Ship Design Philosophy

Inspiration: Homeworld Deserts of Kharak


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https://www.youtube.com/watch?v=ZyN-Nl-SaDA

While Homeworld would be more appropriate in terms of the masses and variety of spacecraft, this game has still wonderful visualizations, and the flight deck of the carrier looks like something I'd want on my spaceborne ones.
 
Spaceships: Hulls and Conjoined Twins

So moving beyond my catamaran concept, since I had a little trouble trying to figure out how to connect two hundred tonne Scouts together, I wondered if I was looking at the problem from the wrong angle.

So what you do, instead of going for a catamaran, you weld the two backsides of the Scouts together.

Subconcept one, you have a type of fling wing, and the new central area hat you just welded together becomes both the new bridge, and just behind that, the engine room. Depending on whether the new design rules allow coupling together of drives and power plants, you might be forced to get a new set if you want performance beyond factor one.

Subconcept two, you clear out one of the bridges, and set up engineering at that end of the ship, which now appears diamond shaped. Actually, both are diamond shaped, but the other should be easier to fly in an atmosphere.
 
Spaceships: Space Race and the Cable Guy


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Since a solar sailing regatta is probably as interesting as watching grass grow, what more innovative sportsmen did was cut a spaceship into it's component parts, attach cables to them, and start their engines.
 
Condottiere said:
Spaceships: Space Race and the Cable Guy

Since a solar sailing regatta is probably as interesting as watching grass grow, what more innovative sportsmen did was cut a spaceship into it's component parts, attach cables to them, and start their engines.

My dear fellow. If one has time to watch the regatta he most certainly does not understand the regatta. A person of distinction attends those tedious affairs to be SEEN at the regatta. and to discuss matters far too refined for the common citizen to comprehend.

Viscount Toadius Highpants-Pifflewort

My basic belief is that if it moves sooner or later someone will want to race it.

I worked up a batch of race pods, and figured out some simple rules for racing a while back. my players aren't immune to the lure of fast pods, and pretty sophants

.you would be surprised how fast you a used 10 ton fighter an go with a few tweaks...strip the armor, beef up the compensators, overclock the gravitic impulse emitters, boost the plasma flow to the reaction jets....and get rid of that ejection pod, and the alpha deflectors.....at the speeds you'll be going if you loose it...there aint no ejecting, and odds are you wont live long enough to get cancer

once I get the final highguard rules and can rework my stuff you too can host your own Deneb 35,000
 
Spacecraft: Maintenance Crews

If the ship has any launched craft, it should have a flight control officer, crew for each craft, and at least 1 maintenance person per craft.

Seems rather low, even in the age of advanced technology and diagnostic systems, especially for something as finicky as a cutting edge fighter.

May need multipliers dependent on tonnage and complexity.
 
Spaceships: Air/Couch

Grav Floater: A grav floater is a forerunner of the grav belt, a platform upon which a single person can stand and be carried along. It cannot achieve any great speed but can, like an air/raft, achieve any altitude up to orbit.

Sealed, enclosed, high performance, and extended life support; adds ninety percent to the price and handles like a pig, but a flying pig.

Why is it a spaceship, well twenty hours life support is enough to get there.

And what you do is weld together as many can fit, even if you double layer it.

It will be cheaper, though slower, than an air/raft, and fifty times cheaper.
 
Starships: Logistics

On reflection, it's pointless to have large fleet tankers.

You night as well just have a big tanker tender and tanker riders.

Spreads the risk, and makes refuelling the task group easier.
 
Condottiere said:
Spacecraft: Maintenance Crews

If the ship has any launched craft, it should have a flight control officer, crew for each craft, and at least 1 maintenance person per craft.

Seems rather low, even in the age of advanced technology and diagnostic systems, especially for something as finicky as a cutting edge fighter.

May need multipliers dependent on tonnage and complexity.

I would agree, on small ships where the crew only has one or two shuttles at best this could be handled by the ships own crew and basic systems. ( adding at least one workshop to a design is a good idea) a full hanger has equipment for basic maintenance and repair as part of it's tonnage, Using at least one full scale hanger plus a full sized workshop, as a base, then adding a team based on the small crafts engine and reactor tonnage along the same lines as the way starships calculate the number of techs, and engineers could give you a rough guesstimate of how many crewmen a group of small craft would need.(total tonnage of all craft boarded,with a minimum of one engineer, and one mechanic)

I'd go with 10% of the construction time for a small craft as the time needed to completely tear one down,run diagnostics, and repairs and put the small craft back into service one a at least once a year. one hour per 10 flight hours of routine service in the hanger would be enough to keep it in a good state of repair.with at least one hour per craft needed for checkout and to run internal diagnostics. If the craft isn't operating on a regular basis someone still has to climb in power it up, static test the reactors, drive plates, flight controls and electronics....of course they could be setting in the cockpit pushing buttons and running checklists most of that time.

triple the number of hours of required work if the craft has been used for more than routine flight.( and in the case of combat a one to one ratio)

adjusting per tonnage of drives, and reactors with at least one hour per craft per week ...you get something like this.

drive total tonnage +power plant total tonnage +1 per craft x (number of flight hours per week/10) = maintenance times required

work crew weekly hours/ required work hours per average craft = number of craft that can be maintained per week by one crew using one hanger

total number of embarked craft/Number of craft one crew can manage per week =number of ground crews, and hangers required

of course you can reduce the number of hangers needed by running multiple crews per hanger in rotation, one crew replacing the other at the end of the shift.

You could cheat (sort of) and purchase repair drones, and a basic computer set up to run self repair programs in addition to the hanger. assign a single engineer or technician as "crew chief", and run the hanger 24/7
base the tonnage of drones needed off the tonnage of the largest craft that can be serviced by the hanger so 1% of the hangers maximum size vehicle( minimum 0.5 tons)and a computer capable of running a repair program rating 1. At this point you total up the hours in a week, and divide it by hours per craft, and get the number hours required per craft, to get the number craft an automated hanger can service weekly.
 
In theory, all ships and boats need maintenance, but with larger, qualified crews, it's onboard, otherwise it's offloaded to ground maintenance crews.

For the larger ships, drones could routinely be launched to scan the ship from the hull inwards, while robots do routine diagnostics in the interior.
 
Condottiere said:
In theory, all ships and boats need maintenance, but with larger, qualified crews, it's onboard, otherwise it's offloaded to ground maintenance crews.

For the larger ships, drones could routinely be launched to scan the ship from the hull inwards, while robots do routine diagnostics in the interior.

A drone with deep penetration sensors for ship maintenance and inspection duties...useful.

when I was working on my Brother in laws work boat way back when. Some boats would carry small boats for diver support, and for inspecting various things a big boat could to get close to. If there was someone aboard who new how to work on small engines they were very, very busy. not at all unusual for a couple of guys to be setting on deck with an outboard torn down trying to get it working again. Can imagine coming into the crew mess of a free trader and finding parts of the ships boat, or air raft spread across the table with a disgusted looking engineer cursing the designer for all he was worth :)..

I know more than one time I had to move a few parts out of the way before i could set down and eat....ignoring the scowls of the guy trying to get the generator working again.
 
Condottiere said:
Describes my computer table.

on a small ship you never have enough room.tables become workbenches, empty bunks become storage lockers, the deck becomes a gym/rec deck...if you can move around the stuff stacked on it...and actually have time to relax.
 
Condottiere said:
Build in a gravity generator on the table, and locally shift the gravity axis ninety degrees, than fold up the table.

Space.

that would work.....

you could also build the ship with gravity plating in the roof, put walkways that created a localized gravity so yo could walk along the path up the wall and to the ceiling use a very low gravity field to draw objects to the nearest surface and keep objects in place and you could have walls floors and ceilings available as work surfaces if needed. although working with a table full of spare parts magically held to the table on ceiling might cause first time fliers a bit of vertigo.
 
Starships: Engineering and Jump Drives

So it looks like the jump drives are going to double in size, plus five tonnes.

I actually can't find anything wrong with that.The only variants I'd like to add are yoked/coupled drives, and sub-parsec drives.
 
Spaceships: Orbital Escape/Skyjumping

Instead of an escape capsule, when you have to get off the ship in a hurry, you grab a grav floater and fall to earth.

Could also be a sport.
 
Condottiere said:
Spaceships: Orbital Escape/Skyjumping

Instead of an escape capsule, when you have to get off the ship in a hurry, you grab a grav floater and fall to earth.

Could also be a sport.
https://www.youtube.com/watch?v=t_KXgFpguE0
right up therewith suborbital skydiving.

I usually start with at least one grav floater...and rick it out as I go...then repeat process on a grav bike as soon as my characters can afford one....
 
May need a breakdown of the separate components of the grav floater and any specific restrictions in the design, because the grav module used in there seems to have an incredible value in cost benefit, and I may want to install some in my Delorean.
 
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