Draft Vehicle Design Changes 1.0

By Robert S. Dean ·

TML message #1880From bundle 153

        TDR VEHICLE DESIGN SYSTEM
        VERSION 1.0
        28 NOVEMBER 1990
        ROB DEAN

        ***************************************************************
        Remarks will be delineated with rows of asterisks at the
        beginning and end.
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        ***************************************************************
        For purposes of this version, all entries will be keyed to the
        MegaTraveller Referee's Manual.  Deleted sections will be noted,
        as will retained sections.
        ***************************************************************
        1: BASIC HULL DESIGN

           Volume of Hull=Displacement Tons * 13.5

           For Displacement        Mass        Cost
             Less than 1 ton      .1t/kl    Cr10000/ton
             Less than 100 tons   .05t/kl   Cr2200/ton
             Less than 100000tons .02t/kl   Cr1300/ton
             Over 100000tons      .01t/kl   Cr600/ton

           The following sections remain the same
           5:Craft Configuration and Streamlining
           6:Planetoid Configurations
           7:Armor
           8:Minimum Armor
           9:Armor
           10:Weight and Price
           11:Open Vehicle
           12:Vehicle Cupola
           13:Hull Totals

        2: POWER SUPPLY

        This section temporarily remains the same, except that the
        consumption of radioactives in a fission reactor is given per
        month, not per hour.

        3: LOCOMOTION

           1:Locomotion type: Remains the same
           2:Jump Drive capacity Remains the same

           3:Jump Units Required:

           Jump Number          1   2   3   4   5   6
           Percentage of Ship   2   3   4   5   6   7

           Multiply the percentage above by the volume of the ship.  This
           gives your drive volume in kiloliters.  Each kiloliter of
           drive weighs 2 tons, and costs Cr222,222  (*Suggest roundoff
           to 220000*)

           4: Jump Fuel Volume

           Multiply the volume of the drive by 5 to determine the
           quantity of fuel required to make one jump at TL9-TL16.

        ****************************************************************
        I'm not going to worry about non-imperial ultra-tech just now.
        ****************************************************************

           5: Maneuver Drive: Section deleted

           6: Thrust Based Suspension
                                  ----Per ton of Thrust---- Min
           TL  Type               Power Volume Weight Price Volume
           7 Air Cushion          0.10   0.20   0.30  30000  0.010
           9 Standard Grav        0.10   0.02   0.04   2000  0.020
           9 High Volume Grav     0.10   0.02   0.04    770  5.400
           10 Low Power H-Grav    0.02   0.05   0.03  25000  0.020
           11 Thrusters           0.11   0.02   0.05   1100  5.400
           12 Low Power L-Grav    0.01   0.03   0.02 300000  0.003

           7: Contact Based Suspension : No Change
           8: Contact Based Transmissions : No change
           9: Select Avionics: No change
           10: Compute Locomotion totals

        4: COMMUNICATORS : No change
        5: SENSORS AND ELECTRONICS : No change
        6: WEAPONS : No change
        7: SCREENS : No change
        8: BRIDGE

           1: Environmental Controls: No change  ***(Yet)***
           2: Control Points:  Do not figure control points on hull.
           Only figure control points based on Power Supply, Locomotion,
           Communications, Sensors, Weapons, Screens, and Environmental
           Control.

        ****************************************************************
        RATIONALE:  As it now stands, two vehicles, such as tanks, that
        differ only in their weight of armor require differing quantities
        of control points.  Since most vehicle hulls (aircraft are an
        exception) don't do much but sit there, it doesn't seem like it
        should be necessary to use controls on them.  I realize that
        certain things are included in hull controls, like hood and trunk
        releases on your car, but it seems negligible.  In almost any
        vehicle that is not extremely heavily armored, the contribution
        to the total number of control points by the hull is negligible
        anyway.
        ****************************************************************

           3: Computers: Remains the same
           4: Control Panel Units: Remains the same, except add new rule:
           If the total number of control points needed is less than
           0.05, no control panel units need be installed.  ***(There,
           now you can do a skateboard)***

           5: Special Control Panel add-ons : Remains the same
           6: Electronic circuit protection: Remains the same
           7: Compute Controls totals: Remains the same

        9: ACCOMMODATIONS

           1: Basic Crew Complement: remains the same
           2: Vehicle and Small Craft Crew: remains the same
           3: Reduced Vehicle Gunners:

                   Alter formula to X=(C*S)/W

        ****************************************************************
        The Text in this section has always implied that this sort of
        formula is correct (i.e. it should be advantageous to have more
        sensors.)
        ****************************************************************

           4: Supplanted Vehicle Commander

                  Alter Formula to X=(T/S)/C

           5: Special Vehicle Considerations: remains the same
           6: Vehicle Crew Accommodations:

              Access      Vol   Wt   Price
              Open         0   0.08   50
              None         1   0.1    100
              Cramped      2   0.1    100
              Adequate     3   0.1    100
              Roomy        4   0.1    100

        ****************************************************************
        This table now accounts for seating arrangements on tiny vehicles
        such as motorcycles, and adds the weight of the passenger into
        the seat, which has a substantial impact on very light vehicles,
        but little impact on anything larger than a golf cart.
        ****************************************************************

           7: Starship and Spacecraft Crews

              Bridge Crew: No change
              Engineering Crew: No change
              Maintenance Crew: H/C
              Gunners: No change
              Flight Crew: No change
              Ship's Troops: Any number chosen by the designer
              Command Crew: Cc=Total crew/6. If over 10, then=10+Cc/10
              Stewards: 1 per 8 high passengers
              Frozen Watch: No change
              Medical Crew: No change

        ****************************************************************
        As the rules currently exist, I think the quantity of command
        crew is vastly inflated, which is why I reduce it like the bridge
        crew.  Most of the really bad inflation comes in when you have
        120 or 150 marines on board, and I usually figure that if I have
        just decided that there are 150 marines, that includes their
        officers and admin personnel.  I also don't see the need to add
        stewards to the crew when there is a fair amount of slop in the
        numbers already.  To provide personal service to high paying
        passengers, yes.  To wait on the crew, no.
        ****************************************************************

        10: FUEL : No change at present


        DESIGN EVALUATION

        This section can be retained as is, with the following excep-
        tions.

        Damage:  Calculate based on weight, not volume.  Also figure in
        the factor of ten for personal combat rules to allow more differ-
        entiation of vehicles at lower sizes.  So new hull values become
        Weight/1.5 (inoperative) and Weight*1.7 (Destroyed).  Values for
        power plant and locomotion are figured as before, on a percentage
        of the weight rather than the volume.

        For space faring craft, normal acceleration now becomes
        thrust/weight.  If this value is less than one, the craft cannot
        lift off from a standard gravity planet. For operations near a
        planetary surface, figure speed of spacecraft based on
        (thrust/weight)-1 to account for power required to maintain lift.
        Agility is equal to the acceleration available after all other
        systems have been powered.

        ---------------------------------------------------------------
        DRAFT FIXED WING AIRCRAFT DESIGN SEQUENCE
        May be used with the suggestions above or separately
        _______________________________________________________________
        1: Determine size of aircraft in displacement tons
           Volume=13.5kl/displacement ton
        (or designate it in kl if you prefer)
        ---------------------------------------------------------------
        2: Choose Airframe type
                       Weight Price  Min     Max         Equiv
                       Mult   Mult   Speed   Speed  Eff  Armor
        Simple         x0.2   x5     150     300    .85   0
        Fast Subsonic  x1     x10    160     800    .90   0
        Transonic      x2     x15    180    1100    .95   1
        Supersonic     x4     x20    280    2800   1.00   2
        Hypersonic     x6     x50    350    5000   1.00   3

        Multiply base hull weight and cost of chosen hull volume by the
        factors given above to get total cost and weight of hull.  Armor
        of hull is given.

          Airframe Enhancements
                                       Price
                               Weight  Multiplier
                     STOL      0.05     x1.3
                     VTOL      0.10     x1.5
                     Seaplane  0.05     x1.25
                     Reentry   0.10     x5.0

           Weight is in tons per kl of aircraft volume.  Price multipl
        applies to the entire airframe cost.

        Maximum Lift of airframe hull in tons=volume in kl *1.35

        If total weight of aircraft plus external stores is greater than
        maximum lift, or calculated airspeed not at least minimum for
        airframe type, aircraft may not take off.
        _______________________________________________________________

        3: Choose power plant from Referee's Manual
           Fission and fusion not available for aircraft

        Choose Thrust Agency from table below

        TL  Type               Thrust   Fuel   Cost  Airframe
        5  Basic Prop             8      2      5    Fast Sub
        6  High Perf Prop        16      3     10    Fast Sub
        6  High Perf Turboprop   25      5     20    Fast Sub
        6  High Perf Turbojet    30      9     30    Supersonic
        6  Basic ramjet          50     40     50    Hypersonic
        6  High Perf Ramjet      65     50     60    Hypersonic
        6  Basic Rocket          50     80     50    Hypersonic
        6  High Perf Rocket      65    100     60    Hypersonic
        7  Basic turboprop       20      4     15    Fast Sub
        7  Basic Turbojet        25     6.5    25    Supersonic
        7  Basic Turbofan        30      7     35    Supersonic
        7  High Perf Turbofan    35      8     40    Supersonic
        8  High Bypass Turbofan  21      4     12.5  Supersonic

        Thrust= MW of powerplant output (-MW used as power for compo-
        nents) * Thrust factor above
        Fuel Consumption= Normal fuel consumption of chosen power plant *
        Fuel factor above
        Cost=Normal Cost of powerplant * Cost factor above
        ---------------------------------------------------------------
        4: Pick armament from tables in COACC.  Guns, bomb bays and
        turrets count against interior volume fo the craft.  External
        mounting points do not, except that plumbed hardpoints require
        0.01kl internal each.
        ---------------------------------------------------------------
        5: Acoommodations and life support as per Referee's manual.
        Crewmen may be given "no access" seats.  Passengers require a
        minimum of "cramped".  Life support generally only applies to the
        volume occupied by the crew, but may be extended to cover the
        bomb bays and cargo areas if it is considered desirable to have
        access to these during fl;ight.
        ---------------------------------------------------------------
        6:  Controls are installed as per the referee's manual.  Control
        points based on hull cost should be included.
        ---------------------------------------------------------------
        7: Evaluate SPeed as per COACC.  Agility formula for aircraft
        (and grav vheicles) is forthcoming.  Damage equals clean
        weight/1.5 (inoperative), and Clean weight*1.7 (destroyed).  This
        is in keeping with the revised design rules.
        ---------------------------------------------------------------