[TML] Realistic Type S Deckplan
Richard Aiken
(27 May 2019 05:17 UTC)
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Re: [TML] Realistic Type S Deckplan
Kelly St. Clair
(27 May 2019 07:59 UTC)
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Re: [TML] Realistic Type S Deckplan
Andrew Long
(27 May 2019 12:46 UTC)
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Re: [TML] Realistic Type S Deckplan
Phil Pugliese
(27 May 2019 13:56 UTC)
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Re: [TML] Realistic Type S Deckplan
Thomas RUX
(27 May 2019 15:17 UTC)
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(missing)
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Re: [TML] Realistic Type S Deckplan
tmr0195@xxxxxx
(27 May 2019 17:20 UTC)
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Re: [TML] Realistic Type S Deckplan
Bill Rutherford
(27 May 2019 16:44 UTC)
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Re: [TML] Realistic Type S Deckplan
Richard Aiken
(27 May 2019 19:13 UTC)
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Re: [TML] Realistic Type S Deckplan
Richard Aiken
(27 May 2019 19:13 UTC)
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Re: [TML] Realistic Type S Deckplan
tmr0195@xxxxxx
(27 May 2019 20:14 UTC)
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Re: [TML] Realistic Type S Deckplan
Richard Aiken
(27 May 2019 22:23 UTC)
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Re: [TML] Realistic Type S Deckplan Rupert Boleyn (28 May 2019 00:56 UTC)
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Re: [TML] Realistic Type S Deckplan
Postmark
(28 May 2019 01:38 UTC)
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Re: [TML] Realistic Type S Deckplan
Kelly St. Clair
(28 May 2019 02:25 UTC)
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Re: [TML] Realistic Type S Deckplan
Richard Aiken
(28 May 2019 03:48 UTC)
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(missing)
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Re: [TML] Realistic Type S Deckplan
Richard Aiken
(29 May 2019 04:21 UTC)
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Re: [TML] Realistic Type S Deckplan
Cian Witherspoon
(29 May 2019 04:52 UTC)
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Re: [TML] Realistic Type S Deckplan
Rupert Boleyn
(29 May 2019 06:08 UTC)
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Re: [TML] Realistic Type S Deckplan
Evyn MacDude
(03 Jun 2019 05:06 UTC)
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Re: [TML] Realistic Type S Deckplan
Phil Pugliese
(03 Jun 2019 06:56 UTC)
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Re: [TML] Realistic Type S Deckplan
Kurt Feltenberger
(04 Jun 2019 00:47 UTC)
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Re: [TML] Realistic Type S Deckplan
Phil Pugliese
(04 Jun 2019 21:59 UTC)
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Re: [TML] Realistic Type S Deckplan
Richard Aiken
(04 Jun 2019 22:16 UTC)
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Re: [TML] Realistic Type S Deckplan
Bill Rutherford
(29 May 2019 12:25 UTC)
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JTAS 14 article Civilian Striker Vehicles
Thomas RUX
(28 May 2019 04:02 UTC)
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Re: [TML] JTAS 14 article Civilian Striker Vehicles
Thomas Jones-Low
(28 May 2019 09:14 UTC)
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Re: [TML] JTAS 14 article Civilian Striker Vehicles
Thomas RUX
(28 May 2019 14:28 UTC)
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Re: [TML] Realistic Type S Deckplan
Rupert Boleyn
(28 May 2019 06:47 UTC)
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Re: [TML] Realistic Type S Deckplan
Phil Pugliese
(29 May 2019 01:53 UTC)
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Re: [TML] Realistic Type S Deckplan
Rupert Boleyn
(29 May 2019 01:58 UTC)
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Re: [TML] Realistic Type S Deckplan
Kurt Feltenberger
(29 May 2019 03:04 UTC)
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Re: [TML] Realistic Type S Deckplan
Bill Rutherford
(28 May 2019 12:51 UTC)
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Re: [TML] Realistic Type S Deckplan
Bruce Johnson
(28 May 2019 13:59 UTC)
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On 28May2019 1023, Richard Aiken wrote: > Yeah. This fits with what I'm now imagining for the Naval and Scout > Service ships, particularly the smaller ones, like the Type S. It > would really bring home to players that line from the CT ship > description for the Type S: "The ship can carry three passengers (up > to seven passengers double occupancy) in non-commercial service > only." > > In other words, "No. You can't vacate a 'stateroom' and rent it out > to regular Middle Passenger customers. You *can* rent out one or two > of your otherwise-empty crew bunks - for whatever the traffic will > bear - so long as you're willing to live cheek-by-jowl with a couple > of total strangers - possible hijackers - for a week or so." For what it's worth, here's a text description I wrote up of a ship the PCs in my campaign had, that was small and somewhat cramped, but designed and built at a high Tech Level (TL11 in GURPS 4e terms, Traveller TL14, give or take) omitting the technical details.: Description Princess Matilda is a streamlined cone 30 metres tall, plus a couple more when sitting on her three landing legs (these are retracted in normal flight operations). Her hull is of bonded superdense armour, hardened to better resist highly penetrating weapons (GURPS calls this 'hardened diamonoid' armour). The actual armour shell is about 5mm thick, though the overall hull thickness is rather more, counting paint, stealth surfacing, strip optics and antennas, armour, jump grid, wiring and piping, thermal and radiation shielding, and so on. The stern section consists of engineering, a 'plug' three decks high, surrounded by fuel tanks (that are actually part of the central hull in terms of access and sealing). Two 'hot' reactionless thrusters are wrapped around the 5-parsec range jump drive, and sitting on top of them is the toroidal gravitic fusion reactor. Sitting in the centre of the torus is the engineering station. At the very rear of the vessel, central to her stern, is an airlock. When she's grounded it is 2m above the tarmac, and once open a ladder can be extended for access. This airlock leads to a narrow maintenance space that goes to the engineering station, via a floor panel. There is no equipment or suit locker by this airlock, as it is not intended for routine use. It's also the only easy way into the ship if she's been powered down in an area with no port facilities (assuming the mid-level airlock's ladder is stowed). Forward and around engineering is the central section, containing fuel tanks wrapping around the engineering 'core' Above these is the small cargo bay, rated for 30 tons mass, with an exterior hatch approximately 3m square in the hull. As this she was intended for VIP couriering and espionage missions cargo handling facilities are minimal. Beside the cargo hatch is a personnel airlock that enters into the cargo bay, and a small locker for a couple of soft or one 'hard' suit. This airlock has a ladder (the ship's specifications refer to this as an 'extensible staircase', but it's very steep and narrow) that extends to ground-level. The central access shaft extends through the cargo bay from engineering in the floor the forward section overhead, further constraining the bay's ability to carry large cargo. The forward section starts with another fuel tank, upon and within which sits the habitats (in two decks) with life support systems, five state-rooms, a small common room, and the only mounted weapon - a 3MJ improved rapid-fire laser in a turret mount suitable for light anti-missile defence and possibly frightening armed merchants. This weapon has no facility for local control, and must be managed from one of the three control couches (pilot, 'observer', or engineer) or by the computer. When not in use the laser is retracted into a streamlined fairing, but not concealed. In the case of Princess Matilda one of the staterooms wasn't installed and instead 5 tons of steerage cargo space was left available, into which a heavily armoured safe was installed (with access controlled by both keypad and biometric lock, and no control over it by the central computer). Next up is the control room, and around and above it the internal components of the over-sized sensor array (the external aerials coat much of the ship's hull, and are in streamlined domes, or retract when not in use), with the ship's main airlock opening into it. If the ship was equipped with the optional pair of remote internal maintenance drones (commonly called 'cans' after their appearance), one would be docked here, in a station inside the sensor system. The 'lock has the ship's locker beside it, with space for several suits, toolboxes, emergency and survival gear, and so on and opens on the opposite side of the ship from the cargo hatch and lower lock and thus faces the same side as the gun turret below it. The 'control room' is in fact two rooms, one at each end of the central access shaft. The upper is the control room proper, where the pilot sits, with one additional acceleration couch for an observer (this seat has a computer terminal that by default has no access to flight or engineering controls, but which does have access to sensor and comms feeds, and can access and run applications, etc.) and which can be given more access by the pilot or engineer (or by the ship's computer on orders from someone authorised to give such an order). The pilot's control couch is semi-recessed into the compartment wall, roughly opposite the main lock, and one swings into and out of it using an overhead grab bar. When in operation the pilot is surrounded by 3D holo displays, virtual and actual control panels and sticks, and so on. The 'observer' couch is similarly mounted, a little behind the pilot, and has no useful direct view of the pilot's displays due to intervening wall and equipment. Both seats have a ready view of the access shaft's entrance in the centre of the compartment's floor, and to the airlock. The lower is the engineering station, and is slightly offset from the access shaft, so when you step off the ladder you can simply step sideways and swing into it. The space right under the shaft is the 'physical' component of the engineer's station - aside from the access ladder and the couch the walls are covered in access panels, small parts bins, and cabinets for tools (enough to allow maintenance and basic repair of any of the ship's systems). The floor also has access panels, one of which leads to the aft airlock. The second 'can' station is down a crawlspace behind one of these panels. For those of a mystical bent, this is the ship's 'heart', whilst the pilot's station forward is the 'brain' The central access shaft extends from the forward pilot's control room/main 'lock workroom all the way aft/down to the engineer's. There is a manually controlled hatch in each deck. In normal operations these are latched open, except for those between sections (i.e. between engineering and the centre section, and between the centre and forward sections), which are closed, but not locked. Only the section hatches have locks built in, and they can only be locked from the engineering and forward sections. All hatches can be 'barred' from either side with the use of a steel bar or similar object. A small motorised platform can be rigged in the shaft to move people and light objects between decks with some minimal comfort and dignity, but normally crew use the ladder, and in flight it's common to put the shaft into zero-G, especially when moving equipment between decks. The shaft is a metre in diameter, the hatches 80cm. Note that the narrow nature of the central access shaft makes moving between decks in rigid armour or space suits, and especially powered armour, quite tricky. Staging for suit operations is best done right beside the lock to be used, which is not always terribly convenient as the main equipment lockers are by the forward, main, lock, but the cargo lock is the one with the most open area around it. The ship has always been properly maintained and kept scrupulously clean and polished, with no missing wall panels or maintenance hatches, but even when the current owners found her she didn't have a 'new' ship' smell, and had just enough wear on latches and catches to show she'd seen at least some actual flight time. There's a subtle feeling when aboard of being confined, more than the normal feeling you'd get in a spaceship. This is probably a combination of some really aggressive air purity standards - unless there's something wrong recirculated air smells of nothing, the ship's Solomani origins showing in subtly (and meaninglessly) different dimensions for compartment doors and overhead heights that serve to constantly remind one of their presence, and thus that they are in a small can floating in a vast vacuum, and the 'compact' nature of all the ship's fittings. Not good if one is a claustrophobe. While the living spaces are not cramped, they are certainly not over-large and whilst the fittings are a marvel of TL11 (Traveller TL14) multi-functional design, ergonomics, and high space efficiency, the fact that they are serves to remind one of how little space there really is as is much as they help maximise the utility of that space. The ship's control couches with their semi-enclosed nature and the way the displays wrap around the users also lend power to this sensation, settling into one can feel like getting into a cocoon or a coffin, depending on one's predisposition, as do the bunks, effectively recessed into the cabin walls as they are, with acceleration/crash webbing ready to be pulled over their exits. The paint colouring in the living areas, like the exterior, can be altered. The default (which it reverts to when there's no power) is light tan and cream. Default lighting in the living areas is fairly bright (and matches Sol's spectrum as at Earth's sea level with Earth's atmosphere exactly - more Solomani pointless differentiation, like the exactly one Terran G grav plate default), but can be altered from really bright (a sunlight summer's day), to nothing, and from direct overhead to indirect. Naturally the staterooms have individualised controls. The cargo area is a non-programmable high-wear light gray on the walls and overhead, and a darker gray on the floor. Both the bridge and engineering have the same floor colour as the cargo bay, but the walls and overhead are almost black in the engineering space. Default lighting in all these areas is dim, with patches of bright light by the locks. The lighting is adjustable in these spaces as well, of course. Flooring in work areas is a smooth, hard metallic composite, very hard wearing, but not at all quiet to work on, and prone to becoming slippery with liquid spills. In the living areas it's a different composite that has enough give to muffle footsteps, dropped cups, and so on, and is designed give good grip even when wet (it is, of course, non-absorbent and stain-proof). It feels quite good to bare feet. The cabins are compact, with a multi-function 'fresher in one corner, with an extrudable chair nearby at which one can do one's face (ask for a mirror on the wall), work at a terminal (ask for screen and virtual keyboard), or write (extrudable desk), etc. The rest of the cabin is dominated by the bunks and storage cabinets. Under the bottom bunk are drawers for gear, and likewise over the top bunk. Inside the bunk spaces there are displays on each end and on the overhead, which can be configured to show whatever the owner wishes. There are small recesses the ends and side-wall for small personal effects one might want to have access to while stuck in one's bunk for a long period (toiletries, medication, book chips, snacks, and whathaveyou), or to store right by you when you sleep (the contents of one's pocket's, one's sidearm, etc.). Naturally they can be secured against sudden manoeuvres. A couple also have simple button-combination locks (thumb-print locks are all very well and good until you need to open them whilst in a vacc suit) to deter casual pilferage. There is a set of webbing that can be pulled over the exit from each bunk to stop a user being thrown out by a sudden jolt, as well as belts with which to strap them into bed (not to restrain, however - they are safety belts). The bunks are long and wide enough for comfort, and have sufficient overhead space as well, but again, can feel confining. There is, of course, a set of environmental and light controls by the (lockable, but the computer and bridge can override these) door, as well as a pair of rescue bubbles. While the pilot and engineer can over-ride the locks and environmental controls, the ship's computer currently can only unlock the doors, as part of the Virus-proofing she received. Also by the door is a tall locker/wardrobe. Using this to store spacesuits or armour means that any other clothes in there will pretty soon become crumpled and contaminated by whatever gunk is on those suits. The ship has cameras mounted on her surface that provide visual coverage of her entire hull surface in visual and IR ranges. These cameras are mounted towards the nose and around the rim of her stern, so the view of the central hull is a bit distant, and they don't have much zoom - they're there to spot hull damage and supervise spacewalks on the hull. Internal cameras cover the standard access ways and work areas, including airlocks and workstations. The common room is also fully covered, while the cargo bay's coverage is theoretically 'full' but in practice has blind spots due to cargo blocking the view of the few cameras. Audio is provided via the intercom system, the mics of which can be turned on from the controls (by each door and airlock) or remotely by the computer. By default, intercom mics are off, but set so loud noises (shouting, gunfire, explosions, etc.) will alert the computer, which will then listen and determine whether warn the crew or not. Audio and visual surveillance of staterooms is possible via the 'webcams' of the stateroom terminals and door control/comm systems, but it can only be turned on by authorised personnel, and they must give a sufficient reason, and it will be logged in the ship's uneditable voyage log. Also, unless the reason given allows it, the stateroom's occupants will be informed by the ship's computer at the earliest opportunity. 'Sufficient' reasons include belief that the occupant(s) are engaging in sabotage or hijacking of the ship, that they are suffering a medical emergency, and similar reasons. The computer's expert system may demand evidence of these claims, and will record such evidence in the logs. Currently the Captain and whoever is logged as 'officer of the watch' (i.e. as in command) have authorisation. The ship's engineering office could probably get it if he felt the desire to, and as engineering officer has the power if the reason is related to the ship's safe physical functioning (e.g. the door won't open and there's evidence of a dangerous fault accessible only from inside a stateroom). So, an officer of the watch can play peeping tom, but it will be logged, flagged for the captain's attention, and the victim will be told by the tattle-tale computer as well. Anti-Virus measures added: In order to protect against remote Virus infection Matilda had her communications suite detached from the rest of her electronics, and it is now managed via a dedicated terminal set up by the 'Observer's' seat. It cannot be connected to the rest of the ship without making new cable connections between the comms system and the rest of the ship's systems. The ship's sensors could not be fully separated from the rest of the electronics, because without them the automated docking system, collision avoidance, and so on would not function. However, the links to the more sensitive sensors have restricted bandwidth and monitors that will cut them if they detect data packets that look like Virus seed data moving through the connections. Whilst the computer can still monitor almost all of the ship's systems, it now cannot control most of them. A side effect of this is that control of a given system can no longer be dynamically shifted from one station to another, especially from the cockpit to engineering or vice versa. Thus it now requires two crew to perform a jump, as a single person cannot move from the pilot's station to engineering fast enough to both set a correct entry vector and activate the drive in a timely manner. -- Rupert Boleyn <xxxxxx@gmail.com> Chief Assistant to the Assistant Chief