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#11 | |
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Join Date: Aug 2007
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A "colony" ship without a colony waiting for it at journey's end needs am very substantial industrial capacity and long tern habitability for the period of time the habitat is beign built. 20 people probably aren't enough for that job anyway.. .....and yes, you can shield agianst cosmic rays. It just takes a substantial amount of mass. Designs for L5 colonies take this into account. It's actually a substantial ortion of their mass budget. you can't do it in thin hulled ships though. Please trust me on this. We went all through this at great length and in great detail during the Transhuman Space playtests.
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#12 | |||
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Join Date: Jul 2008
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#13 |
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Join Date: Jun 2010
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Spaceships 5 and 8 have rules on radiation protection.
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#14 | |
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Join Date: Nov 2004
Location: Niagara, Canada
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Part of the Main Cargo includes industrial capacity, including a power generator; and part of the Second Cargo includes additional colonists, taking the trip in coldsleep to save on life-support requirements.
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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#15 |
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Join Date: Nov 2011
Location: Seattle, WA
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Forgive my ignorance, but which book has rules for partial space systems? How do I get a half size habitat? Is that all in Spaceships 8?
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#16 |
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Join Date: Jul 2008
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SS7 for RAW.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#17 | ||
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Join Date: Apr 2011
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Industrial capacity and a power generator should be designed into the ship. If necessary, make them size 7 to fit them all together. There are several good reasons (game mechanic reasons and practical reasons) to do this, but if nothing else, if you're going to carry all that stuff, why not also be able to use it? I mean, while you're in transit. Plus, you need that stuff to build your base to be able to operate before you, you know, actually build the base. If the power plant and factory are each full-sized, you get a +1 to your ship's HT. Support ships and shuttles should be in a hangar section, which includes launch/recovery equipment, parts and tools for maintenance, workspaces to specify the crew requirement and a bay door to launch the shuttles through. As a GM, I'd rule that factories, reactors, and shuttles that are carried as cargo can't be operated. They're mothballed and crated, possibly in pre-assembled parts. You're not saving mass carrying them but not using them, and both fission and fusion reactors will operate for decades before you need to refuel them. If the plot demands it, then go ahead, but a pre-planned colony would never do it this way, and even a jury-rigged ship would probably be re-fitted in flight by the crew to get those components on line and ready to use upon arrival. Armor isn't efficient for radiation protection if that's its only intended purpose. With a couple exceptions, ANY ship's system can be used as radiation protection. Make sure at least one of your habitat sections can accommodate the entire crew crowding in as a "sweatbox" for solar storms, then put that section in the core space of your best-protected area. Spaceships 8 has rules for this that are pretty straightforward (plus rules for hibernating crew). With that said, a 1/3 size armor module in each section of the ship is just plain common sense to deal with impacts. A single midships turreted weapons mount would be a good idea; once you install the system, drop all the weapons except one and you have something that is mostly a cargo module. Only now you have an active defense against micrometeors. It might also come in handy for drilling. Power it with that reactor you took out of storage. Size the weapons module to match your power plant's SM. One area where you aren't skimping but probably can is your control room. Undersizing your control room hurts handling and maneuverability, but the ship is intended for one extremely low-thrust mission, followed by docking in microgravity. A better pilot or AI weighs a lot less than having a combat ship's load of attitude thrusters. That saves you 2/3 of a space, which you can use for something else. What are the specialized rooms? Workshops for at least three skills, and a medbay? You'll want to specify that. I'd also recommend either very good VR or a very nice rec room. Even once they arrive on the asteroid it's going to be a very grim life. Also, you'll want to at least roughly stat out the shuttles and mining ships and etc. A refinery of some kind will be essential, not just to electrolyze water, but to synthesize fertilizers, produce industrial chemicals, lubricants, coolants, convents, solvents, etc. If such a "flex-refinery" isn't available in your setting or TL, then a larger chem lab space is required. |
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#18 | ||||||||
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Join Date: Nov 2004
Location: Niagara, Canada
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This has all been very good feedback, and I thank everyone who's commented so far. At the moment, the revised draft design looks something like this: TL9, Exposed Radiators SM+8, unstreamlined: 1000 tons 1 3*1/3 Armor, Steel: $.18M 5 Cargo holds: 250 tons capacity 1/3 Small Control room: $.6M 1 Engine room: $.3M 1 Factory: Fabricator: $50M 1 Fuel tanks: $.3M Fuel, 50 tons nuclear fuel pellets: $2.5M 2 Habitat: 24 bunks, total life support: $1M 1 Habitat: 1 Sickbay with automed, 5 workshops: $1.1M 1 Habitat: 24 Hibernation chambers: $1M 2/3: Habitat: 16 Hibernation chambers: $.66M 1 Hanger: $.1M 1 Mining: $1M 1 Refinery: $1M 1 Power Plant, Fusion: $10M 1 Reaction Engine, Advanced Fusion Pulse: $20M 1 Weapon turret, Medium, 1 laser beam (and 30 tons cargo): $2M Spin Gravity: $.1M Total cost for 1-way trip: $90.85M (plus cost of misc colonization gear) Delta-vee: 20 mps I'm currently toying with swapping spaces of cargo for more hibernation pods or more fuel - though 32 km/sec is several times what's needed to get to the asteroid belt.
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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#19 |
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Join Date: Aug 2007
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Yes. Spaceships 5 p.40 and Spaceships 8 p.8.
These rules greatly favor larger ships. Cosmic rays do divide PF by 100 so you want a larger ship with at least 1 armor system all around. Mostly though I'd want the TL10 gene package or the TL11 nano before I tried to colonize deep space. It's not a friendly environment.
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Fred Brackin |
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#20 | |
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Join Date: Nov 2004
Location: Niagara, Canada
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I know that one of the 3e GURPS Vehicles extensions mentioned magnetic shielding, but I don't recall noticing anything of the sort in 4e's Spaceships system.
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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