Ship Design Philosophy

Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

140. You can't reconcile spacecraft and vehicular power plants.

141. At minimum ten spaces, that's a two and a half tonne volume, leaving aside the presumable integral fuel tank.

142. We can construct power plants at minimum one tonne, which would be four spaces.

143. All spacecraft power plants have the capability to supply all spacecraft systems with the requisite power requirement.

144. That includes the fission reactor and the diesel engine.

145. Arguably, that would not include solar panelling, though that easily can be shunted through batteries and energy laundered.

146. Speaking of which, batteries are sort of mentioned in Vehicles, but no details are given.

147. It might be more practical to install spacecraft turret, spacecraft turret weapon system, and spacecraft energy source as one unit.

148. By my calculations, that would be four spaces for the turret, four spaces for the weapon system, and four spaces for the spacecraft power plant.

149. I quite willing concede that the fission reactor probably would need extra shielding.
 
Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

150. Minimum one tonne diesel/seven, budget increased size, four power points; 187.5 kilostarbux.

151. One tonne fuel tank.

152. Single cockpit, one and half tonnes; basic sensors; computer/five, technological level seven, thirty kilostarbux.

153. Three and a half tonnes.

154. Non gravitated streamlined hull; thirty kilostarbux per tonne, three hundred kilostarbux for ten tonnes or forty spaces.

155. Manoeuvre drive/ten, factor three, budgetted, orbital range, twenty five percent energy efficiency; three hundred kilogrammes, six hundred kilostarbux.

156. Two power points basic for ten tonnes; factor two and two thirds acceleration.

157. One power point basic for ten tonnes; factor four acceleration potential.

158. Three point eight tonnes, six point two tonnes cargo.

159. 1'117'500.00 starbux.
 
Spaceships: Shipboard Systems and Coopting Dirtside Vehicles

160. Minimum one tonne diesel/seven, budget increased size, four power points; 187.5 kilostarbux.

161. One tonne fuel tank; ten percent hull volume.

162. Single cockpit, one and half tonnes; basic sensors; computer/five, technological level seven, thirty kilostarbux.

163. Three and a half tonnes.

164. Non gravitated streamlined hull; thirty kilostarbux per tonne, three hundred kilostarbux for ten tonnes or forty spaces.

155. Reactionary rockets/seven, factor three, six hundred kilogrammes, one hundred twenty kilostarbux; seven a half percent hull volume per hour.

156. Two power points basic for ten tonnes.

157. One power point basic for ten tonnes.

158. Four point one tonnes, five point nine tonnes cargo.

159. 637'500.00 starbux.
 
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Starwarships: Best Star Fighters in Star Wars by Class /Role

We take a look at the best star ships in each star fighter category.

https://www.youtube.com/watch?v=VXOeeHUEe8U



1. Problem with a single weapon slot is that you usually can't carry a balanced weapons load.

2. I'm not so sure that mix and matching works, since you can snipe at a distance, whether with energy weapons or missiles.

3. Light interceptor or point defence fighter, probably not worth it, more a demonstration of intent; they can always get lucky or chase freighters.

4. I like space rocks, space rocks rock; they're also amazingly cheap.

5. Heavy fighter or light bomber.

6. Going by the Japanese experience, attrition kills, and lack of armour bites you in the end.
 
Spaceships: Life Support

1. It seems kind of odd, when something you must have read at some time, probably several times, and is connected to a subject you have an interest in, becomes consigned to oblivion.

2. A spacecraft or self-contained, sealed structure with power can usually sustain life support for one person per stateroom for one month comfortably, and for six months at a stretch (number of staterooms time five thousand person/hours). Without power, this drops to two weeks at most. Various shelters will list the amount of air and life support available if they differ.

3. That's not a given, since barracks or brigs don't mention it, you have to assume they revert to default.

4. Five thousand person hours falls a tad short of seven months, so I'll assume it's comfortable for the first month, and really Himalayan once you reach month seven.

5. Staterooms, as with barracks, can have multiple occupancy.

6. After the first month, are you still paying for life support, or only the direct and overhead costs for the power plant?
 
Starships: Exogenous Cargo

1. External cargo mount - I tried to carefully reread this, and you could interpret this in two ways.

2. The external framework is permanent, and costs you a kilostarbux per tonne of cargo it was designed for.

3. The external framework is temporary, which is why you use explosive bolts for separation, and you pay a kilostarbux per tonne when stacking; maybe the framework is recyclable.

4. Tow cable - size of the towing mechanism is specific to the hull it's an integral part of, takes up one percent of the hull volume and costs five kilostarbux per tonne it occupies.

5. You'd want as small a towshipper as possible, so basically a tugship with very powerful engines.

6. Jump net - unless the cargo extends beyond the jump bubble, pointless.

7. However, if you're towing a largish spacecraft, as contrasted to being clamped together, viable.

8. Otherwise, the interplanetary net is three times cheaper.

9. As long as you can keep the interplanetary net within the jump bubble, the contents only effect the jump insofar how much volume they consume, which is added on to the total tonnage that has to be transitted.
 
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Starwarships: 10 Best Ship Boarding Sequences in Star Wars

There's nothing more action packed and dangerous than trying to board and take over an enemy ship in space.

https://www.youtube.com/watch?v=7RtvLtxQ4Uw



1. Resisted arrest.

2. Manual release.

3. Which is why you have vacuum proof bulkheads.

4. Depends on whether telekinesis grabbing hold of target destination, or creating thrust.

5. Skill, timing and luck.

6. Magnetic, possibly gravitational, clamps.

7. Open hangars.

8. Breaching pods.

9. Change the locks?

10. Quarantine?
 
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Starwarships: TOP 10 Most Famous STAR DESTROYERS in Star Wars History (Legends)

On today's Star Wars Lore video, we look at the ten most famous Imperial Star Destroyers in Star Wars Legends history, keeping to an in-universe perspective. All that and more on today's Star Wars Legends Lore video!

Chapters:
0:00 - Intro
0:26 - Thanks Vite Ramen!
1:24 - Rules
2:24 - #10
3:20 - #9
4:29 - #8
5:13 - #7
5:55- #6
6:18 - #5
7:25 - #4
9:05 - #3
9:44 - #2
10:30 - #1

https://www.youtube.com/watch?v=bl3fugxcPks



1. Trying out coleslaw and potato soup; tends to neutralize the bitterness; also, cheap.

2. Having really large numbers of of the same class, or subclasses, or half sisters, you'd have economies of scale, whether in construction, maintenance, training, refit, or repair.
 
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Inspiration: The Last Starfighter: Gunstar Analysis

Taking a look at and analysing the amazing Gunstar from the 1984 film, The Last Starfighter.

0:00
0:13 Overview
1:05 Weaponry
2:00 Arcade Cabinet
2:36 Death Blossom
3:44 Conclusion

https://www.youtube.com/watch?v=qvX6vaTlVKs



1. Hands on throttle and stick

2. Missiles don't need power points

3. Batteries, and/or emergency power

4. Tail lander


5. Battlestar Galactica, one of it's derivative games, used the term to describe a starwarship primarily armed with guns, compared to the supposdely more balanced battlestar concept, that was a hybrid carrier
 
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Inspiration: This Aircraft Carrier Could Go Underwater... IMPOSSIBLE Submarine Aircraft Carrier - An 1 + An 2

https://www.youtube.com/watch?v=y1DUxM-FtZ8



1. More likely drones launched from missile or torpedo tubes.

2. For spaceships, flight decks on hull is attractive, but somewhat complex to design.

3. Problem with cranes is probably the time penalty for launch and recovery.

4. Ramps is an interesting alternative to elevators.
 
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Spaceships: Accommodations and Starfleet Life-Support

Not every species in Star Trek comes from the same biome or even atmosphere. So how do these people work together in the same environment? Well, thankfully Starfleet and the Federation try to acclimatise as many different species as possible with the Standard M class environment.

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



1. Redundancy and backups.

2. One backup, two in rotation.

3. Every fifteen metres.

4. Gravitons.

5. Recycling.
 
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Starwarships: Battlestar Galactica: Valkyrie Class Battlestar | Ship Breakdown

Spacedock breaks down the venerable Valkyrie Class Battlestars of the Colonial Fleet.

https://www.youtube.com/watch?v=Tt7oLIXcwUA



1. Reliable, efficient, cheaper.

2. Agility and adaptability in combat.

3. Cheap to repair and maintain.

4. Large enough to absorb refits.
 
Shipshape: Mustering Out Benefits

1. Presumably, a ten megastarbux smallcraft is forty years old.

2. If you could arrange for a customized variant, you might be able to push volume to ninety nine tonnes.

3. Modular cutter a tad above ten megastarbux, so should qualify.

4. You could mortgage your fully owned cutter to buy a fifteen megastarbux ten tonne jump drive, and come up with the difference.

5. Then either get hold of a second (or more) fifty tonne hull, and install the jump drive, complete with bridge, fuel tanks, and power plant.

6. You could salvage the jump drive from a scrap yard, and refurbish it.
 
Shipshape: Mustering Out Benefits

7. A working century old jump drive shouldn't cost more than fifty percent of default new cost.

8. Out of ten possible quirks, it could be well maintained at half cost, has disturbing psionic echoes, and/or double maintenance cost.
 
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Inspiration: Best Ship Ramming Sequences in Star Wars

We take a look at the best uses of ship ramming in Star Wars.

https://www.youtube.com/watch?v=eMRbuHi8NWk



1. Breakaway hull splits before contact, instead of abandoning ship; like a wasp sting.

2. Banzai!

3. That's why you have pickets.

4. Selective collision.

5. Optionally, nudging.

7.
BadBareHyracotherium-size_restricted.gif
 
Spaceships: Vegan Interface Transport

1. Sixty, one hundred twenty and two hundred tonne pattern smallcrafts; maybe not that small.

2. If I understand this correctly, you can using customized recess space and hull rails, sort of makes it a pseudo breakaway hull at five percent additional tonnage.

3. My presumption is that you can add the smallcraft's manoeuvre drive thrust to overall thrust, maybe the power plant to the overall energy grid (but I doubt this).

4. I'm not sure how their contents remaining aboard the craft throughout the interstellar voyage, since presumably you can access them through hatches and airlocks.

5. If the smallcraft is absent, the recess has a garage door that acts as a pseudo hull, and you an use the recess as you would your own garage.
 
Spaceships: Vegan Interface Transport

6. The preferred accommodation, workspace, and bridge configuration may be open offices.

7. They may also be reconfigurable.

8. It could be that Vegans are highly focussed, and less subject to distractions, if their environment caters to them.

9. I've considered the all the way through passage, but in most cases, this could be a security issue, as well not exactly how I'd have spaceships dock.
 
Starships: Vegan Vessel

1. More than half tonnage consists of recessed smallcraft.

2, Deckplan not quite how imagined that would work, and certainly leaves no avenue for adding thrust to overall motivation.

3. A variant of containerization/lighters?

4. Modularity is suggested, insofar as the smallcraft themselves are selected to for specific roles, functions, and/or missions.

5. Sort of reminds me of the rebooted Lost in Space.

6. Except for the somewhat unique accommodations configuration, there's not much really to comment on, except in trying to figure out if hull railing is worth trying to pare down hangar space to five percent.
 
Starships: Commercial Vessel Vigilant Magnate

1. I have no clue as to who operates this starship.

2. Looks like a one off design.

3. Technology level fourteen may indicate Confederation.

4. Twenty security and two stewards.

5. However ... many ships run with more stewards and a fully qualified doctor ... which means there are more of these ships around.

6. It's hard to believe this ship makes back it's operating costs.

7. Is acceleration factor four fast?

8. (Fast) armed merchant cruiser? Chasing commerce raiders.

9. Or becoming a commerce raider, though range is too limited to be actually effective.
 
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Inspiration: 10 Secrets Behind Alien's Nostromo Ship You Didn't Know

Alien's iconic ship was originally painted yellow. Gross.

https://www.youtube.com/watch?v=Q2fTCKgMLkM



1. Recycled.

2. Religious imagery.

3. Ramming speed.

4. Okay, refinery; where's the refined product?

5. Lockheed Martian and Rocky Road.
 
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