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Starship Design Data Exchange Structure

robject

SOC-14 10K
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Marquis
Given:

1. Every version of Traveller has similar starship concepts
A common data exchange structure can be used for Traveller ships if there's a need. (There isn't a need currently).

2. Every version of Traveller has different starship design rules
A data exchange structure is most useful when data is kept inside its home ruleset. i.e. Importing a design from another ruleset will need sanitization. Don't do it blindly. Better, don't do it at all.


Basic Ship Template
This is a sample of the core of the ship template I use for my "Adventure-Class Ships" design program. It's incomplete, but you can see where the missing elements should be (for example, it's clear where missing crew positions go).

It is in YAML format here, but really the presentation/transport mechanism is irrelevant.

Code:
---
ruleset: T5
reg: 
   id: ZG-10244
   name: Periad
   owner: Baraccai Technum
   keel laid down: 72-1104
   first flight: 350-1104
   disposition: in svc
   mission: A
   j: 0
   m: 0
   p: 0
hull:
    code: B
    cfg: U
    scoops: N
    purifier: N
    tons: 200
    mcr: 
bridge:
    primary:    { tons: 0, mcr: 0 }
    secondary:  { tons: 0, mcr: 0 }
computer:
jdrive:
    - { code: A, fuel: 20, tons: 10, mcr: 10 }
mdrive:
    - { code: A, tons: 2, mcr: 4 }
pplant:
    - { code: A, fuel: 4, tons: 4, mcr: 12 }
sensors:
    - { code: C, tons: 0, mcr: 0.5, label: St AR Surf Comm-8 }
weapons: []
defenses: []
craft: []
staterooms: { crew: 0, high: 0, low: 0, elow: 0, tons: 0, mcr: 0 }
crew:
            pilot:
            astrogator:
            medic:
            gunner:
            steward:
            troops:
carried: []
 
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