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Old 06-24-2024, 08:59 PM   #1
Tyneras
 
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Default Re: GURPS Spaceships, upscaling sizes

Going by wikipedia Titanic was 52k tons, making it SM+11, and had a capacity of about 3,400 or 3,600 total. 200 cabins per habitat system by default, at 2 people per cabin that would be 9 systems, though there would obviously be a difference between first class and steerage. That doesn't sound to terrible for a passenger ship.

With no automation (GURPS Spaceships 7 p.20) and assuming 15 crewed systems, the ship would need 450 crew, the Titanic's 847 would just about cover 2 shifts.

Increasing the passengers per habitat system and reducing the number of crewed systems likely helps make it closer to the actual Titanic. I've hardly accounted for cargo or fuel or other systems.
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Old 06-25-2024, 04:49 AM   #2
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Default Re: GURPS Spaceships, upscaling sizes

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Originally Posted by Tyneras View Post
Going by wikipedia Titanic was 52k tons, making it SM+11, and had a capacity of about 3,400 or 3,600 total. 200 cabins per habitat system by default, at 2 people per cabin that would be 9 systems, though there would obviously be a difference between first class and steerage. That doesn't sound to terrible for a passenger ship.

With no automation (GURPS Spaceships 7 p.20) and assuming 15 crewed systems, the ship would need 450 crew, the Titanic's 847 would just about cover 2 shifts.

Increasing the passengers per habitat system and reducing the number of crewed systems likely helps make it closer to the actual Titanic. I've hardly accounted for cargo or fuel or other systems.
Using the "No Life Support" option in Alternate Spaceships (Pyr #3/34: Alternate GURPS) goes a long way to providing these, IIRC, doubling the number of cabin equivalents and passenger seats, though that reduces the steerage cargo to 2.5 tons per cabin space.
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Old 06-25-2024, 10:32 AM   #3
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Default Re: GURPS Spaceships, upscaling sizes

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Originally Posted by Phantasm View Post
Using the "No Life Support" option in Alternate Spaceships (Pyr #3/34: Alternate GURPS) goes a long way to providing these, IIRC, doubling the number of cabin equivalents and passenger seats, though that reduces the steerage cargo to 2.5 tons per cabin space.
Which is straightforwardly just making the steerage cargo trade-in match the half-weight cabin unit...

(Though steerage trade-in is a bit odd, in that except at SM +6 you get back ~2/3 of the total system tonnage, but nothing seems consistent with the rest having any particular use.)
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Old 06-25-2024, 10:54 AM   #4
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Default Re: GURPS Spaceships, upscaling sizes

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(Though steerage trade-in is a bit odd, in that except at SM +6 you get back ~2/3 of the total system tonnage, but nothing seems consistent with the rest having any particular use.)
It is a bit odd, but I guess it is meant to represent the fact that steerage cargo is pressurized and climate controlled, though the spaceships entry for carrying things like livestock does not sound like it would work due to running out of lifesupport fast that way..

In my games I assume that steerage cargo does indeed contain long term lifesupport for four or short term for 15/5 ton chuck as the designer wants and that accounts for the extra mass...
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Old 06-25-2024, 10:57 PM   #5
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Default Re: GURPS Spaceships, upscaling sizes

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It is a bit odd, but I guess it is meant to represent the fact that steerage cargo is pressurized and climate controlled, though the spaceships entry for carrying things like livestock does not sound like it would work due to running out of lifesupport fast that way..

In my games I assume that steerage cargo does indeed contain long term lifesupport for four or short term for 15/5 ton chuck as the designer wants and that accounts for the extra mass...
Given the difference between life support and non life support habitats, that doesn't seem to add up.

TBH I'd guess it doesn't really represent anything except that 5 tons per cabin was the most they could give without the SM+5 habitat turning into a bag of holding...
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Old 06-25-2024, 12:45 PM   #6
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Default Re: GURPS Spaceships, upscaling sizes

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(Though steerage trade-in is a bit odd, in that except at SM +6 you get back ~2/3 of the total system tonnage, but nothing seems consistent with the rest having any particular use.)
Steerage cargo would basically just be a completely unfurnished room with no partitions and maybe a water spigot you can attach a hose to for cleaning, filling up a waterbowl, etc. Habitats normally have beds, storage areas for clothing and personal effects, and a sink, and also at least a portion of a bathroom, kitchen, shower, etc. The ~1/3 of a system it lacks compared to a Cargo Hold is to account for it being pressurized, having some degree of life support (typically Limited, for air and water only, but Full if you have replicators or Open Space, for food), etc. At least, that's the assumption I would work under.
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Old 06-25-2024, 01:52 PM   #7
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Default Re: GURPS Spaceships, upscaling sizes

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Steerage cargo would basically just be a completely unfurnished room with no partitions and maybe a water spigot you can attach a hose to for cleaning, filling up a waterbowl, etc. Habitats normally have beds, storage areas for clothing and personal effects, and a sink, and also at least a portion of a bathroom, kitchen, shower, etc. The ~1/3 of a system it lacks compared to a Cargo Hold is to account for it being pressurized, having some degree of life support (typically Limited, for air and water only, but Full if you have replicators or Open Space, for food), etc. At least, that's the assumption I would work under.
According to spacehips there is not extra lifesupport for steerage cargo.
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Old 06-25-2024, 02:41 PM   #8
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Default Re: GURPS Spaceships, upscaling sizes

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According to spacehips there is not extra lifesupport for steerage cargo.
Does it state this explicitly? Steerage cargo really can't be used to transport animals or people without the risk of overwhelming life support if it doesn't contribute to it. Reviewing the rules, it looks like steerage cargo is indeed not counted when determining the Occupancy, and that is what's used to determine if life support is at risk. I'd argue that each cabin of steerage cargo should provide +4 to possible Occupancy, the same as Bunks and Cells. Maybe instead of A for Accommodations (Full/Total Life Support + Furnished living area) this should be noted as B for Basic Accommodations (Full/Total Life Support only)?
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Old 06-25-2024, 04:32 PM   #9
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Default Re: GURPS Spaceships, upscaling sizes

Per Spaceships p.17, "steerage cargo is pressurized and climate-controlled," so there's probably enough life support to maintain the atmosphere at least.
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Old 06-25-2024, 07:55 PM   #10
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Default Re: GURPS Spaceships, upscaling sizes

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Originally Posted by Tyneras View Post
Going by wikipedia Titanic was 52k tons, making it SM+11, ...
Normally, you round up on SM, so that would by +12 (which is why I use the fractional ones)

Physical size, at 294 yards, it would be up to SM +13 according to that. You could call it SM +12, since it was long, but it was very boxy...nothing like something like a fast battleship (Iowa classes were as much as 60k tons, but a little shorter, and a lot more svelte).
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