Supplement 10: Merchants and Cruisers

Sounds like some of the decks on the Azhanti High Lightening cruiser for CT.

The game came with deck plans, with quite a few of the decks being identical to each other.
 
msprange said:
BTW, this book is at print now and its return is imminent!

Well I look forward to that ! :wink:

I did my bit!

3000tons eh guys?, well I was wondering what to do next... key is making those cargo areas interesting... and you don't have to show every last section..if it repeats over and over again..
I got a 2000t salvager sat in the dry dock...
 
atpollard said:
With respect to the proposed Superfreighters, I would imagine them to be a very boring deckplan - especially 'lots of them'.

Personally I think that doing the deckplans for Superfreighters need not be boring. The overall shape of the ship and its massive cargo areas could be shown at one scale (e.g something that would fit on one page) and the interesting areas would be shown in greater detail.

The work involved shouldn't be too much - Mongoose seem to have abandoned the "pixel by pixel" approach and replaced it with "SVG - Scalable Vector Graphics". I believe that having deckplans in two or more scales could be a no-brainer.
 
Could also be done using cargo modules, the Reign of Discordia hauler was this way, showed just one cargo module.
 
This is a good example of what I was referring to.

http://accessscience.com/loadBinary.aspx?filename=415500FG0010.gif

Ships of this type all have similar layout. 3 different freight star ships of large size would also.[
 
IanBruntlett said:
atpollard said:
With respect to the proposed Superfreighters, I would imagine them to be a very boring deckplan - especially 'lots of them'.

Personally I think that doing the deckplans for Superfreighters need not be boring. The overall shape of the ship and its massive cargo areas could be shown at one scale (e.g something that would fit on one page) and the interesting areas would be shown in greater detail.
That's what I thought too, one upon a time. Then I actually did a commercial deckplan for a 4000 dT craft and discovered that there is a constant tension between the scales. Zoom out enough to show the 'big picture' so people can understand what is going on, and the plan becomes too schematic for actual role-playing ... it gives you just enough information to make you want more, but not enough to answer those critical in-game questions.

Zoom in on an 'important' area, and two things happen ... First, the close-up looses context and it becomes hard to tell at a glance where you are in the ship, and Second, you realize that the 'important' spaces are linked by long corridors that are important to certain unfolding action, but separated from other important spaces by lots of boring spaces (how much space on a page do you really want to dedicate to fuel).

So while it could be done, it really almost isn't worth the effort. And a 100 page book with 5 to 10 Capital sized Freighters would be a tremendous waste of time, talent and resources (obviously just my opinion).

I would strongly recommend getting some drawing software or graph paper or just notebook paper and a ruler and try laying out a rough design of a large ship, just to see how much of it would be important vs unimportant space. then map out one of the important spaces at a scale that would let you see furniture to get a feel for how many pages the whole thing would be. You don't need a lot of detail, just enough to get a feel for the scale of the task of creating deck plans for a large ship. You may be surprised at what you find.

IanBruntlett said:
The work involved shouldn't be too much - Mongoose seem to have abandoned the "pixel by pixel" approach and replaced it with "SVG - Scalable Vector Graphics". I believe that having deckplans in two or more scales could be a no-brainer.
I work with scalable vector graphics all of the time (AutoCad mostly) and frankly its virtues are over-rated and its vices understated on most Traveller sites.

First, commercial printers are capable of over 1200 DPI which far exceeds what a person can see.

In addition, the benefits of scaling the image (which is where SVG excels) only apply to PDFs (or other electronic media) on a screen. Ultimately the image (or a portion of it) will need to be printed and will end up locked into some pixilated resolution anyway - we have just transferred the decisions about what resolution best presents the important data from the graphic designer to the end user. While empowering, the average designer probably knows more about the issues than the average PDF user (again just my opinion).

Furthermore, while not an issue for printing, computer screens tend to display solid areas as a pattern of fine lines that detracts from the aesthetics of the image on the screen. Rasterizing the image and storing it at 600 DPI Grayscale greatly improves the appearance on a screen and 600 DPI still allows the user to zoom, doubling the size and doubling it again, to 150 DPI resolution and still maintain reasonably high quality. A 600 dpi 8.5x11 inch sheet is equivalent to drawing the image at 150 DPI (still 2x the resolution of many computer monitors) on a 34x44 inch sheet (or over 5x7 feet at the resolution of a monitor).

Lastly, it is not uncommon in SVG to create a drawing that looks great when zoomed in, but all of the fine lines blend together when zoomed out to create large dark splotches. Now your graphics need to start employing layers to control the amount of detail based upon the scale you are displaying it at. The file size, time involved and cost of the project, just went up ... and compared to true 600 dpi images, for relatively little benefit (once again, in my opinion).

What even SVG may not fix is the loss of data and detail by certain compression or translation software that may be used in the layout or post-production process. I have had very detailed images trashed in the final product after they left my control - SVG may or may not change that.

For the record, I am not opposed to SVG formats, I just don't see them as the panacea for all that is wrong with the world. They have both strengths and weaknesses.
 
atpollard said:
(how much space on a page do you really want to dedicate to fuel).

All that it needs, it's still part of it.

atpollard said:
In addition, the benefits of scaling the image (which is where SVG excels) only apply to PDFs (or other electronic media) on a screen. Ultimately the image (or a portion of it) will need to be printed and will end up locked into some pixilated resolution anyway - we have just transferred the decisions about what resolution best presents the important data from the graphic designer to the end user. While empowering, the average designer probably knows more about the issues than the average PDF user (again just my opinion).

If the deckplans are submitted in bitmap format though, when rescaling to whatever is needed to fit the space vector images can end up looking better.

atpollard said:
Lastly, it is not uncommon in SVG to create a drawing that looks great when zoomed in, but all of the fine lines blend together when zoomed out to create large dark splotches. Now your graphics need to start employing layers to control the amount of detail based upon the scale you are displaying it at. The file size, time involved and cost of the project, just went up ... and compared to true 600 dpi images, for relatively little benefit (once again, in my opinion).

I find multiple layers can help and find it easier to work with some stuff that way. For deckplans I just use 2 layers, for sector maps on the other hand more like 6.

atpollard said:
What even SVG may not fix is the loss of data and detail by certain compression or translation software that may be used in the layout or post-production process. I have had very detailed images trashed in the final product after they left my control - SVG may or may not change that.

Agreed.

atpollard said:
For the record, I am not opposed to SVG formats, I just don't see them as the panacea for all that is wrong with the world. They have both strengths and weaknesses.

They aren't, but they can help.
 
AndrewW said:
atpollard said:
(how much space on a page do you really want to dedicate to fuel).

All that it needs, it's still part of it.
I have no real disagreement with most of your comments, except for this one.

At a useful scale, I get about 1 page of deckplan per 200 dT of ship. A 2000 dT ship would require 10 pages of deckplans and a 20,000 dT ship would require 100 pages of deckplans. On some ships, 40% might be fuel.
Would you really generate 40 pages of almost all fuel deckplans for a 20,000 dt ship?
 
atpollard said:
Would you really generate 40 pages of almost all fuel deckplans for a 20,000 dt ship?

Just to enter a discussion I've otherwise not been a part of: God, I hope not!!!! At least, not in a published book that just wasted 40 pages on fuel deckplans. I'd probably ask for a refund.
 
atpollard said:
I have no real disagreement with most of your comments, except for this one.

At a useful scale, I get about 1 page of deckplan per 200 dT of ship. A 2000 dT ship would require 10 pages of deckplans and a 20,000 dT ship would require 100 pages of deckplans. On some ships, 40% might be fuel.
Would you really generate 40 pages of almost all fuel deckplans for a 20,000 dt ship?

I didn't exactly say that. With some that I have done I've made the fuel deck simply taller, so it doesn't take the paper space but still represents all the fuel. Didn't mean there should be pages and pages of nothing but fuel. Another alternate would be multiple fuel decks the same that can be labeled decks 1 - 5 or whatever is needed.
 
For the record, I do mine in Illustrator*, then open in PS and save as PSD and JPEG.

*Thats after I do the plan. minus all the fitting in sketchup, export as EPS.

I think I might look at some ships bigger than 2000t soon.
 
middenface said:
For the record, I do mine in Illustrator*, then open in PS and save as PSD and JPEG.
Is Illustrator vector or pixel based?
[I go AutoCad plot to PDF (vector output with ugly hatching), then PDF to Photoshop to pixelate the image (pretty hatching) and resize/clip as needed, then export as PDF (zip compression) if practical or JPEG (maximum resolution) if necessary.]

Do you find a loss in resolution going to JPEG?
I know that it offers small file sizes and can easily be imported, but I like PSD directly to PDF wherever practical to preserve the TIFF-like resolution in a small file size.
 
atpollard said:
Is Illustrator vector or pixel based?

Vector, I believe.


atpollard said:
Do you find a loss in resolution going to JPEG?
I know that it offers small file sizes and can easily be imported, but I like PSD directly to PDF wherever practical to preserve the TIFF-like resolution in a small file size.

Not 100% sure, my images are pretty big, though. I'll take a look later at the resolution.

My machine, usually cannot cope with exporting the ai file as PSD from Illustrator, so I open it in PS

Sometime soon, I will see how they look in.
 
Illustrator works natively with Encapsulated Postscript (the AI file is basically an EPS file that includes metadata for Illustrator). Postscript is a page description language - not just a 'vector' format.* 8)

Postscript is designed to give the best representation of visual data at the quality of the media. It is resolution independent - be it a 96 dpi screen, a 300+ dpi iOS retina display, a 600 dpi laser print or a 9600 dpi imagesetter film... PDF is 'simplified' postscript. It is essentially an 'optimized' pre-processed version of postscript. (The optimization is for speed and simplicity of rendering - not for size.)

That said - non-vector images, such as JPEGs, can be rendered in Postscript and they are not resolution independent - blow them up and they will look like fuzzy and/or blocky crap. (Shinking also typically looks bad when gamma/non-linear corrections are not taken - due to the way the eye perceives color and shades of grey!)

One thing to note - Postscript DOES NOT support transparency (alpha blends). If you use transparency in Illustrator (or Ink Scape - its free, and while natively SVG, will support reading postscript/PDF files to an extent and outputting same) your output will generally become resolution dependent (even though, technically, PDF supports transparency!). There is a logical reason for this - physical devices (printers and screen) do not really support 'transparency' directly either - but it still sucks. Originally, the processing power and memory to support transparency just wasn't commercially viable. Times have changed, but, unfortunately, Adobe has not updated Postscript in forever. Realistically, they lack the 'ability' - just like with Flash - these really old code bases were made by others/original programmers who knew how to code for a computer, rather than for a corporate pool of programmers and a marketing department. ;)

For your edification - here's a fully resolution independent image created (NOT by me!) in Illustrator...

gradmeshexample.gif

See more here: http://10steps.sg/inspirations/artworks/photo-realistic-vectors/

These images are created using gradient meshes (been around since last century). Most I have seen do not use transparency. Note many filters - like soft glow - use transparency automatically. All transparency can actually be reproduced with solid colors and gradient blends (like seen in the image above) - remember, printers do not generally support transparent 'inks'. ;)

*The 'Autocad' type hatching disasters mentioned are a result of 'pure' vectors (being scale dependent) in the hatches - rather than a Postscript procedure. This can probably be overcome even in Autocad, using the right techniques - in Illustrator and the like this would not be a problem.
 
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