Ship Design Philosophy

-Daniel- said:
wbnc said:
A freind of mine has an idea he wants me to work on..basically a sort of Lego ship system pre-built sections that "snap together" to rapidly refit a ship within hours.


basically Main hull with docking clamps. then smaller ships with various systems but no drives Instead of needing heavy equipment and a starport to swap out modular sections of the hull the ship docks with the new section and is on its way.
So sort of like the modular cutter but with all the ship systems being modules?

rns_convoy_smaller.png

yeah something like that :D
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Spaceships: Launch Facilities and Heavy Grappling Arms

Remember that Mercenary Carrier that looks like a centipede? I I couldn't figure out how two grappling arms with a combined capacity of four tonnes can supposedly handle ten tonne light fighters.

Fear not, the new and improved heavy grappling arm is now available!

At six tonnes, it has a capability to handle upto ten tonnes, and multiples can be used for greater capacity. Presumably, it can be extended for two hundred and fifty metres, which means it can pick up space litter and light fighters, as well as deploy them, quite a distance away.

This makes the following viable:

skyhookshipproposal.jpg


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Starships: Bulking Up and Bridging Hulls

Speaking of pop up turrets, have it installed on a hundred tonne hull (when popped), especially if you don't mind overthinking jumping, which will be the case with the six tonne bridge.

However, in realspace, you depop it, and have comfortable control over your now ninety nine tonne smallcraft.
 
Starships: Cheapest Possible

Bill of materials

1. One Venture budget jump drive module factor one
... 11.25 Megaschmuckers

2. Three Tokimeki early fusion power budget plant modules twenty four scott output
... 1.125 megaschmuckers

3. One Pebble budget manoeuvre drive module factor one third
... 1.0 megaschmuckers

4. One ten tonne bridge
... 0.5 megaschmuckers

5. One stateroom four tonnes
... 0.5 megaschmuckers

6. One iron nickel planetoid one hundred twenty tonnes
... 0.48 megaschmuckers

7. One computer five bandwidth
... 0.03 megaschmuckers

Total
... 14.885 megaschmuckers
 
Spaceships: Drop Tanks and Fueling a Habit

LuZJWp4.jpg


Probably couldn't pay it's fuel bill.

Interestingly enough, tech level seven doesn't really have that much problems with it's drop tanks.
 
AnotherDilbert said:
Condottiere said:
Interestingly enough, tech level seven doesn't really have that much problems with it's drop tanks.
We don't have all that much trouble with jump drives either...

Wel our drop tanks are 100% expendable, once they are used they get trashed. if the tanks had to be built to withstand recovery and refill we'd be looking at a bit more complexity.

and everyone knows the secret space program uses warp drive not jump drive, haven't you see the videos of their "fictional" warp ship... :P
 
Starships: Cheapest Possible

With the ten percent discount, 13.3965 megaschmuckers.

Performance is one parsec, but only one third gee.

Cutting down operating cost is another issue.
 
Starships: Cheapest Possible

The biggest cost saving is five and a half million schmuckers for the hull, which it's implied has artificial gravity and inertial compensators for four thousand schmuckers per tonne, but actually five thousand, if you discount the unusable twenty percent.

You trade time for cost, since you can only travel a parsec at a time, and maintain a constant acceleration of a third gee; the planetoid ship isn't really equipped to land on a planet, except in the time honoured way as a falling star, though since a third is better than a quarter gee, it probably will have a soft landing, though in an atmosphere, maybe a hot one.

I don't see SolSec encouraging this design, but for an Imperium veteran with friends and time on his hands, get some second hand drives and power plant, those are the big cost drivers.
 
Spaceships: Engineering and Human Resources

It's noted that ships under one kay could try to keep crews to one or two overworked guys, though it's not mentioned if droids are along for the ride.

It seems likely that small commercial ships will try to keep their engineering down to as few thirty five ton blocs as possible, with the jump drive usually being the largest component.

You want to keep the feeding bills down.

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Starships: Cheapest Possible

A lot depends on how large your party is going to be, and if you intend to include friends and family; and henchmen, hirelings and minions.

The optimal gaming group tends to be the Dungeon Master plus three to to five players, which incidentally, is the optimal span of control for most people. Killjoys are three principal protagonists, with usually one guest star, while Dark Matter starts off with six protagonists, plus the ship, named and numbered for easy reference.

We could stuff a lot of people in a very small space, but that doesn't gel with roleplaying purposes; most people are going to want their own space; so ideally, you'd want six to eight staterooms, and the unused ones can be turned into storerooms or studies. Since we've only got ninety six tonnes of usable volume, perhaps better six, and any guests can sleep on the (acceleration) couch.
 
Starships: Cheapest Possible

Rebels reminded me that double occupancy may not be that bad, but you have to take into account the fact that in Star Wars, transitions in comparison to Traveller seem practically instantaneous.

Unfortunately, staterooms still cost a cool half million schmuckers each.

We have to remember what our five thousand schmuckers per usable tonne gets us, artificial gravity and inertial compensation, despite the fact that in our example, you might as well turn it off, since a third gee won't make that much difference. How much power do you save with that?

Cargo space is free; I'm not suggesting it should be all be open plan, because you will want separate cargo holds for bulky equipment and luggage. And supplies.

Have I forgotten anything?

Oh yes; might as install a fuel processor, you'll save at least four hundred schmuckers per tonne if you buy it from a reputable, or even disreputable, gas station.

You should have three tanks: one twelve tonner for the jump drive, the second one tonner for the power plant, and the third would be a twelve tonne cargo hold with a fuel bladder, and connected to the the fuel processor, that's connected to the jump tank and the power tank, and maybe we should have a separate water tank, so that the crew will have a supply of uncontaminated water, and that there's enough water for a prolonged shower.
 
Starships: Cheapest Possible

Cattle class is cheaper; but crowded.

So, how much space do we have leftover?

Ninety six tonnes useful volume.

Ten tonne bridge, thirteen and a half tonnes of engines, one tonne fuel processor; twenty four and a half tonnes total.

Ten tonne jump tank, ten tonne cargo/auxiliary fuel tank, one tonne power fuel tank, one tonne potable water tank; twenty two tonnes.

Forty six and a half tonnes; forty nine and a half tonnes left over.

We want enough space for six staterooms; six squares is three tonnes each; so we section off eighteen tonnes.

Each stateroom gets a half tonne fresher, so we could make a double bathroom at the end of the hallway, and save two tonnes.
 
Starships: Cheapest Possible

There are two interesting components of a spaceships that are never quite successfully explained where they stand in the ecosystem of ship design. That would be the passenger airlock and the ship's locker.

In the previous edition, I've always assumed that their initial cost and volume was subsumed in the ten tonne bridge; basically, the first one is free, but you have to account for them in smallcraft.

It's really doesn't seemed to have been cleared up, except there doesn't seem to be a separate entry for them in the specs. Except that now an airlock is a minimum two tonnes (why?), and you have one every hundred tonnes. Or is it you could have one every hundred tonnes? Do cargo airlocks count?

So by default, we get a free airlock and ship's locker; we probably have to place them next to the bridge.
 
Condottiere said:
In the previous edition, I've always assumed that their initial cost and volume was subsumed in the ten tonne bridge; basically, the first one is free, but you have to account for them in smallcraft.

It's really doesn't seemed to have been cleared up, except there doesn't seem to be a separate entry for them in the specs. Except that now an airlock is a minimum two tonnes (why?), and you have one every hundred tonnes. Or is it you could have one every hundred tonnes? Do cargo airlocks count?

That didn't change, in 1st was 1 per 100 tons. Optional, you get one free per 100 tonnes, this isn't mandatory. They are listed in the specifications for airlocks beyond the free one. The free is the personnel airlocks, not cargo.

Condottiere said:
So by default, we get a free airlock and ship's locker; we probably have to place them next to the bridge.

No placement restrictions. Though usually placed somewhere along the outer hull.
 
You can't have a passenger airlock, or otherwise, per hundred tonnes.

That would take up two percent of the volume.

That might not sound like much, but that's the equivalent of two gees trusted thrust.
 
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