Ship Design Philosophy

I was never a massive fan of the 'launch tube' either; I just considered it to be a combination of the 'forward launch bay' (as opposed to those bits dedicated to maintenance) and the aforementioned large, high-capacity hangar doors to allow fighters to exit rapidly without providing a major vulnerability in the ship's armour.
 
1. Launch facilities - In a battleship, I would expect that the launch facilities would be a little recessed, so to place a little more armour plating between it and the enemy, or I believe it's in the rear of the Tigresses.

2. I'm guessing that that more frontline orientated ships follow the above, while those in supporting roles would have larger, more exposed doors.


3. Venture Class: Weapons Locker - So you're a single entrepreneurial trader, what kind of weapons would you carry onboard, without going overboard or attracting too much enforcement authorities' attention?

4. Rifle - One that could bring down big game, in case you're in a survivalist situation, or with more specialized ammunition, put a hole through an armoured opponent.

5. Shotgun - General purpose, but useful in the more narrow confines of your ship's corridors.

6. Snub pistol or two - for those times when you want to get close and personal, and may have a friend.

7. Bowie knife - when you want to get even more personal, or just want to skin an unlucky rabbit; the rabbit may take that as personal.

8. Stun baton - for a non lethal solution.
 
Condottiere said:
2. I'm guessing that that more frontline orientated ships follow the above, while those in supporting roles would have larger, more exposed doors.

Why wouldn't they armor the doors with the rest of the hull? Spaceship armor covers the entire outside hull. Not just selected areas.
 
Any gateway is a weak point, but it's not so much that the hatches aren't armoured, but more a case to prevent the doors from getting hit and while not breached, damaged enough to become non-operational.
 
Jump Capsules and Launch Facilities

1. Jump capsule launchers are double the size of the capsules.

2. Seems a good reference for dumping mines, and perhaps torpedoes and drones.

3. With smallcraft, it would depend on how streamlined they were.
 
Condottiere said:
Jump Capsules and Launch Facilities

1. Jump capsule launchers are double the size of the capsules.

2. Seems a good reference for dumping mines, and perhaps torpedoes and drones.

3. With smallcraft, it would depend on how streamlined they were.

GURPS Traveller had drop capsule launchers in them. And I've seen them written up somewhere else. I've always designed them as two parts - the launcher itself, and the ready room. Capsules would be fed into the launcher, along with the decoy launchers. And you'd always have the launchers in at least a dual configuration per compartment, to allow for damage/jams on the launchers. Plus you would be intermixing decoy capsules for each launch. The tougher the defenses the more decoy's mixed in with the real capsules. Because it is theoretically possible to keep the ship under visual observation, you'd always make sure to launch real/decoy capsules mixed because you'd never want to have "live" and decoy launchers in fixed positions so the enemy could target exclusively the ones with real people.
 
phavoc said:
GURPS Traveller had drop capsule launchers in them. And I've seen them written up somewhere else.

Supplement 2: Traders and Gunboats (page: 68) has Re-entry Capsule Launchers.
 
True, and I don't think they vary much from the original material.

The point to take from this, is that you can launch, from a spaceship, something from a facility that occupies twice the mass in question.
 
Jump Capsule Launch Facility

Part of the facility must have a push mechanism, since you couldn't rely on gravity to do that for you, since you'd want to use any onboard fuel for manoeuvring and landing.
 
Docking Clamps

1. I've had a while to think about them, and I've come to the conclusion, though it would complicate docking, that having more attached to the hull in question is actually a better idea.

2. First of all, it would stabilize the hull, especially if differing forces were acting on it than those of the principal hull.

3. Second, you had redundancy in the event of a catastrophic failure.

4. Thus, instead of using a ten-ton clamp to secure two different hundred ton hulls together, you use five one-ton clamps, giving a clamp redundancy, rather like RAID Five.

5. Since I still haven't figured out the maximum lifting capacity on a fifty-ton clamp, assigning it to a set of twenty-ton clamps seems a safer proposition.
 
Condottiere said:
sE Jump Drive


TL8
15 tons; 11.25 MCr

TL9
7.5 tons; 7 MCr.

TL10
7.125 tons; 7.7 MCr.

TL11
6.75 tons; 8.25 MCr.

TL12
5.625 tons; 14 MCr.

sA+ Jump Drive

If you take the concept of Jump 0 from Interstellar Wars, with a maximum range of 0.25 parsecs, for a hundred ton starship that would be:

TL8
11.25 tons; 8.4375 MCr

TL9
5.625 tons; 5.25 MCr.

TL10
5.34375 tons; 5.775 MCr.

TL11
5.0625 tons; 6.5625 MCr.

TL12
4.21875 tons; 10.5 MCr.
 
The reason for the hundred ton minimum volume for jumping

The material volume has the same function as ballast, stabilizing the jump bubble during the transition.


What happens to the hydrogen within the bubble?

It liquefies. so that the ship is actually swimming through the ether.
 
Cutters

Speaking of Space Viking, technically cutters were the smallest interstellar craft mentioned, and historically, they were ocean going vessels.

That would make them at least hundred tons with a jump drive installed.
 
Launch Tubes

Theoretically, if you design ships as cylinders with the same diameter, by changing the speed of approach and thereby slowing down actual launch and/or recovery, you could allow the handling of larger ships than the launch tubes are rated for, with the enlargement of handling facilities that shunt craft in and out of the launch tubes.
 
Condottiere said:
1. I wasn't implying the Assault Carriers were stealthed, only that they could act as a tender for Commando ships that were.

2. The Assault Carriers would be a large lone symbol of Empire, primarily deployed well within the borders of the Imperium, where they wouldn't expect to meet anything that could seriously damage it beyond warships that rebels could get hold off, and then their function is both an intelligence gatherer, tripwire and early warning. If possible, preemptive strike.

3. If deployed to a war zone, it would stay behind the lines for rear area security, or a base for interdiction and siege operations.

4. It would be the command ship of a task group, which would comprise of sufficient escorts to deal with anything below cruiser class.

5. A stealthed planetoid variant I would call the Lilypad class, pre-positioned in more active subsectors.


6. I hadn't touched on the courier/payload aspect as part of a multi-role Scout, since the Navy would have their preferred transports.

7. What concerned me was more tactical reconnaissance.
I thought the primary duty of Assault Carriers was to project force, that means it would hold squadrons of fighters, scouts for reconnaissance work, and ships that fulfill the functions of ground attack, and troop carriers such as the Mercenary cruiser for instance.
 
Assault Carrier

1. It's been a while since I posted that, but if I recall correctly, I was defining the form and function of the Assault Carrier, and more reflecting it's current maritime roles rather than the one assigned to it by Imperial naval doctrine as interpreted by previous writers.

2. True power projection in the age of the Dreadnought, with a more current twist, is a task force based around a modern battleship in planetary orbit. In Imperial terms, a Tigress class.

3. The Assault Carrier I described is a jack of all trades making it's presence felt, and by close proximity, able to react quickly to most events with onboard assets while vacuuming up copious amounts of (regional) intelligence.

4. The Assault Carrier would be smaller than a super carrier, and certainly smaller than a Dreadnought, which means that it's fighter component would be just sufficient to provide ground support and/or local aersopace superiority. It could be used as a screen during space battles, but outside planetary assault, fleet and super carriers would be more suitable.
 
Missile Packs

1. Individual missiles have differing costs; costs should just reflect the installation, the launch tubes and the attached electronics and sensors, individual missiles paid separately for.

2. I miss the part where it says requires a ton of fire control; since it ripple-fires off all at once, the shipboard computer might handle that part, much like a computer game could utilize more of the CPU rather than be optimized for the GPU.

3. On the other hand, together with the full fire control equipment, the pilot can fire off individual or sets of missiles per turn, rather than all at once. Furthermore, you could tie in multiple missile packs to one fire control panel.
 
Ship Hull: Wooden

When properly treated, wood from the arbusodt tree takes on the properties of high carbon steel. It is this the lysh is traditionally made from, with the treatment giving the weapon its distinctive black and crimson patterning. It should be noted, despite the unusual materials used in its construction, arbusodt wood so treated has a high metal content and is very dense.
 
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