Ship Design Philosophy

Inspiration: How The 1930s Imagined Space Combat

Learn about the 1930s man who predicted Hard Sci-Fi Space Combat.




1. Sensors.

2. Fire control.

3. Rocket torpedoes.

4. Ranging machine guns with tracers.

5. Stabilizing gunfire.

6. Nineteen Forty discussing atomics got a visit from a counter intelligence agent(s).
here is a link to his original essay :

 
Starships: Cheapest Possible

Q. Current deckplans show the Scout Courier jump drive crosswise towards the rear of the hull.

R. Twoish time eight squares.

S. Serpent class fourish times fourish squares.

T. Do different dimensions mean different models?

U. And, differing sized spare parts?
 
Starships: Cheapest Possible

V. Cube root 5.1924941 metres.

W. Which should include access ways.

X. Six metres times seven and a half metres times 3.1111111111111111111111111111111 metres.

Y. Four squares times five squares.

Z. Though, it probably works better as a two storey engine.
 
Starships: Jumping For Dummies

1. Considering I never have done that, I may fit into this demographic.

2. We'll use as our example Terra, since most of us would be familiar with the place.

3. Let's say that Terra has a diameter of twelve and four fifths thousand kilometres.

4. That would make the jump boundary at one and three tenths million kilometres.

5. The starship breaks orbit leeward.

6. Earth's orbital speed averages 29.78 km/s (18.50 mi/s; 107,208.00 km/h; 66,615.96 mph), which is fast enough to cover the planet's diameter in 7 minutes and the distance to the Moon in 4 hours.[3]

7. Seven minutes times a hundred would be seven hundred minutes.

8. Or, the unmoving starship would be marooned at a hundred diameters.

9. In eleven and two thirds hours.
 
Starships: Jumping For Dummies

A. Terranova is an exact duplicate of the Sol system.

B. It's one parsec away.

C. Assume that there are no significant gravity wells, currently, between the calculated jump point and jump exit.

D. Ideal jump exit would be a hundred diameters exactly windward of Terranova's orbital path.

E. Which would mean that without moving, the starship would intersect Terranova's orbit in eleven and two thirds hours.

F. Though, in either coming or going, that would be shortened by accelerating either towards or away, to or from, the departure point or destination.
 
Starships: Jumping For Dummies

G. Starships can choose where and when they can transition.

H. Arrival is an estimation of time and space.

I. ESATA.

J. Preference is getting a headwind, and arriving early, and more or less where desired.

K. The planet will eventually catch up.
 
Starships: Jumping For Dummies

L. Regardless of how far the ship jumps, it always stays in jumpspace for roughly one week (148 + 6D hours).

M. Six days ten hours, to seven days sixteen hours.

N. Average seven days one hour.

O. That would mean, your margin of safety in time would be eleven and two thirds hours, plus thirty hours.

P. Or, about one day eighteen hours out.
 
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Starships: Jumping For Dummies

Q. You can't plot a jump through a hundred diameters of a significant gravity well.

R. Because it would like the starship hitting a brick wall, and being forced to drop back to reality.

S. You know, I can't recall how much time the crew actually experiences when this occurs along their planned route.

T. Though, in Einsteinian terms, it's still more or less a week.

U. So that a munchkin doesn't the bright idea as to how to fly faster than plot.
 
Starships: Jumping For Dummies

V. What happens if the astrogator can't find a flight plan that a crow would approve of at the hundred diameter boundary?

W. Take out the protractor and divider, and start figuring out what would be the shortest route to get to a point in the system, that has a clear line of sight to the selected destination.

X. Worst case, you have to do a bypass with a wall pass, which would double the time, distance, and fuel required.

Y. It's not clearly shown on Traveller hex maps, but space is four dimensional, and timing and three hundred sixty degrees of direction can alter the angle of approach.

Z. Adapting to that, would be half the astrogator's workload.
 
Starships: Jumping For Dummies

1. Still within the 100-diameter limit: DM-4

2. In theory, you could jump from the centre of the Earth.

3. Or, just from the landing field, itself.

4. I sorta recall that there was an increased penalty within ten diameters.

5. Within one diameter, it should need a miracle.

6. It should be kept in mind, that most planetary bodies move in space, while they're also rotating.

7. The calculated point of departure on the surface, being the landing field, would be a constantly moving target.

8. Plus, the jump bubble would be half filled with the landing field's materials.

9. Which, presumably, holistically, has some gravitational properties.
 
It depends as to how and when jump bubbles are formed.

That would be whether they are formed as they entre the rift, or formed just before.

And the school of thought that believes the reason that drop tanks are destroyed because the jump babble expands, and the other which contends that the bubble forms instantly.

The expanding bubble would pop the starship off the ground.
 
Spacecraft: Armaments and Giant Surface-to-Space Mega Guns

Spacedock delves into giant "Space Guns" as both launching methods and anti-orbital defence vectors.




Manmade hole - spacetime rift created by jump drive.
 
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