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Join Date: Aug 2004
Location: traveller
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A lot depends on your tech assumptions. If you don't have force field reinforcement on your structure ("inertial damping fields") or other applied phlebotium, you should check that your design would make sense if you stood it on its engines (since that is effectively what happens when you accelerate). Don't forget that cargo (including munitions) and fuel/reaction mass will vary a lot over time, so those have to balance around the center line.
Likewise, no one ever gets required radiator area even vaguely correct, because it looks terrible and would be lethally fragile in a fight. (Discovery, from 2001, was as long and skinny as it was because it was supposed to have realistic radiator fins all along its length. It looked dumb, however, so they were deleted.) Finally, remember: form follows function. Freighters prioritize cargo space; warships emphasize weapon systems. Neither one puts a premium on comfortable quarters for the crew. Any ship with a balance of all three is questionable, unless it really is a rich person's privately owned, purpose-built yacht-and-pirate-hunter. Choose the role for each class and optimize for it. |
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#2 | |
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Join Date: May 2010
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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#3 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#4 |
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Join Date: May 2010
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A lot of ships in CoaDE are built for low-velocity intercepts. When I used to play the game, I tended to go for high-velocity intercepts myself, but I could never tell if this was a good tactic or if I had just found a blindspot in the AI.
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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#5 | |
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Join Date: Aug 2007
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Armor on the other hand is pretty dubious. Even just abating the effect of high velocity KE weapons, ionizing beam weapons and nukes would be incredibly hard. Only a deeply spaced sort of honeycomb with many layers would be worthwhile at all (and they'd be ablative). Solid slabs of armor consisting of any sort of normal matter would just become a medium to conduct the blast wave or a source of secondary radiation. Until there is a enough of a space-based economy to build big ships size is sharply limited. Just a SM+8 ship in Spaceships is a 1000 tons and that's 50 loads for the space shuttle (or similar vehicle) or 10 loads for the biggest heavy lift vehicle I think is realistic for Earth-launch. A million tons is of course 1000x as many lunches required. If you've got enough space-based industry to handle that Earth-like planets are used as nature preserves or at perhaps luxury housing.
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Fred Brackin |
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#6 | |
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Join Date: May 2010
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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#7 | |
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Join Date: Aug 2007
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When you're being hit by large numbers of those neutrons they should be treated as ionizing radiation rather than a source of heat. Individual atoms transformed by neutron capture are just anomalies in the ion cloud.
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Fred Brackin |
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#8 | |
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Join Date: Jul 2008
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Of course, that's influenced by the game leaning to sustained gun engagements by preference, but you certainly could build a missile carrier that used efficient atomic rockets to drop missiles onto high-speed intercepts where they'd proceed to punch through anything in their path. I did that at one point, pretty sure it made a mockery of all the big battleships. (It might have been vulnerable to flares though, since the game made missile guidance highly vulnerable to decoys.)
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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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| Tags |
| spaceships, spaceships realistic |
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