Ship Design Philosophy

Starships: Cheapest Possible Starship

G. The smallest jump drive is seven tonnes at twenty two and a half megastarbux.

H. You achieve that at technological level twelve.

I. It does require a degree of micronization.

J. Performance remains the same, two hundred parsec tonnes limited to one parsec.

K. Not that I think it matters at this level, ten to twenty power points.
 
Starships: Cheapest Possible Starship

L. If you want a two parsec range, you have to build it at technological level fourteen.

M. That's the highly technologized variant.

N. I'm not sure there's a business case for three tonnes extra volume for seven and a half megastarbux.

O. And looking at it holistically, unlikely that the Scout Service would upgrade it.

P. At best, some noble's racing yacht.
 
Starships: Cheapest Possible Starship

Q. The budget versions do have three disadvantages.

R. Inflation, where you lose two and a half tonnes in exchange for three and three quarter megastarbux.

S. Inefficient, where you need an extra three to six power points.

T. Late to the party, with an additional fifty percent penalty to diameter minimums, which seems the worst of all.

U. I'd have added fuel guzzler.
 
Starships: Cheapest Possible Starship

V. You have the trinity of good, fast, and cheap.

W. I don't recall anything recent in Traveller that dealt with quality in engineering.

X. The closest might be automation.

Y. (Really) cheap and fast might be the one shot jump drive.

Z. (Really) cheap and good would be the Venture drive.
 
Starships: Cheapest Possible Starship

1. To execute a transition, you need, at a minimum:

2. Hundred tonnes of ballast.

3. Jump drive.

4. Default ten tonnes of fuel.

5. Astrogator.

6. Engineer.

7. Computer.

8. Bridge.

9. Clear space.
 
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Starships: Cheapest Possible Starship

A. The minimum hundred tonnes of ballast is absolute.

B. So you have to figure on providing that, at a minimum cost per tonne.

C. The three cheapest ways would seem to be:

D. Someone else paid for the balance.

E. External cargo.

F. Planetoid hull.
 
Starships: Cheapest Possible Starship

G. In theory, you probably just need a primary hull that can hold the jump fuel, jump drive, power plant, and bridge.

H. The rest of the ballast can be added on.

I. That doesn't make it necessarily cheaper.

J. The bridge is rated for a full hundred tonnes.

K. And there is something to be said about the convenience of having everything under one roof.
 
A purser is the person on a ship principally responsible for the handling of money on board. On modern merchant ships, the purser is the officer responsible for all administration (including the ship's cargo and passenger manifests) and supply. Frequently, the cooks and stewards answer to the purser as well. They were also called a pusser in British naval slang.[1]

The purser joined the warrant officer ranks of the Royal Navy in the early 14th century and existed as a naval rank until 1852. The development of the warrant officer system began in 1040, when five English ports began furnishing warships to King Edward the Confessor in exchange for certain privileges. They also furnished crews whose officers were the master, boatswain, carpenter and cook. Later these officers were "warranted" by the British Admiralty. Pursers received no pay but were entitled to profits made through their business activities. In the 18th century a purser would buy his warrant for £65 and was required to post sureties totalling £2,100 with the Admiralty.[2] They maintained and sailed the ships and were the standing officers of the navy, staying with the ships in port between voyages as caretakers supervising repairs and refitting.[3]

In charge of supplies such as food and drink, clothing, bedding, candles, the purser was originally known as "the clerk of burser."[3] They would usually charge the supplier a 5% commission for making a purchase and it is recorded they charged a considerable markup when they resold the goods to the crew. The purser was not in charge of pay, but he had to track it closely since the crew had to pay for all their supplies, and it was the purser's job to deduct those expenses from their wages. The purser bought everything (except food and drink) on credit, acting as an unofficial private merchant. In addition to his official responsibilities, it was customary for the purser to act as an official private merchant for luxuries such as tobacco and to be the crew's banker.

As a result, the purser could be at risk of losing money and being thrown into debtor's prison; conversely, the crew and officers habitually suspected the purser of making an illicit profit out of his complex dealings. It was the common practice of pursers forging pay tickets to claim wages for "phantom" crew members that led to the Navy's implementation of muster inspection to confirm who worked on a vessel.[2] The position, though unpaid, was very sought after because of the expectation of making a reasonable profit; although there were wealthy pursers, it was from side businesses facilitated by their ships' travels.

On modern-day passenger ships, the purser is not part of the steward's department, rather the purser's office runs the monetary office on board the ship and interacts with the passengers, he or she handles the visas and passports of passengers and crews, also preparing port papers for all ports along the way. They interact with foreign customs ports for the vessel they are on. Additionally, they work with their home port immigration for incoming and outgoing crew and passengers, having to know and understand the rules for many countries they go to. Most all purser's offices also handle the payroll for the ship's crew and officers and oversee things such as casino counts and anything else that money is involved in. Additionally, the chief purser was also quite often promoted to hotel manager, which is tied for the second highest ranking on many vessels with staff captain and chief engineer. [4]
 
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Starships: Cheapest Possible Starship

L. In theory, there should be a primary set of controls on the jump drive.

M. So, you don't necessarily need to control it directly from the bridge.

N. You probably do need an engineer to understand how to operate them.

O. As opposed to the bridge console with the message indicating that the jump drive is ready, please press the red button to initiate transition.

P. The question remains, can you run a spacecraft without a dedicated engineer?
 
Spacecraft: Crewing and Engineers

1. Engineers are responsible for the maintenance and repair of the ship’s drives, power and life-support systems.

2. When all systems are operating at peak performance, the engineer’s job is simple: Monitor the ship’s functions and, in the case of starships, engage the jump drive when called upon to do so.

3. Ships have a complex array of equipment with hundreds of working components.

4. Keeping them all operating is difficult and demanding.

5. All engineers understand the basic principles of life support engineering: maintain atmospheric pressure and oxygen levels, filter and absorb carbon dioxide, maintain gravitic systems (g-compensation and artificial gravity), manage waste and water supply, and provide for early detection and suppression of fires.

6. A ship’s g-compensation system is designed to counter the amount of thrust the ship has.

7. If the ship’s maximum thrust is somehow exceeded, the g-compensation may be pushed to counter higher g-forces but only for a limited amount of time and at the risk of damage to the system.

8. This part is interesting, especially if you light off the afterburners.

9. How long can you overclock them, and what is the damage and to what component?
 
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Spacecraft: Crewing and Engineers

A. You could compromise that you only need an engineer if the total engineering components exceed half of thirty five tonnes.

B. In other words, once you reach seventeen and a half tonnes, you need a dedicated engineer to monitor and maintain the engines.

C. Thus, you'd need to reach fifty two and a half tonnes before they need two dedicated engineers.

D. All engineers understand the basic principles of life support engineering: maintain atmospheric pressure and oxygen levels, filter and absorb carbon dioxide, maintain gravitic systems (g-compensation and artificial gravity), manage waste and water supply, and provide for early detection and suppression of fires.

E. That seems something that a mechanic can deal with.

F. Which, by the same mechnism, would mean that below five hundred tonnes, you don't need a dedicated mechanic.
 
Spacecraft: Crewing and Engineers

G.A journeyman’s knowledge of life-support systems and due diligence is all one needs to keep them running properly.

H. Advanced training enables an engineer to apply fine control to the various life-support systems and to repair them quickly and efficiently.

I. Tinkering effectively with life support might require an engineer.

J. Fine control includes limiting atmospheric pressure and oxygen to specific compartments, altering the output of the artificial gravity system and increasing g-compensation, if necessary.

K. A mechanic can maintain the kinetic aspects of these systems, while an electronician the electronic side.
 
Spacecraft: Crewing and Engineers

L. Interfaces to the ship’s main engineering systems are located in the drive room and the bridge but on smaller, less-sophisticated ships, the latter may simply be a terminal without a dedicated workstation.

M. Terminal implies that it's a screen with a keyboard, or maybe touch sensitive.

N. Dedicated workstation implies that you can directly control the engines, from wherever.

O. The manoeuvre-drive system includes separate components for orientation and thrust with interfaces to the power plant and ship’s computer.

P. Sounds like a reaction control system, add on.
 
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Spacecraft: Crewing and Engineers

Q. The jump-drive draws power from the ship’s power plant into energy sinks, which accumulate and distribute the enormous amount of energy required to create the jump bubble that protects the ship during its transit through jumpspace.

R. I assume jump capacitors act as energy sinks, taking up one fifth of the volume.

S. Maybe it's transformed into static electricity.

T. Perhaps the most complex component of the drive is its jump governor, which manages the distance of a jump, limited by the drive’s jump rating.

U. I wonder what happens when you jump without a jump governor?
 
Spacecraft: Crewing and Engineers

V. The jump drive requires a great deal of care and maintenance.

W. Yet, you only need to switch it on once per fortnight.

X. And likely, only for a few hours.

Y. Or, if you're really confident, just before you jump.

Z. You might run a simulated jump while docked.
 
Spacecraft: Crewing and Engineers

1. It is a complicated system whose function is only partially understood.

2. Ah ha.

3. Engineers understand how each of the jump drive’s individual components work but jumpspace and transit through it is a mysterious phenomenon, somewhat taken for granted given the lack of complete understanding about how it works.

4. It's a two dimensional plane.

5. We create a pimple full of foreign matter in spacetime there, that gets popped out after about a week.

6. Most engineers do their work in the engine room where the drives and power plant are co-located on most designs.

7. But not necessarily so.

8. First is the hull itself, which can be viewed as the outermost layer of the life-support system.

9. Like our skin.
 
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What are the biggest and best space battles in science fiction? Some argue they're in Star Wars. Others might pick Babylon 5 or Star Trek. But we think they're all in one massive television series called Battlestar Galactica.

These are the best ship battles of the entire BSG franchise, and maybe in all of sc-fi and entertainment.

NUMBER FOUR | Battle of the Tylium Asteroid (Season 1, “The Hand of God”)
NUMBER THREE | Battle of the Colony (Season 4, “Daybreak, Part 2 & 3”)
NUMBER TWO | The Resurrection Ship Battle (Season 2, "Resurrection Ship Part 1 and 2")
NUMBER ONE | The Battle of New Caprica (Season 3, "Exodus Part 2")




1. That's the way you launch from a container.

2. Second class battleship.

3. Jumping from inside the hangar.

4. The idea is that you don't take things for granted.

5. Swarm decoy.

6. Adama manoeuvre - if you jump within a hundred diameters towards the centre of the gravity well.

7. Jumping from the surface is possible, just rather risky.

8. I wouldn't have sacrificed the Pegasus.
 
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Loki's Tom Hiddleston starred in this 2016 dystopian sci-fi satire, that almost no one saw, but it is actually perfect. You should definitely watch High-Rise. It's not too late!




1. Space station.

2. Generational starship.

3. Vargr recipes.
 
Spacecraft: Crewing and Engineers

A. Turrets (if present) and sensors are partially located on the exterior with their interfaces and much of their electronics accessible from inside of the ship; Mechanic and Electronics skill is required for their repair and maintenance, respectively.

B. As would with any number of other components.

C. Engineers are also responsible for the fuel scoops, vents that take in raw gas or water that can be ‘cracked’ for their hydrogen content and used as fuel.

D. Seems a little too simple to actually need an engineer.

E. If processing was concurrently happening, that would seem plausible.

F. If you're just sucking up gas or water, you'd think a mechanic could maintain that.
 
Spacecraft: Crewing and Engineers

G. While some exterior maintenance and repairs can be done remotely with drones, most engineers like to take a hands-on approach, which requires competence in the use of vacc suits.

H. Think of maintenance tasks as a laundry list that must be addressed on a monthly basis.

I. The engineer can take care of most or all of them all at once or spread them out throughout the month as they see fit.

J. They are fully aware of the machines that enable it to do what it does while other crewmembers are often content with the illusion that ‘things just work’.

K.
 
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