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Old Jan 22nd 2010, 1:45pm   #276
Keiran Halcyon
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Ship naming conventions

By the way, does GDI have a ship naming policy yet? As in a US CVN is named after former presidents and so on.

So what names would generally be given to Warships, Jumpships and Dropships? Was there a decision earlier?
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Old Jan 22nd 2010, 1:52pm   #277
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I'd say start with names of the dead from the pirate attacks and invasion of Antallos. By the time you run out of those, it's pretty much a certainty that GDI will have more martyrs to use as a rallying cry.

As far as conventions go, normal dead for dropships, dead heroes for jumpships, and dead big damned heroes for warships.
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Old Jan 22nd 2010, 1:59pm   #278
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Quote:
Originally Posted by Keiran Halcyon View Post
By the way, does GDI have a ship naming policy yet? As in a US CVN is named after former presidents and so on.

So what names would generally be given to Warships, Jumpships and Dropships? Was there a decision earlier?
Merchant Dropships will probably follow conventions that already exist, but I would say that the military ships will be named after unifying things. Things llike:

-famous people/ heroes
-famous battles
-certain traits and themes like Enterprise, Indomitable, Valiant, Venture, Defiant, etc.

Remember that there will be a few different Warship Classes as well as 'Pocket' Warships. there will be plenty of things to name.
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Old Jan 22nd 2010, 2:13pm   #279
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I can eventually see some bright shmuck going the Andromeda Ascendant/UNSC naming method, but not for a good number of decages.

However to avoid any signs of favoritism, I suggest names out of world mythology such as heroes, monsters, deities, etc - and really jumble things too. No Greco-Roman names being prevalent from the start. However I would say that we go by the idea of using names based on certain themes: Lightning mythology (Thor, Zeus, Thunderbird, etc), Fire/Light (Agni, Apollo, Quetzalcoatl, Amaterasu, etc), Water (Poseidon, Kraken, Megalodon, etc) and so on. Also, considering the 'Megalodon' also include ancient or modern day predators, preferably Apex ones.

Of course, there will be certain names that are just too famous not to end up having a ship bear the name.

However I also suggest that we continue with the idea that whatever country/nation (if OWA joins) wins the design contest for a new class (warship, ASF, Vehicle, you name it), that country/nation gets to pick the name for the class, and then any subsequent vessels in a class (if a ship, or in a growing case nowadays in the USA- strategic bombers (one I don't really approve of)) are named along that convention. Such as say the PDRC (China) wins a dropship hull design and names it the Kirin class. Later vessels likely will be called: Unicorn, Leprechaun, Chimera, etc. Names after a mythological beast of luck, or change (in the case of the Chimera).
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Old Jan 22nd 2010, 2:23pm   #280
Tyrchon
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Quote:
Originally Posted by Barricade View Post
Later vessels likely will be called: Unicorn, Leprechaun, Chimera, etc. Names after a mythological beast of luck, or change (in the case of the Chimera).
Sarge: Simmons, what's the name of that mexican lizard...eats all the goats?

Simmons: That would be the Chupacabra, Sir.

Sarge: Hey, Grif...Chupa-thingy, how about that? I like it, got a ring to it.

http://www.youtube.com/watch?v=_yq_0KuXu64

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Old Jan 22nd 2010, 5:31pm   #281
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Quote:
Originally Posted by egaroadkill View Post
That leads into a stopgap business arrangement with the OWA and others I thought up while reading through the complexities of salvaging broken Jump/War Ships.

I call it project ASS, short for Alliance Scrap and Salvage, a shell company of Earth for critical resource reclamation. I was thinking about some old threads on FASAnomics and quotes from various books about how there were a couple million Jumpships ages ago and that today, 3022, there are only a paltry few, tens of thousands survivors. Where did all the rest go?

What if even a fraction of the old OWA’s Jumpship fleet from their heydays still lay in deep orbit mothballs? Sure they’ve been stripped clean and maybe even a few drive cores have been taken but from the description of these cores, it sounds awful impractical to do anything with them unless one has mass, cheap transport to cart of the ground up bits of already refined core or a “ship yard” to fix them in place.

Earth has ship yard capacity now so why not make a diplomatic arrangement to take one yard “later” into OWA space to salvage a few Jumpships. I’m sure they have the Alliance equivalent of the US naval reserve “ghost fleets” or Davis Monthan airbase. If the ships are more scattered then send in ASS to grind up the cores and bring them to Earth.

Now possibly a few Spheroid companies thought of the same idea but judging from OWA paranoia, lack of resources and the extended support lines a Spheroid company would have to access these, it might have very well been not so cost effective. Earth is a lot closer and greedy for the material.

Could this be a stopgap till the asteroid gets moving? Then again, what’s everyone’s thoughts on just how many salvageable (intact core) Jumpships would there be in the OWA?
According to BT source materials the Outworlds Alliance fleet at the moment is around 40 JumpShips in various working conditions. It is implied from these source materials that there are at least 15-20 JumpShip derelicts in the systems of the current Outworlds Alliance and at least that many out in the systems that the Alliance was forced to abandon when its economy and technology base began to decline and collapse.

Quote:
Originally Posted by egaroadkill View Post
Got any guesstimates of how many would be economically (fictionally, believably) salvaged with intact cores and how many cores would be available for reclamation, reprocessing? My guess would be that a Jumpship primarily goes bad, becomes a nonviable salvage due to irreparable (without shipyard) core failure and the rest stripped, therefore, the majority would be useful only for core reclamations. Still, that could be a good quick source of already refined materials.

There won’t be many ships left for easy salvage but in earth’s position, even one merchant or Invader would be a worthy find and a Starlord or Monolith, a great one. Now, if we could make a yardship or quick deployable origami’d repair yards loaded in jump capable pods, things change dramatically. Maybe earth should look into equipping a Jumpship to fill this salvage role?

This actually fits a bit of fiction I was considering where some aggressive Earth investors surreptitiously jump planet for the Outworlds to arrange some deals before anyone else does.
There is no mention, at least to the best of my knowledge, what types of Jumpships are out there as derelicts in the Outworlds Alliance, in either it current or former systems. I would think that the majority are going to be Invaders and Merchants with some Tramps and Scouts thrown in as well. There may be one or two Monoliths and Star Lords out there as well. There might even be a few old Explorers, but they're rather rare seeing as how they were used as interstellar liners and ferried passengers using small craft since they didn't possess Dropship collars.

Now as to what shape those derelicts will be in, well it could be almost anything. They could have melted their Jump Drives, their Jump cores, or their Battery System or any combination of things. They could have blown the seals on their helium tanks or they could torn/lost their Jump Sail. Honestly it could be almost anything.

Now problems with the Drives, Cores, or Battery System would be the most tough to fix as they would require those systems to be completely replaced. Of those three the battery System would be the least costly and the least hassle to replace/fix. Seals on the helium tanks would be a bit easier to fix, but you then need to replace the liquid helium in those tanks as it helps to cool the Core and Drive as well as insulate them from damaging energies.

Jump Sails could be tricky as they are specially made and tailored to specific JumpShip Classes and it is very difficult to make sails work with JumpShip Classes that they weren't designed for. This is because you need to consider the amount of power the Sail is meant to collect, how much power it transfers to the JumpShip, and how it is supposed to be stored in the storage lockers. Now most JumpShips are supposed to carry an extra sail just in case of emergencies, but on a derelict it would be doubtful to find one because it has probably already been used and never replaced or was stripped out as salvage fro a JumpShip that worked and needed a Sail.

If I had to guess at how many of the derelicts would be repairable, a least repairs that are as I outlined above seeing as how major battle damage would be even more difficult to repair, I would say the vast majority would be repairable in some way. The question really is how much time it would take to fully repair the Ship or repair it enough to jump it to a drydock or shipyard. With that in mind, as well as not being too favorable, I would estimate it like this:

- 1/3 are probably repairable with just replacing parts and equipment
- 1/3 are probably repairable, but need extensive work that requires time in a drydock
- 1/3 are probably too damaged to be used for anything other than parts

Now if there are at least 15-20 in current Outworlds systems and at least that many out in the former territtories of the Alliance we can look at a conservative estimate of 30-40 derelicts. I would probably add on 10 more given the size of the lost territories bringing the total to 40-50. With those estimates we could be looking at maybe:

- 12-15 are probably repairable with just replacing parts and equipment
- 12-15 are probably repairable, but need extensive work that requires time in a drydock
- 12-15 are probably too damaged to be used for anything other than parts

Now this is a rough, conservative estimate based upon source material and what is most likely wrong with those derelicts. It would very well be that the breakdown of those numbers in regards to repairable JumpShips will be a bit more varied than I estimated. However, I feel somewhat comfortable with my overall estimate of the total number of derelicts out there based upon the source materials available to from BT.
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Old Jan 22nd 2010, 5:51pm   #282
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It should be remembered that ruined jumpship cores are still bloody huge lumps of refined germanium. And we have star league factories/yards that can take in germanium and spit out jump cores. If they don't have built in refining capabilities chunking up ruined jump cores will be our only source for quite a while, but even if they do have internal refineries it may be a source we can access sooner than we can taking apart the asteroid.

And 12-15 ruined jump cores should be enough germanium to make at least 10-12 new jumpships even if there's waste. At 2 ships a year that gives us 5-6 years extra in which to get asteroid mining going.
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Old Jan 22nd 2010, 10:47pm   #283
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Right then! It sounds like the somewhat idle Earth shipyards, more to the point submarine manufacturers, who are most likely experiencing a drop in sub contracts, can have a nice fat project to rush.

Do you remember the 10Kton lift platform I mentioned based on the lower section of a mule dropship and the related 10Kton modules?
Code:
AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Orbital Lift Platform OLP-1
Tech:              Inner Sphere / 3067
Vessel Type:       Spheroid DropShip
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              13,000 tons
Length:            44 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Orbital Lift Platform OLP-1
Mass:              13,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                        2,535.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Structural Integrity: 5                                                130.00
Total Heat Sinks:    131 Single                                           .00
Fuel & Fuel Pumps:                                                      24.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 98.00
Fire Control Computers:                                                   .00
Armor Type:  Standard  (40 total armor pts)                              1.50
                           Standard Scale Armor Pts
   Location:                            L / R
   Fore:                                 10
   Left/Right Sides:                  10/10
   Aft:                                  10

Cargo:
   Bay 1:  Cargo (1) with 1 door                                    10,000.00
   Bay 2:  Cargo Handling Gear (1)                                     200.00


Crew and Passengers:
      1 Officers (1 minimum)                                            10.00
      6 Flight Computers                                                  .75
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0      12,999.25
Tons Left:                                                                .75

Calculated Factors:
Total Cost:        121,063,376 C-Bills
Battle Value:      110
Cost per BV:       1,100,576.15
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 28,417
                   (14,082 Structure, 13,025 Life Support, 1,310 Weapons)
                   Support Points (SP) = 6,303  (22% of MPV)
BattleForce2:      MP: 3,  Armor/Structure: 1 / 0
                   Damage PB/M/L: -/-/-,  Overheat: 0
                   Class: DL;  Point Value: 1
                   Specials: sph
Here is a possible 10,000 ton Unpressurized Shipyard Module.
Code:
AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Station Module (Shipyard) 10 LASH UPYRD
Tech:              Inner Sphere / 3067
Vessel Type:       Space Station
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              10,000 tons
Length:            219 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Station Module (Shipyard) 10 LASH UPYRD
Mass:              10,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          120.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Structural Integrity: 1                                                100.00
Total Heat Sinks:    60 Single                                            .00
Fuel & Fuel Pumps:                                                     106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 10.00
Fire Control Computers:                                                   .00
Armor Type:  Standard  (83 total armor pts)                             52.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 18
   Fore-Left/Right:                   13/13
   Aft-Left/Right:                    13/13
   Aft:                                  13

Cargo:
   Bay 1:  UnPress Repair Facil. (275,000 T Capy)                    6,875.00
   Bay 2:  Small Craft (2) with 2 doors                                400.00
   Bay 3:  Assorted Offices and Shops (1)                            1,700.00

Life Boats:  10 (7 tons each)                                           70.00

Crew and Passengers:
      8 Officers (7 minimum)                                            80.00
     39 Crew (39 minimum)                                              273.00
     10 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%)                                              200.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0       9,986.00
Tons Left:                                                              14.00

Calculated Factors:
Total Cost:        6,884,370,060 C-Bills
Battle Value:      1,420
Cost per BV:       4,848,147.93
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 5,512
                   (1,462 Structure, 3,450 Life Support, 600 Weapons)
                   Support Points (SP) = 54,132  (982% of MPV)
A 10Kton Construction habitat for near 700 personnel with a year’s worth of supplies and decent comforts.
Code:
AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Station Module (Habitat) 10k LASH HAB
Tech:              Inner Sphere / 3067
Vessel Type:       Space Station
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              10,000 tons
Length:            219 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Station Module (Habitat) 10k LASH HAB
Mass:              10,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          120.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Structural Integrity: 1                                                100.00
Total Heat Sinks:    60 Single                                            .00
Fuel & Fuel Pumps:                                                     106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 10.00
Fire Control Computers:                                                   .00
Food & Water:  (365 days supply)                                     1,171.75
Armor Type:  Standard  (259 total armor pts)                           162.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 44
   Fore-Left/Right:                   43/43
   Aft-Left/Right:                    43/43
   Aft:                                  43

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                      500.00
   Bay 2:  Small Craft (4) with 2 doors                                800.00
   Bay 3:  Assorted Comforts (1)                                     1,000.00

Grav Decks #1 - 4:  (200-meter diameter)                               400.00
Life Boats:  110 (7 tons each)                                         770.00

Crew and Passengers:
    110 Officers (100 minimum)                                       1,100.00
     12 Marines                                                         60.00
    500 Construction Crew                                            3,500.00
     20 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%)                                              200.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0       9,999.75
Tons Left:                                                                .25

Calculated Factors:
Total Cost:        232,205,060 C-Bills
Battle Value:      4,221
Cost per BV:       55,011.86
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 39,277
                   (5,977 Structure, 32,700 Life Support, 600 Weapons)
                   Support Points (SP) = 2,022,150  (5148% of MPV)
BattleForce2:      Not applicable
This is a 10Kton Tender module with three small factories that I would equate to machine shops and fabrication gear to be used with the shipyard.
Code:
AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Station Module (Factory) 10k LASH ASYMB
Tech:              Inner Sphere / 3067
Vessel Type:       Space Station
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              10,000 tons
Length:            219 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Station Module (Factory) 10k LASH ASYMB
Mass:              10,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          120.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Structural Integrity: 1                                                100.00
Total Heat Sinks:    60 Single                                            .00
Fuel & Fuel Pumps:                                                     106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 10.00
Fire Control Computers:                                                   .00
Armor Type:  Standard  (60 total armor pts)                             37.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 10
   Fore-Left/Right:                   10/10
   Aft-Left/Right:                    10/10
   Aft:                                  10

Cargo:
   Bay 1:  Small Factory (1) with 2 doors                            2,500.00
   Bay 2:  Small Factory (1) with 2 doors                            2,500.00
   Bay 3:  Small Factory (1) with 2 doors                            2,500.00
   Bay 4:  Assorted offices and spaces (1)                           1,117.00
   Bay 5:  Small Craft (2)                                             400.00

Life Boats:  8 (7 tons each)                                            56.00

Crew and Passengers:
      8 Officers (7 minimum)                                            80.00
     39 Crew (39 minimum)                                              273.00
     10 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%)                                              200.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0       9,999.50
Tons Left:                                                                .50

Calculated Factors:
Total Cost:        8,615,060 C-Bills
Battle Value:      1,053
Cost per BV:       8,181.44
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 5,498
                   (1,448 Structure, 3,450 Life Support, 600 Weapons)
                   Support Points (SP) = 152,685  (2777% of MPV)
BattleForce2:      Not applicable
10Kton Cargo Stores Module
Code:
AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Station Module (Stores) 10k LASH STRG
Tech:              Inner Sphere / 3067
Vessel Type:       Space Station
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              10,000 tons
Length:            219 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Station Module (Stores) 10k LASH STRG
Mass:              10,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          120.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Structural Integrity: 1                                                100.00
Total Heat Sinks:    60 Single                                            .00
Fuel & Fuel Pumps:                                                     106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 10.00
Fire Control Computers:                                                   .00
Food & Water:  (3345 days supply)                                      786.00
Armor Type:  Standard  (60 total armor pts)                             37.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 10
   Fore-Left/Right:                   10/10
   Aft-Left/Right:                    10/10
   Aft:                                  10

Cargo:
   Bay 1:  Cargo (1) with 2 doors                                    2,500.00
   Bay 2:  Cargo (1) with 2 doors                                    2,500.00
   Bay 3:  Cargo (1) with 2 doors                                    2,500.00
   Bay 4:  Assorted offices and spaces (1)                             700.00

Life Boats:  8 (7 tons each)                                            56.00

Crew and Passengers:
      8 Officers (7 minimum)                                            80.00
     39 Crew (39 minimum)                                              273.00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%)                                              200.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0       9,968.50
Tons Left:                                                              31.50

Calculated Factors:
Total Cost:        8,165,060 C-Bills
Battle Value:      1,053
Cost per BV:       7,754.09
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 4,673
                   (1,123 Structure, 2,950 Life Support, 600 Weapons)
                   Support Points (SP) = 54,132  (1158% of MPV)
BattleForce2:      Not applicable
A 10K Hanger module for small craft including a small pressurized repair hanger.
Code:
AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Station Module (Hanger) 10k LASH HNGR
Tech:              Inner Sphere / 3067
Vessel Type:       Space Station
Rules:             Level 1, Standard design
Rules Set:         AeroTech2

Mass:              10,000 tons
Length:            219 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:          None
------------------------------------------------------------------------------
Class/Model/Name:  Station Module (Hanger) 10k LASH HNGR
Mass:              10,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          120.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Structural Integrity: 1                                                100.00
Total Heat Sinks:    60 Single                                            .00
Fuel & Fuel Pumps:                                                     106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 10.00
Fire Control Computers:                                                   .00
Armor Type:  Standard  (60 total armor pts)                             37.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 10
   Fore-Left/Right:                   10/10
   Aft-Left/Right:                    10/10
   Aft:                                  10

Cargo:
   Bay 1:  Press Repair Facil. (6,000 T Capy, 2 doors)                 450.00
   Bay 2:  Small Craft (24) with 8 doors                             4,800.00
   Bay 3:  Cargo (1) with 2 doors                                    2,000.00
   Bay 4:  Assorted Offices and Spaces (1)                           1,700.00

Life Boats:  8 (7 tons each)                                            56.00

Crew and Passengers:
      8 Officers (7 minimum)                                            80.00
     39 Crew (39 minimum)                                              273.00
    120 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%)                                              200.00
------------------------------------------------------------------------------
TOTALS:                                                Heat: 0       9,932.50
Tons Left:                                                              67.50

Calculated Factors:
Total Cost:        313,595,060 C-Bills
Battle Value:      1,053
Cost per BV:       297,811.07
Weapon Value:      0 (Ratio = .00)
Damage Factors:    SRV = 0;  MRV = 0;  LRV = 0;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 15,418
                   (5,868 Structure, 8,950 Life Support, 600 Weapons)
                   Support Points (SP) = 54,132  (351% of MPV)
BattleForce2:      Not applicable
And for your defensive needs, a battle module to ward off the occasional pirate or curious onlooker.
Code:
AeroTech 2 Vessel Technical Readout
                                  VALIDATED

Class/Model/Name:  Station Module (Battle) 10k LASH BTTL
Tech:              Inner Sphere / 3067
Vessel Type:       Space Station
Rules:             Level 3, Standard design
Rules Set:         AeroTech2

Mass:              10,000 tons
Length:            219 meters
Power Plant:       Standard
Safe Thrust:       0
Maximum Thrust:    0
Armor Type:        Standard
Armament:          
   24 Laser AMS
   24 ER Large Laser
   24 ER Medium Laser
   24 LRM 20
   24 Streak SRM 6
    1 AR10 Launcher
------------------------------------------------------------------------------
Class/Model/Name:  Station Module (Battle) 10k LASH BTTL
Mass:              10,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                          120.00
Thrust:  Safe Thrust: 0
      Maximum Thrust: 0
Structural Integrity: 1                                                100.00
Total Heat Sinks:    1,000 Single                                      940.00
Fuel & Fuel Pumps:                                                     106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                 10.00
Fire Control Computers:                                                 34.00
Armor Type:  Standard  (1,260 total armor pts)                         787.50
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                210
   Fore-Left/Right:                  210/210
   Aft-Left/Right:                   210/210
   Aft:                                 210

Cargo:
   Bay 1:  Fighters (24) with 8 doors                                3,600.00
   Bay 2:  Cargo (1)                                                 1,000.00
   Bay 3:  Assorted Spaces (1)                                         162.00
   Bay 4:  Small Craft (2)                                             400.00

Life Boats:  8 (7 tons each)                                            56.00

Crew and Passengers:
     12 Officers (12 minimum)                                          120.00
     39 Crew (35 minimum)                                              273.00
     21 Gunners (21 minimum)                                           147.00
     58 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
4 Laser AMS                Nose        --     --     --     --   48      6.00
4 ER Large Laser           Nose     3(32)  3(32)  3(32)     --   48     20.00
4 ER Medium Laser          Nose     2(20)  2(20)     --     --   20      4.00
4 LRM 20(42 rounds)        Nose     5(48)  5(48)  5(48)     --   24     47.00
4 Streak SRM 6(60 rounds)  Nose     5(48)     --     --     --   16     22.00
1 AR10 (10 KW, 20 B)       Nose         *      *      *      *   20  1,350.00
4 Laser AMS                FL/R        --     --     --     --   96     12.00
4 ER Large Laser           FL/R     3(32)  3(32)  3(32)     --   96     40.00
4 ER Medium Laser          FL/R     2(20)  2(20)     --     --   40      8.00
4 LRM 20(42 rounds)        FL/R     5(48)  5(48)  5(48)     --   48     94.00
4 Streak SRM 6(60 rounds)  FL/R     5(48)     --     --     --   32     44.00
4 Laser AMS                AL/R        --     --     --     --   96     12.00
4 ER Large Laser           AL/R     3(32)  3(32)  3(32)     --   96     40.00
4 ER Medium Laser          AL/R     2(20)  2(20)     --     --   40      8.00
4 LRM 20(42 rounds)        AL/R     5(48)  5(48)  5(48)     --   48     94.00
4 Streak SRM 6(60 rounds)  AL/R     5(48)     --     --     --   32     44.00
4 Laser AMS                Aft         --     --     --     --   48      6.00
4 ER Large Laser           Aft      3(32)  3(32)  3(32)     --   48     20.00
4 ER Medium Laser          Aft      2(20)  2(20)     --     --   20      4.00
4 LRM 20(42 rounds)        Aft      5(48)  5(48)  5(48)     --   24     47.00
4 Streak SRM 6(60 rounds)  Aft      5(48)     --     --     --   16     22.00
1 Lot Spare Parts (2.00%)                                              200.00
------------------------------------------------------------------------------
TOTALS:                                              Heat: 956       9,999.50
Tons Left:                                                                .50

Calculated Factors:
Total Cost:        181,380,060 C-Bills
Battle Value:      28,074
Cost per BV:       6,460.78
Weapon Value:      26,226 (Ratio = .93)
Damage Factors:    SRV = 961;  MRV = 470;  LRV = 162;  ERV = 12
Maintenance:       Maintenance Point Value (MPV) = 36,068
                   (5,808 Structure, 7,100 Life Support, 23,160 Weapons)
                   Support Points (SP) = 82,380  (228% of MPV)
BattleForce2:      Not applicable
We're all familiar with the modular space station concept. Heck, a Starlord could hold all six of the basic modules making a mobile yardship!
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Old Jan 23rd 2010, 2:05am   #284
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Right then! It sounds like the somewhat idle Earth shipyards, more to the point submarine manufacturers, who are most likely experiencing a drop in sub contracts, can have a nice fat project to rush. Do you remember the 10Kton lift platform I mentioned based on the lower section of a mule dropship and the related 10Kton modules?
That's a good idea y'know. Hope your habitat has a grav deck though, otherwise the poor inhabitants are gonna suffer from 0g body degradation after a while. In every other respect your setup is good way to get a Space Industry going near resource rich locations in the Solar System or in the future Colony Systems. Write up a story segment of someone pitching this concept to the PTB in the CSN.
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Old Jan 23rd 2010, 5:26am   #285
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Right then! It sounds like the somewhat idle Earth shipyards, more to the point submarine manufacturers, who are most likely experiencing a drop in sub contracts, can have a nice fat project to rush.
I had that idea earlier, just that I had 2000 ton modules for space station only...
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Old Jan 23rd 2010, 5:31am   #286
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About the stations lack of Grav decks, aren't there like hundreds of station designs built like this



wouldn't that alleviate the need for a grav deck?
If you need a Zero G work space just put them on the central Axel of the station.
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Old Jan 23rd 2010, 9:52am   #287
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By egaroadkill


That's a good idea y'know. Hope your habitat has a grav deck though, otherwise the poor inhabitants are gonna suffer from 0g body degradation after a while. In every other respect your setup is good way to get a Space Industry going near resource rich locations in the Solar System or in the future Colony Systems. Write up a story segment of someone pitching this concept to the PTB in the CSN.
Yes, the habitat has four 200 meter rotating rings figured into the mass and costs. They're listed about halfway through the HMaero printout.

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I had that idea earlier, just that I had 2000 ton modules for space station only...
I remember you talking about it. You should cue them up. I picked 10K as being about the size of a normal submarine that gets cranked out about six per year peak each at Electric Boat and Newport News coldwar peacetime or tripple that should a real war economy get going. There are maybe six other naval yards in Russiax2, England, China, France and another in the US capable of the same quick push.
Then again, the Germans, Koreans, Japanese, Chinese and a few others can spit out up to 3000 ton subs at a phenomenal rate. Maybe it would be more efficient and expeditious for two station module sizes?

Last edited by egaroadkill; Jan 23rd 2010 at 10:07am.
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Old Jan 23rd 2010, 9:56am   #288
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Grav decks are light and can easily be added to all of them.
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Old Jan 23rd 2010, 10:36am   #289
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Originally Posted by egaroadkill View Post
Right then! It sounds like the somewhat idle Earth shipyards, more to the point submarine manufacturers, who are most likely experiencing a drop in sub contracts, can have a nice fat project to rush.
Not only that, but there were a lot of shipyards going bankrupt in the 2000s. This could save some of them and allow new yards on the structures of the old ones. No government will prefer paying welfare to buying ships that improve infrastructure, get qualified people back on the job and increase tax income…
Plus, those yards were building cargo ships, ocean liners or tankers. I don’t think they will need a 10,000/13,000T limit.
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Old Jan 23rd 2010, 11:09am   #290
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Just got a few minutes of internet time.



Not only that, but there were a lot of shipyards going bankrupt in the 2000s. This could save some of them and allow new yards on the structures of the old ones. No government will prefer paying welfare to buying ships that improve infrastructure, get qualified people back on the job and increase tax income…
Plus, those yards were building cargo ships, ocean liners or tankers. I don’t think they will need a 10,000/13,000T limit.
Nice idea, I like!
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Old Jan 24th 2010, 8:43am   #291
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Of course they could build far bigger ships (with the "problem" of their real life products not being measured in the same tons as BT ships are).
But measured in ISO Containers, this would be around 417. 1,000 are "first generation", while modern ships can transport about 14,000 of them.

SO they should be able to build a 10 kiloton cargo hold without any problems at all.
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Old Jan 24th 2010, 12:11pm   #292
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Of course they could build far bigger ships (with the "problem" of their real life products not being measured in the same tons as BT ships are).
But measured in ISO Containers, this would be around 417. 1,000 are "first generation", while modern ships can transport about 14,000 of them.

SO they should be able to build a 10 kiloton cargo hold without any problems at all.
I was actually thinking about todays containers and how to integrate them without much fuss. What I was picturing would be a standard “whatever sized” pressurized container having a carousel or stacking assembly inside that accepted standard full, half and other odd sized containers as cartridges loaded inside. This way todays containers can stay the way they are making pressurized ones unnecessary.

Then again, the other way round would work fine too. Pressurized containers mounted in an unpressurized framework modeled for whatever standard bulk lift weight and dimensions the various lifting platforms/dropships would carry.
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Old Jan 24th 2010, 12:19pm   #293
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Originally Posted by egaroadkill View Post
I was actually thinking about todays containers and how to integrate them without much fuss. What I was picturing would be a standard “whatever sized” pressurized container having a carousel or stacking assembly inside that accepted standard full, half and other odd sized containers as cartridges loaded inside. This way todays containers can stay the way they are making pressurized ones unnecessary.

Then again, the other way round would work fine too. Pressurized containers mounted in an unpressurized framework modeled for whatever standard bulk lift weight and dimensions the various lifting platforms/dropships would carry.
Well, is there such a thing as a SL/IS-standard container or equivalent logistic system?
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Old Jan 24th 2010, 12:31pm   #294
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Well, is there such a thing as a SL/IS-standard container or equivalent logistic system?
I once put forward that very same question on a BBS long ago and got no answers. Some friends and I surmised that it was once quite common during the Leagues height but that during the early succession wars such a complex distribution infrastructure would likely have been blown to bits and later requiring too much organization and effort to develop/maintain with the surviving Inner Sphere economy. We figured that it was only the natural development of Dropships into becoming the simple, multirole bulk transports, the tramp steamers of their age.

If anyone knows that the Spheroids use standardized containers, I’d like to know.
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Old Jan 24th 2010, 12:40pm   #295
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Originally Posted by egaroadkill View Post
I once put forward that very same question on a BBS long ago and got no answers. Some friends and I surmised that it was once quite common during the Leagues height but that during the early succession wars such a complex distribution infrastructure would likely have been blown to bits and later requiring too much organization and effort to develop/maintain with the surviving Inner Sphere economy. We figured that it was only the natural development of Dropships into becoming the simple, multirole bulk transports, the tramp steamers of their age.

If anyone knows that the Spheroids use standardized containers, I’d like to know.
Imho it's nearly inevitable that the Star League had a standardized logistics system - and their cargo haulers designed around this. We could refit all the standard dropships to CEarth containers (or find out the Star League still used "our" containers because refitting the whole planetary infrastructure just because the colonies want something new (while they were placed with Earth containers in mind) was simply to expensive) - or use their system.
In the best case, we could find blueprints for CEarth standard containers a few tech levels better... That's what I consider the most realistic idea as the containers went into service in the 1950s - long before the divergence - and harbors, trucks, airplanes and even trains are designed around them so that you basically have to buy everything new if you decide to switch the set of containers...
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Old Jan 24th 2010, 12:50pm   #296
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(or find out the Star League still used "our" containers…
That would be a fun bit of irony. I love it!
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Old Jan 24th 2010, 12:53pm   #297
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Which makes perfect economical sense and fits perfectly with this.

Edit: Apparently, that's not true. ( http://www.snopes.com/history/american/gauge.asp )

Last edited by walkir; Jan 24th 2010 at 1:04pm.
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Old Jan 24th 2010, 1:06pm   #298
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Imho it's nearly inevitable that the Star League had a standardized logistics system - and their cargo haulers designed around this. We could refit all the standard dropships to CEarth containers (or find out the Star League still used "our" containers because refitting the whole planetary infrastructure just because the colonies want something new (while they were placed with Earth containers in mind) was simply to expensive) - or use their system.
In the best case, we could find blueprints for CEarth standard containers a few tech levels better... That's what I consider the most realistic idea as the containers went into service in the 1950s - long before the divergence - and harbors, trucks, airplanes and even trains are designed around them so that you basically have to buy everything new if you decide to switch the set of containers...
Hell, I think I wanted to fluff the Inner Sphere still using standard 110 AC (220 AC?) outlets because there had never been any reason to change things.

Edit: IIRC, that bit of fluff never actually made it into the actual story, mostly because New Zealand doesn't use the same outlets the rest of the world uses.
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Old Jan 24th 2010, 1:08pm   #299
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Hell, I think I wanted to fluff the Inner Sphere still using standard 110 AC (220 AC?) outlets because there had never been any reason to change things.

Edit: IIRC, that bit of fluff never actually made it into the actual story, mostly because New Zealand doesn't use the same outlets the rest of the world uses.
If only there were a standardized voltage or just a standard plug...

http://en.wikipedia.org/wiki/Mains_power_systems
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Old Jan 24th 2010, 2:22pm   #300
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I came across this looking around the net. When earth starts building there own Dropships for the GDI we should steal this idea right away.
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So go the SR-71 route. The hamstermechs in the left engine don't even know there is also a right engine, let alone that there are hamstermechs there. And then, they can't stage Trials of Hamsterihilation.

Last edited by Kooler; Jan 24th 2010 at 2:33pm.
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