Ship Design Philosophy

DRAFT

Hull TL12/TL7 Titanium Steel
(25% TL discount)
100 tons
Hull points 1
Structure 1
Streamlined
2.2 MCr. base/1.65 MCr.

Jump Drive sE/aA' TL12/TL9
(15% TL discount)
Jump 1
7.5 tons
7.0 MCr. base/5.95 MCr.

Manoeuvre Drive sE/aA' TL12/TL7
(25% TL discount) (revised reconciled smallcraft/adventure class alphabet drives)
Thrust 1
0.75 tons
2.0 MCr. base/1.5 MCr.
and/or
Grav Drive sE/aA' TL12/TL9
(15% TL discount)
Thrust 1
2.5 tons sE/aA'-tl9 gravitic drive 4 MCr
4.0 MCr. base/3.4 MCr.

Power Plant sE/aA' TL12/TL8
(20% TL discount)
2.5 tons sE/aA'-tl9 125% 3.125 fusion
5.5 MCr base/3.3 MCr.
fuel consumption 1 ton fortnightly

(Half) Bridge TL12/?TL7
(25% TL discount)
10 tons
0.5 MCr. base/0.375 MCr.

Computer TL12/TL7
(25% TL discount)
Model 1
Rating 5
0.03 MCr. base/0.02275 MCr.

Electronics TL12/TL8
(20% TL discount)
Radar
Lidar

Single Turret (empty) TL12/TL7
Double Turret TL12/TL8
Triple Turret TL12/TL9

Fuel
12 tons, sufficient for jump one and four weeks of operations

Cargo
61.5 tons

Staterooms
2 Capsule rooms at 1 ton and 0.1 MCr

Extras
Fuel scoop
Fuel Processor TL12/TL8
(20% TL discount)
1-ton
0.05 MCr base/0.04 MCr.
Ship's Locker
Air-lock
Fresher 0.5 tons 0.05 MCr
Galley 0.5 tons 0.05 MCr
Rear cargo hatchback
3 telescoping legs with pads
I'm guessing the costs of the galley and the fresher, probably both cost around ten thousand

Software
Jump Control/1 0.1 MCr (TL12/TL9) discount 15%
Manoeuvre/0
Library
 
Breakdown of aA Jump Drive

20% corridor/crawlspace - 2 tons (overhead and add-on)
1 workstation for local control/monitoring - 1 ton (overhead)
20% radiation shielding - 2 tons (overhead and add-on)
Zuchai crystal energy capacitor bank chamber - 0.5 tons (add-on)
Compression chamber - 2 tons (add-on)
Internal cat carrier (cat may or may not be present) - 0.5 tons (overhead)
Fuel induction tubing - 1 ton (overhead and add-on)
Emission vent - 1 ton (overhead)
 
Like driving a piece of plywood with a 50hp 2L engine down the Cuesta Grade in California in 50mph gusts? Done that. :P

https://www.youtube.com/watch?v=4oTXU0Ak9Xo
 
Fully loaded Toyota pickup at over eighty miles per hour on foggy Sunday mornings 5 and 405; almost as fast on the way back, only slowing down at Immigration.

I was relatively young and foolish and I don't do that anymore. Also, re-emigrated.
 
The bus would get caught in the gusts, swerve, then as I corrected, the front end would dive and totally compress the front suspension, and then savagely rebound when I straightened out. Not worse than driving my girlfriend's Audi 80 in Austria though there are some steep grades there too.

The ship is good, and the kombi a good analog to it, good for a picture I found on the net:

file.php
 
I'd do that if I figure out how to combine solar sails and solar cells at Thrust One and/or Jump One.

I've got it configured at flattened sphere, since what you want is minimal expense and maximum access.
 
More just chrome to dress it up, all it really needs to be is the cylinder for internal pressurization, but then it's just an oversized modular cutter. I have another, a packet, that takes cutter modules: http://dragonersdomain.com/forum/viewtopic.php?f=32&t=128

Yours, like a ladybug, maybe even called the "Seven Spot" after the Japanese Seven Spot Ladybird, an interface trader, with clamshell doors on the back for loading by gantry. The 1248 Wilds Frontier Trader had a nice flattened sphere picture by Bryan Gibson, stats are for CT and it is 300 tons.
 
My conceit is to create the oldest Solomani starship design that's still flying, which meant with the Mongoose design system I have to recreate the innards that would have allowed early adoption by entrepreneurs.

So basically, cheap enough to be affordable, with enough features that it would have access to most markets and landing sites. That means grav drive as the preferable means of sublight travel, as opposed to rocket power, which only make sense for short duration craft.

The TL discount ensures that the design is still viable three millenia later (that was a recent discovery by me after rereading HG).

I'm not opposed to using two hundred ton ships, but the hulls cost double per ton, though the bridge size remains the same. At this level, every single credit piece counts.
 
And of course, the other project is finding a way for a forty or fifty ton craft to safely enter and exit jumpspace.


Armament

Smallcraft armament restrictions regarding Adventure Class doesn't make sense. Why can't the iconic Scout not have ten anti-personnel weapons sprinkled liberally around it's hull, as well as five weapon slots, or even a Fat Trader with twenty weapon slots and porcupined with forty anti-personnel weapons?

You can base actual weapon use on power plant output available (installed, but not fireable), and that anti-personnel weapons actually occupy volume and need wiring and fire control(s).
 
Armament

Consistency would be nice.

Another matter would be that the anti-personnel weapons would melt off during re-entry, unless they had protective cowlings or were pop ups.
 
Condottiere said:
Armament

Consistency would be nice.

Another matter would be that the anti-personnel weapons would melt off during re-entry, unless they had protective cowlings or were pop ups.

Oh you people and your non-Gravitic thinking. Reentry by a Gravitically powered ship would be simple and easy. Top speed of a couple hundred KPH at most. Stll gets you to orbit in a under an hour...
 
Condottiere said:
And of course, the other project is finding a way for a forty or fifty ton craft to safely enter and exit jumpspace.


Armament

Smallcraft armament restrictions regarding Adventure Class doesn't make sense. Why can't the iconic Scout not have ten anti-personnel weapons sprinkled liberally around it's hull, as well as five weapon slots, or even a Fat Trader with twenty weapon slots and porcupined with forty anti-personnel weapons?

You can base actual weapon use on power plant output available (installed, but not fireable), and that anti-personnel weapons actually occupy volume and need wiring and fire control(s).

Reasonably, maintenance issues, the nature of weapons is that you want them to work, that means taking apart the whole systems after each use. If one would notice, however, the game is actually designed around simplicity, instead of number crunching, which there is a balance there too.
 
Adventure Class: Definition

Any single sectional spaceship hull large enough to successfully transit hyperspace.


Adventure Class: Starship Bridge

Minimum ten tons, regardless of actual size of hull. Basic controls and monitoring equipment would be the same, what gets added is redundancy and more powerful equipment.
 
Power Plant: Utilization

Solar Panels permit twenty five percent power plant fuel consumption with minimal short term manoeuvring and no weapon usage. You have to wonder what's minimal manoeuvring; stutter-grav?

I'm going to say that means no energy weapons, though sandcasters and missiles, and possibly torpedoes, that could use batteries for any energy requirements. Like ejection.

If not manoeuvring, using active sensors, or refining fuel, a factor one solar panel can power all other ship systems.
 
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