Ship Design Philosophy

Condottiere said:
Personally, I don't think you could transfer the required power to energize the complete ship systems of another hull, at least not for no extra tonnage and certainly not at fifty thousand schmuckers.

However, it's mentioned.

So basically, your jump drives and most of the fuel tanks are smashed during the battle, but you spot, for convenience, a sister ship of the same class with it's power plant destroyed, but fuel tanks full and jump drives in tact.

You make your way over there, hook up through the systems link and transition.

Not exactly, it allows transfer of data and control not the transfer of power.
 
Spaceships: Hulls and External Power Source

Forced Linkage Apparatus (TL7+): Used by junkers to board powered-down derelict starships and slavers to gain access to inhabited ones, forced linkage apparatuses are close range devices that operate using common command consoles. Attaching the linkage requires a Pilot skill check; opposed by the target’s Pilot skill check if manned. All Linkage Apparatuses take up 2 tons of space on a ship.

At TL7 these are little more than magnetic clamps on retractable arms, suffering a –2DM to the roll. Cr.5,000.
At TL9 the linkages are gas-powered grapnels with a reeling cuff, suffering a –1DM to the roll. Cr7,500.
At TL12 the linkage is magnetically propelled and guided by targeting lasers. Cr10,000.
At TL15 the linkage is made up of purely gravitic field control rods and antennae, gaining a +2DM to the roll. Cr50,000.

All linkages take 2–7 Combat Rounds to attach securely, reduced by the Effect of the Pilot skill roll used to make the attachment.


If I interpret the above correctly, this will certainly power basic life support and I'll speculate the ship's computer, ship monitors, gravity, and low power bridge systems, on at least part of the vessel.
 
Condottiere said:
If I interpret the above correctly, this will certainly power basic life support and I'll speculate the ship's computer, ship monitors, gravity, and low power bridge systems, on at least part of the vessel.

System Linkage and Forced Linkage Apparatus are two different systems.
 
They are different aspects of a similar principle, the control of ship systems from an external source or control.

When ships are docked, if the fusion plants are powered down, especially for maintenance, repair or replacement, there certainly should be an external source to power the requisite ship systems.

I'm just exploring if there are existing rules covering this.
 
Condottiere said:
They are different aspects of a similar principle, the control of ship systems from an external source or control.

When ships are docked, if the fusion plants are powered down, especially for maintenance, repair or replacement, there certainly should be an external source to power the requisite ship systems.

I'm just exploring if there are existing rules covering this.

The two systems where developed independently. The System Linkage was designed to support the sharing of data between ships and control if need be. No power transfer is possible with this system.

I agree, power transfer would be possible from an external source such as a repair yard. Just not with the System Linkage.
 
Spaceships: Zeppelins and Rigid Airship Hulls

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A rigid airship is a type of airship (or dirigible) in which the envelope is supported by an internal framework rather than by being kept in shape by the pressure of the lifting gas within the envelope, as in blimps (also called pressure airships) and semi-rigid airships.[1][2] Rigid airships are often commonly called Zeppelins.

The principal feature of Zeppelin's design was a fabric-covered rigid metal framework made up from transverse rings and longitudinal girders containing a number of individual gasbags.[6]

I was thinking nylon, since plastics should have come a long way by then, and be relatively inexpensive, and steel girders, since actual weight wouldn't be an issue.

I don't think it would be suitable as a dedicated cargo carrier, as long as the skin is hydrogen proof, it should survive transitions, though not re-entry.
 
Condottiere said:
Spaceships: Hulls and External Power Source

Forced Linkage Apparatus (TL7+): Used by junkers to board powered-down derelict starships and slavers to gain access to inhabited ones, forced linkage apparatuses are close range devices that operate using common command consoles. Attaching the linkage requires a Pilot skill check; opposed by the target’s Pilot skill check if manned. All Linkage Apparatuses take up 2 tons of space on a ship.

At TL7 these are little more than magnetic clamps on retractable arms, suffering a –2DM to the roll. Cr.5,000.
At TL9 the linkages are gas-powered grapnels with a reeling cuff, suffering a –1DM to the roll. Cr7,500.
At TL12 the linkage is magnetically propelled and guided by targeting lasers. Cr10,000.
At TL15 the linkage is made up of purely gravitic field control rods and antennae, gaining a +2DM to the roll. Cr50,000.

All linkages take 2–7 Combat Rounds to attach securely, reduced by the Effect of the Pilot skill roll used to make the attachment.


If I interpret the above correctly, this will certainly power basic life support and I'll speculate the ship's computer, ship monitors, gravity, and low power bridge systems, on at least part of the vessel.

I'm not sure, to me it looks more like a very high tech version of a grappling hook. Designed to force a ship to stay next to your ship while you board it. at TL-15 it becomes the infamous tractor beam system...

although this does seems to be good addition to a combined system of breaching tubes, system linkage, and docking clamp, options for a tow/capture ship.and I will probably be adding these to tugs in the future :D
 
wbnc said:
I'm not sure, to me it looks more like a very high tech version of a grappling hook. Designed to force a ship to stay next to your ship while you board it. at TL-15 it becomes the infamous tractor beam system...

although this does seems to be good addition to a combined system of breaching tubes, system linkage, and docking clamp, options for a tow/capture ship.and I will probably be adding these to tugs in the future :D

There's:

Grapple Lines (Book 6: Scoundrel, page: 88).
Tow Cable (Book 7: Merchant Prince, page: 114).
Magnetic Harpoon (Signs and Portents issue #57, page: 82).
 
Getting physical contact with the onboard ship network would be part on a brute force hacking attack, where powering it down wouldn't work.
 
Spaceships: Armaments and ... uh, armaments

Saint%20Louis.jpg


I'll go with fourteen fifty-tonne meson bays, eighteen particle accelerator barbettes, and sixty eight laser turrets, factor six armour, factor three manoeuvre, factor three jump, at tech level twelve.
 
Spaceships: Armaments and Fixed Mountings

One turret may be attached to each hardpoint on the ship. If a turret is installed, then one ton of space must be allocated to fire control systems (included in the following table):


A fixed mounting having zero tonnage, which makes it basically hammerspace for whatever you install there, and I'm thinking a 4.5-tonne rail gun.

So for what it's worth, lasers, sandcasters and missiles should be 0.15-tonnes per weapon system.
 
Spaceships: Ultralite craft

When designing a ship with external cargo, first determine the total displacement of the ship as normal. The total displacement will be used to determine the size of the Jump Drive, Manoeuvre Drive and Power Plant needed. Next, determine how much of the ship will be allocated to external cargo and how much will be enclosed by the hull.

Ten-tonne smallcraft, inclusive provision for one tonne external cargo (forgets to load the external cargo).
 
Condottiere said:
So for what it's worth, lasers, sandcasters and missiles should be 0.15-tonnes per weapon system.
Why 0.15?
Is that displacement tons (14 cubic meters) or metric tons (1000 kg)?

(Not an agreement or disagreement, I am just attempting to understand what you are saying and why.)
 
Smallcraft: Bomber Analysis

Let's see what the Bomber is composed of and can do.

Seventy tons with factor four armour with factor five power and thrust. A two man cockpit with a computer factor four and basic military sensors.

Armament consists of thirty five tons of six shots per round missile bay with forty eight missiles, and what's listed as a fixed mount sandcaster with ten canisters at one and a half tonnes.

The most important aspect is to replicate the capability to launch six missiles per turn, for eight turns.

One way to do that would be four ten tonne light fighters equipped with missile packs; which if launched singularly, doubles launch rate, or they could overwhelm an opponent by launching simultaneously. Of course, you then need double the flight crew, and you couldn't designate one as the weapons officer specialist.

However, in order to squeeze the fifty tonne bay into the smallcraft, you needed to shrink the missile bay; if you did the same with the missile pack, to be precise, the missiles rather than the pack, you now have eighty missiles against forty eight. And even if you didn't, your missiles are potentially better features being still full sized.

Light fighters, or bombers, will likely be much faster than the Imperial Bomber.

Going another route, you could assign a two hundred tonne hull to take over the bombing role; that would be the equivalent of three Imperial bombers to one two hundred tonne hull.

What you could do is install a hundred tonne missile bay, with twenty four improved missiles against thirty six mini-missiles

Add in really heavy armour plating and a rail gun barbette, the heavy bomber can also close in. Chances are, it could also accelerate faster as well at factor six, and have a three man crew.

You'd more or less match capabilities if you had six sandcasters with saboted mini-missiles.
 
Spaceships: Class Analogues

Tech level fourteen with the introduction of bonded superdense material for both hull and armour could be the equivalent of the dreadnought era.

True, the dreadnought itself is the sum of then current technology, used in a more efficient way, but this seems primarily more of a question of giving and absorbing damage, and with a fifty percent jump in armour effectiveness, probably more a vital feature in the make up of these large warships.

As such, I tend to view medium and large warships having the following armour features:

Battleship - twelve percent of hull allocated to armour.

Heavy cruiser - ten percent of hull allocated to armour.

Light cruiser - five percent of hull allocated to armour.

More or less.

In history, ship general classes were defined by treaty, in order that numbers could be regulated, though certain features would be similar throughout.

For primary armament, a spinal mount taking up about five percent of the hull volume.

Range should be factor four, while acceleration should easily reach factor six.

A previous generation of warships would be more compromised in it's prioritizing of engineering, armour and fire power.

Armour and hull would be using now standard crystaliron, first available at tech level ten. This would allow warships to have an armour that would be twice as effective as titanium steel.

Initial construction if warships probably still used titanium steel as the frame to hang on crystaliron armour plates, hence the description of ironclad

The largest warships were termed armoured frigates, and could easily accommodate upto fifteen percent of the hull volume being taken up by armour.

Tech level eleven brought a revolution in jump technology, and the size of ships, allowing the manufacture of upto fifty thousand tonne behemoths, the largest of which were called battleships, since they could stand in the line of battle, heavily armed and armoured.

The greater range in tonnage also made necessary a finer distinction between the newly designed warships, so that their collective roles could be more easily identified.

Ships below battleship size, but above small combatants, were labelled cruisers, and sub-divided into the following basic categories:

Unprotected cruiser - bulkheaded.

Scout cruiser - five percent of hull allocated to armour.

Protected cruiser - five percent of hull allocated to armour.

Armoured cruiser - ten percent of hull allocated to armour.

Tech level twelve brought with it access to jump factor three technology and hundred thousand tonne ship construction.

Tech level thirteen was a transitional period, as shipyards could now build ships as large as they had the capacity and the budget allocation, compromises that were made in previous designs of line of battle ships could now be ignored, in terms of mobility, protection and armament, though understandably not in actual financial costs.

Medium sized ships were defined as being between twenty and a hundred thousand tonnes, with some armoured cruisers built to the upper limits of that tonnage, though various doctrines were tried out, with cruisers being built to satisfy wildly differing naval doctrines and feature optimizations.
 
Starships: Engineering and Over-clocking the Power Plant

Can you over-clock the power plant, and why would you want to?

In theory, the spaceship onboard power plant is already over-clocked, specifically to allow it to deliver the burst of energy the jump drives need during transition, though I suspect that actually dealt with with an energy build up beforehand that gets stored temporarily in the capacitors.

Jump drives would appear to need a sustained energy output during transition for about a week, give or take a couple of hours.

By giving the order for Maximum Speed, we know we can over-clock regular manoeuvre drives by one gee, though it isn't stated how long you can sustain that, or if there are consequences in maintenance overhead or the working life of that particular engine, though it does this at the expense of being only able to fire half it's armament across the board. You usually don't need to fire any ship weapon in hyperspace, so you can devote all the energy from the power plant to the jump drives, save that for the usual life support and other necessary ship systems to sustain life onboard.

On a side note, I don't think Maximum Speed should be possible as written for sub-gee manoeuvre drives.

Also, if you do pull this off, you probably will get jump dimming, though can't imagine LED lamps need that much juice in the first place.

So let's say you can pull this off for the required week, that means that you only need to install a power plant with a factor lower than the required jump distance. Again, I'd like to point out, probably not achievable with a sub-factor one engine.

Could you over-clock a jump drive? Going by Interstellar Wars, insystem jumping still needs a factor one jump drive, so firstly, no such thing as sub factor one jump drives, and secondly, would you be prepared to risk it, because this would be a good reason why misjump possibilities suddenly become very much more likely.

The key to this would be a competent engineering team, and a well maintained power plant.
 
Starships: Seaplane Aesthetics

I really do like seaplanes, the primary idea is to see if you can exploit a factored one. You can, depending on the role, and the role in this case isn't trade.

Seaplanes are used in search and rescue, unfortunately, factor one grav drive would tend to make the feasibility of rescuing anyone in an airless environment a tad questionable, though you'd get around that with a very fast shuttle, which means that any ... spaceboat ... would need one in that case.

If you have a fairly good astrogator who's familiar with the local area, not too hard if the spaceboat only jumps around in one parsecs, he'll probably transition exactly where the captain wants the boat to come out. Since the idea is a medium to long range patrol, lots of fuel would be a requirement.

It's a cheap way to patrol the borders of a parsec; a medium range patrol would go into the next parsec and skirt along a hundred and eighty degree sweep before returning. A long range one would be normally conducted with a factored two patrol ship and a hundred and twenty degree sweep two parsecs out. A very long range one would jump three parsecs, conduct a sweep, and then jump back.

Spaceboats can be quite cheap patrol ships, depending on how much you want to spend on electronics, since normally they have no armour and minimal defensive weaponry. These can be provided to local Aerospace Forces to conduct interstellar patrols.

From the Solomani Navy perspective, these patrols would make it hard for anyone to sneak up on a world, and would give them an early warning of any strange occurrences; more importantly, it would ensure a supply of experienced crews.

The cheapest variant would be a hundred tonne catamaran, which would sort of resemble a floatplane, with a ten tonne speedboat for SAR.
 
Spaceships: Alphabet Jump Drives

Manufacturer: Junkers Raumschiff- und Motorenwerke AG

Jumo
J00aA'8.81 15-tonnes MCr 10.0
J00aA'9.91 7.5-tonnes MCr 5.00
J00aA'9.A1 7.5-tonnes MCr 4.75
J00aA'9.B1 7.5-tonnes MCr 4.50
J00aA'9.C1 7.5-tonnes MCr 4.25
J00aA'9.D1 7.5-tonnes MCr 4.00
J00aA'9.E1 7.5-tonnes MCr 3.75
J00aA'A.A1 7.125-tonnes MCr 5.50
J00aA'A.B1 7.125-tonnes MCr 5.225
J00aA'A.C1 7.125-tonnes MCr 4.95
J00aA'A.D1 7.125-tonnes MCr 4.675
J00aA'A.E1 7.125-tonnes MCr 4.40
J00aA'B.B1 6.75-tonnes MCr 6.25
J00aA'B.C1 6.75-tonnes MCr 5.9375
J00aA'B.D1 6.75-tonnes MCr 5.625
J00aA'B.E1 6.75-tonnes MCr 4.675
J00aA'C.C1 5.625-tonnes MCr 10.0
J00aA'C.D1 5.625-tonnes MCr 9.50
J00aA'C.E1 5.625-tonnes MCr 9.00

Notes:
1. All Jumo J00aA'8 and J00aA'9s are open sourced.
2. Junkers only manufactures J00aA'9.C for the Solomani Navy and commercial entities to satisfy Confederation onboard lifeship regulations.
3. Junkers will accept individual orders for J00aA'C.C.
4. Needed a revision, based more on the actual table in Core, rather than what I thought was reasonable.
5. The last numeral in each engine code is potential jump capability of each engine; performance is capped at that number.
 
Spaceships: Alphabet Gravitic Drive

Manufacturer: Junkers Raumschiff- und Motorenwerke AG

Jumo
M00aA'9.8 2.0-tonnes MCr 4.5
M00aA'9.9 1.0-tonnes MCr 3.0
M00aA'9.A 1.0-tonnes MCr 2.85
M00aA'9.B 1.0-tonnes MCr 2.7
M00aA'9.C 1.0-tonnes MCr 2.55
M00aA'9.D 1.0-tonnes MCr 2.4
M00aA'9.E 1.0-tonnes MCr 2.25
M00aA'A.A 0.95-tonnes MCr 3.3
M00aA'A.B 0.95-tonnes MCr 3.135
M00aA'A.C 0.95-tonnes MCr 2.97
M00aA'A.D 0.95-tonnes MCr 2.805
M00aA'A.E 0.95-tonnes MCr 2.64
M00aA'B.B 0.9-tonnes MCr 3.75
M00aA'B.C 0.9-tonnes MCr 3.5625
M00aA'B.D 0.9-tonnes MCr 3.375
M00aA'B.E 0.9-tonnes MCr 3.1875
M00aA'C.C 0.75-tonnes MCr 6.0
M00aA'C.D 0.75-tonnes MCr 5.7
M00aA'C.E 0.75-tonnes MCr 5.4

Notes
1. In theory, aA manoeuvre drive should weigh somewhere between 1.3 to 1.35 tonnes.
2. In actuality, I've given up on smallcraft manoeuvre drive, and I've convinced the Solomani Naval staff to do the same, so they'll equip their smallcraft with Adventure class manoeuvre drives, or that that they've pulled off space stations.
3. If you want comparisons, both Space Stations and High Guard list factor one manoeuvre drives as one percent.
4. As a more long lasting canonical example, the Type S Scout has split the manoeuvre drive into two modules, and the above would be a copy of one of them.
5. I think there's a package deal where you can buy two modules for MCr 4.0 basic.
 
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