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How do I build a Lifeboat?

Jacqual

SOC-12
Well with Tbeard writing up those nice little survival kits I was thinking what would make a decent Lifeboat/Lifepod? I read up on some that were put in publication years ago (cant remember where) but from what I remember of those I didnt like them. No manuever abilities at all, they just seperated from the ship and drifted away. I always wanted something that could be auto piloted away, and would look for a safe place to go. I mean if you were in the Regina system it would try to head you to Regina all the while screaming a distress beacon asking for help. But if you were in say just a system that was known as a fuel stop but had a habitable planet it would work its way there. Once there it would perform a few orbits of the planet trying to find a place with the best chances of survival/rescue. Then it would make a planetary map and attempt to land at the safest spot. All of this on auto pilot requirments would be location most likely to have water and potential food sources. A climate favourable to life and things in that nature. Now how many would it carry and how much would it cost. I can see it on say the larger liners with multiple passengers, maybe some on the smaller freighters with upgrade packages. I know the computer system would have some flaws being it wouldnt be a full starship system. I mean it wouldnt know the difference from pirates to navy. Things like that it could have some user overrides but mostly it would be yes/no overrides. Not fly here do this then come back routines. But back to my ideas it would become like a small portable base with its own powerplant. Becoming a decent shelter when it landed. So any ideas anyone?
 
Just a design methodology suggestion ... collect all of the pieces in a pile based on other items that perform similar functions (Missiles can navigate unaided. There are several portable shelters that provide living space and life support. Is there a scout probe already designed?) and then wrap them in a starship hull for re-entry and deep-space survival.
 
For Classic Traveller you have a choice to make, Book 2 design (in which case you wing it) or Book 5 design (in which case you build it as small craft). Both choices will limit what you can fit in and while Book 5 will give you some hard numbers to work with Book 2 will be pretty much up to your own imagination. There have been a few discussions here on this in the past...

The first one I found is here:

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=3616

My take in that one is...

I had a thought at one time of just saying that all full size "freshers" (one included in every stateroom) were in fact individual escape pods that can be jettisoned in emergencies. I already have them as individual (or two cramped) "safe compartments" such that in the event of trouble all a person has to do is get in and seal the door and they are in a hard shelled equivalent of a rescue ball. The problem is of course that I don't think unpowered escape pods offer much, as has been noted.

For true lifeboats I prefer my versions, adapted through each incarnation of the game over the years. While not mandatory it is a passage selling feature that can attract more ticket sales. If all staterooms (crew and passenger) have rated capacity assigned lifeboat capacity there is a +1 DM for rolling High and Middle passages. The bonus is that they are designed to be dropped into any empty hardpoint and can be just as easily swapped out if you later want a weapon there. They can also be installed anywhere else adjacent to the hull or even carried in a cargo hold or craft or vehicle hanger and launched from there, though more slowly.

For T20 (simply guesstimated from previous versions and a little work with the design system, compatible enough with CT...):

The Journeyman Design Bureau lifeboat comes in three standard varieties, 1 ton, 2 ton and 3 ton. There are also 5 ton versions for barbette installation available on special order. First available at TL9 they cost Mcr0.25 per ton and provide 2 seats per ton. Additional features include a single use emergency low berth function for the whole craft and one week of 1 gee manuvering and life support. This is the manually piloted version requiring a skilled Small Craft pilot to operate the drive and electronics. It includes a model 0 computer, avionics, sensors and radio, also all manually operated. Conditions are primitive with minimal life support and 1 small interior light per seat. Two bright external beacon lights per ton on the exterior provide visual reference for search teams after tracking down the radio beacon. The lights and lowberths will operate indefinately on built in solar panels if in the habitable zone of a star.

At TL13 the cost is Mcr0.25 more to add an automated smart system capable of limited voice commanded operations at no penalty. Range/duration is increased to 2 weeks at no additional cost.

The TL15 version costs Mcr0.75 more than the base TL9 version and includes an automated expert system capable of full voice commanded operations with a +10 on checks. The range/duration is increased to 4 weeks at no additional cost.

Each passenger not carried will allow up to about 100kg of gear to be packed in. There is no artificial gravity so passengers and/or gear must be strapped in or risk floating around when not under acceleration. Some users will sacrifice a single seat or more to add survival equipment or other gear. The lifeboat will float at standard density and gravity if not overloaded.

The 1 ton version is a fully streamlined sphere and has a single hatch at the top with a small view port and a standard view port below it opposite each seat. The bulk of the equipment (thruster and powerplant, lifesupport and batteries, etc.) is mounted in a central half column that can serve as a small table for the passengers when not being used as the control console or entry/exit step. Other models are similar in design. Note that installation in an orientation other than the "floor" of the ship will require some strength and dexterity or zero gee to enter.

Launching of lifeboats may be centrally controlled, locally controlled by override, or automatically controlled by the systems aboard the TL13 and TL15 models. Lifeboats mounted in hardpoints may all be launched in a single turn regardless of ship configuration.

As a side note I have also always imagined standard turrets to have a similar function for the local gunner, if so operated. Bridge/control stations may also be designed at double the cost as similar ejection style lifeboats. Commonly this is only done on a few smaller military craft such as fighters and patrol ships. These escape measures allow a chance of automatic escape in the case of catastrophic damage, including crew hits. Large ships (over 1,000 tons) usually rely on dedicated small craft for evacuation.


Another thread here...

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=3450

And just for fun ;) you might adapt this...

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=5292
 
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I use HG for construction (except I allow interstellar small craft, so IMTU I can have an interstellar lifeboat of around 30dT).

HG allows us to create manned craft of 3.5dT+ if we allow a 'couch' to include basic instrumentation and a hand computer to set a vector.

I designed a range of 'lifepods' of less than 3.5dT, each design has a 5G-turn rocket engine using half its volume and a payload occupying the other half.

eg.
1dT - the 0.5dT payload comprises a single couch or low berth.
2dT - the 1dT payload comprises an ELB, or a low berth and 0.5dT cargo, or two low berths, or 1 low berth and a pilot couch, or...
etc.

If you want 6 g-turns or 4, feel free. :)

Edit: Forgot to say, the automated ones have a gravity-well sensor and a re-entry-capable autopilot instead of pilot instruments. These devices replace the normal integral 'rucksack storage' or overhead locker in the passenger couch volume.
 
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If you want to build a lifeboat of your own in a system that gives results similar to the existing LBB2 small craft, you might want to look at my small craft design system:

Book 2 small craft design

As an example of what can be done, here is the text description of a 10t Lifepod design build with my system:

Lifepod: Using a 10-dton hull the lifepod is capable of 1-G acceleration, carries 1.5 tons of fuel (giving 10 weeks endurance for the power plant) and has a crew of one (in a small craft couch). Six emergency low berths are installed, acting as seats for up to 6 passengers in regular service with life support for all crew and passengers for 24 hours, or acting as low berths for up to 24 passengers for as long as the power plant endurance. The lifepod has no airlock; crew and passengers must embark from/disembark into a pressurized area. The lifepod has no hardpoint and may not mount any weapons. It has a computer Mod/1 to control the craft while the crew and passengers are in suspended animation; the craft may not mount any other computer. The lifepod has no excess space and costs MCr 7.95.
 
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