Ship Design Philosophy

Starships: Jump Drives

I thought about it.

If anything wears out aboard a starship, it has to be the jump drives, otherwise the maintenance interstellar trade would not be an issue once empires break up and you start loosing the industrial base necessary to manufacture jump drives.

You could say that the dilithium crystals just lose their mojo after a certain amount of usage.
 
wbnc said:
Condottiere said:
It's payload, accuracy and speed, meaning if the round goes where it's supposed to and before the other side can take evasive action.

A one twenty mortar round is just as devastating as a six inch howitzer shell.

Sandcaster muzzle velocity might be interesting to know, and if the ordnance might not have additional propulsion that ignites after it leaves the tube, in which case you could have a wire guided anti-tank missile heading for the weakest or designated spot on the opposing ship.

If you wanted to use a sandcaster to fire a guided munition the option of Wire, Beam Riding, Or laser designated are all options...all of them wold require the gunner to manually pick, and engage his desired target.
off all of the options I think I like beam Riding best..it minimizes chances of jamming, and loss of control due to the wire being broken. for an infantry weapon it's iffy since the beam can be tracked back to it's source.However since on a starship, the source is bloody obvious already not such an issue.

it's very possible different manufacturers would use a variety of guidance packages so the end user could pick his own preferred method.

What you could have is a triple turret, with a central beam laser and two sandcasters, though supposedly this would work with missiles as well.

The beam laser picks out a specific point on the enemy hull and paints it. If possible, this removes some of the armour as well as the lacquer. In either case, the guided munition is fired off in sequence shortly afterwards, and their sensors target the illuminated area, hitting that area one after the other.
 
Condottiere said:
wbnc said:
Condottiere said:
It's payload, accuracy and speed, meaning if the round goes where it's supposed to and before the other side can take evasive action.

A one twenty mortar round is just as devastating as a six inch howitzer shell.

Sandcaster muzzle velocity might be interesting to know, and if the ordnance might not have additional propulsion that ignites after it leaves the tube, in which case you could have a wire guided anti-tank missile heading for the weakest or designated spot on the opposing ship.

If you wanted to use a sandcaster to fire a guided munition the option of Wire, Beam Riding, Or laser designated are all options...all of them wold require the gunner to manually pick, and engage his desired target.
off all of the options I think I like beam Riding best..it minimizes chances of jamming, and loss of control due to the wire being broken. for an infantry weapon it's iffy since the beam can be tracked back to it's source.However since on a starship, the source is bloody obvious already not such an issue.

it's very possible different manufacturers would use a variety of guidance packages so the end user could pick his own preferred method.

What you could have is a triple turret, with a central beam laser and two sandcasters, though supposedly this would work with missiles as well.

The beam laser picks out a specific point on the enemy hull and paints it. If possible, this removes some of the armour as well as the lacquer. In either case, the guided munition is fired off in sequence shortly afterwards, and their sensors target the illuminated area, hitting that area one after the other.

in theory you can dial any laser up and down in power, or give it a very distinct pulse pattern, allowing it to act a a laser designater.

using it as a designator would give the round a precise point of impact to aim for, and avoid possible jamming...although sand would muddle it beyond belief. Another drawback would be range. The precision control of the beam to follow a distinct portion of a ship at anything further than close range band would be impressive to say the least...at 100Km a microscopic shift in the beams path would result in the beam veering wildly from the desired point impact.
 
The beam laser does go at the speed of light, and anything tracking it wouldn't be, so still have time to reacquire the target.

In the case of sandcasters, it's implicit that range would be rather closer.
 
If your target has a spinal weapon there is little point in adding armour. Armour is for smaller ships that lack spinal weapons. The 1000 point multiplication in damage the spinal weapons now have gets past anything you have covering your ship.

Adding the higher armour and reinforcing will make your ship incredibly durable perhaps invulnerable to smaller ships, it depends on the tech level of your ship.

You may want to look at buffered planetoid as a base. You lose 35 percent of your space, but get 4 points of armour and 50 percent more hull. The cost is only 4000 a ton as opposed to 50 000 a ton. The armour stacks with armour you add to the ship, so you can get armour values close to 20 with Reflec. You ship will look like a baked potato, but will ignore all hits from small ships that do less than 20 points. This could prevent Crits as well.

If you go with Drop Tanks you will want as high a Tech level as possible to get past the 15-TL penalty on your Jump roll. Hiring a very skilled Engineer might be an option as well. :)
 
Spaceships: Wearing Out

In theory, if you maintain a spaceship, nothing should break, which is why they're still around decades and centuries after being launched.

In practice, going by the Core Book, there's a twenty eight in thirty six chance that it starts to deteriorate anyway, every decade.

Now, you can a have a Free Trader, whose granny captain only transitioned it every second Sunday, and never made it enter any atmosphere, and there's still a good chance that something starts to breakdown every ten years.

And then you have warships, whose commanders tend to push them to the limits of their capabilities, and sometimes beyond, and have a good chance of getting their hulls holed and their interiors turned inside out a couple of times per decade.

The Royal Navy seems to be prepared to dispose of their commercial specced warships after twenty years have passed, since trying to refurbish them probably would cost nearly as much as getting a new ship, which they'd want in any event, and then with a personnel crunch, couldn't crew them anyway.

I'm told that some other navies are less discriminating when it comes to the condition of their ships.

The post Great War naval treaties believed that battleships would be pretty much worn out after twenty six years, those are the ones with lots of armour, after which, the participants were free to replace them, if they wanted to. But they were permitted to modernize them, as long as they followed some guidelines.

It would appear that actively participating in a war, speeds up depreciation considerably, even if the ship was lucky enough never to suffer any major damage, especially the engines. One reason the British were willing to scrap their older battleships en masse to satisfy treaty requirements.

Capital ships and major combatants, however you define them nowadays, can partake of a service life extension programme, though not unique to the navy, but tend to be applied to hardware that governments don't want to invest in setting up new production lines to manufacture the replacements.

These tend to be nowadays pre-scheduled, around the half way point of the expected service time of the warships, since even the most generous defence budget that can swallow the next five or ten subsequent ones, is reluctant to spend constantly on expensive hardware.

SLEPs should be carried out every two decades or so, if only to replace equipment that has become obsolete, not really an issue with the stabilized technical base in Traveller, though since the Solomani had a preview of what next generation technology is going to be like by observing developments in the Imperium Navy, they built their ships with upgrades in mind.

SLEPs would also close examine engineering, and replace engines and power plants that have become worn out, or replace them anyway, prophylactively. With advanced technology, this may need only occur every three or four decades.

This seems rather urgent, as the zero point percent maintenance cost would indicate that most Traveller ships rely heavily on diagnostics to catch problems as they are about to occur, which minimizes the need for maintenance at it's associated costs, but ensures that any problematic component remains in place like a timebomb.
 
PsiTraveller said:
If your target has a spinal weapon there is little point in adding armour. Armour is for smaller ships that lack spinal weapons. The 1000 point multiplication in damage the spinal weapons now have gets past anything you have covering your ship.

Adding the higher armour and reinforcing will make your ship incredibly durable perhaps invulnerable to smaller ships, it depends on the tech level of your ship.

You may want to look at buffered planetoid as a base. You lose 35 percent of your space, but get 4 points of armour and 50 percent more hull. The cost is only 4000 a ton as opposed to 50 000 a ton. The armour stacks with armour you add to the ship, so you can get armour values close to 20 with Reflec. You ship will look like a baked potato, but will ignore all hits from small ships that do less than 20 points. This could prevent Crits as well.

If you go with Drop Tanks you will want as high a Tech level as possible to get past the 15-TL penalty on your Jump roll. Hiring a very skilled Engineer might be an option as well. :)

If you shape the outer section of the rock you can make it look a bit more elegant than a potato, or just slap a cosmetic casing over the ships rocky shell.

fighters, lots and lots of fighters
 
wbnc said:
If you shape the outer section of the rock you can make it look a bit more elegant than a potato, or just slap a cosmetic casing over the ships rocky shell.

Holographic Hull... (new edition)
 
AndrewW said:
wbnc said:
If you shape the outer section of the rock you can make it look a bit more elegant than a potato, or just slap a cosmetic casing over the ships rocky shell.

Holographic Hull... (new edition)

OOOOOh pretty! Just the thing for a Rich debutante with their own yacht. After all showing up for an event on the interstellar social circuit with last years paint job...so gouache...and heavens forbid you have the same hull scheme as that upstart house next door. You might as well be flying coach.
 
Spaceships: Hulls, Armour and Upgrades

Hulls are the frames on which you can hang on or attach armour to.

The tech level that they are manufactured at is also the maximum armour factor that can be attached, though if you pay for a cheaper hull at the same tech, you'd have a equivalently lower armour factor that you can rivet on.

Trillion Credits indicates you cannot change the armour factor, since it's integral to the hull.

When they demilitarized battleships in accordance to treaty requirements, they removed the armour. Even if armour suddenly became a structural necessity (and with the hull being a zero percent component, not necessarily wrong), you could still strip it to factor one, or even factor zero point five.

Remilitarizing the ship, you could use more advanced armour plating, which if you have to plate it over the remaining shell, would probably not be able to exceed what the frame was stressed for, the original armour factor, but the new armour (minus legacy hull plating) would have less volume, therefore, less stressful for engineering.
 
Spaceships: Hulls and Spinal Mounts

There has to be a reason why a spaceship has to fix the spinal mount more or less centrally, and why only one can be installed. And it has to be due to some physical effect.

The reason could be that spinal mounts have tremendous recoil every time they are fired, which would shake them loose if they hadn't been built in place in the ship structure.

Firing a spinal mount while clamped should rip that vessel from it's moorings, which is why you don't see a superdreadnought with battle riders clamped to it's side firing their spinal mounts into battle.

Though that does appear to leave the option for fixing in a smaller spinal mount, if you don't fire it in the same round. You still have increased structural stress, since it's likely not installed in the ideal area for the superstructure to absorb it optimally.
 
Condottiere said:
There has to be a reason why a spaceship has to fix the spinal mount more or less centrally, and why only one can be installed. And it has to be due to some physical effect.

Central is common but not a requirement. Can install more then one in the new edition.
 
AndrewW said:
Condottiere said:
There has to be a reason why a spaceship has to fix the spinal mount more or less centrally, and why only one can be installed. And it has to be due to some physical effect.

Central is common but not a requirement. Can install more then one in the new edition.
OOOUCCCHHHHHHH!!!!!!!!! okay that's gonna leave a mark.
I can see it not having to actually be built at the center line of a ship, definitely part of the core structure but not straight down the central axis....

question is, do all spinals have to target the same victim?
 
Spaceships: Armaments and Multiple Spinal Mounts

If this makes it for the final version, it would certainly revolutionize space combat and ship design.

I can think of three configurations:

1. Dispersed structure and the spinal mounts evenly laid out like the spokes of a wheel, slowly revolving and firing as they bear on target.

2. Lined up on one side of a ship, providing the captain with the opportunity to fire a broadside, though he may be wondering as to where his sidewall is.

3. Gatling gun, so that each barrel has a chance to cool down.

So the only limitations will be juice available and volume.
 
I kind of see them as being Gatling gun style...well not rotating but firing one after another....or if the captain really wants to deliver some pain, going off all at once in an alpha strike from Hades.

I've got the barrels built and ready to roll...somebody else is going to have to do the sidewalls...I think I am approaching my suggestions per lifetime limit.
 
Spaceships: Armaments and Sonja Hemphill

I've always wondered what mischief I'd get upto if I was Sonja, and apparently the moment has arrived, as spinal mounts become loose can(n)ons.

You've already got impenetrable armour top and bottom, so one one side you line up all the heavy beam weapons, for the expected medium to short range slugging match, while on the other side you install the missile systems, for long range sniping.

You turn turtle as the enemy closes range.
 
Spaceships: (Solomani) Standard Commercial Hull

The default one is tech level twelve, at presumably twenty (hundred tonne) to hundred thousand credits per tonne.

I'd stick to that too, if all you'd get using a tech level eight one is a twenty percent rebate.

Now, if you picked one up at spezstaycionsRus, you'd get one at twenty thousand credits per tonne; the downside being that the structural strength is only half, which may mean you can't go much beyond one gee acceleration. That means that for ships beyond eight hundred tonnes, the hull is five times cheaper.

So if you aren't going dirtside, and the starport isn't too far away, seems a really good investment.

Tech level seven would ten times cheaper, but tech level eight has artificial gravity, and for the human physique, that's priceless.
 
Spaceships: Affixing Armour onto (Solomani) Commercial Standard Hulls

The rules say you can't have more armour than you have tech levels. Or do they?

You can't manuufacture armour that has a greater factor than your industrial tech level, and that there are caps on the material itself. That suggests that nothing would stop a person on ironcladding a tech level eight titanium hull with a tech level fourteen bonded superdense armour, with a factor of fourteen.

The cost is fifty percent of the base hull for super dense armour; at twenty thousand credits per tonne, this would seem to make it very cheap, though since the price mirrors that of a hundred tonne Adventure class hull, likely to be correct.
 
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