Alien Ship Design

A thread of 4 messages, 19 March 1993 to 23 March 1993, in the order they were sent.

#5329 Alien Ship Design

Brad sagt:
> Subject: Alien Starship Designs
> Since the group has been fairly slow lately, I thought I'd take a tangent
>   off the military thread (a very sharp tangent :).  How about
>   a discussion of layout concepts for non-human races?

One of my fave topics!  |->

>   For Hiver ships, since they tend towards 'hives', the access panels
>   and passages would obviously be more like tunnels.  Perhaps the
>   ship would even lack an organized bridge, being either a conglomeration
>   of the bridge officer staterooms (controls integrated into the stateroom
>   computers), say organized in a ring around the main computer core.

I dunno.  I'd think that the Hivers are better engineers than that.  They'd
have a ship laid out on what was most efficient for them.  I don't think
tunnels make for very efficient movement.  Also, just because they lived
in 'Hives' way back before they were intelligent does not mean that they
are an integral part of their layouts today.  I don't think HUMANS could
do so well without a bridge (see below) but Hiver's *might* concievably do
so.

>   The name 'spinal weapon' suggests that the ship is basically mounted
>   on the weapon.  What about having a cylinderical power plant organized
>   in the center of the ship, with the spinal weapon (if any) built
>   directly into the power (aka Star Trek (first movie) 'we can't fire
>   the phasers in the worm hole because they channel directly through
>   the warp engines').

:-P  If you have a power plant, why use it to ONLY power the weapons?
It would be different if we were using the engines to generate electrical
power, but in the case of Trav ships, we are using a power plant to
genereate electical power, and that to power the engines.  There is no
direct connection as there is in a car, or aircraft.  Nuclear sub is
closer, but I don't know if they use electric motors.  (Steve?)

>   If the crew members can run their stations from their staterooms,
>   the bridge is entirely psychological.  So who needs a bridge?

Yes, you Could do away with a bridge, but it would increase the reliance
on super efficient intercom systems to make up for the loss of the bridge.
It is a lot easier for HUMANS to communicate quickly face to face than it
is over any other media.  Consider all the information that is conveyed
by facial expression, tone of voice, etc.  Now you'd have to transmit all
that on the com lines from stateroom to stateroom.

It is MUCH more efficient psychologically, and equipment wise to have
all your officers in one spot to help make decisions as quickly as
possible.  Think combat environment.  How are you gonna collaberate on
tactics if you gotta send your message through channels?

>   On the control side, since there are multiple backup computers on board,
>   what if a race decided to have instead each computer control a section
>   of the ship (either logical (engineering), or physical (foreward bulkhead).
>   Imagine the troubles hijackers might have.

No.  There are three computers aboard ships running in parallel.  They
are not working on separate tasks.  The three systems check answers against
each other and then act.  If one system, fed the same data as the other two,
consistantly disagrees with the others it is considered faulty and shut down.
That is how it works in the X-29 computer assisted fly by wire systems.
(I'll bet the F-117 uses a similar system)

All the computers are tightly linked.  Take over one, and you've gotten
all three.

>   Or better yet, having ships that are naturally modular in design
>   (intended to fragment due to battle damage to facilitate escape/combat).

Which would require heavy redundancies, raising cost and reducing effieincy
of systems.  Each module would have to have it's own drives, computers, and
controls.  As a craft design it would be a real mess to handle.  It *IS*
covered by the MegaTrav design system, but I think between Rob Dean and me,
we've only done about 3-4 such designs (Low tech staged rockets & spacecraft)
The reason we've produced so few is that they are a royal pain.

> --Brad
- ----------------------------
Me sez:
> : She's definitely the most beautiful aircraft
> : ever built:  the sexiest thing that ever took to the skies.

Richard sez:
> An informal poll of rec.aviation, sci.military, and sci.aeronautics came
> up with the same answer, BTW.  Basically, for those who know about
> flying, or just love to fly, the XB-70 was the most beautiful thing ever
> to grace our turgid little planet.
>
> Beware of wingtip vortices, though.  :=(

MMM yeah.  Especially, if you are flying a tiny little flyweight like an
F-104 starfighter.
Interesting note:  According to Al White, they didn't feel much
from the mid air collision, and didn't know it was THEM that the chase
planes were yelling about until she snapped over on her back 18 seconds
later.

> And as for the rest of your description, well....

One of these days, I'm gonna get my fiancee out to the Air Force Museum
at Dayton where the B-70 is...  Get the two sexiest women in the universe
under one roof...  and we're gonna...  we're gonna.....

Mmmmmm....Wow......  |->
- --
Scott 2G Kellogg
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#5337 Re: Alien Ship Design

[email removed] (2G Scott S. Kellogg) writes:
> >   Or better yet, having ships that are naturally modular in design
> >   (intended to fragment due to battle damage to facilitate escape/combat).
>
> Which would require heavy redundancies, raising cost and reducing effieincy
> of systems.  Each module would have to have it's own drives, computers, and
> controls.  As a craft design it would be a real mess to handle.  It *IS*
> covered by the MegaTrav design system, but I think between Rob Dean and me,
> we've only done about 3-4 such designs (Low tech staged rockets & spacecraft)
> The reason we've produced so few is that they are a royal pain.

Yes and no, Scott.  Part of the reason is that they are annoying, and
another part is that there isn't much use for them in adventures, since
I'm nowhere near running a Hard Times campaign.  Apart from a few designs
to try out a system, I like to design things that I expect that I might use
in an adventure. (-:

> One of these days, I'm gonna get my fiancee out to the Air Force Museum
> at Dayton where the B-70 is...  Get the two sexiest women in the universe
> under one roof...  and we're gonna...  we're gonna.....

I think you were one of the people they were talking about when they mentioned
underwear being too tight. (-:

Rob Dean

#5341 Re: Alien Ship Design

Brad sagt:
>>>Or better yet, having ships that are naturally modular in design
>>>(intended to fragment due to battle damage to facilitate escape/combat).
Ich sage:
>>Which would require heavy redundancies, raising cost and reducing effieincy
>>of systems.  Each module would have to have it's own drives, computers, and
>>controls.  As a craft design it would be a real mess to handle.  It *IS*
>>covered by the MegaTrav design system, but I think between Rob Dean and me,
>>we've only done about 3-4 such designs (Low tech staged rockets & spacecraft)
>>The reason we've produced so few is that they are a royal pain.
Rob sagt:
>Yes and no, Scott.  Part of the reason is that they are annoying, and
>another part is that there isn't much use for them in adventures, since
>I'm nowhere near running a Hard Times campaign.

Yes, but the question was about high tech modular designs (TL 15 I assume)
And there, the modular designs might be more usable, but they would be more
costly because of the heavy redundancies involved.  This makes merchant
ships more expensive (plus, they couldn't enter atmosphere anyway).  And
while Ten 10-ton fighters might be joined together to get a 100 ton ship
with 10 turrets, it would be more vulnerable than it would be as individual
components.  Weleded together, one hit would wipe out the 10 fighters at
once, while individually, it would take 10 such hits to take out a squadron.

So, from neither mercantile nor military point of view, does it add up.

He:
>I think you were one of the people they were talking about when they mentioned
>underwear being too tight. (-:

It's not my fault I'm crazy.  :-P

Scott 2G Kellogg

#5343 Re: Alien Ship Design

2G Scott skribis:
> Rob sagt:
> >Yes and no, Scott.  Part of the reason is that they are annoying, and
> >another part is that there isn't much use for them in adventures, since
> >I'm nowhere near running a Hard Times campaign.
>
> Yes, but the question was about high tech modular designs (TL 15 I assume)
> And there, the modular designs might be more usable, but they would be more
> costly because of the heavy redundancies involved.  This makes merchant
> ships more expensive (plus, they couldn't enter atmosphere anyway).  And
> while Ten 10-ton fighters might be joined together to get a 100 ton ship
> with 10 turrets, it would be more vulnerable than it would be as individual
> components.  Weleded together, one hit would wipe out the 10 fighters at
> once, while individually, it would take 10 such hits to take out a squadron.
>
> So, from neither mercantile nor military point of view, does it add up.

I had not considered a TL15 modular design before.  Hmmmm...I would need
to think about it for a while before dismissing it.  For merchant usage,
I think that you are correct--redundancy would be too expensive (by the
rules, I mean, of course), but for figthers, I don't know.  The current
damage rules for spacecraft are just a slightly revised version of High
Guard, as you know, and are not set up to handle some of the more exotic
things that we can think of.

BTW, why couldn't it enter the atmosphere?  As long as it has more that 1G
of lift, it ought to be able to fly, albeit slowly.

Turret limits.  Got to think about turret limits one of these days.  The rules
might work without them, _IF_ we knew how missiles worked.  (If missiles need
continual guidance from the launcher, then the number that can be fired is
limited by the number that can be controlled, otherwise the number that can
be fired is limited only by the cost of the missiles.  In the former case,
ship designs could dispense with the turret limits for game balance puposes,
since there would be some sort of balance between increasing power requirements
for energy weapons and increasing control requirements for missiles, but in the
latter case, a High Guard/TCS style campaign would have to consider the cost
of resuplly in order to remain balanced.)

Pardon my rambling...

Rob Dean