WARNING!
This is a little long but I hope you find it worth the read. It goes back a page in this thread to a posting by Baron Saarthuran...
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To:
Baron Saarthuran von Gushiddan
Sidur Haski system
Laeth subsector
Gushemege sector
From:
Imperial Design Standards
Re:
Saano Shipyard
ITC Free Trader
Sir,
Your recent design has come to our attention through a casual review by one of our naval architects who was much taken by the general concept and layout. However a few problems have been found which we must address before we can permit its licensed construction. These concerns are addressed in the attached holographic files which will require a minimum of 95 terraquads of free computer space and IntelliCAD 993 ver. 4.5.8
J. D. B. INA
IDS
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Greetings Baron,
Sorry for the delay in replying, hope the little in character fun makes up for it and softens the criticism a little. Like I said, when I first saw the design notes it sounded interesting and when I had a look at the deckplans I liked my first glance. However when I looked closer at both I found a few problems that needed fixing before I could adopt it for my game. This may ramble a bit and get a little long but I'll try to stay linear and not miss anything while being as brief as possible
My first attempts to run the numbers didn't quite jive with yours. I came up with 16.0dT left and Mcr28.06 under your single build cost. This could be accounted for from the "backup" jump and maneuver systems you list, which I don't quite understand. Daunted but not beaten I decided to look closer at the deckplans for some clues. Nice art btw, what's it done with? It reminds me of the deFrog (iirc) shipyards work but the link is no good anymore. Right so back to the deckplans.
Right off, on closer examination, after the first glance thrill, I hit a problem. Each of your staterooms were 4.0dT if I had the scale right, the standard being 1.5m wide corridors. True this is what the design sequence requires but for deckplans you have to remember that a good portion of that (1.5dT per according to T20 though I find 2.0dT works better) is for the corridors, common spaces, and such. This meant right away that I was going to have to rescale or redesign with fewer staterooms.
Challenged now, and since I was rebuilding I also decided to fix the ship's computer. You have a model 1bis running model 3 sensors and communications which is by strict T20 rules not allowed. This may be an oversight or a house rule that wasn't stated. The model 1bis will allow J2 and model 2 avionics but only model 1 sensors and communications, which leads to another minor nit-pick.
You have designed the ship with an Airframe upgrade even though with the model 1 avionics you suffer a -1 agility in atmosphere (personally I think its a bent rule but for this I'm going strictly by the book) and with only 2g maneuver you gain nothing in atmospheric speed as Fully Streamlined (the base configuration for the flattened sphere hull) allows 2g.
I had also noticed that while the ship is J2 capable you only have enough fuel for a J1 unless you are also using the optional one-half J-fuel rule. This was my assumption, though you didn't mention it, and it fits my reality nicely by allowing this rule at TL15, the same time the breakthrough in drop-tank support of Jump drives comes in.
Well, after a couple more quick workthroughs trying to get it to all fit into 200dT and stay close to your deckplans I took a different tack. I decided to use the deckplans as the guide.
So taking the staterooms as double, I doubled the number available, doubling the passenger capacity and giving the crew a little more room, though later I cut a couple middle passage staterooms. The lowberths area and vehicle hanger were so nicely mirrored and the standard G-car only needs 8dT anyway so I made them both the same 8.0dT. Instead of a "backup" J drive I decided to take the meaning to be extra fuel, so using the one-half J fuel rule I designed in enough for a J2 + J1 allowing a safety reserve or a two-jump crossing of J3 spans. I also increased the maneuver drive to 3g to take advantage of the Airframe upgrade. Naturally all this was increasing the overall ship size, which I finally settled in at 300dT. The cargo was just shy of 50dT at this time so I decided to implement the optional small ship small bay weapon rule and used two of the three hardpoints for the bay, leaving one forward dorsal small turret of 1dT. This gives the ship a dedicated weapon and the option to put in a nice missile bay to go off on Q missions. Publicizing this feature further helps discourage those who might be tempted to hold up ships of this class. To support the desired model 3 sensors I installed a model 3 main computer, and just because I like my ship's computer in even dT I stuck with the model 1 avionics and model 2 commo to fill it out to 2.0dT. This and the fuel load allows an easy future upgrade of the J drive to J3 if desired. The model 3 main computer also gives a bonus in combat. The powerplant is large enough to handle the upgrade because of the extra energy required for the maneuver drive. The 9EP for the maneuver can be allocated by the engineer to thrust (3EP per g), agility (3EP per point) and/or the turret (of which 3EP works nice for a triple laser).
As a MTU note I allow that hardpoints allocated towards small ship small weapons bays may be used for turrets if the bay is not used for a bay weapon and the actual turret must be of the pop-up variety (with the increased cost and legality issues). These pop-up turrets must be retracted to jump and they decrease the overall streamlining by one factor when exposed to fire. They take up the normal turret volume in the cargo/weapons bay when retracted, reducing overall cargo capacity.
So in summation I hope this helps you and others in designing more great ships and you take my critique as a humble constructive opinion. I have to say again, bravo Baron on a nice design and site, it has inspired me and I hope you don't mind my version of your work. I present the ITC Free Trader Version II, commonly called the "Flat Liner" ('cause I couldn't resist).
T20 Design - Medium-Size Starship TL15
Free Trader (Type N)
Though registered as a Free Trader for license reasons the Flat Liner as it is commonly known is primarily a passenger ship, hence the Type N designation for nonstandard. This is a relatively new design but becoming increasingly popular in high tech high pop areas with J2 to J3 routes. The extra J-fuel provides a safety reserve in the unlikely event the ship misjumps though it is often used to allow the ship to span a J3 crossing in two successive Jumps. The 54dT of cargo space helps make the payments and the triple turret, if outfitted with weapons may earn a mail contract for even more revenue. A G-carrier is supplied for surface runs and is capable of orbital trips. The G-car can carry 6-8 passenger's comfortably, or as many as 14 cramped, as well as 2 crew. The seats may also be converted to sleeping for up to 4 people or folded away for 2.0dT of small cargo. The standard crew for the ship is six. A Pilot, Astrogator, Engineer, Steward, Medic and Gunner/Driver. The Pilot and Astrogator typically have a single stateroom each while the others share. Up to two additional crew may be added without impacting passenger revenue. The ship can carry up to eight High Passengers and twelve to twenty-four Middle Passengers. There are also eight low berths, though some versions instead carry a standard two bed sickbay. The ship includes fuel skimming and purification equipment to allow wilderness refueling in an emergency. The main cargo hold is 50dT and may be outfitted as a bay weapon, facilitated by the single large aft hatch/ramp. Additional cargo may be carried on the two small cargo lifts in the cargo airlocks port and starboard, to a total of 4dT more. A large central personnel airlock serves through dorsal and ventral hatches for docking with small craft, or a small lift on worlds. Additionally there are two smaller access points port and starboard in the forward half with retractable conveyor ramps leading to a small landing outside the airlock. In an emergency these ramps can be jettisoned for quicker escape in space. The crew has a small common area just off the bridge. There are two common areas port and starboard in the forward half exclusively for the high passengers. One is a dining area with seating for eight and a small auto galley for times outside of the served meals, the other is a recreation area. Both areas sport a full length, floor to ceiling curved viewport/holoscreen. A single large common area amidships serves as reception and main galley as well as dining and recreation for the middle passengers. The ship costs Mcr115.030 new singly, not including a vehicle or weapons.
TAS Form 3.1 (Condensed)
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+300.0dT - Flattened sphere hull - fully streamlined - build time 14 months
Mcr024.000
-015.0dT - Airframe upgrade
Mcr002.400
-020.0dT - Bridge - standard - 5 crew stations
Mcr000.100
-002.0dT - Computer - model 3
Avionics - model 1
Sensors - model 3
Commo - model 2
Mcr011.100
-01.0EP
-009.0dT - Jump drive - J2
Mcr036.000
-06.0EP
-045.0dT - jump fuel - J2 + J1
-024.0dT - Maneuver drive - 3g
Mcr012.000
-09.0EP
-005.0dT - Power plant - 10EP
Mcr015.000
+10.0EP
-010.0dT - power fuel - 4weeks
-003.0dT - Fuel purifier and scoops
Mcr000.430
-001.0dT - Hardpoint and Triple Turret
Mcr001.100
-050.0dT - Weapon Bay
Mcr000.500
-096.0dT - Staterooms - x24 total
Mcr012.000
-008.0dT - Lowberths - x8
Mcr000.400
-008.0dT - Vehicle hanger
-004.0dT - Cargo hold/locks</pre>[/QUOTE]Notes - The ship uses both the optional one-half Jump fuel rule and the optional small ship small weapon bay rule. These can both be changed by adding fuel and two more hardpoints for additional turrets, reducing the cargo hold by 17dT for a J2 fuel load and two more small turrets. Cost in this case is reduced to Mcr114.730 singly for new, not including the extra turrets.
My version of the
deckplan (in the Journeyman Design Bureau folder in the files section) uses the same color conventions as the one on the Baron's
page in his Saano Shipyard section, with the exception of the Engineering spaces being purple and the whole hull fuel voids and airframe surfaces being the same grey shade. The outline and general layout matches pretty close. Some key notes:
A - airlock, personnel
C - closet, lockable but not too secure or airtight
F - fresher, separate from that included in each stateroom
J - jump drive
L - locker, a secure, lockable, vacuum tight storage space
M - maneuver drive
P - power plant
R - refiner, fuel
S - stateroom
T - (in circle) turret access hatch (dashed is overhead, solid is floor)
X - (in circle) emergency escape hatch (dashed is overhead, solid is floor)
My convention for drawing deckplans is one-half the component is the actual item while one-half is required volume for access and such. So you'll see for example the 9.0dT Jump drive takes up ~4.5dT but leaves room around and to it. Desperate ship owners may fill these spaces with cargo but it is in violation of several safety regulations and can result in fines, loss of license, or even seizure of the ship. Not to mention that the cargo and/or equipment may be harmed by the practice and repairs will be impossible. I also use a similar one-half rule for the bridge. The minimum bridge is 20.0dT of which 10.0dT is all the required stuff you don't see and so I don't map it (lifters, attitude control, wiring, exterior lighting, etc.) while the other half is comprised of minimum crew workstations (5 at 5.0dT being a seat and console, which aren't always all on the "bridge"), the personnel airlocks (3.0dT total, in any confugration desired) and the ship's lockers (2.0dT being half locker and half access to it) which contain the minimum required safety equipment as well as tools and spare parts.
The numbers in the circles are how many may sit comfortably at that table. The numbers in the rectangles in the lowberth module are how many berths that freezer frame can hold. The long black lines are bulkheads, and the short dark grey lines on them are sliding vacuum tight doors. The long dark grey lines are interior walls and the short light grey lines on them are simple sliding doors. The very fine grey lines on the long lines are vacuum tight access panels for maintenance. The light blue lines are windows. The broken light grey lines are swing open doors. The dashed green line in the sickbay module is a curtain for privacy for the beds. The sickbay module includes a locker for medication and instruments as well as an airlock to allow quarantine procedures. Each sickbay bed is also a combination autodoc and emergency lowberth for one. The doctors desk folds out to an operating/diagnostic bed, as shown by the light grey lines. The quarter circle in the staterooms is the personal fresher. Two of the high passage staterooms are shown combined into a suite, giving a separate bedroom and day room with larger fresher. Each stateroom includes a second fold down bunk and with both beds folded away there is a foldup table and two chairs for day use. The notched rectangles in the common areas are the auto galley/food services and storage units. The optional sickbay module is shown outside the ship. I made the two 8dT modular fixtures port and starboard identical and swapable through the full width ramp/door. The area is actually 9dT but that includes 1dT of through access to engineering. The lighter shaded area on the bridge is where the forward view screen slopes back, while the same shade in the ship's computer area (cmpt) indicates the area is half height. Hope that's clear, just holler if there's any confusion or omission.