Condottiere said:
There are three aspects to airlock size and cost.
1. The pumps that cycle the atmosphere would be dependent on on the volume of an airlock in terms of costs and size.
2. The embedded sensors keeping track on what's going on there, which could be simple, as indicating when in use, or have a full spectrum analysis of visitors.
3. The size and mechanism of the doors; if it's manually operated, it should cost less.
I would expect that in large airlocks there would be the option for high speed pumping equipment to cycle them in a reasonable time period. An airlock capable of transferring an entire shipping container without evacuating the entire cargo hold would be impractical if its liters-per-second pumping rate were the same as a small personnel airlock. I think I'd apply a square-cube rule to airlocks as a default, because larger airlocks
should cycle more slowly, but not linear with volume.
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phavoc said:
. . .One of the basic Imperial tenets is standardization. And having the ability of oNE airlock being able to form a seal with another without a universal connection.
Of course the ideal falls apart when you consider an airlock on a scout vs. An airlock on a 10k dton liner. At least main locks. They are wholly different for functional reasons.
I would expect that the liner would include a small airlock that could be used for docking with a scout, in addition to a grand entry airlock for luxury passengers, a large but basic airlock for
hoi polloi passengers, and an assortment of cargo airlocks to make handling of high passengers' dton-each cargo allowances reasonably expeditious.
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snrdg121408 said:
Hello Condottiere,
Condottiere said:
Depends on actual mass, and spacesuit.
Half tonne includes two sets of doors and pumps.
Thank you for mentioning the vacc suit/spacesuit which I overlooked until after posting. However, as far as I can determine from the various personal combat rules in MgT HG 2e and CRB 2e one individual represented by a die-cut counter occupies one square that has the dimension of 1.5 x 1.5 x 3 with or without a vacc suit/spacesuit.
Following the MgT HG 2e airlock guidelines the standard airlock is 2 d-tons which includes two doors and the pumps allowing two vacc suited personnel to ingress/egress from the ship's interior to exterior after a one minute cycle time. Based on the information a 0.5 d-ton airlock appears to be a tight fit allowing one vacc suited individual to ingress/egress the ship in one minute. Cramming two individuals into the same 0.5 d-ton airlock would be possible but probably not on a routine basis.
Most sets of miniatures (and counter) combat rules allow more than one combatant to occupy a square (or hex), up to a limit. If they're allies, they may crowd each other if they're engaged in melee, and crowd each other in gun combat if there are more than two in a space -- and they're more vulnerable to area attacks. If they're enemies, they are limited to Close range weapons – such as knives and small pistols – and Close range unarmed combat attacks such as wrestling, Close punches, elbow and knee bashes, etc. Other types of melee – longswords, haymaker punches, spinning kicks, etc. – only work from adjacent spaces.
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Planetoid hulls
To get a realistic price for the tug job would require:
1. Calculating the cost of a prospecting craft to find a suitable planetoid, estimating the time a prospecting craft spends looking for suitable planetoids (including an appropriate share per planetoid of non-prospecting overhead time), the cost of an appropriate prospecting crew, and the amortized cost per planetoid of the ship; and
2. The cost of a tug craft, an estimate of time it spends going to a planetoid, hitching it up, hauling it back, and unhooking it at the shipyard, the cost of its crew, and the amortized cost of the ship.
To calculate the cost of tunneling it would probably be similar to the cost of a basic constructed hull, because the constructed hull is probably better suited to automation, and the planetoid hull would still require grav plating, sealing, and internal fixtures. The difference is that the unused space in a planetoid hull doesn't count toward the cost, while the entire constructed hull needs to be paid for. So for a buffered planetoid with 35% original solid material would cost about 65% as much as a constructed hull of equal external volume – and the same as one of equal usable space – plus prospecting and tug costs. But it has the advantages of planetoid armor characteristics, and (possibly more interesting) it looks like a planetoid when it's not under power.