Ship Design Philosophy

Sigtrygg said:
There is a rather good article on atomic rockets about how the Epstein drive could actually be scientifically plausible.

http://www.projectrho.com/public_html/rocket/enginelist2.php#id--Fusion--(_Epstein_Drive_)

scroll down to matter beam's analysis or alternatively use this link for the original article

https://toughsf.blogspot.com/2019/10/the-expanses-epstein-drive.html

Using the battleship’s dimensions, we obtain an average density of about 20 to 40 kg/m^3

The hell is that thing made of? Polystryene Foam is 50 kg/m^3. What is a fibreglass boat? 100 kg/m^3? (Hard to look up right now).

Edit: At least we know a Donnager should float.
 
1. It does make me wonder how we harvest energy from our fusion power plants.

2. Inertial compensation, depending on what factor Traveller technology can nullify gravity; though an acceleration drug probably should be added to the dispensary.

3. I got the impression in the show that spaceships tend to coast after a brief push.

4. Aerogel sandwich?
 
Condottiere said:
Mithril.

Failing that, spaced armour.

For us, volume is critical, mass is not.

I Agree.

I’d be interested to see further speculation on this. Building an armored space craft with average density lighter than polystyrene is itself an interesting direction to explore,
 
Condottiere said:
Spaceships: Armaments and Carronades

So no one has figured out how these things work?

So essentially, these things are pointless.

I don’t know which Traveller system you’re referring to and there is no link if it’s something else. Historically a carrronade is a short-ranged cannon, so fusion bays?
 
Starships: Engineering and the Boneliness of the Short Distance Jumper

1. Any jump, regardless of length, requires a minimum expenditure of (default) ten percent by hull volume fuel, per parsec.

2. Microjumps consume ten percent by hull volume fuel, minimum.

3. Jump governors regulate fuel expenditure, so that the tanks don't run dry if they exceed the required amount of fuel for the jump, though presumably you could just have separate tanks or series of tanks in ten percent groupings, and just keep the tap closed on those you don't need.

4. Classic High Guard mentions that alphabet jump drives that just expend their fuel regardless of jump factor, can add a jump governor to deal with this.

5. The jump governor takes up a tonne, and costs three hundred thousand schmuckers.

6. Since the ten tonner Jump Drive Alphas cost ten megabucks in those days, and the equivalent High Guard three tonner would be twelve, but with an integrated jump governor, I'd say the current cost in the MongoVerse would be four and a half kiloschmuckers.

7. Since I assume the jump governor is integrated in the jump drive overhead of five tonnes, that would mean it's one tonne jump governor at nearly half a megaschmucker, one tonne capacitors at three megaschmuckers, and the rest of the overhead of three tonnes at fourish megaschmuckers.

8. A monojump drive, available at technological level nine, has no need of a jump governor.
 
Condottiere said:
It's mentioned in the Companion, and takes up four hardpoints.

Maybe it's Harrington's Lance.

Ah, I don’t have the companion. I was told not to because the rules testing & editing would trigger me.

I assume you are referring to Honor Harrington by Weber? Isn’t their lance a gravy weapon? Seems high tech for Trav.
 
1. Honor did have to get up close and personal to have any results, and then determined it was pretty much a one use weapon if the other side cottoned on.

2. The Manticoreans then installed them on their missile boats, which mirrors the narrative in the Companion.

3. I'm pretty sure there are a lot of gravitational thingmajigs embedded in plasma and fusion weapon systems.

4. I tend to head straight for the armoury, so can't speak for the rest of the book.

5. I had a concept for a Man 'o' War, but this is so detail poor even I can't extrapolate anything.
 
Spaceships: Companion(ship) Weaponry

You can pretty much write off that chapter in the book.

Most of the stuff is so advanced the Solomani can't develop it; arguably, the ground defence guns might have some application, if they were cheap enough.

However, I doubt any Cold War FlAK gun costs seven megabux, and I don't see ammunition costs.

Carronades lack details and seem more of an afterthought.
 
Condottiere said:
Spaceships: Companion(ship) Weaponry

You can pretty much write off that chapter in the book.

Most of the stuff is so advanced the Solomani can't develop it; arguably, the ground defence guns might have some application, if they were cheap enough.

However, I doubt any Cold War FlAK gun costs seven megabux, and I don't see ammunition costs.

Carronades lack details and seem more of an afterthought.

I don’t know anything about the tech systems in this book but if ground weaponry is being discussed, I bet it can hit orbit (otherwise why mention it?). In this case a 7M price may be reasonable. We might be able to build one of those today if there was any need for it.
 
I presume the technological level four variant is the eighty eight; it costs at most thirty four thousand Reichsmark, and it's listed at two megabux. I don't think the one twenty eight is mobile enough.

Now, if it's stated that it was a battery of eighty eights, together with the complete sensors and control systems, maybe, and then you have to figure out the exchange rate between Reichsmarks and Credite Imperiale.

But outside of bays and point defence, the assumption is you're dealing with single examples of weapon systems.
 
Starships: Crewing and Automation

1. Missiles will probably require extensive coverage, and gravitational shields can't be viably utilized by the Confederation.

2. Automation has the potential to be badly abused.

3. Crew intensive probably missing the clause after a week in space, since no one would be dumb enough to start off with a minus four modifier on all rolls for shipboard tasks.

4. Once you're down the rabbit hole, only the power plant would be functioning, as the jump and manoeuvre drives are switched off.

5. In any case, that's a week where the crew could rest.

6. You could probably get away with one engineer if you limit engineering to seventeen and a half tonnes.

7. Can you reduce the crew by two thirds when implementing automation for larger ships? Seems a little iffy, but penalties apply after a week.

8. The Confederation Navy has a numbers cap; as such, they might as well pay double per hull, in order to get that plus two modifier bonus for all shipboard tasks.
 
Yea I've given up with buying the rulebooks; I think the inconsistencies make them more trouble than they are worth. I will get Deepnight Revelation (unless reviews turn savage) because it's scenario.
 
Starships: Crewing, Engineering, and Auto Motion

Speaking of abuse:

1. Ship systems with varying automation can be installed on the same hull, there's no logical reason this cannot be done.

2. Coincidentally, scoutships have ten tonnes of jump drive, two tonnes of manoeuvre, and four tonnes of powered plants: well within seventeen and a half tonnes, so that's a hefty discount if applied.

3. Jump drives may be the least used hardware onboard a starship. if you assume that at most they'll be used every two weeks, and activated only for a round, which would average out to between two to three hours annually; you could assume there's increased wear and tear during those two hours, which is why the yearly maintenance cost is comparatively high.

4. In theory, you could have one engineer really mother a seventeen and a half tonne jump drive for six minutes, and then get an hour break to compensate for that accumulated fatigue.

5. The most important piece of engineering would be the energy sources; you could split those into two, one set powering life support and basic ship systems, the other turned on when you need to activate the weapon systems, and the afterburners.

6. A forty percent discounted hull might only have manual doors; not really an issue for airlocks, but might be for cargo hatches and landing struts.

7. I'm pretty sure someone can bring along a portable battery powered can opener.

8. You could hire interns, or even cabin boys, for the now drudge work.

9. Marines like standing around: have them open doors.

10. On the bright side, besides the cost savings, difficult to hack the spaceship.
 
Isn't the jump drive activated while in jump space? I assume there's some kind of "force field" that protects the ship from whatever hyperspace is.

If you tell the marines to hold the door, won't they dig in around it?
 
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