration: Low Berth

wbnc

Cosmic Mongoose
One of those illustrations I did as a visual reference for my games. The Ubiquitous low berth. If ya have to travel, yer broke and you don't mind the risk of waking up missing a few toes.I went with a battered sort of industrial look for this model. You can imagine they have been shuffled, moved, loaded and unloaded more than a few times.
low_berth_by_wbyrd-daywoe4.png



the actual pod for the passenger lowers and rotates for entry, and then raises and tucks itself back into the cylinder to save space and keep it out of the way during flight. it also makes it easier to load a critically injured patient into the pod just in case someone forgot to duck, or accidently walked in front of a guass pistol round...and lets not forget those odd occasions where the beaker monkey finds that case of grenades...

The cylinder is the main unit with life support and cryo system housed in the central mass.the devices between each pod are part of the ship's life support and power distribution system hooked up to the system to provide long-term power and allow the system to be monitored by the ships computer. .if needed the entire cylinder can be sealed with a light duty panel and moved about on internal power....if the crew s careful and quick about it.

The cylinder is .5 D-tons by my calculations although It may be a few percent off due to some odd bits my system can't accurately give me dimensions for. .
 
legozhodani said:
Love it! More of that sort of stuff please. :mrgreen:

phavoc said:
Very nice illustration.

thanks guys. Gld ya like it...and hope somebody can use it in a game...someone should benefit from all the practice projects I have on my hard drive..
 
Looks great, but I'm not sure about the half dton of space. The pods themselves look about right, but most items are supposed to include equal amounts of equipment space and access space.
 
steve98052 said:
Looks great, but I'm not sure about the half dton of space. The pods themselves look about right, but most items are supposed to include equal amounts of equipment space and access space.


Thanks I appeciae that :D

I wanted to keep this system as compact and centralized as possible. I reasoned that the berth would require some rather delicate and vital equipment so putting a protective casing around it, and concentrating as much of the device inside the outer shell seemed like a good idea.
 
wbnc said:
steve98052 said:
Looks great, but I'm not sure about the half dton of space. The pods themselves look about right, but most items are supposed to include equal amounts of equipment space and access space.


Thanks I appeciae that :D

I wanted to keep this system as compact and centralized as possible. I reasoned that the berth would require some rather delicate and vital equipment so putting a protective casing around it, and concentrating as much of the device inside the outer shell seemed like a good idea.

Actually, if you think about it, with the configuration of the tower holding the pod there's nothing that says you couldn't have it spin in place so that it holds two instead of one. Since these are essentially self-contained pods, I wonder if some sort of loading mechanism that stored the pods and rotated them out of storage (kind of like missiles, or even what dry cleaners use) would be more space effecient? You really only need the one or two slots to load/thaw passengers at a time. The rest is not needed for the journey.
 
An interesting ovolving cupboard/closet system could be made using the Buckminster Fuller design in his Dymaxion House. Punch the name of the person you want the the storage unit rotates the pods around the elevator track system and spits out the pod you asked for.

Be good to get some Fullerisms into the game. :)

https://www.google.ca/search?q=rotating+vertical+storage&rlz=1C1CHBF_enCA723CA723&tbm=isch&imgil=ZbvdJIe6PcYD4M%253A%253B09FXlOdXci0QPM%253Bhttp%25253A%25252F%25252Fwww.southwestsolutions.com%25252Fimage%25252Fvertical-parts-carousel-rotating-automated-storage-carousels-images&source=iu&pf=m&fir=ZbvdJIe6PcYD4M%253A%252C09FXlOdXci0QPM%252C_&usg=__Dfo6sbJ2Cy0jCwheVTgagPPo2bM%3D&biw=1920&bih=974&ved=0ahUKEwi76uu2_I3SAhWExYMKHZdfBRoQyjcIKw&ei=Fh-iWLuHFoSLjwSXv5XQAQ#imgrc=L3lwCbAD7t4ArM:

for some ideas on how it might look/work.
 
wbnc said:
I wanted to keep this system as compact and centralized as possible. I reasoned that the berth would require some rather delicate and vital equipment so putting a protective casing around it, and concentrating as much of the device inside the outer shell seemed like a good idea.
Much as the idea of a dry cleaning shop's motorized clothing hangers full of frozen people amuses me, I don't think it fits the requirements of a Traveller starship.

First, I seem to recall some source saying that one medic per "X" low passenger or frozen watch crew members are required. With plenty of time, there's no reason for the medical crew to scale like that; a single medic could oversee revivals sequentially for as long as it takes. But to revive passengers fast enough to disembark them during a port call, or to revive a frozen watch in combat, a ship needs enough medics, and they need enough space to oversee the reviving people. (It's a different story for emergency low berths, because a lifeboat presumably can revive people slowly because it's not a routine circumstance.)

Additionally, the existence of frozen watch as a usable combat practice depends on revival being quick. So, it seems that standard practice should be for a medic to push revive button for up to X frozen watch crew at once, and attend to the needs of any who require human medical attention, and after one combat turn they're ready to report to battle stations. That works better if several medics are reviving frozen watch; if one medic has more than the usual number of crew who need attention, another medic whose crew revived normally can assist.

The other reason that the low berth chamber shouldn't be too crowded is that the equipment itself requires access space for maintenance. Emergency low berths can probably skimp on that too, because although they need to be maintained in functional condition in case of emergency, they aren't in routine use, freezing and reviving low passengers at every port, so they're subject only to aging, not wear and tear.

I think if I were to make a small revision to ship building rules, I would include three types of low berth: the standard low passage berth, the lifeboat emergency low berth, and a rapid-revival frozen watch low berth. But maybe the sick bay requirements of military ships cover that; a military low berth is the same as a civilian one except for having a rapid-revive button, which has a higher rate of people going through sick bay after revival.
 
108886.jpg

enlarge this and you have Automat for humans...

Hmmmm what will I have today the four-term marine or the three-term debutante.......well honey, We are expecting that nice pirate gang over for our Wednesday shoot out...You're right, we better go with the marine tonight...

g
 
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