GURPS Spaceships, in use!
Here is the USS Glacier Bay. Some of you have seen her before, but here she is, statted-out with the shiney new GURPS Spaceships rules ready for a trip to the Jovian System.
TL: 8 Ship: USS Glacier Bay Skill: Piloting (Low-Performance Spacecraft) dST/HP: 300 HT: 13 Move: .001G / 25.2 mps Hnd/SR: -2/5 LWt: 100k Load: 4,160 SM: +12 Occ: 100ASV dDR: 20 Cost: $2,382,570,000,000 Front Hull [1] Armor, Steel dDR 20 [2] TL8 Control Room [3] Science Array [4-6] Fuel Tanks (Argon) Center Hull [1] Armor, Steel dDR 20 [2-3] Habitat [4] Hangar Bay (3,000 tons of craft) [5] Fuel Tank (Rocket Fuel) [6] Fuel Tank (Argon) [Core] Fission Reactor Rear Hull [1] Armor, Steel dDR 20 [2-4] Fuel Tank (Argon) [5!-6!] Ion Drive [Core] Fission Reactor Features: Spin Gravity High Automation (replaces 81 technicians) Ion Fuel 45 months of food The Habitats are broken down as follows: 100 Luxury Cabins for Crew; Large Astronomy, Biology, Chemistry, Geology, Meteorology, Physics and Planetology Labs; Psychology Lab; 2x Briefing Rooms; 10-bed Sickbay Clinic; Minifac Fabricator (x10); Gymnasium; Movie Theatre; Steerage (4,160 tons). |
Re: GURPS Spaceships, in use!
This is a Glacier Bay lander. As soon as I get the time (or MonkeyFist gets bored enough) I'll make an image for it. These is why the USS Glacier Bay has a fuel tank for Rocket Fuel.
TL: 8 Ship: Glacier Bay Landers Skill: Piloting (High-Performance Spacecraft/Aerospace) dST/HP: 30 HT: 13 Move: 3G / 2.1 mps Hnd/SR: 0/4 LWt: 100 Load: 5 SM: +6 Occ: 2+6SV dDR: 3 Cost: $27,600,000 Front Hull [1] Armor, Metallic Laminate [2] Science Array [3] Passenger Seats [4-6] Fuel Tanks (Rocket Fuel) [Core] Control Room Center Hull [1] Armor, Metallic Laminate [2] Cargo Bay (5 tons) [3-5] Fuel Tanks (Rocket Fuel) [6] Robotic Arm [Core] Fuel Tank (Rocket Fuel) Rear Hull [1] Armor, Metallic Laminate [2] Engine Room [3-5] Fuel Tank (Rocket Fuel) [6] Chemical Rocket Features: Streamlined Hull; Wings |
Re: GURPS Spaceships, in use!
Spoted with long-range sensors in the Akashic Nebula was this enigmatic alien vessel.
TL: 10^ (+1) Ship: Akashic Destroyer Skill: Piloting (High-Performance Spacecraft/Aerospace) dST/HP: 100 HT: 13 Move: 2Gc / FTL unknown Hnd/SR: -1/5 LWt: 3,000 Load: 580 SM: +9 Occ: 20ASV dDR: 20 Cost: $484,000,000 Front Hull [1] Armor, Nanocomposite [2] Control Room [3] Tactical Array [4!-5!] Medium Weapon Batteries (2x P-Beams; 50 tons storage each) [6] Cargo Bay (150 tons) Center Hull [1] Armor, Nanocomposite [2-3] Cargo Bay (150 tons each) [4] Habitat [5!] Tertiary Weapons Battery (24x rapid-fire turreted UV Lasers) [6!] Light Force Screen Generator [Core!] Cloaking Device Rear Hull [1] Armor, Nanocomposite [2] Engine Room [3!-4!] Hot Reactionless Drive [5] Antimatter Reactor (4 power points) [6!] Warp Drive [Core] Antimatter Reactor (4 power points) Features: Artificial Gravity; Chameleon, Stealth and Streamlined Hull; Hardened Armor; Force Field dDR 100; Wings |
Re: GURPS Spaceships, in use!
By (his) popular demand, here is MonkeyFist's GunStar!
TL: 10^ Ship: GunStar Skill: Piloting (High-Performance Spacecraft/Aerospace) dST/HP: 30 HT: 12 Move: 3G / 10 mps Hnd/SR: 0/4 LWt: 100 Load: 0 SM: +6 Occ: 2SV dDR: 14 Cost: $16,060,000 Front Hull [1-2] Armor, Nanocomposite [3-6] Secondary Weapon Battery (10 Missile Launchers each) [Core] Control Room Center Hull [1-2] Armor, Nanocomposite [3] Defensive ECM [4!] Medium Weapon Battery (3 turreted Particle Beams) [5!] Secondary Weapon Battery (10 turreted UV Lasers) [6] Tactical Array [Core] Antimatter Reactor (4 power points) Rear Hull [1-2] Armor, Nanocomposite [3-4] Fuel Tank (Water) [5-6] Fusion Torch Features: Emergency Ejection; Hardened Armor; Stealth Hull; Streamlined Hull |
Re: GURPS Spaceships, in use!
For grins, I put together a Mark XXII Bolo (because Ogre's never really fought space battles, from ground or space), its Assault Pod and the light cruiser that FTL's the assault pods.
TL 11 Ship: Mark XXII Bolo Skill: Drive (Tank) dST/HP: 150 HT 13 Move: 2/38 Hnd/SR: -2/5 LWT: 15,000 SM: +10 Occ: 1SV dDR: 140/210/70 (+150 or 300 for Forcefield) Hardened Cost: $3,211,500,000 Front [1] Diamondoid Armor, dDR 70, Hardened [2] Diamondoid Armor, dDR 70, Hardened [3] Medium Battery (3 Turreted Launchers), Automated [4!] Secondary Beam Weapon Batt (6x300MJ, 12x Tertiary Guns), Automated [5!] Major Beam Weapon Battery, 3GJ, Turreted [6] Major Launcher Battery, 50 48cm Missiles Fixed [core] Ecm SM +10, Automated Center [1] Diamondoid Armor, dDR 70, Hardened [2] Diamondoid Armor, dDR 70, Hardened [3] Diamondoid Armor, dDR 70, Hardened [4] Ecm SM +10, Automated [5!] Secondary Beam Weapon Batt (10x300MJ), Auto [6] Medium Battery (3 Turreted Launchers), Automated [core] Super Fusion Reactor, 4 PP, Automated Rear [1] Diamondoid Armor, dDR70, Hardened [2] Ecm SM +10, Automated [3] Treads (as Robot Arm), Automated [4] Control Room w/1 Control Station [5!] Heavy Force Screen TL 11^, Automated [6] Tactical Comm/Sensor Array, TL11, Array Level 12, Automated Hull options: Stealth -10, Chameleon Heavy Force screen: Hardened. FTL Comms ("Sub-space) The main gun is a "90cm Hellbore", here represented by a 3GJ Plasma cannon. The source material has these guns engaging well out of orbital range (so, farther than "C" from the ground), which could be the gravitic lense (to represent the jacketing on the plasma) or, since its all superscience anyway, Hellbores actually use the R1 column. I prefer the latter TL 11 Hellbore Burn exp (2) sAcc -3 Range R1 Rcl 2 90cm Hellbore: 3GJ, 6dx10 burn exp(2) sAcc -3, Range S/L, Rcl 2 The Medium batteries are mortars. I used Launchers to reflect that they are relatively low velocity, high bore size. 40 cm Launcher: 6dx100 The secondary beam weapons are "Ion-bolts", I take that to mean Particle beams. I replaced 4 of the second batteries armarment with tertiary weapons (by weight. 50 tons of secondary for 15 tonsx3 of tertiary). Ion-bolt: 300MJ, 3dx5 burn rad sur(5), sAcc -3, Range S, Rcl 1 Very Rapid Fire Emag 3.5cm 6dx8 p, sAcc-8, Range S, Rcl 2 20x shots The design here is based on the orientation you would see one of these Bolos as its most likely encountered by a spaceship. There, its either mounted on an assault pod, treads towards the pod, or its on the ground, treads towards the planet. The "front" is then the top of the Bolo, where its main turret is. The center becomes the front of the bolo as seen from the ground, hence the far thicker armor. |
Re: GURPS Spaceships, in use!
TL 11
Ship: Assault Pod Skill: Pilot (Contragravity) dST/HP: 200 HT 14 Move: 4G/c, 40/250 Air Hnd/SR: -2/5, 0/5 Air LWT: 30,000 SM: +11 Occ: 2ASV dDR: 0/70/70 Hardened Cost: $2,390,000,000 Front: Upper Stage (Bolo) Center: [1] Nanocomposite Armor, 70 dDR, Hardened [2] Control Room, 1 Control Station [3] ECM SM+11, Automated [4] Habitat [5!] Contragravity Lifter, Automated [6] Habitat [core] Fusion Reactor, 2 PP Rear: [1] Nanocomposite Armor, 70 dDR, Hardened [3] ECM SM+11, Automated [3!] Standard Reactionless 1G, Automated [4!] Standard Reactionless 1G, Automated [5!] Standard Reactionless 1G, Automated [6!] Standard Reactionless 1G, Automated [core] Fusion Reactor, 2 PP Hull options: Stealth, Chameleaon FTL Comms Habitat: 2 Luxury Cabins, Briefing Room, 2 Offices, 3 Sickbay, 300 Minifac, 400 tons steerage cargo This craft uses the enhanced sensors, ECM, and weapons of the attached Bolo for primary defense. It is specially designed so that the Bolos force field can be used while mounted. |
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TL 11
Ship: Assault Pod Carrier Skill: Pilot (High-Performance Spacecraft/Aerospace) dST/HP: 200 HT 14 Move: 4G/c, 1.33G/c Loaded Hnd/SR: -2/5 LWT: 30,000 / 90,000 w/clamps SM: +11 Occ: 40ASV dDR: 70/70/70 Hardened Cost: $3,311,000,000 Front: [1] Nanocomposite Armor, 70 dDR, Hardened [2] Control Room, 15 Control Station [3] Habitat [4] ECM SM+11, Automated [5!] Tertiary Weapon Batter (30x VRF Emag, 4cm) [6] Cargo Hold, 1500 tons Center: [1] External Clamp [2] External Clamp [3] Nanocomposite Armor, 70 dDR, Hardened [4!] Stardrive FTL-1 [5!] Stardrive FTL-1 [6!] Stardrive FTL-1 [core] Fusion Reactor, 2 PP Rear: [1] Nanocomposite Armor, 70 dDR, Hardened [2!] Stardrive FTL-1 [3!] Standard Reactionless 1G, Automated [4!] Standard Reactionless 1G, Automated [5!] Standard Reactionless 1G, Automated [6!] Standard Reactionless 1G, Automated [core] Fusion Reactor, 2 PP Hull Options: Stealth, Chameleon FTL Comms Habitat: 20 Standard Cabins, 2 Briefing Rooms, 10 Offices, 10 Sickbay, 790 tons steerage Move: 4G/c, 1.33G/c loaded Occupancy: 40 ASV With two assault pods loaded with Bolos, this carrier actually packs quite a punch offensively. But it lacks the maneuverability and armor to fight |
Re: GURPS Spaceships, in use!
There was a discussion of how to build a Firefly-type ship in the playtest. This is my attempt at the odd mix of technologies involved.
HOTARU-CLASS POCKET FREIGHTER (TL9^) A small interplanetary tramp freighter, intended to serve frontier worlds or minor in-system colonies. Using a hodgepodge of superscience, it has contragravity lifters, a rotary reactionless drive for interplanetary travel backed up by jet engines for fast atmospheric travel, since it often has to make direct package deliveries to isolated locations on worlds with undeveloped transport networks. It uses a SM+7 streamlined hull. Front Hull [1] Steel Armor (DR 2) [2] Control Room (three control stations, comm/sensor 5, C5 computer network). [3] External Clamp. [4-6] Hangar Bays (combined 30 tons capacity for shuttle). Center Hull [1] Steel Armor (DR 2). [2] Hangar Bay (10 tons capacity for roll on/roll off cargo and ATV). [3] Cargo Hold (15 tons capacity). [4] Fuel Tank (15 tons jet fuel, one hour duration). [5] Habitat (two cabins). [6] Engine Room (one workspace) [core] Habitat (two-bed sickbay). Rear Hull [1] Steel Armor (dDR 2) [2-3] Jet Engines (1G acceleration (in atmosphere) each). [4] Habitat (cabin, bunkroom) [5!] Rotary Reactionless Engine (0.1G acceleration for interplanetary flight). [6] Fission Reactor (one Power Point and 15 years endurance) [core!] Contragravity Lifter It has artificial gravity. It can't run the drive and lifter at once. Usual crew are a pilot, a captain/navigator, a medic, an engineer, and a cargo officer. Spacecraft Table PILOTING/TL9 (AEROSPACE AND LOW-PERFORMANCE SPACECRAFT) TL Spacecraft dST/HP HT Hnd/SR Move SM LWt Load SM Occ dDR Range Cost 9^ Hotaru-class Pocket Freighter 50 13 -2/5 0.1G/c 300 55 +7 10ASV 2/2/2 -- $14.48M In atmosphere can pull up to 2.1G (for an hour), although it can use the CG plus the reactionless drive for more leisurely approaches. |
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I like the design system...and the combat system is neat...I just want to be able to use a map with it! Please note: while I like my combat with maps...I really don't long for crazy complicated design rules...I'm looking forward to the upcoming supplements! |
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Bajoran Lightsail TL: 8 From Memory Alpha: A Bajoran lightship was [a] type of early space going vessel that utilized solar sail powered space flight. These vessels were used by ancient Bajorans as early as the 16th century, at a time prior to the Fall of their First Republic. (DS9: "Explorers") These vessels would continue to be used by the Bajorans as late as the 21st century. (DS9: "Accession") Usual crew is a pilot and an engineer, with room for two additional passengers. The lightsail can provide 4 man-days of life support, although additional food can be carried as cargo ($2 and 0.002 tons per day per occupant). dST/HP: 20 HT: 13 Hnd/SR: -4/0 Move: 0.0005/c SM: +5 LWt.: 30 dDR: 4 Occ: 2+2SV Load: 7.9 Cost: M$1.768 Front Hull [1-2] Metallic Laminate Armor (dDR 2) [3] Lightsail [4] Engine Room (1 workspace) [5] Control Room (1 control station) [6] Passenger Seats (2 seats) Central Hull [1-2] Metallic Laminate Armor (dDR 2) [3-4] Lightsail [5] External Clamp [6] Cargo Hold (1.5 tons) [core] Cargo Hold (1.5 tons) Rear Hull [1-2] Metallic Laminate Armor (dDR 2) [3-4] Lightsail [5-6] Cargo Hold (1.5 tons) [core] Cargo Hold (1.5 tons) |
Re: GURPS Spaceships, in use!
Here my first try of the shipdesign system:
Earthforce SA-23E Aurora Starfury http://www.kitsune.addr.com/SF-Conve...-23_Aurora.htm TL: 10^ sACC: +2(Major Battery) dST/HP: 20/20 HT: 12 Hnd/SR: 1/5 Move: 2G(cruising) to 10G(combat) / no air move LWt.: 16.5 Load: - SM: +5 Occ: 4SV dDR: 7 Front Hull [1] hardend Advanced Metallic laminate armor (dDR 7) [2] Control Room (1 Pilot) - ejection capable [3] External Clamp [4-5!] Major Battery, 2 fixed mounted Plasma Pulse Cannons (20MJ = 5d damage) [6!] Medium Battery, 2 fixed mounted Plasma Pulse Cannons (10MJ = 4d damage) Central Hull [1] hardend Advanced Metallic laminate armor (dDR 7) [2] Tactical Array [3] Defensive ECM [4-6] Fuel Tank [core] 3 Fusion Batteries (provide 2 Power Points) Rear Hull [1] hardend Advanced Metallic laminate armor (dDR 7) [2] Fusion Torch (Port Upper Wing) [3] Fusion Torch (Port Lower Wing) [4] Fusion Torch (Starboard Upper Wing) [5] Fusion Torch (Starboard Lower Wing) |
Re: GURPS Spaceships, in use!
Here is another of MonkeyFist's vehicle designs: the Shadowbat.
TL 9^ Ship: Shadowbat Fighter Skill: Pilot (High-Performance Spacecraft) dST/HP: 20 HT: 12 Move: 4G / 10 mps Hnd/SR: 0/5 LWT: 30 Load: .5 SM: +5 Occ: 1SV dDR: 6 hardened Cost: $3,472,000 Front: [1-2] Armor, Advanced Metal Laminate (dDR 6) [3] Defensive ECM [4!] Major Weapons Battery (Fixed Laser Cannon) [5!] Medium Weapons Battery (Dual Fixed Rapid-Fire Laser Cannons; .5 tons cargo) [6] Tactical Array (Level 5) [core] Control Room (Complexity 4; Comm/Sensors 3) Center: [1-2] Armor, Advanced Metal Laminate (dDR 6) [3] Defensive ECM [4-6] Fuel Tanks (Hydrogen; 4.5 tons; 7.5 mps delta-V) Rear: [1-2] Armor, Advanced Metal Laminate (dDR 6) [3] Defensive ECM [4] Fuel Tank (Hydrogen; 1.5 tons; 2.5 mps delta-V) [5-6] Nuclear Saltwater Rocket (2g Acc each) [core] MHD Turbine (2 PP; 6 hr end) Features: Emergency Ejection; Hardened Armor; Stealth Hull; Streamlined Hull; Wings Weapons: Weapon; Damage; sAcc; Range; Rcl Major Laser Cannon (10mj); 4d (2); 0 (+2); R2; 1 Medium Laser Cannons (300 kj); 1d+2 (2); 0 (+2); R2; 1 Repair Skills (hire a pro): Armoury (Heavy Weapons); Armory (Vehicle Armor); Computer Programming; Electrician; Electronics Repair (Communications); Electronics Repair (Computers); Electronics Repair (EW); Electronics Repair (Sensors); Mechanic (Fission Engine); Mechanic (High-Performance Spaceship); Mechanic (MHD Turbine) |
Re: GURPS Spaceships, in use!
Here's my take on the Millenium Falcon:
TL: 11^ dST/HP: 50 HT: 13 Hnd/SR: -1/5, air 0/5 Move: 2/c, air 20/1750 SM: +7 LWt: 300 dDR: 15 hardened Occ: 8ASV Load: 60.8 Front: [1] Armor, Diamondoid [2] Control Room, 2 stations [3] Medium Battery (2 fixed-mount missile launchers) [4-6] 3 Cargo Holds (a total of 45 tons) Center: [1] Armor, Diamondoid [2] Defensive ECM [3] External Clamp [4] 2 Bunkrooms (8 people) [5!] Medium Battery (2 field-jacketed particle beam turrets) [6!] Contragravity Lifter [core!] Heavy Force Screen (dDR 50/100) Rear: [1] Armor, Diamondoid [2] Cargo Hold (15 tons) [3] Engine Room [4!] Hot Reactionless Drive [5-6!] 2 Super Stardrive Engines [core] Antimatter Reactor (4 power points) Design Features & Switches: Streamlined hull, stealth hull, artificial gravity, gravitic compensators, hardened armor, ajustable force screen, FTL comm/sensor arrays It was a very tight job, and according to various descriptions the Falcon would need several more system spaces, heh. Wookiepedia says its cargo capacity is 100 tons, but I simply couldn't throw out any systems and replace them with additional cargo bays. I'd probably dump the contragrav lifters first, as they aren't really necessary with 2G of acceleration, but all those landing and takeoff scenes in the movies just cry out for them. |
Re: GURPS Spaceships, in use!
Quick question...
I'm seeing things like dDR 6 ( = DR 60). Does that mean DR 100 as the normal minimum for spacecraft hulls has been abandoned? Mark |
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I don't know how thick an attack submarine's hull is, but I have to imagine that since they're good down to 300m or more (30atm), that is much in excess of what the minimum thickness of a spacecraft hull would be. Is it DR100 to survive re-entry, perhaps? |
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Also remember the only "armored" part of the shuttled is the pressure shell which is only the forward part of the shuttle where the cockpit and mid-deck are. Mercury was the only manned spacecraft that was built that was built entirely around a pressurized shell. Vostok/Voskhod, Soyuz, Gemini, Apollo had significant portions of the spacecraft outside the armored pressure shell. Every spacecraft except for the suborbital mercury and the space shuttles uses abalitive heatshields. The suborbital mercury spacecraft used a solid disk of beryllium as a heat sink. |
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Faye Valentine's Red Tail. Now, I've never watched Cowboy BeBop so I'm just going by what the ship looks like. TL 9^ Ship: Red Tail Skill: Pilot (High-Performance Spacecraft) dST/HP: 20 HT: 12 Move: 2G / 10 mps Hnd/SR: 0/4 LWT: 30 Load: .5 SM: +5 Occ: 1SV dDR: 3 Cost: $2,990,000 Front: [1] Armor, Advanced Metal Laminate (dDR 3) [2] Defensive ECM [3!] Medium Weapons Battery (2x 20mm fixed very-rapid-fire Electromag cannons; .5 tons cargo) [4!-5!] Major Weapons Battery (Fixed 100mm Electromag Cannons) [6] Tactical Array (Level 5) [core] Control Room (Complexity 7; Comm/Sensors 3) Center: [1] Armor, Advanced Metal Laminate (dDR 3) [2] Defensive ECM [3-5] Fuel Tanks (Hydrogen; 3 tons; 5 mps delta-V) [6] Fission Reactor (1 pp) Rear: [1] Armor, Advanced Metal Laminate (dDR 3) [2] Defensive ECM [3-4] Fuel Tank (Hydrogen; 3 tons; 5 mps delta-V) [5] Nuclear Saltwater Rocket (2g Acc each) [6] Fission Reactor (1 pp) [core] Fission Reactor (1 pp) Features: Emergency Ejection; Streamlined Hull; Wings Weapons: Weapon; Damage; sAcc; Range; Rcl; Shots 20mm VRF Electromag Gun; 3d(2); -8; S; 2; 1,000 100cm Electromag Cannon; 3dx5(2); -7; S; 3; 70 |
Re: GURPS Spaceships, in use!
TL 11 Laser Fighter
This is my first attempt at a spaceship. It is designed to be brought to battle in a carrier, which I will post later. TL 11 Ship: Laser Fighter Skill: Piloting (High-Performance Spacecraft) dST/HP: 20/20 HT: 12 Move: 1G/3.24 Hnd/SR: 0/4 LWT: 30 tons Load: .1 ton SM: +5 Occ: 1SV dDR: 7 Cost: 3.27M Front Hull [1] Nanocomposite Armor [2] Tactical Sensor Array [3] Defensive ECM [4] Defensive ECM [5] Defensive ECM [6!] 10 MJ X-Ray Laser [core] Control Room Central Hull [1] Nanocomposite Armor [2] Super Fusion Power Plant 3 Points [3!] 10 MJ Improved UV Laser [4!] 10 MJ Improved UV Laser [5] Fuel Tank [6] Fuel Tank [core] Fuel Tank Rear Hull [1] Nanocomposite Armor [2] Nuclear Thermal Rocket [3] Nuclear Thermal Rocket [4] Fuel Tank [5] Fuel Tank [6] Fuel Tank [core] Weapon ; Damage ; sAcc ; Range 10 MJ X-Ray Laser ; 4D Burn* Sur (5) ; 0 ; S/L 10 MJ Improved UV Laser ; 4D Burn (2) ; 0 ; S/L |
Re: GURPS Spaceships, in use!
This Ship carries the above fighter to battle. With a reconfiguring of the Habitats, I think it would be easy to make this a ship that would carry marines to planets and launch drop ships or drop pods as well.
TL 11 Ship: Laser Fighter Carrier Skill: Piloting (High-Performance Spacecraft) dST/HP: 150/150 HT: 14 Move: 2G/40 Hnd/SR: -2/-5 LWT: 10,000 tons Load: 1000 tons SM: +10 Occ: 54ASV + 20ASV Pilots dDR: 7 Cost: $1167.05M Front Hull [1] Nanocomposite Armor [2!] Spinal Mount 10 GJ X-Ray Laser [3] Habitat Full Life Support [4] Cargo Hold [5] Cargo Hold [6!] Fabricator [core] Control Room Central Hull [1] Nanocomposite Armor [2] Hanger Bay [3] Hanger Bay [4] Super Fusion Power Plant 4 Points [5] Fuel Tank [6] Fuel Tank [core!] Spinal Mount 10 GJ X-Ray Laser Rear Hull [1] Nanocomposite Armor [2!] Spinal Mount 10 GJ X-Ray Laser [3] Orion Drive [4] Fuel Tank [5] Fuel Tank [6] Fuel Tank [core] Features: Artificial Gravity Total Hanger Capacity: 600 tons Launch Rate 100 tons Total Habitats: 60 Divided up as follows 10 Luxury Cabins for Command crew 20 Cabins for Pilots 10 bed Sickbay (+2 Bonus) 8 Bunkrooms 2 Offices Weapon ; Damage ; sAcc ; Range 10 GJ X-Ray Laser ; 4Dx10 burn* sur (5) ; 0 ; S/L |
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At that TL, how many GURPS bucks could a nation (or a coalition of them) scrape together?
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Currently the United States national debt is about 9 trillion (3 times the cost of that ship) whats just a little more. ;p |
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And, according to Wikipedia (where all human knowledge is stored!) the US has a current GDP of $13 trillion. Don't forget that you're building a "unique" vehicle with highly advanced technology (for modern day). Also on p.34 of Spaceships there's even a section on Cost and limited production runs. Believe me, the Glacier Bay is a one-of-a-kind ship in its world. Her actual cost was $23.8 billion, but I added the x100 limited production multiplier. Also, the cost of the Glacier Bay was a running gag between my sister and myself when I first built it in 1989. The joke was that the designers of the ship artificially inflated the price of the ship and pocketed the differences. They all retired exceptionally wealthy. In countries without extradition treaties. |
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I must politely disagree with your write-up: mass is ~1200 tons and length is appropriate for streamlined SM+8, main power plant is stated to be a superscience fusion not fission, all long-term vessels have total life support (although quality is so poor that people buy extra food), and the main cargo bay is not a hangar since it can't function as an airlock. Here's my version. I do like your idea of the rotary reactionless engine, instead of the standard reactionless. I thought about a de-rated fusion reactor, and I'm still vacillating on it. Firefly Mid-Bulk Transport (TL10^) SM+8 Streamlined 1000 tons Length 270 feet dST/HP 70 HT 13 dDR 7 Occ 5+4 Load 261 tons Cost $41.9M + $0.2M Space: Move 0.5G/c Hnd/SR -1/5 Air: Move 10/1250 Speed 2500 mph Hnd/SR +1/5 Artificial Gravity ($1M) 4 Airlocks (3 locks, 2 each 2 person, 1 of 4 person) Front [1] Metallic Laminate Armor, dDR 7 ($1M) [2] Control Room, C8, Lvl 7, 4 stations ($2M) [3] Hangar Bay, 30 tons capacity, 20 tons launch rate, ($100k) [4] Hangar Bay, 30 tons capacity, 20 tons launch rate, ($100k) [5] Habitat, Total Life Support, intended for crew, 1 luxury cabin, 1 cabin ($1M) [6] Habitat, Total Life Support, intended for crew, 3 cabins ($1M) Center [1] Metallic Laminate Armor, dDR 7 ($1M) [2] External Clamp ($100k) [3] Cargo Hold, 50 tons [4] Cargo Hold, 50 tons [5] Cargo Hold, 50 tons [6] Habitat, Total Life Support, intended for passengers, 3 cabins ($1M) [c] Habitat, Total Life Support, intended for passengers, 1 cabin, 2 bed sickbay ($1M) Rear [1] Metallic Laminate Armor, dDR 7 ($1M) [2!] Contragrav Lifter ($10M) [3] Engine Room, 1 Wksp, ($300k) [4] Fuel Tank, 50 tons ($300k) + Jet Fuel ($200k) [5] Jet Engine, 1G accel, 1 fuel tank per hour ($10M) [6!] Standard Reactionless Engine, 0.5G accel ($1M) [c] Fusion Reactor, 2 PP, 200 years ($10M) Notes: The two hangar bays are specifically designed for the 30 ton shuttles (below). This version is the medical evacuation variant. Firefly Shuttles (TL10^) SM+5 Streamlined 30 tons Length 50 feet dST/HP 20 HT 13 dDR 1 Occ 1+8 SV Load 10 tons Cost Space: Move 0.5 G/c Hnd/SR 0/4 Air: Move 10/1250 Speed 2500 mph Hnd/SR +5/5 Winged ($150k) Artificial Gravity ($30k) 1 Airlock (1 lock, 1 person) Front [1] Light Alloy Armor, dDR 1 ($15k) [2] Control Room, C6, Lvl 4, 1 station ($60K) [3] Passenger Seating, 2 seats ($10k) [4] Passenger Seating, 2 seats ($10k) [5] Passenger Seating, 2 seats ($10k) [6] Passenger Seating, 2 seats ($10k) Center [1] Light Alloy Armor, dDR 1 ($15k) [2] External Clamp ($3k) [3] Cargo Hold, 1.5 tons [4] Cargo Hold, 1.5 tons [5] Cargo Hold, 1.5 tons [6] Fuel Tank, 1.5 tons ($10k) + H/O Fuel ($1.2k), lasts 4 days for Fuel Cell [c] Fuel Cell Power Plant, 1 PP, lasts 24 hrs on internal ($15k) Rear [1] Light Alloy Armor, dDR 1 ($15k) [2!] Contragrav Lifter ($300k) [3] Engine Room, 1 Wksp, ($15k) [4] Fuel Tank, 1.5 tons ($10k) + Jet Fuel ($6k) [5] Fuel Tank, 1.5 tons ($10k) + Jet Fuel ($6k) [6] Jet Engine, 1G Accel, 1 fuel tank per hour ($300k) [c!] Standard Reactionless Engine, 0.5G accel ($30k) Notes: Originally, these shuttles were used for short-term cargo and crew transport, and so had a mix of seating and cargo space. Maximum endurance on its own would be 5 days without the need to re-electrolyze stored water into fuel. Jet Fuel stores are limited (2 hours duration at maximum), but for most planetside travel the reactionless engine would be used. Sometimes the 4 Passenger Seat systems are removed and turned into a single cabin. In Firefly/Serenity, Inara's shuttle was altered this way. |
Re: GURPS Spaceships, in use!
I like both Firefly designs so far. I made one as well, and am pleasantly surprised there are two others here already.
My design differs because my approach was to follow the design of the ship more literally in terms of where the systems were placed By looking at the design and dividing it in three, you can see it corresponds to the head, thorax, and abdomen of an insect. I broke at least one rule from GURPS Spaceships, which says engines can only be rear-hull mounted. The Firefly clearly has engines attached to struts in the middle section. Maybe all this doesn't stricty make a difference in terms of the rules, but hey, it's too late now. :\ I was using the blueprints (created by the designers of the ship for both TV and the movie) available at QMx for reference. According to them, the shuttles are 20 tons, its cargo capacity is 80 tons, and its loaded mass is closer to only 300 tons (585,000 lbs)! Despite this, due to its size and the need for larger systems, I went with SM8 (1000 tons). I did away with the Contragravity Lifter and instead elected to use a Gravitic Compensator, mostly due to lack of space. The engines and streamlining seem to be enough -- no need for Contragravity. Note the Shielded Cargo Space (representing those nooks and crannies for hiding illegal cargo). The Firefly drive is a fudge, based on their ability to travel between planets in a matter of days. Some of the Habitat costs are fudged as well, as they are odd configurations. === FIREFLY CLASS TRANSPORT (TL9^) SM +8 streamlined hull (loaded mass ~1000 tons, length 89 yds) Cargo ~100 tons Piloting/TL9 (Aerospace, High-performance Spacecraft) Front Hull [1] Control Room (Cockpit) TL9 (complexity 9, comm/sensor 6, 2 stations) [1.9M] [2] Habitat (4 cabins) TL9 [600K] [3] Fuel Tank TL7 50 tons [300K] [4] External Clamp TL7 [100K] [5] Armor (Light Alloy) TL7 dDR5 [500K] [6] Solar Panel Array (1 Power Point) [5M] Center Hull [1] Reaction Engine, Nuclear Thermal Ram Rocket: High Thrust TL9 [5M] [2] Hangar Bay (20-ton shuttle) plus 2 escape pods TL9 [100K] [3] Hangar Bay (20-ton shuttle) plus 2 escape pods TL9 [100K] [4] Cargo Hold (50 tons) [5] Cargo Hold (50 tons) plus EV Mule [100K] [6] Reaction Engine, Nuclear Thermal Ram Rocket: High Thrust TL9 [5M] [c] Habitat (galley) TL9 [300K] Rear Hull [1!] Reactionless Engine TL^ (Pseudo-Velocity Firefly Drive) [10M] [2] Habitat (4 bunkrooms) TL9 [600K] [3] Engine Room (stations: 1) TL9 [300K] [4] Fuel Tank TL7 50 tons [300K] [5] Habitat (sickbay, 2 beds) TL9 [300K] [6] Armor (Light Alloy) TL7 dDR5 [500K] [c] Power Plant, Fission Reactor TL8 (1 Power Point) [3M] Code:
dST/HP Hnd/SR HT Move LWt. Load SM Occ dDRReactionless Engine (Firefly Drive): 200G / Full Burn 500G (uses fuel) Air speed: 3,500 mph (Acceleration 20, Top speed 1750 y/s; Hnd -1, SR 5) Design Features: Artificial Gravity [1M] Gravitic Compensator [1M] Airlocks (3 EVA Hatches, 1 Cargo Door Airlock) Auxiliary Power System, Landing Gear, Routine Equipment Shielded Cargo Space (1.5 tons) [12K] 2 Shuttles (643K ea.) [1,286K] Total Cost: 37.3M === STANDARD FIREFLY SHUTTLE SM +5 streamlined hull (loaded mass 20 tons, length 15 yds) Cargo 15 tons Piloting/TL9 (Aerospace, High-performance Spacecraft) Front Hull [1] Fuel Tank TL7 1.5 tons [10K] [2] Cargo (1.5 tons) [3] Cargo (1.5 tons) [4] Cargo (1.5 tons) [5] External Clamp TL7 [3K] [6] Armor (Light Alloy) TL7 dDR1 [15K] [c] Control Room (Cockpit) TL9 (complexity 7, comm/sensor 3, stations: 1 [60K] Center Hull [1] Passenger Seating TL7 (2) [10K] [2] Passenger Seating TL7 (2) [10K] [3] Cargo (1.5 tons) [4] Cargo (1.5 tons) [5] Cargo (1.5 tons) [6] Armor (Light Alloy) TL7 dDR1 [15K] [c] Engine Room TL9 [15K] Rear Hull [1] Reaction Engine, Nuclear Thermal Rocket TL9 [300K] [2] Cargo (1.5 tons) [3] Cargo (1.5 tons) [4] Cargo (1.5 tons) [5] Cargo (1.5 tons) [6] Armor (Light Alloy) TL7 dDR1 [15K] [c] Fuel Tank TL7 1.5 tons [10K] Code:
dST/HP Hnd/SR HT Move LWt. Load SM Occ dDRAir speed: 800 mph (Acceleration 1, Top speed 400 y/s; Hnd 3, SR 5) Design Features: Winged [150K] Artificial Gravity and Gravitic Compensator [30K] Airlock (1), Auxiliary Power System, Landing Gear, Routine Equipment Total Cost: 643K |
Re: GURPS Spaceships, in use!
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Re: GURPS Spaceships, in use!
So, I've got a directed question for any of you:
Without superscience, how do you get a colony ship to Alpha Centauri (requires about 4000 mps delta-V)? At TL9, it seems impossible - even using a magsail for braking (to save half the delta-V requirement), multi-staging like crazy, an Adv Fusion Pulse Drive, and the Delta-V Increase table on page 27, that still gives only 32 mps per stage... which comes to 63 stages. At TL10, it comes just into possibility - using the same parameters, you get 160 mps per stage, or 13 stages. If the colony ship (final stage with magsail) is SM+10, the whole vessel would be SM+23 when it leaves the solar system. And let's not even mention the cost... At TL11, it becomes possible to do - same parameters again, leaves us with only four extra stages necessary. When it leaves the solar system, the colony ship (SM+11) with all its boosters is going to be SM+15 or larger. Antimatter has higher delta-V, but generally the fuel costs so much more than the efficiency increase, that it isn't worth it. The exception might be Antimatter Pion (3400 mps per fuel tank), which means that the colony ship could get there in a single stage, 2 at the highest. Fuel cost is still astronomical. So... am I missing anything? |
Re: GURPS Spaceships, in use!
I'm still reading the book (I finally bought it), but why would it require 4000 mps delta-V? As I understand it, you only need enough dV to get out of whatever orbit you're in, to acclerate a little, then to decelerate and enter a new orbit (and if you're going slowly enough, you can use the new orbit itself to brake.) So if you're willing to take a very, very long time, there's no need for a lot of dV.
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Front Hull [1] Diamondoid armor [2] Habitat (500 luxury cabins, 100 minifacs, 100 establishments, 100 labs, 2,500 tons cargo.) [3] Hangar (10,000 tons of landing craft, roll on/off cargo, probes, etc.) [4] Magsail [5] Open Space (farms) [6] Fuel [core] Control Room Central Hull [1] Diamondoid Armor [2-6] Fuel [core] Reactor Rear Hull [1] Diamondoid Armor [2-5] Fuel [6] Adv. Fusion Pulse It therefore has 10 fuel tanks. At TL11, an advanced fusion pulse drive gets 350 mps per tank. We multiply that by 1.4 for having 10 tanks, which gives us a 490 mps per tank. 490 x 10 = 4,900 mps, and we're off with room to spare! Suppose you assume that 12 systems of the colony ship will be fuel tanks. |
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20 mps x 13 tanks x 1.6 = 416 mps. So it's only 10 stages at that TL. Still kind of dubious, though you do better with magsail and the final stage being mostly tank. But in fact, you can do slow interstellar as a practical multi-stage at TL10 and as a single stage at TL11 (TL10 if you go antimatter plasma). And you can reach 10-12% of light as a multi-stage (Daedelus, etc.) at TL11 without too much problem. |
Re: GURPS Spaceships, in use!
Contragrav? Stardrives? Beam weapons?
Ha! All you need in enough plutonium. RICKENBACKER-CLASS "INTERCEPTOR" (TL7) The standard US Aerospace Force light space combatant of the early 1970s, designed for operations in the Earth-Moon system but capable of making it to Mars (especially after the arrival of more efficient TL8 pulse units in the 80s). TL: 7 dST/HP: 100 HT: 12 Hnd/SR: -1/5 Move: 2G/8mps SM: +9 LWt: 3000t dDR: 10/10/50 Occ: 30ASV Load: 148t COST: $163.5 million, plus $150 million fuel (pulse units), plus $66.67 million ammo (even more with nuclear-tipped shells and missiles, which typically made up much of the warload). Crew is 22 Notes: Designed to fight facing backwards with the massive armour of the pusher plate facing hostile fire. Front Hull [1] Light Alloy Armour (dDR 10) [2] Tactical Array [3] Defensive ECM [4] Fuel (150t pulse units) [5] Fuel (150t pulse units) [6] Fuel (150t pulse units] [Core] Habitat (5 cabins, 5 bunkrooms, briefing room, sickbay, rec-room/gym, 45t steerage) Centre Hull [1] Light Alloy Armour (dDR 10) [2] Major Battery (20cm gun) [3] Major Battery (20cm gun) [4] Tertiary Battery (10 x 3cm VRF guns), 100t cargo [5] Major Battery (30 x 40cm missiles) [6] Fuel (150t pulse units] [core] Control Room Rear Hull [1] Orion Drive (2G acceleration) [2] Light Alloy Armour (dDR 10) [3] Light Alloy Armour (dDR 10) [4] Light Alloy Armour (dDR 10) [5] Light Alloy Armour (dDR 10) [6] Light Alloy Armour (dDR 10) |
Re: GURPS Spaceships, in use!
[QUOTE=dirtysnowball]Contragrav? Stardrives? Beam weapons?
Ha! All you need in enough plutonium. RICKENBACKER-CLASS "INTERCEPTOR" (TL7) The standard US Aerospace Force light space combatant of the early 1970s, designed for operations in the Earth-Moon system but capable of making it to Mars (especially after the arrival of more efficient TL8 pulse units in the 80s). Nice design! Lots of real guns, none of those wimpy lasers. Now, if we only new what Casaba Howitzer was... These are good fun A few years ago, I proposed two settings for SJ Games. One was an alternative-history book in which US and Russia happily built all this sort of stuff in the 1960s and 70s and colonized the system; the other was Transhuman Space. I'd still like to do it, actually. |
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I said it, and I'm glad! heh |
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The Islands Clusters Campaign places some extreme but very particular demands on a design system. |
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Assuming that Casaba Howitzer is some sort of weaponised Orion pulse unit, a one-shot plasma beam, I suppose it would be used like a short-ranged X-ray detonation laser. It could be a missile warhead, or fired safely clear of the ship on a small rocket then aimed and fired by remote control. Unless you just detonate the thing aboard your ship like one of Doc Smith's primary beams... Full marks for GURPS Spaceships, for me it's the nicest balance of realism, detail (these aren't the same thing), flexibility and playability I've seen in a set of ship design rules. And it lets me build the atomicpunk space battleships that have been orbiting in the back of my brain for years now... I would like to see the ability to make smaller craft, though. And a Transhuman Space Ship Book (Volume 1), and a pony, and... |
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(singing) My Little Pony, Apocalypse Pony! (stops singing due to environmental damage) |
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Yeah, that makes a lot more sense now. Off to finish my Jump Gate carrier vessel... (Note to self: no more Spaceships while at work) |
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Atomicpunk? Care to share some details? Quote:
The design system is also simple enough that I want to try a similar set of rules for my steampunk setting. |
Re: GURPS Spaceships, in use!
B'rel-class Bird-of-Prey TL: 12^The B'rel-class bird-of-prey is the workhorse of the Klingon fleet. Small, sturdy, and well-armed for a ship its size, the B'rel is designed to be a fast attack ship, often deployed in packs of 3-5. The B'rel's major problem is that it is woefully underpowered. This isn't noticed while traveling under cloak, but in battle a B'rel's engineering crew will often be found struggling to shuffle energy to critical systems. The most common choice is between two of weapons, secondary impulse engines, and increased deflector performance. Crew typically consists of a captain, a first officer, a chief engineer, a pilot, a communications and sensor officer, a tactical officer, a surgeon, two gunners, and 36 enlisted technicians. dST/HP: 200 HT: 13 Hnd/SR: -2/5 Move: 4G/c SM: +11 LWt.: 30,000 dDR: 550/550/450 Occ: 52ASV Load: 5,250 Cost: B$7.33 Design Features: artificial gravity, gravitic compensators Design Switches: Force Screens are dDRx10 and Hardened 1 against missiles; Force Screens do not regenerate ablated dDR every combat round, but may be jury-rigged to restore half of lost dDR. [1-2] Exotic Laminate Armor (dDR 200)Front Hull [3!] Medium Weapon Battery (2 fixed 3GJ heat beams, 1 fixed 48cm warp missile launcher) [4] Tactical Comm/Sensor Array (Level 10) [5!]Secondary Weapon Battery (6 fixed 1GJ heat beams, 3 fixed 40cm warp missile launchers, 1 turreted 1GJ tractor beam) [6] Control Room (Complexity 9 computer network; 8 control stations) Central Hull [3] Habitat (1 luxury cabin, 6 cabins, 12 bunkrooms, 19 replicator minifacs, teleport projector, five-bed sickbay, 40-man mess hall, gym, 745 tons of steerage cargo) [4-6] Cargo Holds (4,500 tons) [core!] Cloaking Device Rear Hull [2-3!] Stardrive Engine (FTL-2) [4!] Heavy Force Screen (dDR 350) [5-6!] Hot Reactionless Engine (provides 4G acceleration) [core] Antimatter Reactor (provides four Power Points) |
Re: GURPS Spaceships, in use!
The Masque of Pandora on her maiden flight.
The Masque of Pandora is the third ship of the Longfellow-class. Her two sister ships, the Longfellow and the Pilgrimage Beyond the Sea were launched only months ago. She is shown rigged for combat or hyperspace travel with her radiators retracted into their armored housings along the aft sides of the ship. Her twin spinal cannons were upgraded to fire 100 kiloton warheads after the Longfellow discovered her 25 kiloton rounds were ineffective against Vex planetary shields. Her nose lasers were also upgraded to 30gj lasers for the added power though at the expense of rate of fire from the 300mj lasers on the Longfellow and Pilgrimage Beyond the Sea. TL 9^ Ship: Longfellow-Class Heavy Cruiser. Skill: Pilot (Low-Performance Spacecraft) dST/HP: 500 HT: 13 Move: .2G / .02c Hnd/SR: -4/5 LWT: 300,000 Load: 3860 SM: +13 Occ: 4,510ASV dDR: 100 Cost: $39,732,000,000 (without fighters/transports) Front: [1] Armor, Advanced Metal Laminate (dDR 100) [2-3!] 48cm Electromagnetic Primay Cannon * [4] Control Room (Complexity 8; Comm/Sens 11)* [5-6!] Medium Weapons Battery (2x 30GJ Laser Cannons; 1x 64cm Missile Launcher; fixed forward)* Center: [1] Armor, Advanced Metal Laminate (dDR 100) [2!] Tertiary Battery (30x turreted 30mj VRF Laser Cannons)* [3-4] Habitat* [5] Tactical Array (Level 13)* [6] Fusion Reactor (2 pp)* [Core] Fusion Reactor (2 pp)* Rear: [1] Armor, Advanced Metal Laminate (dDR 100) [2] Hangar (10k ton max; 1k ton launch)* [3-4!] Rotary Reactionless Drive (.1g acc; .01 c max)* [5!] Hyperspace Stardrive* [6] Fusion Reactor (2 pp)* [Core] Fusion Reactor (2 pp)* Features: Hardened Armor, Total Life Support Habitat Breakdown: 10 Luxury Cabins for Command Staff; 200 Officers in Cabins; 300 Flight Crew in Cabins; 3,000 enlisted in bunks; 1,000 marines in bunks; 2x 20-bed sickbays; 10 breifing rooms; 10 minifacs; 10 offices for Command Staff; 10 Gymnasiums; Chemistry Lab; Biology Lab; 3,860 tons in Steerage. * 30 workstations Weapons: Weapon; Damage; sAcc; Range; Rcl; Shots Primary 100kt Nuclear; 8dx1,000 burn ex rad sur; -6; S; 4; 1,500 linked; 6dx2,000 cr ex 30gj Laser Cannons; 6dx10(2); 0; L; 1; - 64cm Missiles; 6dx16(2); -2; X; 1; 100 30mj VRF Laser Cannons; 6d(2); 0; S; 1; - |
Re: GURPS Spaceships, in use!
The Airbus is a limited superscience design intended for an early TL10 background. The only bit of superscience gear on the Airbus is its rocket, which is twice as efficient as a TL9 HEDM rocket - the world background relies on a mixture of HEDM rockets for surface-to-orbit lift and antimatter thermal rockets for interplanetary cruises. The Airbus itself mainly fills the niche of a small business jet today, so long as the spaceplane's fuel requirements could be met - outside the reach of modern (TL8) technology but possible for TL9.
This particular example is configured as a passenger hauler with a minimum of cargo space but the passenger and cargo areas are modular and can be switched around with little hassle. The second most common use is as an express low-orbital courier, with a quick boost into orbit and a rapid descent to another spaceport. In this configuration, there are two seats in the rear of the cabin for passengers while the forward passenger space and one of the rear passenger modules are replaced by cargo holds for a total of nine tons. The large fuel reserve is for either boosts from higher-gravity planets or orbital/lunar operations where the greater delta-V budget from an antimatter rocket is unnecessary. Hull: +5 SM, streamlined, TL10 Front: Armor (light alloy, dDR 1, 15K), Cargo Hold (1.5 tons), Control Room (core, Complexity C6, comm/sensor rating 4, 1 control station, 60K), Passenger Seating x4 (8 seats, 40K) Center: Armor (light alloy, dDR 1, 15K), Engine Room (core, 1 workspace, 15K), Fuel Tank x3 (9 tons, metallic hydrogen, 3 mps delta-V, 30K), Passenger Seating x2 (4 seats, 20K) Rear: Fuel Tank x5 (7.5 tons, metallic hydrogen, 5 mps delta-V, 50K), HEDM Rocket (2Gs, 1 mps per fuel tank, 60K) Design Features: Winged (150K) Cost: 455K Crew: 1 pilot, 1 flight engineer Stat Block: TL10, dST/HP 20, damage threshold 2 dHP, HT 13, Hnd/SR 0/4, Move 2Gs/8 mps, SM +5, LWt 30 tons, dDR 1/1/0, Occ (Short-Term) 2 crew + 12 passengers, Load 2.7 tons, Cost 455K, Air Performance 3500 mph, Hnd/SR +4/+5 |
Re: GURPS Spaceships, in use!
A TL10 (with one TL^ feature) for sending a startup colony to Alpha Centauri without needing a generation ship.
Steppingstone Carrier Booster (TL10) SM+12 100,000 tons Length 600 feet dST/HP 300 HT13 dDR 0/15/0 Occ 200 Load 65,000 tons Fuel + 30,000 tons Upper Stage Cost $2.39B + $19.5B Fuel Move 0.005G/2080 mps Hnd/SR -6/5 Front [1-6] Upper Stage, Steppingstone Carrier (below) Center [1-6c] Fuel Tank, holds 35,000 tons ($210M) + Fuel Pellets ($10.5B) Rear [1-6] Fuel Tank, holds 30,000 tons ($180M) + Fuel Pellets ($9B) [c] Advanced Fusion Pulse Drive, 0.005G accel, 100 mps per tank, 10 workspaces ($2B) Notes: 13 Fuel Tanks gives delta-V x1.6, for a total of 2080 mps. For a one-way voyage to Alpha Centauri Time to Accelerate: 18928 hrs (2.16 yrs) Distance Traveled during Boost: 752 AU Cruise Time: None. Booster is dropped and Carrier uses Ramscoop to continue *** Steppingstone Station Carrier (TL10) SM+11 30,000 tons Length 450 feet dST/HP 200 HT13 dDR 0/15/0 Occ 200 Load 19,300 tons Cost $3,342M + $18M (Fuel) Move 0.01G/216 mps Hnd/SR -4/5 Spin Gravity, 0.3G max, only center section spins ($1M) Front [1-6] Cargo Hold, 10,000 tons, contains Steppingstone Station (below) [c.] Ramscoop, 3 workspaces ($3B) Center [1] Steel Armor, dDR 15 ($6M) [2P] Fission Reactor, 1 PP, lasts 75 years, 3 workspaces ($100M) [3] Control Room, computer C9, sensor 10, 15 stations, 3 workspaces ($60M) [4] Habitat, 200 cabins base, 3 workspaces ($30M) 20 establishments, 200 hibernation chambers, 5 labs including Physics ($14M), 10 MiniRobofacs $1k/hr skill-13 ($10M), 10 offices, 10 bed clinic, 10 automeds ($1M), 300 tons cargo [5-6] Habitat, Total Life Support, 200 cabins base, 6 workspaces ($60M) Rear [1-6] Fuel Tank, holds 9,000 tons ($60M) + Hydrogen Fuel ($18M) [c] High Thrust Fusion Engine, 0.01G accel, 30 mps each tank, 3 workspaces ($300M) Notes: The main Cargo Hold is designed as a break-away container for a single vessel - when the Carrier arrives at its destination, the hold's panels are ejected and the Steppingstone Station is released to mag-brake itself into position. 6 Fuel Tanks provide delta-V x1.2, for a total of 216 mps. The Fuel Tanks are used for terminal maneuvering and any braking that cannot be accomplished via the Ramscoop. For a one-way voyage to Alpha Centauri Ramscoop Performance: Remaining Distance to Alpha Centauri: 276848 AU Travel Time: 357791 hrs (40.8 yrs) Max Vc: 0.431c (80180 mps) Total Travel Time: ~43 years, 40 yrs of which is at significant fractions of lightspeed. *** Steppingstone Jump Gate Station (TL10^) SM+10 10,000 tons Length 300 feet dST/HP 150 HT 14 dDR 50 Occ 120 Load 1,112 tons Cost $3.0412 B Move 0.001G/375 mps Hnd/SR -5/5 6 Airlocks (each 4 person) Spin Gravity, 0.2G max, only rear section spins ($300k) Front [1] Nanocomposite Armor, dDR 50 ($50M) [2] Science Array, sensor 11, 1 workspace ($20M) [3.] Magnetic Sail, 1 workspace ($100M) [4-6!!!] Jump Gate, 1000 tons, 3 workspaces ($1500M) Center [1] Nanocomposite Armor, dDR 50 ($50M) [2] Hangar Bay, 300 tons capacity, 100 tons per minute, 1 workspaces ($1M) [3] Cargo Hold, 500 tons [4!] Fabricator Factory, $100k/hr, 1 workspace ($1B) [5!] Mining Processor, 50 tons/hr, 1 workspace ($10M) [6PP] Fusion Power Plant, 2 PP, lasts 200 years, 1 workspaces ($100M) [cPP] Fusion Power Plant, 2 PP, lasts 200 years, 1 workspaces ($100M) Rear [1] Nanocomposite Armor, dDR 50 ($50M) [2-3] Habitat, 120 cabins base, 2 workspace ($20M) [4] Open Space, 5 areas, devoted to farmland, 1 workspace ($100k) [5] Open Space, 5 areas, 1 workspace ($100k) [6] Control Room, computer C9, sensor 9, 10 stations, 1 workspace ($20M) [c] Hangar Bay, 300 tons capacity, 100 tons per minute, 1 workspace ($1M) Crew: 16 techs, 10 bridge => 26 crew on each of 3 shifts => 78 regular crew Notes: This station is designed to be the minimum necessary to establish an industrialized colony. Primarily, this will be immediately setting up the Jump Gate back to Earth so specialized vessels can arrive. However, the designers considered the possibility that no support vessel would arrive from Earth. Therefore, the Steppingstone Station has just enough refining and factory capacity to create its own support ships, although at a shockingly slow pace. In this scenario, the Carrier vessel would certainly be cannibalized for parts to speed up the process. |
Re: GURPS Spaceships, in use!
How is it supposed to slow down? When the ship has to reverse thrust, the ramscoop is going to be pointed aft and therefore not much use for pulling in reaction mass, if I understand the physics correctly.
Also, a 43 year flight time is getting up to the point where you probably want to consider transhuman solutions for crew - robots, AIs, mind emulations, or simply humans genemodded for an extended lifespan. I like the design, though, aside from those caveats above (one of which is more of a setting concern than a design caveat anyway). |
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Re: GURPS Spaceships, in use!
Thanks for the reference, I haven't checked Pyramid since about the time Martial Arts came out. That small upper stage rule looks especially useful.
And if you're already above those speeds, how do you decelerate? .4 c is about 120k km/s - 120,000,000 mps in terms of delta-V. That's well above the 1.8 km/s needed to activate the ramscoop. I think the simplest solution is to hand-wave it - say that the ramscoop's magnetic field can be 'bent' to permit it to pull in mass ahead of/beside the ship when in deceleration. |
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Or you say that the engine can direct its exhaust either forward or backward (Larry Niven mentioned this method in a few of his stories), so the ship stays pointed in the same direction, but your drive plume goes from Thrust to Brake. |
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Re: GURPS Spaceships, in use!
Okay, this is my first attempt to build a craft in it. I present to you the CR90 Corellian Corvette:
Front: [1] Metallic Laminate Armor (dDR 30; $30M) [2] Control Room (C10; Sensor 11; 5 stations; 3 workspaces; $59.5M) [3] Habitat (60 cabins; 1 workspace; $30M) [4] 1.5 kT Cargo Hold [5] 1.5 kT Cargo Hold [6] 1.5 kT Cargo Hold Middle: [1] Metallic Laminate Armor (dDR 30; $30M) [2!] Medium Weapons Battery (3 gJ output; dDmg 6dx5; 3 workspaces; $600M) [3] Antimatter Reactor (4 power points; 20 years; 3 workspaces; $600M) [4] Antimatter Reactor (4 power points; 20 years; 3 workspaces; $600M) [5] Fuel Tank (1,500 tons; $10M) [6] Fuel Tank (1,500 tons; $10M) [core!] Contragravity Lifter (3 workspaces; $300M) Rear: [1] Metallic Laminate Armor (dDR 30; $30M) [2!] Heavy Force Screen (dDR 200; 3 workspaces; $1.5B) [3!] Hot Reactionless Drive (2G; 3 workspaces; $100M) [4!] Hot Reactionless Drive (2G; 3 workspaces; $100M) [5!] Hot Reactionless Drive (2G; 3 workspaces; $100M) [6!] Hot Reactionless Drive (2G; 3 workspaces; $100M) [core!] Hyperdrive (FTL-1; 3 workspaces; $300M) Features: Artificial Gravity ($30M); FTL Communications TL: 11^ dST/HP: 200 HT: 13 Hnd/SR: -2/5 Move: 8G/c SM: +11 LWt: 30,000 dDR: 30 (hull); 200 (force screen) Occ: 40+80ASV Load: 3,012 Cost: $4,469,500,000 Design Notes: I tried to use High-Thrust Ion Engines, but ended up with a pitifully slow 0.004 G craft. Both are a far cry from the official acceleration of 2,100 G. |
Re: GURPS Spaceships, in use!
2,100G is incredibly high for what the movies show. I would say more along the lines of 5-10G would be more accurate.
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(Hope this doesn't offend.) |
Re: GURPS Spaceships, in use!
I'm sure you'll only offend a few advertisers with that comment. And they deserve to be offended.
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Re: GURPS Spaceships, in use!
Yeah, but all movies are not created equally ignorant. If I'm watching a film and they describe a ship as "80 meters long, with twin reaction thrusters that can take this baby up to 5 Gs in an emergency", I'm probably going to accept that it can pull 5G acceleration unless something else in the movie belies that. However, if I'm watching a film and they describe a ship as "80 joules long, with twin carbon-proton engine pods that can pull 5 AUs of accleration", I'm not going to even bother registering another measurement the movie throws at me, as I now know that the writers are flipping idiots.
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Re: GURPS Spaceships, in use!
True, true. But the comment is hardly insulting. (And, I'll confess, I've never heard anything like that in a sci-fi movie)
Ah...Kessel Run in under 12 parsecs. Maybe he took a shortcut. |
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Star Trek was also notorious for getting speeds and distances WAY out of whack sometimes within a single episode. |
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Re: GURPS Spaceships, in use!
For what it's worth, here's what ~100G acceleration looks like:
http://www.youtube.com/watch?v=uBLQ-f1i2uQ (The video is of the "Sprint" missile, part of a 1970s US ABM system. Actual acceleration of the missle was/is classified, but it's in that ballpark by most estimates. Supposedly reaches 13000 kph in 4 seconds.) |
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Now, imagine that TL10 engineers came up with a solution 3 TLs better than the jet engine analogy. :) |
Re: GURPS Spaceships, in use!
Howdy all,
Sorry for missing this conversation on the speeds of capital ships in Star Wars, but I was under the impression that Solo's comment as to the Falcon's Kessel Run record was in reference to her navigational computers who had plotted a shorter, faster, perhaps more dangerous route. Parsecs in this interpretation are referring to distance and thus, speed. I know I'm a geek, and I'm out. |
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We can't all be geeks. ;) |
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Some metatextual questions aside, I did give thought to it during the writing of the book. That's basically what the Super drive series options and the Cosmic energy level options are for - taking a stab at such power levels. So if you want to approximate the tech manuals, be sure to give the Falcon something like a Subwarp engine (four of them will do the 2,000G) or if you want something a bit lesser over the top, a bunch of High Acceleration Super Fusion Torches or Super Conversion Toches, or something like that. |
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