Ship Design Philosophy

Spaceships: Accommodations and Excursion Bay

10. There's an upgrade.

11. A large bay suitable for very bulky equipment or teams of hostile-environment operators.

12. Minimum ten tonnes that doubles access and triples support.

13. It's probably comparatively cheaper.

14. If you want to sterilize with extreme prejudice, that a ten percent tonnage requirement and costs three times as much.

15. Which reminded me, that we have an option to booby trap the airlock.

16. Booby trapped airlock requires no extra tonnage.

17. Each tier increases the damage, though doesn't explain how.

18. Still cheaper than that of the excursion bay, so it would become a question if that damage could be converted to be superficial, which would burn off the exterior contaminants.

19. And of course, outside having direct unprotected exposure to the sterilization, how the excursion bay can be used to kill off entrants.
 
Starwarships: Armaments, Spinal Mounts and Arsenal Ships

10. Normally, I'd aim at the low end of the tonnage, but there is a major factor to consider.

11. The ammunition doesn't scale, so presumably you have the same ball bearing down on you, just faster.

12. That also means that proportionately, that round of ammunition would take up proportionately more percentage of volume onboard.

13. Taking the default price of hull volume, fifty kilostarbux per tonne for a gravitated hull, twenty one kilotonnes accounts for one thousand fifty megastarbux of the hull cost, plus any hull armour.

14. Using the technological level thirteen version would cost an additional nine hundred megastarbux, but saves forty two hundred tonnes, which would save at default two hundred ten megastarbux, possibly double that if you include hull armour.

15. As such, it would be cheaper to use the original technological level ten railgun spinal mount.

16. The other aspects to consider are the personnel manning the railgun.

17. Twenty one kilotonnes requires two hundred ten gunners, twenty one officers, two medics, three stewards, and arguably, twenty one administrators.

18. In theory, that's five hundred and fourteen tonnes of staterooms at sixty four and a quarter megastarbux.

19. Sixteen and four fifths kilotonnes requires one hundred eighty gunners, seventeen officers, two medics, twoish stewards, and maybe, seventeen administrators, domiciled in four hundred and eighteen tonnes of staterooms at fifty two and a quarter megastarbux.
 
Starwarships: Hulls, Costs, and Arsenal Ships

1. Default is standard configuration, gravitated and hundred kilotonnes, being maximum structurally strengthened.

2. That's basically five billion starbux, not counting hull armour.

3. At factor fourteen that's eleven and one fifth percent, costing an additional five and three fifth's billion starbux.

4. You could sacrifice a fifth of the hull, and use a planetoid.

5. The planetoid would cost four hundred megastarbux, or five kilostarbux per usable tonne, gravitated.

6. Plus factor twelve armour, that's ninety six hundred tonnes costing three hundred eighty four megastarbux.

7. That's a difference of nine billion eight hundred sixteen million starbux.

8. You could half the difference using an ungravitated variant, but that's inadvisable for warships regularly exceeding two gravities in acceleration.

9. Most other hull tweaks are based on a direct per tonne cost, rather than pro rata.
 
Spaceships: Accommodations and Excursion Bay

20. There are vehicular variants.

21. Shipping values being the go to yardstick.

22. Access is how large a vehicle you can squeeze through the hatch and park in the garage.

23. Support being the total size of the garage.

24. The minimum is twelve tonnes, and can nominally hold two air/rafts.

25. An equivalent docking space is eight and four fifths tonnes, at two and one fifth megastarbux.

26. This about similar in cost, and presumably, there's enough space and possibly equipment, to maintain and repair the vehicles.

27. The large variant starts off with a slight difference in starting access and support, though the costs are the same.

28. On the other hand, cargo holds are relatively free, and can be any size.

29. However, cargo hatches still cost.
 
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Starwarships: Star Trek: Inside the USS Enterprise NCC-1701-D

So I have decided to create a 3D animation of the iconic Enterprise 1701-D from Star Trek from the Next Generation. Enjoy!

The USS Enterprise 1701-D is an updated and evolution to the original USS Enterprise 1701 from the Star Trek media franchise.

Under the command of Captain Jean-Luc Picard, it is the main setting of Star Trek: The Next Generation and server as the Starfleet flagship for seven years (1987–1994).

The Next Generation occurs in the 24th century, 78 years after the adventures of Captain James T. Kirk and the starship Enterprise.

Artist Andrew Probert was in charge of redesigning the Enterprise-D, which was an update to Matt Jefferies' iconic 1960s Enterprise designs, depicting a ship supporting a larger crew on a longer mission "to boldly go where no one has gone before."

The updated Enterprise retains the signature of Matt Jefferies' design for the original Enterprise: a saucer section, engineering section, and a pair of engine nacelles.

With a total of 42 decks, the Enterprise-D was twice the length and had eight times the interior space of the Constitution-class ships of over a century earlier. She carried a combined crew and passenger load of 1,012.

Defensive systems included 10 phaser banks, 250 photon torpedoes, and a high capacity shield grid; there are some 4,000 power systems in all aboard ships.

USS Enterprise 1701-D Blueprint

https://www.cygnus-x1.net/links/lcars...

https://www.youtube.com/watch?v=1Rh3X3aODdo



1. Nominally dispersed structure configuration, but you could get away with close structure, moreso if you include breakaway hull.

2. Close structure. and since we don't have flattened sphere anymore, streamlined, considering the crash landing.

3. The lower part would be pretty much a fuel tank.

4. Restrooms.

5. Stellar cartography.
 
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Starwarships: What's In A Shuttlebay? (Star Trek)

This is not as dumb as it sounds. Maybe it is.

But Shuttles aren't the only thing that a Starship carries around in its hangers and this video looks at the reason for the different types of small craft that are canonically within a Federation Starship.

https://www.youtube.com/watch?v=eLi3GcZcSY0



1, Captain's yacht.

2. Workerbees.

3. Cargo management units.

4. Grappling arms.

5. Shuttlepods.

6. Shuttles.

7. Well, gigs, ship's boat, pinnace cutter, (is there anything between fifty to ninety tonnes?), shuttles.

8. Runabouts, hundred (plus) tonnes?
 
Spaceships: Accommodations and Excursion Bay

30. And finally, we come to the multiple access vehicular excursion bay.

31. Typically used for security rather than hostile environments, the bay can deliver four standard ground cars at the same time and house them in a workshop/garage. Allows a motorcade to deploy simultaneously, reducing the chance of an isolated vehicle being compromised.

32. At first I thought, vehicular equivalent of launch tubes.

33. Not quite: vehicular equivalent of Galactica launch tubes.

34. In theory, the same as a docking space, with fifty seven percent plus volume premium, so presumably space enough to maintain and repair the vehicle.

35. If the air/rafts hadn't been mentioned as an example, I wouldn't have suddenly wondered if this is an alternative to spacecraft storage and launch facilities.

36. With vehicular, it's usually implied that the spaceship would be landed, to permit deployment of vehicles.

37. With air/rafts, it could be moving around in the upper atmosphere.

38. There is a difference between shipping value and actual volume.

39. I don't it's actually mentioned how long deployment takes, or driving back into the garage.
 
Starwarships: Armaments, Weapon Bays, and Arsenal Ships

1. Once you have installed a spinal mount, weapon bays become secondary armaments.

2. My take is that the Confederation Navy's first choice would be large meson gun bays.

3. Costs a quarter of a billion starbux, and sucks up one hundred fifty power points.

4. So the question is whether you need large bays.

5. Combat range of the railgun spinal mount is medium.

6. So you'd want something that can engage at upto very long range.

7. That would mean a particle beam weapon with eight dice, two hundred power points and one hundred twenty megastarbux.

8. This would compete against one hundred twenty missile launchers with fourish dice, fifty power points, and one eighth of a billion starbux, plus ammunition.

9. And last, but not least, thirty torpedo launchers with sixish dice, twenty five power points, and thirty megastarbux, plus ammunition.
 
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Spaceships: Why Pilots Need to Drop Fuel Tank When Under Attack

Welcome back to the Fluctus Channel for a feature on the various ways aviation fuel is carried and transported in the aviation industry. From wing-based storage to external fuel drop tank, the many designs of fuel storage denotes its own purpose, pros, and cons.

https://www.youtube.com/watch?v=glxLcO68jqQ



1. Don't have a lot of unused space.

2. Is our fuel explosive?

3. Volume effects performance.

4. Increases sensor signature.

5. Instead of explosives bolts, could use magnetic hinges or locks.

6. I guess dirtside spaceships would be fueled through underground fuel pipes and tanks.

7. Maybe we could have graded refined fuel.

8. Fuel bladder, or flexibag.

9. Fuel bladders are transferable.
 
Starwarships: Armaments, Weapon Bays, and Arsenal Ships

10. For medium sized bays, fusion guns seem the most attractive option, with twenty dice though only at medium range, but requiring eighty power points and costing sixteen megastarbux.

11. Mass driver offers the same damage, at short range, requiring twenty five power points and costing seventy megastarbux, plus ammunition.

12. The plasma pulse cannon is an improved railgun with automatic eight eight dice at medium range, but sucks up ninety power points at eighty megastarbux.

13. The torpedo and missile medium bays scale directly down from their large variants.

14. My take is that the Confederation Navy don't bother with medium bays.

15. You could have five medium sized bays for each large bay, though for energy weapons this would be at the expense of better targetting larger targets, more personnel, more power, and mo' money.

16. In theory, the bays are meant to balance the medium range of the railgun spinal mount, with a longer ranged weapon system, not necessarily to really damage enemy warships, more to keep them wary.

17. That would tend to limit choice to meson guns, particle accelerators, missiles and torpedoes.

18. I don't see much point in the tachyon cannon, compared with the meson gun.

19. Tractor beam's too experimental.
 
Starwarships: Armaments, Weapon Bays, and Arsenal Ships

20. At fifty tonnes. the fusion and meson guns would be the best selections.

21. Ion cannons are are an interesting choice, if you gave the space to spare.

22. Same as plasma pulse cannons, but again, it's a question of being able to reach out and touch someone.

23. Particle accelerator gets the shaft to simplify selection.

24. Between missiles and torpedoes, torpedoes' would be preferred for very very long range.

25. Hardpointed barbettes can fire a salvo of three barbettes, the same as a small bayed one.

26. I'm pretty sure we could come up with all sorts of perks that a bayed variant would have over a barbette, but you probably could apply them, if not quite equally, to both.

27. So if you use torpedoes, either fire them off from a barbette or from a large bay.

28. Each standard torpedo would cost fifty kilostarbux, a threeer salvo cost one hundred fifty kilostarbux, a thirtier one and a half megastarbux.

29. Which, on reflection, thirty time six dice weigh in at ten tonnes, half the volume, and cost seven hundred fifty percent more than a ball bearing with six thousand dice.
 
Spaceships: Armaments, Weapon Bays, and Capital Turrets

1. Someone's come u with the bright idea of making a weapon bay traversable.

2. Spaceships opting for this variant needs to have it's hull structurally strengthened during construction, at one percent of hull volume, at ten kilostarbux per tonne.

3. Since capital turrets take up about twice the number of hardpoints that their corresponding bays do, it has to be specified the type and number of capital turrets at the time of construction, or the spaceship has to undergo a major reconstruction, which at least is better than spinal mounts, where this wouldn't be an option.

3. You could leave the turret unused, in which case it becomes an attic.

4. It's doesn't appear to be mentioned, but since the capital turret is external, and if it isn't installed, spaceship volume would be extension also be reduced.

5. The advantage traversibility imbues, in this case, is that it lowers the targetting penalty to hit two kilotonne and below spacecraft by one.

6. Another advantage is inherent armoured bulkhead around it and it's mechanisms, reminiscent of battleship turrets of old.

7. You could repurpose the turret to contain other shipboard systems, at a slight penalty in volume, though if you could make the turrets larger, they could contain secondary sensor equipment for target acquisition.

8. Turrets require power to operate and traverse, though it does look rather minuscule.

9. Also, minimum spacecraft volume for each type to be installed, the hardpoint penalty being a natural limitation as to how many actually are.
 
Spaceships: Eff Three Ai Four Reaction Drive Interceptor

1. Could say that words fail me, but I'm sure I can manage.

2. It is about the smallest craft that can carry a significant combat weapon – in this case a pulse laser – and does so at the expense of operational endurance.

3. It's six tonnes in volume.

4. Presumably, that means a any six tonne plus spacecraft can be equipped with spacecraft sized weaponry.

5. It has a chemical power plant that occupies six hundred kilogrammes, produces three power points, and costs one hundred fifty kilostarbux.

6. If a missile is a spacecraft, considering it's probably using reactionary rockets, that would mean anything sixty kilogrammes plus would be a spacecraft.

7. One tonne divided by twelve, weight reduction thirty percent, 0.0583333333333333 tonnes.

8. It's an interesting question why no one at our end of the Rift has every caught on.

9. Since I'm pretty sure that someone, or somewoof, would try to figure out how low can you go.
 
Spaceships: Armaments, Weapon Bays, and Mass Driver Cannons

1. Fires rod penetrators.

2. Additional penalty of two to hit anything.

3. Then you add range penalties in the event of a target moving about.

4. Infinite range, until the rod impacts something solid.

5. I can't figure out what the cost of the ammunition is.

6. At thirty dice for large bays, probably the largest damage maker.

7. Also, progressively more able to pierce armour.

8. It seems a rather attractive option for secondary armament.

9. Even the starwarship example doesn't appear to have a cost for the ammunition listed.
 
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Starwarships: 10 More SECRET Features of the USS Enterprise NCC 1701-D

Hey Co-stars and welcome to this episode of Generations Films, and today we are looking at 10 secret features of the Enterprise D in Star Trek. Now in this video we are not going to cover the dolphins, the Yoga studio, the slide between decks 10 and 11. Ok that’s not a thing. But we covered many of those things in our previous video on the Generation Tech channel. So, I have been scouring the technical manual for 10 more, even lesser known features, that you may not know. And I have found some fun stuff, let’s go…

https://www.youtube.com/watch?v=6B15vsSs8jE



1. The luxury of empty space.

2. And common areas.

3. Gaggle mode.

4. Turbolift system.
 
Spaceships: Valiant Class Battlecruiser

Paragraph

1. New type, capital cruisers; seems to be a primarily presence ship, planetary landing being a visual demonstration of power projection.

2. Lots of mention of coupling together bays and turrets into battery conglomerations, which I'm still hunting down in the rules.

3. Command suite, internal citadel.

4.
Acclamator_side_landed.jpg


5. Jump drive looks split.

6. They think they have a robust design; mobile interstellar bases.

7. Bulk accommodation blocks are set up to house 18 personnel with most living in ‘racks’ consisting of little more than a bunk and locker, although a couple more senior personnel in the block have their own private closet-like chamber.

8. Decisive range; dictate range; armament and armour distribution.

9. Where is the Resolute?
 
Spaceship: Light Torpedo Bomber

1. Six tonne planetoid; armour factor two; twenty four kilostarbux.

2. One and a half tonne single cockpit; computer/five; basic sensors; forty kilostarbux.

3. Armaments torpedo grapple; two advanced torpedoes; 283'3333.34 starbux.

4. Two hundred forty kilogramme chemical power plant; 7.142857 kilogrammes per hour fuel consumption; sixty kilostarbux.

5. Reactionary rockets factor nine; 1.08 tonnes; two hundred sixteen kilostarbux.

6. Fuel 1.98 tonnes; thirty three percent; one hour twenty eight minutes full thrust.

7. 563'333.34 starbux.
 
Spaceship: Light Torpedo Bomber

Commentary

1. It's not a mistake that neither the torpedo grapple nor the naked torpedoes don't take up volume, that is how it's written.

2. It is, however, a mistake in High Guard design.

3. There are options for stuffing in a torpedo into a turret, which would bypass the barbette.

4. In the case of weapon pods, they'd need a firmpoint, but arguably the six tonne limitation might not apply, since they are external to the spacecraft; with the grappled torpedoes, though they are external to the spacecraft, they are naked.

5. Another option is the torpedo pylon, costs the same, takes up hundred kilogrammes, and holds only one torpedo for a firmpoint, two for a hardpoint.

6. Going by the Gripen class aerospace/close orbit interceptor, there are no apparent limitations to the number of dirtside weapon system installations.

7. However, spacecraft weapon systems are more efficient when installed on spacecraft.

8. Assuming you can pare down the virtual crew programme to one bandwidth for two hundred kilostarbux for autopilot/zero, that's still a major proportion of the overall cost.

9. Pretty tempting to try and crowbar in a Vehicle design variant, costing between two to fifteen kilostarbux.
 
Spaceship: Light Torpedo Bomber

Commentary

10. In a way, six tonnes looked a little familiar.

11. Just to be sure, I looked up Rampart fighters, and they were still fifteen tonnes.

12. Then I checked up on the Broadsword mercenary cruiser, and there was an option for a modular fighter frame, each holding four six tonne fighters.

13. A 3.636363636363636 tonne spacecraft would fit into a four tonne docking space.

14. This could substitute for an air/raft.

15. You'd need 3.636 tonne streamlined ungravitated hull, 109'080 starbux.

16. Single cockpit, ten kilostarbux; computer/five, thirty kilostarbux; acceleration bench, ten kilostarbux; two and a half tonnes, fifty kilostarbux.

17. Early fusion reactor, one power point, one hundred kilogrammes, fifty kilostarbux; 926.92 kilogrammes cargo and/or fuel.

18. Manoeuvre drive, factor three, 109.08 kilogrammes, 218'160 starbux.

19. 427,240 starbux.
 
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Starwarships: Battlestar Galactica: Orion Class Stealth Battlestar | Ship Breakdown

Spacedock returns to #BattlestarGalactica for a look at the Orion Class Stealth Battlestar.

https://www.youtube.com/watch?v=kPVFxD9SnDg



1. Stealth costs a mint, especially when you start multiplying that in tens and hundreds of thousands of tonnes.

2. I think I'd have to study the sensor algorithms to figure out the ideal volume, that drops you just below that detection penalty, and is still large enough to do stuff with.
 
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