Orion Shipyards
SOC-1
Wow... Thank you all so much. For a first real interaction with the forum, you sure have shown yourself as a great community. I hope to spend more time here in the future. 
Is FF&S2... When I look for that at, say, Drivethrough, it looks like the same cover as the one I have, but the wiki says the one I have is first edition... Is that the MMT version of FF&S?
I do like the good ol' CT rules in HIgh Guard, and see the points made about them having time for customization, but part of me thinks "If I have to do all that much customization, why not just create my own system from the ground up?" -- I don't have -that- much free time, and, really, there's this sense I can't quite identify about wanting there to be an extant system I only have to modify a little ('cause a campaign universe as old as mine (and probably yours!) has plenty of house blend ship rules, but I still don't wanna start from scratch)
Flykiller - I mostly do the designs, but, when I have the time, I also do technical illustrations, 3D models/renderings, and some deck plans.
Mike Wightman - GURPS Traveller... I cried real tears when I saw the announcement on their website with the old dialog, and the new ending, "Hang in there Beowulf. Help is on the way." (hell, I got chills typing that.) I'd loved GURPS as a master system (most of my game mechanics are still based on it) and this was just too good to be true. I was a little... Nonplussed when I saw everything was in imperial units and the displacement of a ton of Lhyd was rounded off. >.>;; Due to home renovations, all my old gaming books are in boxes right now, but I'm going to look for GT:ISW, and if I don't have it, buy it, based on your recommendations (and my long-standing love for GURPS), though.
I love Steampunk, but I have an unhealthy obsession with Dieselpunk, and fear it may seek a restraining order. Limited time means most of what I've done about either is Google art that's labeled as being in those genres, but I'm excited about it and seeking more free time.
And, finally -
Ah... You're my kind of people.
I'm worried about the size issues, but only a little, and I assume that can always be scaled up by GM customization, because some few of the ships I design are just ridiculously large. It's largely a naval campaign. Super Dreadnaughts make frequent appearances.
For instance, Orion builds a transport called the Neptune class - it was originally a fleet fuel tender, but got re-purposed as a terraforming ship as well, literally just for dumping millions of gallons of liquid water onto a planet. I need to get onto an old computer for the drawings and spreadsheet, but it had a spine that was essentially a jump tender, and then snap-on tanks with baffles that held a bajillion gallons / cubes of hydrogen or water each. Each tank had engines and M-drives on it, and then there were launch-sized piloting modules that would snap into each tank, and fly it as an individual tender / flying bambi-bucket.
Part of the original idea was just to see exactly how outrageously large a ship I could design that would still have some sense of a justifiable mission. On the original design table, that mission was as a jump tender to get naval ships across the Great Rift.
Anyway... Thank you. I emailed you.

Is FF&S2... When I look for that at, say, Drivethrough, it looks like the same cover as the one I have, but the wiki says the one I have is first edition... Is that the MMT version of FF&S?
I do like the good ol' CT rules in HIgh Guard, and see the points made about them having time for customization, but part of me thinks "If I have to do all that much customization, why not just create my own system from the ground up?" -- I don't have -that- much free time, and, really, there's this sense I can't quite identify about wanting there to be an extant system I only have to modify a little ('cause a campaign universe as old as mine (and probably yours!) has plenty of house blend ship rules, but I still don't wanna start from scratch)
Flykiller - I mostly do the designs, but, when I have the time, I also do technical illustrations, 3D models/renderings, and some deck plans.
Mike Wightman - GURPS Traveller... I cried real tears when I saw the announcement on their website with the old dialog, and the new ending, "Hang in there Beowulf. Help is on the way." (hell, I got chills typing that.) I'd loved GURPS as a master system (most of my game mechanics are still based on it) and this was just too good to be true. I was a little... Nonplussed when I saw everything was in imperial units and the displacement of a ton of Lhyd was rounded off. >.>;; Due to home renovations, all my old gaming books are in boxes right now, but I'm going to look for GT:ISW, and if I don't have it, buy it, based on your recommendations (and my long-standing love for GURPS), though.
I love Steampunk, but I have an unhealthy obsession with Dieselpunk, and fear it may seek a restraining order. Limited time means most of what I've done about either is Google art that's labeled as being in those genres, but I'm excited about it and seeking more free time.

And, finally -
I really, really enjoy ship design as a hobby unto itself. I use it to showcase Traveller...
/////
One thing to note is that T5 steps back into the Book 2 mold: ship design is primarily for adventures. Ships larger than 2400 tons are only implicitly supported. That said, my program supports ships up to 2.6 million tons.
Ah... You're my kind of people.

I'm worried about the size issues, but only a little, and I assume that can always be scaled up by GM customization, because some few of the ships I design are just ridiculously large. It's largely a naval campaign. Super Dreadnaughts make frequent appearances.
For instance, Orion builds a transport called the Neptune class - it was originally a fleet fuel tender, but got re-purposed as a terraforming ship as well, literally just for dumping millions of gallons of liquid water onto a planet. I need to get onto an old computer for the drawings and spreadsheet, but it had a spine that was essentially a jump tender, and then snap-on tanks with baffles that held a bajillion gallons / cubes of hydrogen or water each. Each tank had engines and M-drives on it, and then there were launch-sized piloting modules that would snap into each tank, and fly it as an individual tender / flying bambi-bucket.
Part of the original idea was just to see exactly how outrageously large a ship I could design that would still have some sense of a justifiable mission. On the original design table, that mission was as a jump tender to get naval ships across the Great Rift.
Anyway... Thank you. I emailed you.
