Ship Design Philosophy

Spaceships: Engineering and Fuel Processors

1. Was watching a video on desalination, and it occurred to me, if the raw fuelage had impurities, exactly what percentage of the fuel is purified?

2. Essentially, that means that whatever percentage is allocated for power, or more importantly, the jump drives, needs actually a certain percentage above that stated.

3. Unless, default is based on raw fuelage, and that means you can get by with less processed fuel.

4. I guess the sludge byproduct can be flushed overboard.
 
Spaceships: Engineering and Artificial Gravity

1. Actually, I was looking to optimize crew skills, when I came across this little nugget.

2. Engineer ... Specialities ... M-drive: Maintaining and operating a spacecraft’s manoeuvre drive, as well as its artificial gravity.

3. I'm not quite sure how the manoeuvre drive and artificial gravity are connected, or at least, for the sake of this query, I'll pretend not to know.

4. I had presumed artificial gravity was subsumed under life support.

5. Also, that artificial gravity plates were either integral to the hull, or not.
 
Condottiere said:
Spaceships: Engineering and Artificial Gravity

1. Actually, I was looking to optimize crew skills, when I came across this little nugget.

2. Engineer ... Specialities ... M-drive: Maintaining and operating a spacecraft’s manoeuvre drive, as well as its artificial gravity.

3. I'm not quite sure how the manoeuvre drive and artificial gravity are connected, or at least, for the sake of this query, I'll pretend not to know.

4. I had presumed artificial gravity was subsumed under life support.

5. Also, that artificial gravity plates were either integral to the hull, or not.

Funny that I never noticed that last bit before, or maybe I did subconsciously. But yeah, I’ve been playing for a long time that the M-Drive generates Thrust as well as the compensation required for safety. Compensation being achieved through the ubiquitous “deck plates.”

I allow for Hull hits and M-Drive hits to possibly actually be a hit to Inertial Compensation. It’s relatively rare but hilarity always ensues.
 
I suspect I'm doing a lot of presuming when it comes to this game.

At the moment I'm contemplating whether there would be a specialty for Rocket Ma(i)n(tenance), or if I could shove it to the mechanics.

Because, in theory, we're using reactionary rockets for missiles and torpedoes, and in theory, someone needs to keep an eye on their motors.
 
It’s a valid question. There’s a lot of value in the streamlined approach to the game but sometimes you want a little more concrete to build on.

Presumably you’d need to consider the latent Engineer’s Background, specifically the Tech Level they’re educated at. Maybe at TL9 or less only Rocketry is available as a discipline. I suspect this is a slippery slope - what does the TL8 Engineer know about Fusion Power Plants or Jump Drives?

I’d guess TPTB would say your gut is right, give rocketry to the Mechanic (despite all the electronics involved). But I appreciate the pondering. It’s similar to why I’ve kept Zero-G as a distinct skill in 2e - it feels too specialized for Athletics, but then again by TL10+ who knows, grav tech is pretty ubiquitous.

Better to go with your gut and make it work for you.
 
Spaceships: Armaments and Missile Maintenance

1. Mechanics - rocket motors, electrical system, batteries?

2. Explosives - warhead

3. Electronics - sensors, communications, computers, possibly remote operations, though I don't recall that it's possible to hand off the missiles
 
Spaceships: Engineering and Life Support

1. Life Support: Covers oxygen generators, heating and lighting and other necessary life support systems.

2. We know how many engineers a spaceship should need per thirty five tonnes of motors.

3. It's not clear how many life support specialists you'd need, if any.

4. Which would seem more mechanics, electricians, plumbers, chemists (for air and water analysis and purity).

5, Agriculturalists, for onboard food production.

6. Electronicians, for onboard atmospheric sensors.

7. Medics.
 
Spaceships: Engineering and Repairs

WHAT IS A WELDER & WHY WELDING CAN BE A GREAT CAREER
10.03.2017
What is a Welder & Why Welding Can Be a Great Career

By the time a person reaches high school, many have already considered a career path they may want to take once school is finished. While some may consider careers in medicine, teaching, construction, or the hospitality industry, many may overlook a career in welding. Welding, however, can be a lucrative career to think about, especially for those that may want to find a wide array of job opportunities or those who like to travel.

It is important to work with a welder when you first start off to ensure that you understand the process, but it gives you an idea of what to expect for your welding career. Reaching out to welding businesses or individual welders in the local area can often lead a person to internships or other entry-level positions where they can learn the trade while building a stable career.

What is a Welder?
A welder is a skilled tradesman or tradeswoman who joins metal together and fills or repairs holes in metal through the use of intense heat or gas. They can work in many industries including industrial, manufacturing, and construction. Learn more about why welding can be a great career.

You Do Not Need a College Degree
Those who want to finish school quickly will be happy to know that welding is just a short trade program that you go through and doesn’t require excessive years of college. Some companies even offer welding school as part of the job and they will advance those who complete the course into better-paying positions within the company. Many careers working in shipyards or even offshore for companies in the U.S. offer training services for employees and it’s a great opportunity for those who want a steady job, but also for those who may want to take the trade with them and start their own welding business one day.

Choose a Career Path That Suits You
There are many routes in the welding profession. You can even work freelance on your own time if you choose. Some of the paths you can go into include, but are not limited to:

Education
Engineering
Robotics
Inspection
Project Management
Government
Motorsports
Underwater Welding

Welding is also a profession that can be shaped around the interests of the welder. If you’re interested in one area, welding may be needed. For example, if you enjoy watching auto racing, what better way to use your skills as a welder than to work on race cars? Welders work to not only maintain small parts of a car, but they work with the overall construction of race cars including body panels, rocker panels, and even the suspension.

Welding is an In-Demand Job
Welding is a profession that is always going to be needed as long as there is a piece of metal that needs to be joined to another piece in order for something to work correctly. Whether you’re searching in one industry or another, they will continue to have jobs in many sectors across the country.

Earn a Large Salary
Unlike some other trades that many people find to have low earning potential, welding comes with a large potential. You can earn as much, or even more, as a lawyer or doctor does. This is a fact that so many overlook when considering a career. Some of the top-ranking welders work in the military, underwater, or pipe welding sectors, earning as much as $100,000 to $200,000 per year. Sure, you will also find welding positions that start with a much lower salary, but as with any job out there, with hard work and dedication, there is always a way to work your way into a higher paying position.

You Get the Ability to Be Hands-On
Instead of sitting at a desk day-in and day-out, you get to get your hands dirty on the job every day. This means you don’t need to worry about time moving slowly or being bored while you’re working. This is an ever-changing career and one that will keep you busy each day once you are established in the welding field. You could be working on a rail car one day then moving to a pipeline or even off-shore the next. Whatever metal object needs to be welded, you will be called to handle the job efficiently and effectively.

The job outlook is promising. Many businesses are looking for skilled welders and you can consider it one of the more secure jobs available. Striving towards safety awards and bettering your skills can also be high on your list. Welding may not be the choice for everyone, but for those interested, it can be a lucrative, rewarding career to have. Essentially, welders build the world we live in.



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Starports: The True Scale of the World's Largest Airports

Fasten your seat belts, open your window blinds and prepare to be amazed. This is the true scale of the world’s largest airports. Read Bluebeam's analysis of what could be the "airport of the future" .

https://www.youtube.com/watch?v=rv4pOrt4KpM



1. And then you have starports.

2. Probably why they prefer deserts.

3. Cheap real estate.

4. Likely close to the equator.

5. Expansion possibilities.

6. No one complains about the noise.
 
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Spaceships: Internal Security, Welding, and Aliens 2 1986

https://www.youtube.com/watch?v=d9gE91kqtLg



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1. Probably qualifies as energy weapon.

2. Large scale would be a laser drill and/or fusion gun.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

1. Standard missile technological level seven.

2. Assuming reactionary rockets as motivational force.

3. Acceleration ten is default technological level ten.

4. In theory, not even possible with early prototype, which at two up would be technological level nine, acceleration nine.

5. If missiles are using a different propulsion, would like to utilize that for spaceships.

6. Going by Core, endurance is ten rounds or one hour.

7. Technological level ten default acceleration ten would be twenty percent volume, twenty five percent fuel.

8. Early prototype acceleration nine would be two hundred percent volume at thirty six percent, fifty percent fuel inefficient at thirty seven and a half percent, deficit eighteen and a half percent from stated standard missile.

9. Cost of acceleration nine early prototype reactionary rocket sixty six thousand starbux, compared to presumed three thousand three hundred thirty four starbux for standard missile reactionary rocket
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

10. An advanced missile is technological level fourteen.

11. Reactionary rocket acceleration fifteen default technological eleven, thirty percent volume, thirty seven percent fuel.

12. High technologized variant would be one hundred fifty percent cost, sixty percent fuel efficiency at fifteen percent.

13. Rocket and one hour fuel would be total forty five percent of volume.

14. Cost of rocket motor thirty seven and a half kilostarbux.

15. Default cost of advanced missile is twenty nine and one sixth kilostarbux.

16. Decoy missile default technological level nine, acceleration fifteen.

17. Fragmentation missile default technological level eight, acceleration fifteen.

18. Long range missile default technological level eight, acceleration nine.

19. Early prototype acceleration fifteen reactionary rocket at technological level nine; sixty percent volume reactionary rocket, fifty six and a quarter percent fuel for an hour.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

20. Technological level thirteen would make available acceleration nine manoeuvre drive.

21. Taking the advanced missile as a template, fifty five percent are the electronics and warhead, or 0.0458333333333333 tonnes.

22. 0.0503663003663004 tonnes, previously divided by ninety one percent.

23. 0.0453296703296703 power points per round for acceleration nine.

24. 0.4532967032967033 power points for ten rounds.

25. 0.0075549450549451 tonnes of technological level twelve batteries.

26. That's about fifty two kilogrammes for an advanced acceleration nine advanced missile, with a manoeuvre drive.

27. That's about 9,065.94 starbux for the factor nine manoeuvre drive.

28. If I'm not mistaken, if you take a hit on acceleration, the motors might be cheaper if you use manoeuvre drives.

29. And since battery use is minimal, you could extend endurance beyond ten rounds, though that might make more sense for torpedoes, who don't tend to wander off.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

30. I've had this thought in my mind for quite a while.

31. Outside of long range missiles, every other one has a fifty percent tendency to wander off after every five rounds.

32. If I had the chance, I would have reconfigured the missiles to limit their endurance to four rounds, and of course, that would require closing with the enemy.

33. But once you try to dissect the missile, it's motivation isn't quite kosher with it's supposed technological level, specifically for the earlier teched ones.

34. That, of course, presumes that they are using reactionary rockets.

35. Or that there some rules that sub tonne rocket motors are governed by, which don't translate to spaceship sized ones.

36. Though going by Fire Fusion Steel, I rather doubt that.

37. Technological level seven defaults to factor three reactionary rockets, early prototypes to factor nine.

38. You could early prototype manoeuvre drive factor ten at technological level fourteen.

39. And early prototype manoeuvre drive factor eleven at technological level fifteen.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

40. I'm not quite acquainted with the algorithm that dictates missile range and arrival times.

41. However, I presume that if I substitute acceleration twelve with nine rounds at distant range, with acceleration ten at ten rounds, the acceleration nine missile would run out of fuel.

42. You have to assume that a standard missile was designed with default reactionary rockets.

43. That would mean that the actual technological level would have to be ten.

44. Though I probably would have made them slightly larger to accommodate acceleration twelve, which would be twenty four percent for the rocket, and thirty percent for one hour endurance.

45. 45.8334 kilogramme payload divided by forty six percent is 99.6377 kilogrammes, which you could round off to 0.1 tonnes.

46. Would work out if you increase the size of the missile launcher by twenty percent.

47. Ironically, budget variant at twenty percent size increase is one tonne for twelve missiles becomes one tonne for ten missiles.

48. Twenty four kilogrammes of acceleration twelve rocket costs four thousand eight hundred starbux.

49. I estimate cost for twelve standard acceleration ten missile rockets at forty kilostarbux, minus off a quarter of a million starbux, gets you two hundred ten kilostarbux, plus twelve times forty eight hundred starbux, equals 267'600 starbux for twelve technological ten, acceleration twelve standard missiles.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

50. The heavy missile was introduced by Chartered Aliens Too.

51. The separate missile launcher requires two hardpoints.

52. The standard variant is constructed at technological level twelve, and costs three quarters of a megastarbux each.

53. Acceleration ten reactionary rockets probably are very advanced variants, which would mean forty percent fuel efficiency.

54. Heavy missile launcher appears to take up five tonnes internally, though if attached on the outside, I would have thought five tonnes regardless.

55. Assuming fifty percent volume requirement for the launcher, the heavy missile must be three and a third tonnes.

56. The acceleration ten reactionary rocket would be two third of a tonne.

57. Very advanced would cost 166'666.67 for it's reactionary rocket.

58. Fuel is presumably for ten rounds at fifteen percent and the payload is an eight dice warhead at sixty five percent, weighing in at 2.16667 tonnes.

59. Looks like the warhead (plus electronics) would cost 583'333.33 starbux.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

60. If a missile has not reached its target within 10 rounds, it will run out of fuel and become inert.

61. As far as I can tell, nothing is ever mentioned about torpedoes, except their greater endurance allows them to ignore fifty percent attrition for every five rounds of flight.

62. Though going by fuel usage rates, unlikely to exceed fifteen or twenty rounds, though I suspect it's actually ten rounds.

63. Standard torpedo is technologized at level seven, with a listed thrust of ten gees, six dice and a cost of fifty kilostarbux.

63. Volume is a third of a tonne.

63. Without repeating the same reason that technologized level seven doesn't work for reactionary rockets, let's go straight to ten.

64. Technology level ten acceleration ten reactionary rocket is twenty percent at 66'666.67 kilogrammes, with presumably ten round endurance at twenty five percent fuel, 83'333.33 kilogrammes, and 183'333.33 kilogrammes payload.

65. Payload probably includes some form of armouring, reflecting their resilience against point defence.

66. There's a lack of agility, demonstrated by their minus two penalty against sub two kilotonne hulls.

67.There's about a one to four volume difference between the standard missile and torpedo payloads, but damage difference is only an increase of fifty percent.

68. Comparison to dogfight and interceptor probably unfair, since they have ranges of close and short, respectively, and thereby would have a larger percentage devoted to the payload.

69. I suspect that acceleration ten is meant to indicate that the torpedoes are the same as missiles in terms of flight time, and that endurance is default ten rounds.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

70. At short range, missile flight times at acceleration six are immediate.

71. That means you only have to account for one round of fuel usage for dogfight and interceptor missiles

72. Probably less, fractionally so, since interceptor ones accelerate at twelve, and dogfight ones limited to close accelerate at fourteen.

73. The interceptor missile is technologized at level ten, and interestingly, defaults acceleration twelve.

74. Priced at 5'208.34 starbux each, and two dice damage.

75. Reactionary rocket at twenty four percent is ten kilogrammes, 2'000.00 starbux, and three percent fuel 1.25 kilogrammes.

76. Seventy three percent payload 30.4167 kilogrammes.

77. The dogfight missile has fourteen acceleration, which would mean that the default reactionary rocket would be eleven.

78. I would guess that the reason acceleration fourteen was chosen was for the perceived requisite reaction time you'd need for a point defence missile.

79. However, I would have supposed that would be more an issue at adjacent range, rather than short, and where you have no cover.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

80. If you based dogfight missiles on technology level eleven reactionary rockets, that would be twenty eight percent, 5.834 kilogrammes, 1'166.80 starbux.

81. Fuel for one round would be three and a half percent, 0.729167 kilogrammes.

82. Sixty eight and a half percent payload, 14.270833 kilogrammes, 1'562.50-1'166.80=395.70 starbux, one dice damage.

83. One reason to deconstruct stuff is to figure out how they are put together, and how they are supposed to work, what they are meant to do, and if there might be some idea behind their concept(ion).

84. It's obvious that acceleration was based more on the missile time table, than actual technology being available.

85. And that the listed technology more so that the players have a range of options to choose from.

86. Though why missiles (and torpedoes) were low balled in this regard in uncertain, since most of them would have been restricted to military buyers, and maintenance contracts for highly technologized equipment are favoured by the military industrial complex as both as a means of control and profit.

87. I would guess the most egregious example isn't actually the standard missile at technological level seven, but rather the nuclear missile at technological level six.

88. Not for the nuclear warhead, which would have become available just shortly before.

89. But rather for the fact that reactionary rockets weren't invented until technological level seven, which would make acceleration ten inconceivable, as early prototype would sputter out at technological level eight.
 
Spaceships: Armaments, Zen, and the Art of Missile Maintenance

90. Advanced torpedoes are technological level fourteen, which allows a highly technologized reactionary rocket of thirty percent, which equals one tenth of a tonne, at thirty kilostarbux.

91. Fuel is, presuming ten round endurance and sixty percent fuel efficiency, fifty kilogrammes.

92. Payload is 183.33 kilogrammes, at 86,666.67 starbux.

93. Which equals seven dice of damage.

94. Ortillery torpedo is, surprisingly, valid.

95. Technology level eight allows default acceleration six reactionary rockets, at twelve percent, forty kilogrammes and eight thousand starbux.

96. Since the text specifies it's designed to be launcher from orbit, I don't think we have to worry about distant range at acceleration six requires twenty one turns; long distance is six turns, I guess we can default to ten rounds.

97. Fuel would be fifteen percent at fifty kilogrammes.

98. Payload is 243.33 kilogrammes, or maybe it's actually a quarter of a tonne.

99. That payload is three deadly dice of damage, which sort of makes you consider making a slighly larger torpedo and attaching the guidance and motivational force of an advanced torpedo to that warhead.
 
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