Saturday, May 5, 2012

Simple Complexity.. or is it Complex Simplicity..


Hard science fiction spacecraft design seems to necessitate complexity, but is that true?  There is no doubt that some complexity is needed in order to reflect real world engineering limitations and physics, but does that mean the entire design sequence must therefore be complex?  I think not.

The target here is a design process somewhere between CT Bk2 and CT Bk5 in simplicity but with the addition of a few items specific to the setting, inclusion of a few popular items, and removal of anything not supported by the setting.

Hull section replaced by:

Hulls - Take 2 - Mass Effect?


Hull
A Dark Stars hull specification has a size in displacement tons, an atmospheric rating, and a structural rating.  The first is simply the overall size of the spacecraft in familiar Traveller (CT) displacement tons.  The atmospheric rating is a combination of overall shape and atmospheric performance.  The structural rating is a combination of armor value, maximum acceleration rating, and agility rating (basically rate of turning).

Unfortunately realistic hull designs require a fair bit of math.  A table of common hull sizes is provided to alleviate this in most cases.

CodeAtmospheric ratingHull cost modifierWaste hull volume percentage
0Non-atmospheric1.00
1Partial streamlining1.12
2Streamlined1.25
3Lifting body1.510

The structural factor of a spacecraft is given by the following formula:Sf =  (Td/1000)^(3/2); the square root of the cube of Td divided by 1000.
The structural rating is then given by:
Sr = Sf * Gq * Aq * 0.25 ; where Gq is the hull G rating in quarter G's, and Aq is the structure Agility rating in quarter G's.  Minimum values for Gq and Aq are 1.
The minimum structural rating is 1.

The minimum armor value is 1 (corresponds to Striker AV32; AV2 would be AV40 or High Guard 0).
Armor volume correction = 10 / Td^(1/3); ten divided by the cube root of Td.
The armor material rating is the armor value multiplied by the armor volume correction factor.
The maximum armor value is equivalent to the tech level of hull construction.
The minimum armor material rating is 1.

The material volume required is given by multiplying the sum of the armor material rating and the structural rating by the material volume tech level modifier.

TLPercent of craft per material rating
7-92.0
10-111.5
12-131.0
14-150.5

Hull cost is MCr 1.0 per Td of hull material multiplied by the hull cost modifier.

Maximum number of hardpoints =0.75 * Td^(1/2); three quarters of the square root of Td.
Turrets and fixed weapon mounts require one hardpoint each; 50 Td bays require three hardpoints each; 100 Td bays require five hardpoints each.


The following table gives structural factors, armor volume multipliers, and maximum hardpoints for a variety of common hull sizes.
Hull size Sf AVM Max Hardpoints
10 0.01 4.65 2
15 0.01 4.06 2
20 0.01 3.69 3
25 0.01 3.42 3
30 0.01 3.22 4
35 0.01 3.06 4
40 0.01 2.93 4
45 0.01 2.82 5
50 0.02 2.72 5
55 0.02 2.63 5
60 0.02 2.56 5
65 0.02 2.49 6
70 0.02 2.43 6
75 0.03 2.38 6
80 0.03 2.33 6
85 0.03 2.28 6
90 0.03 2.24 7
95 0.03 2.2 7
100 0.04 2.16 7
150 0.06 1.89 9
200 0.09 1.71 10
250 0.13 1.59 11
300 0.17 1.5 12
350 0.21 1.42 14
400 0.26 1.36 15
450 0.31 1.31 15
500 0.36 1.26 16
600 0.47 1.19 18
700 0.59 1.13 19
800 0.72 1.08 21
900 0.86 1.04 22
1000 1 1 23
1100 1.16 0.97 24
1200 1.32 0.95 25
1300 1.49 0.92 27
1400 1.66 0.9 28
1500 1.84 0.88 29
1600 2.03 0.86 30
1700 2.22 0.84 30
1800 2.42 0.83 31
1900 2.62 0.81 32
2000 2.83 0.8 33
2100 3.05 0.79 34
2200 3.27 0.77 35
2300 3.49 0.76 35
2400 3.72 0.75 36
2500 3.96 0.74 37
2600 4.2 0.73 38
2700 4.44 0.72 38
2800 4.69 0.71 39
2900 4.94 0.71 40
3000 5.2 0.7 41
3100 5.46 0.69 41
3200 5.73 0.68 42
3300 6 0.68 43
3400 6.27 0.67 43
3500 6.55 0.66 44
3600 6.84 0.66 45
3700 7.12 0.65 45
3800 7.41 0.65 46
3900 7.71 0.64 46
4000 8 0.63 47
4100 8.31 0.63 48
4200 8.61 0.62 48
4300 8.92 0.62 49
4400 9.23 0.62 49
4500 9.55 0.61 50
4600 9.87 0.61 50
4700 10.19 0.6 51
4800 10.52 0.6 51
4900 10.85 0.59 52
5000 11.19 0.59 53
5100 11.52 0.59 53
5200 11.86 0.58 54
5300 12.21 0.58 54
5400 12.55 0.57 55
5500 12.9 0.57 55
5600 13.26 0.57 56
5700 13.61 0.56 56
5800 13.97 0.56 57
5900 14.34 0.56 57
6000 14.7 0.56 58
6100 15.07 0.55 58
6200 15.44 0.55 59
6300 15.82 0.55 59
6400 16.2 0.54 60
6500 16.58 0.54 60
6600 16.96 0.54 60
6700 17.35 0.54 61
6800 17.74 0.53 61
6900 18.13 0.53 62
7000 18.53 0.53 62
7100 18.92 0.53 63
7200 19.32 0.52 63
7300 19.73 0.52 64
7400 20.14 0.52 64
7500 20.54 0.52 64
7600 20.96 0.51 65
7700 21.37 0.51 65
7800 21.79 0.51 66
7900 22.21 0.51 66
8000 22.63 0.5 67
8100 23.06 0.5 67
8200 23.49 0.5 67
8300 23.92 0.5 68
8400 24.35 0.5 68
8500 24.79 0.49 69
8600 25.23 0.49 69
8700 25.67 0.49 69
8800 26.11 0.49 70
8900 26.56 0.49 70
9000 27 0.49 71
9100 27.46 0.48 71
9200 27.91 0.48 71
9300 28.37 0.48 72
9400 28.82 0.48 72
9500 29.29 0.48 73
9600 29.75 0.48 73
9700 30.22 0.47 73
9800 30.68 0.47 74
9900 31.15 0.47 74
10000 31.63 0.47 75

A couple of notes:
The maximum hardpoint figure is based on estimated surface area with a break even (to normal rules) at 5600Td.
Under 1000Td armor requires more volume for a given value, this reflects the non-linear surface area vs volume relationship.
The 1000Td figure is also the breakpoint for structural volumes, high G-rated, high Agility value large hulls require extensive structural support.

This is still a work in progress but I believe it is a good starting point.
Till next time,
Omnivore out



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