[TML] Ship Build Help kaladorn@xxxxxx (05 Nov 2024 16:03 UTC)
Re: [TML] Ship Build Help Rupert Boleyn (05 Nov 2024 21:13 UTC)
Re: [TML] Ship Build Help kaladorn@xxxxxx (06 Nov 2024 01:32 UTC)
Re: [TML] Ship Build Help Rupert Boleyn (05 Nov 2024 21:13 UTC)

Re: [TML] Ship Build Help Rupert Boleyn 05 Nov 2024 21:12 UTC


On 06Nov2024 0502, kaladorn at gmail.com (via tml list) wrote:
>
> I was looking at building the 3000 dTon (ish) Scholar-Class Starship.
>
> I looked at old HG and the stuff from the original ship building and
> found some problems. I haven't built a Traveller ship outside of
> MegaTraveller since probably the 1990s and I'm finding it frustrating.
>
> My vision of the build:
> J-3, Thrust-2, no offensive weaponry (maybe some sandcasters), fuel for
> a jump 3 though most of the time it would expect to do J-1 or J-2.
> I wanted good sensors (if it was built in a version that cares about that).
> I wanted to have a few shuttles/pinnaces that can pickup would-be
> scholars or take the ship's experts off the ship for various reasons. I
> thought maybe 2-3.
> The shape based on the known dimensions suggests either a flattened
> cylinder, or a long sort of rectangle. Fuel skimming might be okay, but
> maybe it should be done with the pinnaces/shuttles?
> Knowing the crew requirements would be important to.
>
> If someone could knock up a design like that, with the relative systems
> and their space requirements, then I should be able to then look at what
> facilities of a scholarly vein can fill up the rest or at least take a
> stab at it.

Using LLB2 (1981):

I assumed civilian crew quarters (one stateroom per crew member) - up to
about 50 DTons could be recovered by putting most of the crew in double
rooms. No armament is fitted here, but there's space for two turrets.

Hangar space for two 40-DTon small craft (e.g. pinnaces) and one 50 DTon
craft (e.g. a cutter) is provided, plus 30 DTons for a spare cutter
module (thus allowing one for carrying a vehicle, and a fuel module).

As refuelling via the cutter would take ages (940 tonnes of fuel at 30
tonnes per trip), she's streamlined.

There's a Model 3 computer, which is enough to run the ship.

The engines give M-2 and J-4 (there's no standard drive that gives J-3
to a 3,000 DTon hull), but fuel only for a jump-3, plus the usual one
month's general fuel.

This leaves 1475 DTons over for whatever you want - almost half her
volume. I would start with a decent sized computer for the science staff
to use, so they don't have to interfere with normal ship operations when
they want to do some heavy number crunching.

Remember to add medics and possibly stewards as the number of occupants
rises.

Here's the breakdown of components:

Component	Notes		Size	Price (MCr)
Hull		3000 DT Custom	3000	30

Power Plant	Z		125	240
Manoeuvre Drive	X		45	92
Power Plant	Z		70	184
Jump Fuel			900
PP Fuel				40
Bridge				60	15
Computer	Model 3		3	18
Hardpoints	2		2
Sub-craft	Pinnace x2	80
		Cutter		50
		Module		30
Crew Staterooms	30		120	15
Passengers	0		0
Cargo		0		0
Streamlining				30

Totals	Dtons remaining:	1475
	Price				624

Architect's Fees			6.24

Overall Price			MCr	630.24

Required Crew:
Pilot			1
Navigator		1
Engineer		7
Steward			0	+1 per 8 high passengers
Medic			1	+1 per 120 passengers
Gunner			0	+1 per turret mounted
Sub-craft pilots	3
Commander		1
XO			1
Admin			3
General Spacehands	12

Total			30

Note that the rules say a 3,000 DTon ship should have at least 30 crew,
so I added a 'general spacehand' category for crew needed to reach this
total. Thus as gunners, medics, stewards, and possible extra pilots and
drivers are added they can come out of that pool, and the total crew
will stay at 30 until more than a dozen extra positions have to be filled.

> I plan to create the a deck plan for this too.
>
> I was thinking of the following features:
> Library (protected / encrypted)
> Significant Computer System separate from the ship's computer.
> A Laboratory
> An Observatory.
> Classrooms with learning pods/workstations and a big holoprojector in
> each classroom.
> Nice staterooms for experts and standard staterooms for the grad students.
> A goodly supply of tools of all sorts (depending on the experts embarked).
> An area to do experiments that are potentially hazardous
>
> The use cases:
> - coming into a place and teaching (especially teaching teachers at
> those destination)
> - symposiums aboard / conferences (not quite sure what makes one versus
> the other...)
> - knowledge collection (where the onboard scholars share their knowledge
> to the locals and they in return provide information from their world/
> system/etc).
> - helping governments - efficiency work, better ways to do certain
> things (climatology, legal/governance methods, etc)
> - embarking 'live-in students' for few jumps (then they use tickets to
> get home) so that the students can see other planets and then they take
> what they learned back to their planet which helps planets near each
> other get a bit better acquainted
> - if it happened, and they were near, if there was a problem on a large
> scale that could be helped by the knowledge of the on-board experts,
> they might fly to their to provide additional immediate assistance with
> their advanced knowledge
>
> But before all the fun stuff (filling up the academic parts) can happen,
> I need a build in CT or MgT or the like, if someone can help me with
> that.... :0)
>
> [And yes, I'll think of how we could slip some Imperial covert
> activities involved on some of the vessels...]
>
> Thanks,
> Tom / kaladorn
>
>
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--
Rupert Boleyn <xxxxxx@gmail.com>