Ship Design Philosophy

Inspiration: Red Dwarf - TV Show - Season 1, 3, 5, 6, 7, 8 & 10 Trailers

The adventures of the last human alive and his friends, stranded three million years into deep space on the mining ship Red Dwarf.
Best quality trailers I could find with children's charity and Hitch Hiker's Guide to the Galaxy promos.




Finally finished twelve seasons - spoiler, the first one's crap.

It gets better, though story holes are ignored.

Now we know why there's a bulkhead between the crew quarters and engineering.

I like teddies.
 
Starwarships: Star Wars STARSHIPS Size Comparison | 3D

In this video we we compare Starships of STAR WARS. We try to compare as much as we can. We compare them inside of London City, to make their size more clear to Understand.




I was thinking that if you turned the TIE Fighter's wings ninety degrees, you could have atmosphetic lift, assuming they don't get torn off.

Sort of biplane.
 
Finally finished twelve seasons - spoiler, the first one's crap.
That explains why I didn't get past the first episode.

Star Wars tends to lean too heavily into the WW2 naval combat genre. Spacecraft probably won't get close enough to see each other, even at in-atmosphere range.
 
The usual rule are the first three episodes, and even then, I was thinking the humour was terrible, only buoyed by the fact that it was supposedly a classic and lasted twelve seasons.
 
Starwarships: TIE Interceptor Explained. A flying death trap | Star wars

Science insanity breaks down the TIE Interceptor and explains why it was one of the most dangerous ships to pilot.




1. Shrek is love, speed is life.

2. Vented cockpit might not be a bad idea.

3. Commonality.

4. The Soviets believed that their piston engines didn't need to last more than a hundred hours.
 
Spaceships: Engineering and How NASA Reinvented the Rocket Engine

Credits:
Writer/Narrator: Brian McManus
Writer: Josi Gold
Editor: Dylan Hennessy
Animator: Mike Ridolfi
Animator: Eli Prenten
Sound: Graham Haerther
Thumbnail: Simon Buckmaster




1. Rotating detonation engine.

2. Three dee printed.

3. Five percent efficiency.

4. Supersonic speed.

5. Turbulence and physical barrier.

6. Circular shockwave.

7. Mach three to six.

8. Deliberate detonation, without destroying the engine.

9. Tiny bombs, mini Orion?

A. controllable versus uncontrollable.

B. Detonation spiking.

C. New alloy.

D. Complex geometries.

E. Valve with no moving parts.

F. Aerospike nozzles.

G. Matching atmospheric and internal pressures.

H. Stable detonation front.

I. Entropy.

J. I'm thinking pulsing drives.
 
Starwarships: UGLIES. The amazing flying junkyards of star wars | Lore breakdown

In this video, science insanity discusses uglies, the flying junkyards of StarWars and the most dangerous starfighters ever cobbled together.




1. Dispersed structure, since you can't alter hulls, and that seems the only one you could weld surplus parts on.

2. So space salvage and junkyards are viable locations.

3. For the Why Wing, where's the power plant?
 
Starwarships: A-wing Explained, the rebelions glorious mess of a fighter | Star wars

Science insanity breaks down the RZ-1 A-wing from star wars, the rebellion's lightning interceptor and a glorious mess of economics and engineering.




1. Turret equivalent.

2. Agility and speed.

3. Missiles, no space, assuming single firmpoint.

4. In practice, the one tonne fuel tank could be leveraged as rocket boosters, if the hull is small enough.

5. As regards to inertial compensation, I couldn't really answer.
 
Starwarships: BTL-A4 Y-wing, history and breakdown. The rebellions can opener. | Star wars

Science insanity breaks down the BTL-A4 Y-wing from star wars, the rebellion's can opener and the meanest, oldest Junker from the clone wars.

Assorted screenshots from Official movies and games: SW Squadrons, the OT, SW Battlefront etc.




1. I read the novelization before I saw the film, so I thought it had three engines.

2. I think it was supposed to be a balance between the heavier fightercraft and lighter interceptors.

3. Implied easy customization.

4. Maybe seventy tonnes and six tonne bridge.

5. Maybe hundred tonnes and a hardpoint.

6. Close structure.

7. Presumably heavily armoured.

8. Jump drive.

9. You could have drop tanks, but keep them on.
 
Starwarships: T65-B X-wing Explained. The greatest starfighter ever | Star wars

Science insanity breaks down the T-65B W-wing and explains how the greatest starfighter ever works as seen in the universe of star wars.




1. Iconical, retroconically.

2. You can have four (identical) manoeuvre drives, but it only effects acceleration, not agility.

3. And of course, droid assistance.

4. Electronic jammer.

5. Armour factor fifteen used to be routine.

6. Streamlined.

7. If jump capable, you could have four energy weapon slots at a hundred tonnes.

8. Pick a ground based missile weapon system at a couple of tonnes.

9. Or the other way around.
 
Starwarships: Star Wars: 30 Different Types of TIE Fighter Variants (Canon & Legends)

Discover the diverse collection of TIE starfighters employed by the Galactic Empire across the Star Wars universe, including both the Legends and Canon universes. Get acquainted with approximately 30 unique types of TIE starfighters through 3D animations. #starwars

The Tie Fighter was first introduced in the 1977 movie, Star War A New Hope and was commonly used by the Empire to fight against the rebellion. There are several different variations of the Tie fighter including the Tie Bomber, TIE interceptor, Tie Defender, and the TIE Advanced X1 which was used by Darth Vader but in this episode, I just wanted to focus our attention on the standard Tie Fighter.

The backbone and workhorse of the Galactic Empire, the TIE fighter is identified with the Empire’s influence and power. TIE fighters are manufactured in massive numbers and are assigned to a pilot as an expendable asset, much like the pilots themselves. TIE fighters are considered tools for the Empire’s needs, and they were designed to be as efficient as possible for the job they do.

The standard TIE/LN model contains no deflector shields, hyperdrive, or life support system. For this reason, they have a much lower range of operation compared to other galactic space fighters and often need to be ferried into battle by other vessels, such as the menacing Imperial Star Destroyers, Gozanti class cruisers, or the Quasar Fire class carrier.

0:00 Intro
0:25 Tie Fighter
1:00 Tie Interceptor
1:13 Tie Bomber
1:30 Tie Advance X1
1:48 Tie Advance V1
2:24 Tie Defender
3:09 Tie Dagger
3:39 Tie Brute
3:57 Tie Silencer
4:20 Tie Hunter
4:44 Century Tank
5:17 Scimitar assault bomber
6:19 Tie Baron
6:57 Tie Drone
7:29 Mining Guild
7:58 FO Tie Fighter
8:36 FO Bomber
9:00 Striker
9:24 Tie Oppressor
9:50 Tie Phantom
10:16 Tie Raptor
10:46 Outland
11:15 Tie Prototype M1
11:53 Tie Predator
12:27 Tie Scout
13:05 Nssis-class claw craft
13:48 Ugly
14:19 Tie Bomb
14:40 TIE Interdictor
15:19 Tie Whisper
15:43 Fan
16:24 Conclusion




1. If attaching solar panels was only so easy.

2. Modular, if you think about it.

3. Ninety degree switch to the panels would make them aerodynamic.

4. Optimally deployed inner system, and likely within the star's jump shadow.

5. Combined with batteries, and high efficiency machinery.

6. Coating is ten percent of panels in energy generation.

7. Forty percent of hull for coating, preferably standard or sphere configuration.

8. In theory, the other sixty percent of the hull could be solar panels.
 
Spaceships: Engineering and Realistic Spacecraft Maneuvering

Spacedock delves into realistic depictions of spacecraft maneuvering.




1. Optimal , gas expansion.

2. Nuclear warming, electrical resistance, or sunlight capture.

3. Ion drives.

4. Fusion.

5. Reaction/attitude control systems.

6. Flywheels and spacecraft rotation.

7. Thrust vectoring.
 
Starwarships: COLONIAL FLEET. The cannon ships of humanities shield | Battlestar Galactica

The colonial fleet has always been the armored fist and shield of humanity against the cylon menace. Today we'll go over the cannon ships that make up the beautiful and deadly aray of vessels. Unfortunately there isnt enough lore to make full breakdown videos on each and every one of them but i hope this track of greatest hits suffices.

0:00 Intro
2:32 Janus
4:50 heracles
7:48 Artemis
12:03 Manticore
13:52 adamant
16:49 Minotaur
19:58 Ranger
21:58 Berzerk
25:10 Atlas
26:12 Celestra
27:47 Orion class
31:10 Jupiter class
32:05 Valkyrie
36:13 Minerva
39:16 Mercury
40:17 Hornet
43:05 Alert
44:30 Demeter
46:16 Defender




1. Janus - first strike.

2. Hercules - predreadnought; positioning.

3. Artemis - actually, best bang for buck, if you have to juggle points.

4. Manticore - too large for the effect you get; too fragile to leverage, would have preferred independent Raptors for reconnaissance and patrol.

5. Adamant - baby Galactica would be the Artemis; you have to use in mass, so more cruiser squadrons.

6. Minotaur - gun cruiser; gunstar should have more resiliency.

7. Ranger - artillery support; second line.

8. Berzerk - requires understanding the game mechanics to leverage software advantages, which I never quite understood nor appreciated.

9. Atlas - flying brick; it can't do much, and costs too much for what it does.

A. Celestra - surprisingly useful as a force multiplier.

B. Orion - less stealth, more sleight of hand, if the other side isn't paying attention; would explain Starfleet's dismissal of cloaking.

C. Jupiter - fux everything it sees.

D. Valkyrie - no experience with it; I think for light(er) ships, the benchmark is the Artemis.

E. Minerva - glass hammer; dies surprisingly fast, so hit and run, really fast; (light) battlecruiser, problem is that since the game doesn't allow you to really fully manoeuvre, questionable value.

F. Mercury - the future.

G. Hornet - converted civilian freighter; I like it.

H. Alert - escort carrier?

I. Demeter - no experience with it, but it seems a missile boat.

J. Defender - as I recall, more a way to use up support points with a more combat orientated ship.

G.
 
Starwarships: BATTLESTAR GALACTICA LORE PRIMER | The twelve colonies, Cylons and massive warships

Battlestar galactica, a crimminaly under rated Sci-Fi universewith some of the greatest characters, designes and space battles ever put to screen. A shame so few people know about it, so to rectify that here's a lore primer on the entire setting. Everything from the 12 colonies of man to the cylons toasterific rampage to the massive warships they fight in and more.

29:12 Interwar development
41 :11 Ship designs
50:34 FTL and other stuff




1. Eliminating the human factor.

2. Missiles and fighter swarm tactics.

3. Target, point defence.

4. Hacking starwarship systems.

5. Manual control.

6. If in doubt, uparmour.

7. Missile supply, logistics.

8. Aiming.

9. Full coverage.

A. Double decker flying saucer.

B. Patrick.

C. More dakka.

D. Phalanx.

E. Atmospheric friction burning up weapon systems and sensors.
 
Inspiration: Adventures of Flash Gordon: The Planet of Peril | Buster Crabbe, Jean Rogers | Colorized | TV Serial

Pilot episode 1 : The planet Mongo is on a collision course with Earth. Dr. Alexis Zarkov takes off in a rocket ship to Mongo, with Flash Gordon and Dale Arden as his assistants. They find that the planet is ruled by the cruel Emperor Ming, who lusts after Dale and sends Flash to fight in the arena. Ming's daughter, Princess Aura, tries to spare Flash's life.

Flash Gordon: Space Soldiers Chapter 1
Directors: Frederick Stephani, Ray Taylor
Writers: Alex Raymond (based on the comic strip by), Frederick Stephani, Ella O'Neill
Stars: Buster Crabbe, Jean Rogers, Charles Middleton, Priscilla Lawson




1. The movie is better.

2. Black and white viewing irritates me, probably because I have to take more effort to discern the pictures.

3. And, remember to turn on the oxygen when taking a spaceflight.
 
Starships: Buck Banging

1. I'm going to ignore virtual crewing for a while, because I suspect that it's too cheap and misses some relevant physical interfaces.

2. Also, the point is manual control.

3. Or, at lest, mammual.

4. Cheapest cockpit is a single cockpit, at ten kilostarbux and one and a half tonnes.

5. Unfortunately, no indication that you can use any cockpit to, presumably successfully, control a hull larger than fifty tonnes.

6. And even then, you're going to need a bridge for the astrogation and leap of faith aspects, without figuring out whether you could separate those into their own workstations.

7. The smallest starship is still going to require a hundred tonnes of volume and a default ten tonne jump drive.

8. Smallest jump drive is seven tonnes at a fifty percent premium.

9. Cheapest, not counting one shots, new jump drive is budgetted at a eleven and a quarter megastarbux.
 
Starships: Engineering and Cheapest Jump Drive

1. Minimum size for a jump drive is ten tonnes, with one exception.

2. Unfortunately, it seems doubtful you can stuff budgetted machinery into a seven tonne shell.

3. Mathematically, if you customize it with increased size, it's twelve and a half tonnes over eleven and a quarter megastarbux.

4. That's nine tenths of a megastarbux per tonne, with a minimum ten tonne shell.

5. So the cheapest jump drive is actually nine megastarbux.

6. However, you have to assume inflation is equal across the two main components, overhead/capacitors and jump core/capacitors.

7. Instead of requiring a five tonne overhead/capacitors, you now need a six and a quarter tonne overhead/capacitors.

8. That leaves us with a three and three quarter tonne jump core/capacitors.

9. Three and three quarters over six and a quarter tonnes equals sixty percent, one hundred twenty parsec tonnes performance.
 
Starships: Engineering and Cheapest Jump Drive

A. Capacitors still make up two tonnes.

B. Though you can assume that instead of fifty (damage) points, it's forty per tonne.

C. Cost would be one and four fifth megastarbux per tonne.

D. Essentially, capacitors cost double that of either overhead or jump core, per tonne.

E. Apparently, there are cheaper alternatives that act as fast discharge batteries.

F. I suppose it's plausible to exchange the cheaper capacitors for default or miniaturized ones.
 
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