Ship Design Philosophy

Starships: Slow Boat To China

What would qualify it?

1. Monojumper: the jump drive would tend to be the most expensive piece of hardware, and the one almost everyone is concerned with. As a technological level nine artifact, it would be easy to source parts for, or make an ad hoc repair.

2. Wages would be really below average; except for the chief engineer.

3. The pilot and/or the Captain might be astro navigation skill level zero; if not, ild navigation tapes could be picked up at the flea market, or a newer black market one.

4. The bridge is likely to be cramped.

5. At best, staterooms are clean, but basic.

6. Escape capsules and other emergency equipment might be present. but not necessarily recently maintained.

7. Armament might be for show.

8. The hull could be technological level ten; the price doesn't change.

9. Passages and freight rates are cheaper; how that's arranged within the context of possible fixed pricing would be upto the dungeon master to figure out.
 
Space Jerks: Not Safe For Workspace

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The first episode of a Classic Traveller podcast by people who don't know how to podcast or play Traveller.

Featuring:
Dan Cox as Chance McWashbourne
Gavin Lockman as Harlan Zekiel
Sharon Long as Ravi
Tony Rogers as Reuel Lucinia
And Liam Norris as The Referee

Episode One
https://www.youtube.com/watch?v=97wQ1jI82vA

Episode Two
https://www.youtube.com/watch?v=WJWrEcOKaDI

Episode Three
https://www.youtube.com/watch?v=pioWtJ1O_-0

Working my way through episode one.
 
Starships: Bunkerage and the Oukhaha class

Pop Up fuel tanks.

Minimum tonnage two tonnes, can collapse to one tonne volume.

Capacity might be a tad short, maybe ninety eight percent of stated tonnage.
 
Starships: Home Sweet Home, and Size

They way the game is structured, a hundred tonne scout can be run by one person, and a two hundred tonne free trader should be the Millenium Falcon, including whatever got knocked off the nose.

The desirable size of the party ship should be dependent on available capital, operating expenses, income, and the number of protagonists, anything beyond that would require henchmen.

As a commercial venture, considering the hazards of the game, i'd increase the number of ships, rather than upgrade the place of residence.

The exception would be for a paramilitary campaign, since damage and loss of ship would be calculated in, and you'd want the best equipment available.
 
Spaceships: Accommodations and Sleeping pods on planes

https://www.youtube.com/watch?v=mfyD6N3BpiE

Airbus recently filed a patent for a sleeping box system for its A350 and A380 aircrafts. The 31" x 31" beds would feature all the amenities of an airplane seat, but in a reclining bed. However, if you get cramped, a standard airplane seat isn't included in the ticket price.
 
Spaceships: Accommodations and Lower Deck Modules

https://www.youtube.com/watch?v=RV6KYe4zbWA

Airbus and Zodiac Aerospace have partnered to develop and market lower-deck modules with passenger sleeping berths.
 
Condottiere said:
Spaceships: Accommodations and Lower Deck Modules<snip>
Airbus and Zodiac Aerospace have partnered to develop and market lower-deck modules with passenger sleeping berths.
No hand rails on the stairs. No way to secure carry-ons in the luggage slots. Normal house-hold chairs.

One word: turbulence.

Gotta be only for 5+ hour flights with little chance for bouncing up and down. And how long will it take to clean and prep the plane at the gate for the next flight? Gate turnaround time is the life blood of airlines.
 
Spaceships: Hulls, Pop Up Turrets, and Double Hulls

Popping a turret increases volume by a tonne; thought I think if should occupy more than two tonnes, since not only do you have to accound for the turret, but also for the machinery and the power cables and possibly telescoping missile rack.

Anyway, having this option means you can pop up hull sections and increase hulled volume. The question would be volume and price.

The machinery could be similar to that used by double hulling a spaceship: one percent extra cost per percent of hull, and ten percent volume for machinery.

So the question becomes whether you would need to construct this around a hard point.
 
Spaceships: Hulls, Pop Up Turrets, Double Hulls, and Bunkerage


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What you could do during the jump ignition, is a Chinese puzzle, in that as the fuel is expended, the fuel tanks are drawn in, balanced by lounge areas popping out.
 
Why Single Stage to Orbit rockets SUCK. The wacky history and future maybes of SSTOs

https://www.youtube.com/watch?v=Sfc2Jg1gkKA

Rockets are HUGE, complicated and expensive. As a matter of fact, the rocket that took humans to the moon, the Saturn 5, was 111 meters or 363 feet tall, and had more separation events than dating teenagers.

So why do rockets always split themselves into multiple parts. Isn’t that complicated and risky? Why throw so much away? I mean, there’s got to be a better way!!!

Well how about if rockets were only ONE stage? How awesome would that be? Well this idea isn’t new… it’s called single stage to orbit or SSTO and it’s often considered the holy grail of rocketry.

Well, today, I’m going to SMASH THAT HOLY GRAIL and explain why I think SSTO’s SUCK.

In order to drill this point in we’ll teach you all about the tyranny of the rocket equation and help you understand why every orbital rocket, well, ever is multistage.

Then we’ll take a stroll down SSTO history and look at some crazy designs that in some cases almost worked...

And not to be a huge downer, we will take a look at some SSTO designs that MIGHT actually work, including the Skylon spaceplane that uses the awesome SABRE hybrid engine.


If stages are reusable and you have a critical mass of spaceships and/or starships using them, it's viable, whether as drop tanks or some other subhull.
 
It's kinda pointless throwing money down a blackhole, unless you know it will get results at the end.

On the other hand, steady investment in more powerful rockets and propulsion, would reduce the size of the rockets in percentage terms.
 
Moon Shots are ok when you limit the number of them, set and stick to budgets.

The problem was most of the major systems on for example the venture star project were all moon shots with no clear budgetary restraints.
 
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