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Pondering starship evolution

:unsure:

And here's an example of what happens when you do an Analysis of Alternatives centering around the original premise.


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Rule of Man Long Trader (Type-AP, TL=9)
280 tons starship hull, configuration: 1 (MCr33.6)
45 tons for LBB2.81 standard D/D/D drives (codes: 2/2/2, TL=9, EP=8) (MCr88)
82 tons of total fuel: 280 tons @ J2 = 56 tons jump fuel + 20 tons power plant fuel
0 tons for fuel scoops (MCr0.28)
9 tons for TL=9 fuel purification plant (200 ton capacity is minimum) (MCr0.038)
20 tons for bridge (800 ton rating, MCr4)
2 tons for model/2 computer (MCr9)
120 tons for hangar berths capacity (MCr0.24)
  1. Fighter Provincial = 30 tons
  2. Stateroom Box = 30 tons (5x high passengers) (5x staterooms, laboratory: V-c life support for 5)
  3. Stateroom Box = 30 tons (starship pilot, small craft pilot, navigator, engineer/engineer, gunner) (5x staterooms, laboratory: V-c life support for 5)
  4. Stateroom Box = 30 tons (purser/purser, steward/steward, medic, 2x high passengers) (5x staterooms, laboratory: V-c life support for 5)
* External Docking: 520 tons capacity (MCr1.04)



2 tons for cargo hold
  • 121 ton capacity collapsible fuel tank = 1.21 tons (MCr0.0605)
  • 6 person/weeks life support consumables reserves = 0.04 tons

= 45+82+0+9+20+2+120+2 = 280 tons
= 33.6+88+0.28+0.038+4+9+0.24+1.04+0.0605 = MCr136.2585
  • 1G = 800 - 280 = 520 tons external load
  • 2G = 400 - 280 = 120 tons external load

=====

Fighter Provincial (Type-FP, TL=9)
30 ton small craft hull, configuration: 1 (MCr3.6)
0 tons for Armor: 0 (TL=9)
5.1 tons for LBB5.80 custom Maneuver-6 (Agility=6 requires 1.8 EP) (MCr2.55)
11.4 tons for LBB5.80 custom Power Plant-A (EP=3.8) (MCr34.2)
0.23 tons for LBB5.80 jump capacitors (EP=8.28 capacity) (MCr0.92)
1.25 tons for fuel (6d 12h 8m endurance @ 3.8 EP output continuous)
6 tons for bridge (crew: 2, pilot, gunner, acceleration couches life support endurance: 12-24 hours) (MCr0.15)
3 tons for model/3 computer (TL=9, EP: 1) (MCr18)
1 ton for mixed triple turret: missile, pulse laser, missile (TL=A, batteries: 3, codes: 1/1/1, EP: 1, 3 missiles per battery, 12 reloads in turret shared between missile launchers) (MCr3.35)
* External Docking: 225 tons capacity (MCr0.45)
2 tons for 1x single occupancy small craft staterooms (MCr0.1)
0.02 tons for cargo hold
  • 3 person/weeks life support consumables reserves = 0.02 tons

= 0+5.1+11.4+0.23+1.25+6+3+1+2+0.02 = 30 tons
= 3.6+2.55+34.2+0.92+0.15+18+3.35+0.45+0.1 = MCr63.32 (18x HE Missiles = MCr0.09, bought after completing construction)
  • 1G = 255 - 30 = 225 tons external load
  • 2G = 102 - 30 = 72 tons external load
  • 3G = 63.75 - 30 ≈ 33 tons external load
  • 4G = 46.36 - 30 ≈ 16 tons external load
  • 5G = 36.428 - 30 ≈ 6 tons external load
  • 6G = 30 - 30 = 0 tons external load

=====

Stateroom Box (Type-RU, TL=9)
30 ton small craft hull, configuration: 4 (MCr1.8)
0 tons for Armor: 0 (TL=9)
20 tons for 5x single occupancy starship staterooms (MCr2.5)
10 tons for laboratory: V-c regenerative biome life support for 5 persons) (MCr2)
* External Docking: 6x 30 = 180 tons capacity (MCr0.36)
0 tons for cargo hold

= 0+20+10+0 = 30 tons
= 1.8+2.5+2+0.36 = MCr6.66

=====

Laboratory Box (Type-LU, TL=9)
30 ton small craft hull, configuration: 4 (MCr1.8)
0 tons for Armor: 0 (TL=9)
30 tons for laboratory (MCr6)
* External Docking: 6x 30 = 180 tons capacity (MCr0.36)
0 tons for cargo hold

= 0+30+0 = 30 tons
= 1.8+6+0.36 = MCr8.16

=====

Environment Box (Type-LU, TL=9)
30 ton small craft hull, configuration: 4 (MCr1.8)
0 tons for Armor: 0 (TL=9)
30 tons for environment tank (MCr3)
* External Docking: 6x 30 = 180 tons capacity (MCr0.36)
0 tons for cargo hold

= 0+30+0 = 30 tons
= 1.8+3+0.36 = MCr5.16

=====

Cargo Box (Type-AU, TL=9)
30 ton small craft hull, configuration: 4 (MCr1.8)
0 tons for Armor: 0 (TL=9)
* External Docking: 6x 30 = 180 tons capacity (MCr0.36)
30 tons for cargo hold

= 0+30 = 30 tons
= 1.8+0.36 = MCr2.16

=====

Crew = 8 (Cr37,350 per 4 weeks crew salaries)
  1. Pilot-1 = Cr6000
  2. Ship's Boat-1 = Cr6000
  3. Navigator-1 = Cr5000
  4. Engineering-2/Engineering-2 = Cr6600
  5. Steward-1/Steward-1 (purser) = Cr5400
  6. Steward-1/Steward-1 = Cr4950
  7. Medical-3 = Cr2400
  8. Gunnery-1 = Cr1000

=====

Single Production (100% construction cost): starship + fighter escort + 4x stateroom boxes + (18x HE Missiles)
  • 136.2585 + 63.32 + 6.66 + 2*6.66*0.8 = MCr216.8945 + (0.09) = MCr216.9845
Volume production (80% construction cost): starship + fighter escort + 4x stateroom boxes + (18x HE Missiles)
  • 136.2585*0.8 + 63.32*0.8 + 3*6.66*0.8 = MCr175.6468 + (0.09) = MCr175.7368



So the obvious difference here is the foundational unit of standardization for modularized container shipping ... 30 tons (this post) vs 24 tons (post #640). Some interesting differences that emerge are:
  1. The 30 ton Fighter Provincial is significantly more expensive to construct/maintain because the 30 ton version drops 1 missile battery in favor of 1 pulse laser battery (which can be used both offensively and defensively against missiles). The +1 EP budget requirement in order to power the pulse laser then translates into +3 tons of TL=9 power plant required, which then in turn increases construction costs by +MCr9 in order to support the power demand of the pulse laser ... so not a "cheap" upgrade by any means. However, arming the fighter with a laser means that "deep magazine" capacity becomes a factor in terms of combat longevity.
  2. The 30 ton Fighter does something which I haven't done in previous small craft designs (so this is entirely new!) ... it adds a limited jump capacity "battery reserve" to the capabilities. The EP reserve is sufficient for 2 combat rounds @ 3.8 EP expenditure (full combat power demand for agility, computer and pulse laser) in the event of a fuel hit and/or a power plant shutdown. In MOST combat situations, this won't be terribly relevant (since you can't "spend" more EP per combat round than you power plant can generate at max power) ... but this kind of 2 combat rounds on jump capacitor "battery" EP onlycreates some unexpected edge cases.
    • For "blockade runner" situations, it means that it's possible to fly into sensor range without emitting neutrinos from a fusion power plant (effectively, "silent running"). Neutrino sensors are a TL=10 development, so a small craft of 30 tons that has no active fusion reactor may be easily misidentified as a "non-hostile transient object" rather than as a threat, since MOST combatant craft will be generating plentiful neutrinos from their fusion reactor(s) onboard. This then makes all kinds of "inertial drifting past sensor nets" while operating on backup power a possibility, creating (roleplaying) opportunities for surprise maneuvers and feints. It also makes it possible to launch from a surface and climb up a gravity well without without emitting neutrinos that can be picked up on sensors controlled by adversaries. This means that all kinds of "cleverness" by fighter crews can yield unexpectedly decisive outcomes. :sneaky:
    • For emergency/disaster situations (no fuel!), it means that there is limited endurance maneuvering power available. This can be used to avoid hazards (unwanted orbital impact intercepts) or escape from gravity wells on (jump capacitor) "battery power" only. Being able to stabilize the small craft following a loss of all fuel and assume a course towards rescue/recovery has some significant value.
    • For scuttling/suicide situations, the inclusion of jump capacitors into the design makes for an extremely reliable means of scuttling the small craft ... simply overcharge the jump capacitors beyond their limit and 💥
    • For routine jump operations, the starship's Jump-D drives will need 16 EP in order to initiate J2. The starship's Power Plant-D drives can supply 8 EP per combat round (LBB5.80), so on starship power alone it will take 2 combat rounds of generating 8 EPs dedicated exclusively to the jump drives in order to J2 (only 1 combat round in order to J1). However, if the fighter's jump capacitor "battery" remains unused and holds 8 EP of charge reserve, those 8 EP can be transferred/made available to the starship ... which along with the 8 EP of the starship's power plant generation would be the 16 EP needed to initiate J2 in 1 combat round, rather than 2. Whether or not this would "work" would be at the Referee's discretion (I would argue that hangar bay vs cargo hold would be a deciding factor here for these kinds of power links/transfers, particularly if the craft in question are designed to enable this).
  3. The 24 ton form factor made it possible to have 8x high passengers, while the 30 ton form factor means that only 7x high passengers can be carried.
  4. 1G small craft drive performance under external loads limitation:
    • 22.5 ton Fighter Escort = 168 tons external load limit = 7x 24 tons ... or 152 ton big craft @ 110%
    • 30 ton Fighter Provincial = 225 tons external load limit = 7x 30 tons ... or 204 ton big craft @ 110%
      • Of these two options, in a Search & Rescue/Salvage & Recovery context, the higher external load capacity of the 30 ton Fighter Provincial is likely to be more useful in a wider array of circumstances, because there are "plenty" of 200 ton (or less) big craft in operation.
 
So although the 30 ton Fighter Provincial variant has a higher construction (and therefore, maintenance) cost, to the tune of +MCr11.4462 per "complete" copy of the starship plus sub-craft, you're actually getting some significant upgrades to overall mission flexibility with that investment ... including the option to use a pulse laser for any kind of "shot across the bow" warning fire that might be necessary (from time to time). It also means that the 30 ton Fighter Provincial "works better" as an option for conversion to Seeker type prospecting roles, where the pulse laser needs to be used for mining operations. It also means that the offensive missile capability is reduced (2 batteries of code: 1, instead of 3 batteries of code: 1), but in a commercial escort "deterrent to pirates" role, that is an acceptable tradeoff ... while in a strictly military role (destroy adversaries as fast as possible!) it probably would not be.



Of the two alternatives, although the 24 ton form factor baseline "checks all the boxes" that I'd want it to check from a strictly game mechanical and min/max mentality perspective ... the 30 ton form factor baseline "does all of that and more" with an acceptable tradeoff (slightly higher overall construction cost, -1 high passenger capacity) in a way that is (in my estimation) "worth" the added expense for the broader range of capabilities (mainly in the details of the fighter). :unsure:



Your mileage may vary, of course.
 
Been working on Other Stuffs™ for the last 6+ weeks and haven't really been spending a whole lot of time on this research project (hence the lack of updates in the thread. Been doing yet more Analysis of Alternatives work from time to time in order to keep pounding away at the theorycrafting whenever I had the time (or my internet connection went down).

And wouldn't you know it ... I've circled right back into the 16 ton modular form factor after trying to get away from it. 😣

One of the "constraints" on the 16 ton form factor was the "almost but not quite" suitability as a potential prospector/seeker application with the small craft. The 16 ton form factor meant that Agility=6 required (only) 16*0.06=0.96 EP ... so a power plant sized to produce (exactly) 0.96 EP would NOT be able to power a (modified for mining) pulse laser, which would require 1 EP of output from a power plant. This meant that there was an "almost, but NOT QUITE" factor going on with my first draft of the 16 ton form factor small craft fighter design.

After letting the details "rest" in my memory for a little over a month, when I came back to the design spreadsheet and started tinkering again, I got this result:

=====

Fighter Escort (Type-FE, TL=9)
16 ton small craft hull, configuration: 1 (MCr1.92, integral fuel scoops)
0 tons for Armor: 0 (TL=9)
2.72 tons for LBB5.80 custom Maneuver-6 (Agility=6 requires 0.96 EP) (MCr1.36)
3 tons for LBB5.80 custom Power Plant-6 (EP=1) (MCr9)
0.24 tons for LBB5.80 jump capacitors (8.64 EP capacity=9 combat rounds/3 hours @ 0.96 EP output continuous) (MCr0.96)
1 ton for fuel (20d 08h 22m endurance @ 0.96 EP output continuous)
4 tons for bridge (crew: 2, pilot, gunner, acceleration couches life support endurance: 12-24 hours) (MCr0.1)
2 tons for model/2 computer (TL=7, EP: 0) (MCr9)
1 ton for triple turret: missile, missile, missile (TL=9, batteries: 3, codes: 1/1/1, EP: 0, 3 missiles per battery, 12 reloads in turret shared between missile launchers) (MCr3.35)
* External Docking: 120 tons capacity (MCr0.24)
2 tons for 1x double occupancy small craft stateroom (life support endurance: 4 person/weeks) (MCr0.1)
0.04 tons for cargo hold
  • 6 person/week life support consumables reserves = 0.04 tons
= 0+2.72+3+0.24+1+4+2+1+2+0.04 = 16 tons
= 1.92+0+1.36+9+0.96+0.1+9+3.35+0.24+0.1 = MCr26.03 (21x HE Missiles = MCr0.105, bought after completing construction)
  • 1G, Agility=0 : 136 - 16 = 120 tons external load
  • 1G, Agility=1 : 96 - 16 = 80 tons external load
  • 2G, Agility=1 : 54.4 - 16 ≈ 38 tons external load
  • 2G, Agility=2 : 48 - 16 = 32 tons external load
  • 3G, Agility=2 : 34 - 16 ≈ 18 tons external load
  • 3G, Agility=3 : 32 - 16 = 16 tons external load
  • 4G, Agility=4 : 24 - 16 = 8 tons external load
  • 5G, Agility=5 : 19.2 - 16 ≈ 3 tons external load
  • 6G, Agility=6 : 16 - 16 = 0 tons external load
=====

Now what's interesting about this specific set of details is that in order to "convert" the small craft from a fighter role to a prospecting/seeker role, all you have to do is replace one of the missile launchers in the triple turret with a (mining) pulse laser. The power plant is sized/rated for EP=1 output (explicitly and deliberately) in order to support the power distribution bus "load" of a pulse laser.

While the laser is "energized" for use, the craft is Agility=0 (because all of the EP output of the power plant is going into the pulse laser, not the maneuver drive). In space combat against other craft, the pulse laser would be intentionally powered OFF in order to devote 96% of the power plant output to the maneuver drive in order to yield Agility=6 (highly desirable when getting shot at). This would mean that a prospecting/seeker variant of the fighter craft would have only 2x missile code: 1 batteries to shoot with, instead of 3x missile code: 1 batteries to shoot with, but that would be an acceptable tradeoff.

Additional "make the numbers SCREAM :eek:" tweaking of the jump capacitor backup option wound up settling into a sweet spot in which so long as the power plant hasn't been damaged, the small craft is capable of 9 combat rounds of combat maneuvering @ 0.96 EP demand with zero fuel. This means that a fuel hit damage result is not (yet) a mission kill. :sneaky:(y)

The capacitor backup power also has interesting roleplay implications for blockade runners and smugglers. It means that the fusion power plant (an easily detectable neutrino source) can be "shut down" for up to 3 hours worth of high agility maneuvering endurance, which potentially makes it possible to inertial drift past sensor nets keyed to detect neutrino emissions from fusion power plants (so as to flag them for more intensive active scanning). This then opens up all kinds of potential "run silent on battery power" type scenarios to slip past system defense assets and outposts, potentially unnoticed (which is different from undetected), "camouflaged" as something with no (active) fusion reaction happening while in sensor range (so more of a "spoofing" behavioral move than a "stealth" type of invisibility/undetectable). :ninja:

Needless to say, such a capability makes ALL KINDS of "surprise!" options possible (on both sides of the sensor nets and weapon battery arrays). :cool:
 
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