A Jump-Capable Starport

By Steven Bonneville ·

TML message #3732From bundle 306

  Do "Tigress"-class battleships bore you?  Does your system have six trillion
extra credits burning a hole in its' collective pocket?  Do you have perpetual
problems with maintaining subsector fleets away from home?  Perhaps you need
a base ship that is really a base.
  Worry no more.  A solution has been found.  Courtesy of the Imperial
Ministry of Public Works, we present the....


"Odyssey"-class Modular Mobile Starport

   The "Odyssey"-class modular mobile starport began as a feasibility study
created by the same naval architects who designed the "Plankwell"-class
battleship.  The entire ship is designed on a modular basis, and these
modules are connected together by means of a centralized spinal keel.
Although this design philosophy has been treated with skepticism, the
success of the "Plankwell"-class seems to have spoken for itself.
   The actual construction of _Odyssey_ and later, _Gasuurpagu_, was ordered
by Emperor Paulo III in the late 1060s as a public works project to help
relieve slack economic conditions in the mid-worlds.  Due to the modular
design, the construction efforts could be spread among several worlds, and
the completed units hauled by jump transport to a single location for final
assembly.  The experimental Model/11 computers aboard the "Wayward"-class
jump transports were provided by worlds in Massilia and Deneb Sectors.
   The "Odyssey" combines a orbital class-A starport facility with support
units for some 2 million residents, a 200 million net metric ton propulsion
unit, and a "Wayward"-class heavy jump transport.  This allows a major refit
and repair facility to be moved some four parsecs rapidly, to whatever
location needs it most.

An "Odyssey" consists of the following components:
  * 1 Modular Support Spine        1,500,000 disp-tons
  * 4 LifeMod Spin Brackets          550,350 disp-tons ea.
  * 1 Starport Module              4,000,000 disp-tons
  * 1 Habitat Module               4,000,000 disp-tons
  * 2 Agricultural Modules         4,000,000 disp-tons ea.
  * 1 Main Engineering Unit          220,000 disp-tons
  * 1 "Wayward"-class transport   10,000,000 disp-tons

  Typical operation for a "Odyssey" involves locating it in an asteroid belt
from which it has easy access to raw materials, and giving the jump transport
a chance to refuel.  Ships severely damaged in battle can be hauled as cargo
to the port by a BattleRider carrier for repair, inspection, or salvage.
Placement in a deep space hex, for instance as a rift station, involves more
preparation in order for the "Wayward" to be removed from the site, or for
the "Odyssey" to be sited deeper into the rift.  Plans exist for expansion
of a new "Odyssey" ship into a large, static refueling station as keystone
for a chain of rift-crossing fuel caches, but the Rebellion has temporarily
halted these plans.  Typically, a naval "Odyssey" ship will be deployed with
a BatRon as port defense / escort.  _Gasuurpagu_ and her associated BatRon
are the entirety of the Imperial 303rd Replenishment Fleet.
  _Odyssey_ herself is currently operated by the IISS as a base ship for
distant exploratory missions.  Her class-A starport is ideal for repair,
maintenance, and refit of a large number of small scouting craft.
  The "Odyssey" ships must be able to support their local population without
recourse to their host systems.  Two agricultural modules supply food for the
station's two million inhabitants.
  Crucial to the continued mobility of the "Odyssey"-class is proper
maintenance, especially of the "Wayward" transport's Model/11 computer.  All
required parts and technical experts are included in the ship's manifest to
allow this to be done on site.  The Model/11 computer is doubly-backed up
in case of problems with the experimental system.
  The statistics below reflect the ship as delivered.  Often the inhabitants
will use part of their pay to improve their stateroom systems, bit by bit,
using local equipment while in jump space.

CraftID: Modular Mobile Sparport, Type SZ, TL15, MCr 5778341 (n/i port cost)
   Hull: 27000000/67500000, Disp = 30000000, Config = 0M, Armor = 40G
         Unloaded = 106649350 tons, Loaded = 225339598 tons
  Power: 6750/13500, Fusion = 1822518 MW, Duration = 30/90
         3070/6140, Fusion = 829000 MW, Duration = 14/42
         (800/1600, Fusion = 216100 MW, Duration = 30/90) x 4
         (5/10, Solar = 595 MW, Duration = inf.) x 4
         (2/4, Solar = 214 MW, Duration = inf.) x 4
         1/2, Solar = 140 MW, Duration = inf.
   Loco: 100000/200000, Jump = 4
         69808/139616, FusionRkt = 0.9G/204188400 tons, Power = 4083768 MW,
         Duration = 14/42, Agility = 0
         34904/69808, FusionRkt = 0.45G/102094200 tons, Power = 2041884 MW,
         Duration = 14/42, Agility = 0
  Commo: Maser = Distant x 16, Maser = System x 5, Radio = System x 7
         (in addition to port equipment)
Sensors: EMSPassive = Interstellar x 3, EMSActive = FarOrbit x 3
         Densitometer = HiPow (1km) x 2, Neutrino = 10kW x 2
         ActObjScan = Rout      ActObjPin = Rout
         PasObjScan = Rout      PasObjPin = Rout
         PasEngScan = Simp      PasEngPin = Rout
         (in addition to starport equipment)
    Off: --
    Def: DefDM = +9
Control: Assess on individual module basis.
  Accom: Crew = 1 x 30000 (Bridge = 138, Engrg = 2939, Maint = 179,
         Command = 541, Steward = 107, Medic = 31), Residents = 2 million,
         SmStateroom = 2002319, Roomy = 193, Adequate = 1423
         SubCraft = Modified "Shuglikki" x 7 (n/i starport equipment)
  Other: Fuel = 104783522 kL, PortFuel = 27000000 kL, Cargo = 1246021,
         Hydroponics = 108000000kL, Starport-A = 27000000 kL
         ObjSize = Large, EmLevel = Strong.


DESIGN NOTES:
I got the idea for this monster from recent discussion about the difficulty
of maintaining fleet ships away from home.  Yeah, it's frivolous, but it's
INTERESTING and frivolous! :)  I estimated the starport size from an old
JTAS article on space habitats, which put a class-A starport in a spherical
habitat with a 5km radius.  Since most of that habitat was air, I estimated
the starport size at about 2 million tons-d for the equipment and docks, and
tried to figure out a way to move it and its' support facilities around.
  I also discovered that there is no logical reason to use gravitics in
unstreamlined naval vessels.  Fusion Rockets are smaller, cheaper, and
actually help increase your agility just by operating.  Local worlds might
not like a ship that tried to *land* using fusion rockets, though.
  The Model/11 was required because the "Wayward's" large jump drive required
about 650 million CP input to the computer, overwhelming even a Model/10!
If the jump drive was shrunk down, it might be possible to use a smaller
computer instead.  The other systems are negligible in comparison.
  I needed a large tanker to act as fuel shuttle for the "Wayward", so I
modified Bertil Jonell's old design of the "Shuglikki" fleet replenishment
ship into a interplanetary tanker, saving considerable time.  (Besides, the
Navy would probably like keeping some standard class ships in the inventory.)
I hope you don't mind my variant, Bertil!


***************
* THE MODULES *
***************

"Wayward"-class Heavy Jump Transporter

The "Wayward"-class heavy jump transporter was originally designed especially
for the Odyssey Project.  It is the most powerful jump carrier in the arsenal
of the former Imperium, perhaps the single greatest human feat of jump
engineering.  "Wayward" was designed to carry a total payload of twenty million
displacement-tons (NOT including itself) up to four parsecs through jump space.
   Central to this vessel is its' highly experimental Model/11 computer system,
necessary to complete the massive calculations required by the jump drive.
Some examples of this hull have been built to carry lower payloads, allowing
smaller computers to be used.  A great deal of expansion space remains on the
"Wayward" for installation of more fusion rockets or for weapons systems.

Jump Capacity vs. Maximum Range:
  * 21.4 million tons-disp at jump 6
  * 25.0 million tons-disp at jump 5
  * 30.0 million tons-disp at jump 4
  * 37.5 million tons-disp at jump 3
  * 50.0 million tons-disp at jump 2
  * 75.0 million tons-disp at jump 1

CraftID: Heavy Jump Transporter, Type CH, TL15, MCr 4943108
   Hull: 9000000/22500000, Disp = 10 Mtons, Config = 7USL, Armor = 40G
         Unloaded = 52411439 tons, Loaded = 60790678 tons
  Power: 6750/13500, Fusion = 1822518 MW, Duration = 30/90
   Loco: 100000/200000, Jump = 6
         34904/69808, FusionRkt = "0.68G"/102094200 tons, Power = 2041884 MW,
         Duration = 14/42, Agility = 0
  Commo: Radio = System x 2, Maser = System x 2
Sensors: EMSPassive = Interstellar x 2, EMSActive = FarOrbit x 2
         Densitometer = HiPow (1km) x 2, Neutrino = 10kW x 2
         ActObjScan = Rout      ActObjPin = Rout
         PasObjScan = Rout      PasObjPin = Rout
         PasEngScan = Simp      PasEngPin = Rout
    Off: --
    Def: DefDM = +9
Control: Comp = 11x6, LgHolo = 487, HoloHUD = 4, Holodyn = 96
  Accom: Crew = 1 x 10000 (Bridge = 108, Engrg = 1757, Maint = 41, Command =
         317, Stewards = 77, Medic = 19), SmStaterm = 2319
         SubCraft = Modified "Shuglikki" x 7
  Other: Fuel = 101902506 kL, Cargo = 1246021 kL
         ObjSize = Large, EmLevel = Strong
         Inertial Comp only active when FusionRkt active.


Modified "Shuglikki" Insystem Fuel Ship:

   The "Shuglikki" class fleet supply ship is a standard design
that has been in operation for many years.  Its' original purpose was to
travel with BatRons as a long-term resupply source, protected by its'
cruiser escorts.  In this variant on the design, the vessel has been
converted to a streamlined interplanetary fueler, with as much of the
vessel as possible having been converted to LHyd tankage.
   This variant is most notably in use as fuel shuttles for the
"Wayward"-class heavy jump transport.  Typical operations involve each
shuttle making some fourteen runs over several days to refuel the transport
and themselves.  They manage this rate of refueling by transferring all
but a small reserve of their fuel to the vast tanks of their parent vessel.
   The hull is shaped as a streamlined cone, with seven connected cylinders
laying side by side.  Aft of this is the engine assembly and in front
is a bulbous area containing the living quarters and the bridge.

[This ship converted from a very useful design originally by Bertil Jonell.]

CraftID: Insystem Fuel Tanker, Type TP, TL15, MCr 12314.358
   Hull: 90,000/225,000, Disp=100000, Config=2SL, Armor=40G,
         Unloaded = 443536 tons, Loaded = 868157 tons
  Power: 4350/5800, Fusion=782100MW, Duration=30/90
   Loco: 6700/9000, Manuever=2, Cruise=750, Top=1000, Agility=0
  Commo: Radio=System x 3, Laser=System x 2, Maser=System x 2
Sensors: PassiveEMS=Interstellar x 2, ActiveEMS=FarOrbit
         Neutrino=10kW, Densitometer=LoPen/250m
         ActObjScan=Routine   ActObjPin=Routine
         PasObjScan=Routine   PasObjPin=Routine
         PasEngScan=Simple    PasEngPin=Routine
    Off: BLasers=x09, Batt=45, Bear=32
    Def: DefDM=+7, NukeDamper=8, SCasters=xx9, Batt=55, Bear=39
Control: Computer=9fibx3, Panel=Holodynamic link x 1438,
         Special=HoloHUD x 25, LgHoloDisplay x 10, Environ= basic env,
         basic ls, extended ls, grav plates
 Accomm: Crew=1 x 100 (Bridge=13, Engineering=40, Maint=1, Gunnery=55,
         ShipTroops=25, Command=27, Steward=5, Medic=1), Staterooms=85
  Other: Fuel=1134264kL, Scoops, PurificationPlant=23h, ECP
         ObjSize=Large, EMLevel=Strong
         No Inertial Compensators.


Modular Support Spine:

The Modular Support Spine connects the various elements of the "Odyssey"
into a single integrated starship.  Inspired by early TL-8 modular starship
design philosophies, the spine allows all units connected to it to draw on
the resources of the other units, and facilitates transportation of materials
and personnel from module to module.

CraftID: Modular Frame, Type VX, TL15, MCr 16541
   Hull: 1350000/3375000, Disp = 1500000, Config = OM, Armor = 40G
         Unloaded = 203280 tons, Loaded = 203280 tons
  Power: --
   Loco: --
  Commo: --
Sensors: --
    Off: --
    Def: --
Control: --
  Accom: --
  Other: ObjSize = Large, EmLevel = Faint.


LifeModule Spin Bracket:

The "LifeMod" or spin bracket is the support unit for the "Odyssey"'s
standardized four million displacement-ton modules.  It allows the modules
that require internal gravity to spin without resorting to spinning the
entire "Odyssey".  It is virtually an integral part of its associated module,
providing basic functions such as life support, crew service, and power
generation.  It also contains the inertial compensators for the
module/bracket complex, although it depends on other parts of the tender
power grid to supply the energy to activate them.  If all other supports
are cut off, a bracket and its module can survive for a month on internal
power.  (I really didn't feel like installing a 2.7 terawatt fusion generator
for each module just so things would stick to the floor!)

CraftID: Auxiliary Tender (module), Type QT, TL15, MCr 47657
   Hull: 495315/1238288, Disp = 550350, Config = OUSL, Armor = 40G
         Unloaded = 4374387 tons, Loaded = 4447500 tons
  Power: 800/1600, Fusion = 216100 MW, Duration = 30/90
         2/4, Solar = 214 MW, Duration = inf.
   Loco: --
  Commo: Maser = Distant x 2, Radio = System
Sensors: --
    Off: --
    Def: --
Control: Comp = 9fibx3, LargeHolo = 70, HoloHUD = 8, HoloDyn = 29
         Enviro = BasEnv, BasLS, ExtLS, Inertial Comp
  Accom: Crew = 1 x 550 (Bridge = 24, Engrg = 8, Maint = 128, Command = 26,
         Steward = 6, Medic = 1), Roomy x 193
  Other: Support Structure = 2700000 kL, Fuel = 1044480 kL
         ObjSize = Large, EmLevel = Strong.
         Life support for LifeMod controls only and full Habitat supplied.
         Controls sufficient for LifeMod and attached Habitat.
         Inertial Compensators sufficient for LifeMod and attached Habitat.
         Power insufficient for operation of Inertial Compensators.


Agricultural Module:

The Agricultural Module has no controls or accommodations, or sufficient
power on its own, and depends on the tender for environmental support.
Gravity is provided by spin on the mounting bracket.  A maser communicator
is provided in case the control lines fail for some reason.  A single
AgriMod can support one million inhabitants indefinitely.

CraftID: Agriculture Module, Type QU, TL15, MCr 47563
          (incl. MCr200/metric ton for Hydroponics)
   Hull: 3600000/9000000,  Disp = 4 Mtons, Config = 0USL, Armor = 40G
         Unloaded = 231059 tons, Loaded = 54231059 tons
  Power: 5/10, Solar = 595 MW, Duration = inf.
   Loco: --
  Commo: Maser = Distant x 2
Sensors: --
    Off: --
    Def: --
Control: --
  Accom: --
  Other: Hydroponics = 54000000 kL, ObjSize = Large, EmLevel = Faint
         Dependent on the tender and the module's "LifeMod".


Habitat Module:

The "Habitat" can provide residences for two million shipboard residents.
All services (most power, LS, control) are provided by the tender or the
mounting bracket.  The mounting bracket also allows the module to spin to
generate non-gravitic "artificial gravity".  SmStaterooms were used to cut
costs: an even mix of Staterooms and SmStaterooms would have added
MCr 260000 to the unit's cost.

CraftID: Habitat Module, Type QU, TL15, MCr 116763
   Hull: 3600000/9000000,  Disp = 4 Mtons, Config = 0USL, Armor = 40G
         Unloaded = 4231059 tons, Loaded = 4231059 tons
  Power: 5/10, Solar = 595 MW, Duration = inf.
   Loco: --
  Commo: Maser = Distant x 2
Sensors: --
    Off: --
    Def: --
Control: --
  Accom: Residents = 2 million, SmStaterooms = 2 million.
  Other: ObjSize = Large, EmLevel = Faint.
         Dependent on the tender and the module's "LifeMod".


Starport Module:

The port facility module is designed slightly differently than the other
modules.  Unlike the Habitat and AgriMod types, it does not spin on its
LifeMod, and it is designed as a dispersed structure in order to speed
docking of vessels.  Half of the module consists of the port's fuel supply,
some 2 million displacement-tons of refined hydrogen.  The remainder of the
module consists of the facility itself.  The costs of the starport facilities
are NOT included in the price of this module, and the statistics for the
facility (except mass) are not either.  The port itself, when installed in
the module, depends on the LifeMod for LS and inertial dampening only.

CraftID: Starport Module, Type SX, TL15, MCr 36777 (cost of starport N.I.)
   Hull: 3600000/9000000,  Disp = 4 Mtons, Config = 7USL, Armor = 40G
         Unloaded = 27415906 tons, Loaded = 29305906
  Power: 5/10, Solar = 595 MW, Duration = inf.
   Loco: --
  Commo: Maser = Distant x 2
Sensors: --
    Off: --
    Def: --
Control: --
  Accom: --
  Other: Starport-A = 27000000 kL, Fuel = 27000000 kL.
         ObjSize = Large, EmLevel = Faint.
         Dependent on the tender and the module's LifeMod.
         Mass figure assumes 1kL Starport = 1 metric ton.


Main Engineering Unit:

The main engineering unit contains the main fusion rocket drive system and
also the power generation equipment that in conjunction with the solar power
system, runs four modules worth of inertial compensators when the ship is
under thrust.  Fourteen days of thrust fuel for the ship is provided by this
section.  This section can operate independently for a day or two and skim
fuel for itself if necessary, but normally the crew lives on the tender.

CraftID: Heavy Tug, Type UH, TL15, MCr 379398
   Hull: 198000/495000, Disp = 220000, Config = 2SL, Armor = 40G
         Unloaded = 4428000 tons, Loaded = 4556557 tons
  Power: 3070/6140, Fusion = 829000 MW, Duration = 14/42
         1/2, Solar = 140 MW, Duration = inf.
   Loco: 69808/139616, FusionRkt = "43G"/204188400 tons, Power = 4083768 MW,
         Duration = 14/42, Agility = 6
  Commo: Maser = System x 3, Radio = System
Sensors: ^EEMSPassive = Interstellar, EMSActive = FarOrbit
         ActObjScan = Rout     ActObjPin = Rout
         PasEngScan = Simp
    Off: --
    Def: DefDM = +13
Control: Comp = 9fibx3, LargeHolo = 315, HoloHUD = 6, HoloDyn = 85
         Enviro = BasEnv, BasLS, ExtLS, InertComp (control areas only)
 Accomm: Crew = 7 x 220 (Bridge = 6, Eng = 1174, Maint = 10, Command = 198,
         Steward = 24, Medic = 11), Adequate = 1423
  Other: Fuel = 1836536 kL, Scoops, PurifPlant (24 hrs)
         ObjSize = Large, EmLevel = Strong.

******

That's all of it!

- --Steve Bonneville
[email removed]