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Table of Contents

1 Definition...............................1
A Define Technology.......................1
B Define Ship's Purpose................1

2 Superstructure......................2
A Hull............................................2
B Internal Structure......................2

3 Drives....................................2
A Gravitic Wave Drives...................2
B Graviton Displacement Fields.....3
C Light Speed Modulators..............3

Galactic League Ship Design System


by
Marcus Sweeve
Galactic Legion Chief of Engineering

1993, 2007 Jonathan Schattke and The Galactic League

D Non-Field STL............................3

4 Power Generation...................4
A Total Conversion.........................4
B Antimatter..................................4
C Fusion........................................4
D Batteries....................................5

5 Offense..................................5
A Blasters......................................5
B Missile Launchers......................5

6 Defense..................................5
A Deflector Screens........................5
B Energy Shields...........................6

7 Life Support...........................7
8 Sensors..................................7

Galactic League Ship Design System

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Page: 2

1 Definition
A Passive Sensors..........................7
B Active Sensors............................7

9 Computers.............................7
10 Cargo...................................8
Appendix 1 - Tables..................9
Table 1 - Typical Energy Use Densities For Technology Levels 9
Table 2 - Typical Ship Allocation Percentages
9

Appendix
Appendix
Appendix
Appendix

2
3
4
5

Algebraic Formulas and Using a Calculator


Full Design Example
9
Standard Component Design Example
13
Formulas...........14

2 Superstructure.........................14
3A Gravitic Wave Drives...............14
B Graviton Displacement Fields.. .14
C Light Speed Modulators............14
4B Antimatter..............................14
4D Batteries................................14
5A Blasters..................................14
5B Missile Launchers..................14
6A Deflector Screens....................15
6B Energy Shields.......................15
7 Life Support.............................15
8A Passive Sensors......................16
8B Active sensors........................16
9 Computers................................16

A Define Technology
The technology of the ship must be
designated. Technology is a multifaceted thing, which for our purposes
shall be defined as consisting of the
Energy Use Density (EUD), the
Technology Level (TL), and the Field
Knowledge Level (FKL). Every piece of
equipment will be based on these
three culture specific numbers. If you
have designed the race, apply
reasonable figures here. If you are
designing a ship for another person's
race, contact them to find their

figures. If they don't know, contact


Legion Engineering to find the figures.
The Energy Use Density is
measured in cubic meters and tons
per gigawatt of power used. EUD is
based on TL, but will be varied from
the value listed in the table to reflect
the proficiencies of the culture. For
instance, in 2007, a megawatt coil is
used in substations: A 2500kVA (that
is, 2.5 MW) is 3.1 cubic meters;
managing a gigawatt, then, would take
400 of these; or 1200 cubic meters.
And thats nearly solid copper and

1993 Jonathan Schattke and The Galactic League

Galactic League Ship Design System

2 Superstructure
iron; that would require perhaps 7x
the mass; over 8,000 tons per GW.
The FKL ranges from 0, indicating
no knowledge of the field configuration forces, to 100, indicating
complete knowledge. FKL is based on
time since discovery, and ingenuity.
TL is measured on an arbitrary
Technology scale. If a culture has a
decimal portion to their TL, the
decimal is the amount they are on the
way to the next TL. Table 1 in appendix 1 references TL to EUD.

B Define Ship's Purpose


Will the ship be a fast patrol craft,
or a lumbering battle wagon? A
courier ship or a freighter? Without a
firm idea of the purpose for the craft,
you will not be able to come up with a
reasonable allocation of drives, battle
capacity, power level, range, passengers, crew and cargo. For some
standard percentages, see Table 2 in
appendix 1.
This is the domain of the wonder
materials. Both of these are based on
TL. Strength of materials rises in a
4

curve approximated by the formula .


Such materials have densities typified
by the formula .

A Hull
The Hull stops air from escaping,
provides protection when defense
screens fail, can provide physical support and gives you a place to paint

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Page: 3

nice pictures. Hull strength should be


rated on Tensile strength, in Newtons,
the resistance to breaking; and energy
absorption in , the amount of energy a
cubic meter will be vaporized by. It
should have a density figure, so that
mass can be calculated. It should be
based upon material science, thus TL.
For Ease, we have a strength scale,
with density being likewise based on
TL. A strength 1 material will absorb
before vaporizing, and withstand 1
GPa . Mild steel, for instance, has a
toughness of 0.5 Gpa and can take
about .
The amount of hull material used
will be based on the surface area of
the ship design, and the strength desired. A strength 1 hull will absorb .

B Internal Structure
The Internal Structure is often
minimal in commercial ships, and the
rating will merely be a classification of
the solidity of the Unit Body. Even so,
a ship must have a minimum of 1% of
its volume allocated to structure.
Structure is rated in compression
strength, in Gpa . What maneuvers
you can engage in (in normal space)
are limited by your internal structure
and your inertial dampeners.
Inertial dampeners use power
depending upon the volume of the
ship. Inertial dampeners to the limit
of your Gravitic Wave drive are
counted as part of that unit.
Internal structure is based on the
same strength and density figures as
Hull material, and the amount used

1993 Jonathan Schattke and The Galactic League

Galactic League Ship Design System

3 Drives
will be based on the volume of the
ship. A strength 1 structure will
handle 10 G maneuvers. Structure
will require 5% of the ship's volume, of
strength points per structure point.
Hull material is counted as structural
material at a rate.

A Gravitic Wave Drives


Gravitic Wave Drives (GWDs) create
a gravitational gradient in the desired
direction of travel, causing the ship to
"fall" through space. GDWs are rated
by the acceleration they provide, but
are limited by the force they provide,
in Newtons. The maximum force is
based on FKL, with the maximum
force being equal to 10 7 * FKL 4 . A 1G
drive for a 100 ton vessel would
require 1,000,000 N. One standard G
is 10 , slightly more than the gravity of
Earth (which is 9.8 ).
Power requirements are based on
the following formula:
N = G * M * 10
W=N*
G = Acceleration
M = Mass of vessel, Tons
W = Power in Watts
A culture with an FKL of 5 may
design a 6.25*10 9 N drive, FKL 20
may design a 1.6*10 12 N drive, FKL 50
may design a 6.25*10 13 N drive.

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Page: 4

B Graviton Displacement Fields


Graviton Displacement Fields
prevent Gravitic interaction between
vessels and the rest of the universe.
GDFs are rated according to the
strength of gravitic field they can
displace, and they are limited by the
density of gravitic field they can
displace. The maximum is based on
FKL, with the maximum field being .
2 * FKL G.
GDFs use energy based on the
following formula
GW = * .00004 * F * M
M = mass of vessel, tons
F = Maximum Field, G
GW = Power, GigaWatts

C Light Speed Modulators


Light Speed Modulators modify the
universe in and around the starship,
in order to provide faster than normal
light speed travel. A LSM will not
propell a ship, but allows it to travel
very fast under other drives. LSMs are
rated by Factors, which are the cubed
root of the light speed multiplier over
normal space. The maximum factor is
based on FKL, with the maximum
factor being 2.
Power use rises exponentially by
factor - it actually is a straight line
verses modified Lightspeed, and is
approximated with this formula
GW = * .000005 * F * (M + V)
M = mass of vessel, tons
F = Light Speed Modification Factor
GW = Power, GigaWatts

1993 Jonathan Schattke and The Galactic League

Galactic League Ship Design System

4 Power Generation
V = Volume of envelope, m
Accordingly, a culture with an FKL of
10 may design a drive to travel at
factor 2 (8 c); FKL 44 may design
factor 10; FKL 75 may design factor
33 (36,062 c or 15 min per lightyear)
[of course, the power requirements
will keep all but the most advanced
cultures from making a ship go so
fast].

D Non-Field STL
This is a large area, encompassing
everything from chemical fuel rockets
to quasi-mass gravitic drives. In
general, though, they range from
extremely inefcient, such as a TL 6
chemical rocket, using 99.9% of it's
mass to add 12,000 to a payload, to
merely energy hungry, such as a
TL 10 gravitic drive, using over
10,000 W to power a 1 N drive (which
even a FKL 1 culture can surpass).
A Total Conversion
Total conversion is the most efcient power supply. No culture known
of by the League has total conversion.
A total conversion power plant would
be able to convert a gram of any
matter into 8.988*10 13 joules of
power.
No League member state or
contacted civilization uses total
conversion.

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Page: 5

B Antimatter
Antimatter is the most efcient fuel
commonly available: each gram
provides 1.798*10 14 joules of energy.
At one gram per hour, this will provide
49.931 GW. Most antimatter is stored
as positrons, a quark-level mirror of
an electron. An antimatter reactor
consists of a spherical reaction vessel,
made of dilithium crystals, where
positrons are annihilated with
electrons at one focus, each
annihilation producing 1.1 MeV, or
1.762*10 13 joules. The energy is
collected by a dilithium crystal at the
other focus, which rectifies it to a single wavelength, usually in the 1-2 cm
range. Antimatter reactors are rated
in grams/hr.
The size of an antimatter reactor
depends upon TL. Antimatter reactors
mass 40 * tons per gram per hour.
Antimatter systems require vacuum
containment for the antimatter, with
deflector screens to protect the walls
of the vessel. The containment
deflector screens may be active or
passive. Most Military vessels use
passive containment. Passive containment masses 8 kg * per gram, or 1
ton per 62.5 grams at FKL 50. This is
a passive force generator, so volume
will depend on the EUD ratio. Active
containment requires a deflector
screen to contain the antimatter. The
screen must be D 10 6 . Antimatter
may be stored as densely as 1t/m 3 in
such systems.
The amount of energy a culture
can get from a reactor is determined

1993 Jonathan Schattke and The Galactic League

Galactic League Ship Design System

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by it's TL. The antimatter efciency


for a tech level is 1 - .

C Fusion
Most Fusion systems are based on
the Hydrogen - Helium Cycle,
providing 6.15*10 11 joules per gram of
hydrogen. At a burn rate of 1 gram
per 12 seconds, such a plant will
produce 51.25 GW.
Fusion Reactors for cultures with
an FKL of 1 or more are based on
lowering the coulomb force in a small
volume of space, to allow fusion to
take place at low temperatures. The
generator to do this consumes less
than 50 W of power. The energy from
the reaction is contained in 2 helium
atoms and 2 antineutrinos, and thus
is difcult to capture. Most systems
use a deflector screen to channel
these into an energy absorbing material, which then lets the energy out
as heat, which is converted via
dilithium crystals, and fed into the
ship's power conduits.
Hydrogen is usually stored in the
liquid state. It takes 14 cubic meters
per ton, and must have an extra %
tonnage and volume to keep it
insulated. Gaseous Hydrogen masses
89.88 grams per cubic meter, or over
11,125 cubic meters per ton.
Some fusion reactors are based on
the less efcient Boron-Neon cycle,
providing 1.363*10 11 joules per gram
of boron. At a burn rate of 1 gram per
3 seconds, such a plant will produce
45.5 GW.

Page: 6

5 Offense
The reactor is similar, except that
the reaction releases all the energy as
high energy photons, able to be
converted by a dilithium crystal directly.
Boron may be stored either as
boron nitride gas or as boron metal.
The gas may be liquefied, in which
case one ton has a volume of 2 cubic
meters, or which 45% is boron.
Metallic boron has a density of 2.34
tons per cubic meter.
The fusion efciency for a tech level
is 1 - (maximum of 100%, of course).

D Batteries
Temporary storage of energy, for
emergency or pulse use, is done with
batteries and capacitors. These are
acquired at the EUD of the culture,
with a 1000 GJ capacitor taking the
space of 1 GW of power usage.
A Blasters
A Blaster cannon fires a high energy particle pulse, shaped to give it a
warp envelope. The warp envelope
feeds upon the thermal energy of the
particles, thus limiting the range.
Blasters are rated by their power level
at exit, their speed, and their range. A
typical Blaster system is 5 GW, Factor
30, 250 LS.
The power requirement formula is
W =P* * *
W = Watts
P = Watts of beam power

1993 Jonathan Schattke and The Galactic League

Galactic League Ship Design System

6 Defense
A = Accuracy of beam, in degrees of arc
minimum spead
Maximum range is based on FKL,
and is FKL 3 LS.

B Missile Launchers
Missile launchers are rated in the
number of tons of material they can
discharge, and the rate of fire. A
typical launcher fires a 5 ton missile
twice a second.
Power use is
W = m**R
m = missile mass
TL = Tech Level
R = Rate of Fire
Maximums are based on mass *
Rate of Fire, and the maximum is TL.
Volume and mass are based on the
missile size and rate of fire. Mass is *
m * . Launchers average about half
maximum material density, and never
less than twice missile volume.

A Deflector Screens
Deflector screens are designed to
block material. They are used internally to protect the structural parts
of antimatter reactors, and externally
to protect the hull of the ship from
meteoritic collision. They are rated by
the amount of mass-speed they will
deflect 90 degrees in a head-on collision. A 1,000 c-kg deflector will
provide protection from a 1 kg mass at
factor 10 [1000c].

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Page: 7

Power requirements are based on


the following formula:
W=S*D*
D = Deflector force, *c
W = Power, Watts
S = surface area, m 2
The maximum deflector is based on
FKL, with the maximum D being
0.2 * 10 Thus an FKL 10 culture
could make a D 20,000 deflector, and
an FKL 50 culture could make a
D 2x10 24 deflector.

B Energy Shields
An energy shield is designed to
have a two-fold effect. It is designed
to reflect energy, and to down-convert
unreflected energy. They are rated by
their reflection factor (a ratio), their
maximum reflection power (in watts),
their charging power (in watts), their
total energy sink (in joules), their
energy sink shifting rate (in watts
provided), and their maximum conversion rate (in watts). Most systems
match their maximum conversion to
the maximum reflection, although this
is not always done. A reflect 720 GW
at 4:1, charge 18 GW, sink 180 GJ,
shift 18 GW, convert 180 GW system
could handle a 1 gram antimatter
explosion on it's surface every tenth
second.
Power requirements formula for
each subsystem are:
W R = S * R**0.0001

1993 Jonathan Schattke and The Galactic League

Galactic League Ship Design System

7/12/16

W Cv = S * Cv**0.0005

W Ch = S * Ch**.01

SSk = *EUD

SSh = Sh*

R = Energy Reflected (in watts)


Ch = Watts Charged onto Converter (each
second)
Cv = Watts of incoming energy Converted
to heat (each second)
Sk = Maximum capacity of heat sink,
joules
Sh = Watts Shifted from heat to power
(each second)
W R = Watts, Maximum Reflection Rate
W Ch = Watts, Charge
SSk = Effective size of energy sink
SSh = Equivalent size of Shifting apparatus

S = Surface Area, m 2
The maximum Reflection is :1,
maximum reflection rate is
10,000 * (FKL * 2)4 , maximum charge
is 1000 * (FKL * 3)3 , there is no
maximum sink, maximum shifting is
TL * 50 GW, and maximum conversion
is 2000 * (FKL * 2)4 . Thus an FKL 10
culture may make a 1.6 GW at 1:1,
charge 27 MW, convert 320 MW

Page: 8

7 Life
8 Sensors
Support
system, FKL 50 may make a 1 TW at
5:1, charge 3.375 GW, convert 200 GW
system, and at TL 10 a culture may
cool 500 GW. Any number of shield
systems may be mounted to have
overlapping fields of coverage.
A shield's reflection system may be
tuned to allow energy of less than a
limit or energy of a certain waveband
through, for sensors. Tuning equipment requires an additional 1% of the
shield's reflection power.
Each Person on board ship needs
to be provided with life sustaining
substances. For humans, this means
Air, Water and Food. Air and water
supplies can be either a mechanical
recylers or a biological system, depending on the desires of the
designers. Either way, air and water
supplies require tons per human.
Food is usually not created on board
starships, but if you like, you can
designate tons and m 3 as food
production for a single human. Food
may be carried at the rate of 2 kg per
man-day. Other races WILL HAVE
DIFFERENT REQUIREMENTS.

A Passive Sensors
A ship's passive sensors are rated
by the amount of energy they can get
a firm datum from. This is dependent
on the largest dimension of the craft,
the technology of the sensors, the
power of the sensors, and the force
knowledge level of the culture.
Ws =

1993 Jonathan Schattke and The Galactic League

Galactic League Ship Design System

9 Computers
W s = Watts Sensed
W p = Watts Powering sensors
L = Length
Due to limitations on sensing
electronics, sensors may never use
more than 20 cubic meters.

B Active Sensors
Active sensors send out a precision
beam of energy. Passive sensors are
required with an active sensor system,
to interpret the energy reflected back.
Active sensors are rated by their
precision, in degrees of arc and
wavelength purity.
The maximum speed of the beam is
limited just as blasters.
Since sensors are not primarily
offensive devices, active sensor beams
usually do not have particles in the
warp packet, but only light. This gives
a more stable packet, thus extending
the range, but makes the beam almost
useless as a weapon, as a screen will
reflect the energy fairly effectively.
W = P****

W = Watts
P = Watts of beam power
LS = Range, Lightseconds
I = Beam Imputirty, Portion of Power
A = Beam Precision, Degrees
Maximum range is based on FKL,
and is FKL 3.25 LS.

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Page: 9

10 Cargo
Computers are the control systems
of the galaxy. At high speeds, the
computers must be capable of handling a battle unaided by the crew,
except for the captain's personality,
which is usually the basic block for
the computer to use for it's tactics. A
computer can have a reaction speed of
nanoseconds if it is powerful enough
to process the required amount of
data that quickly. Computers are
rated by the number of calculations
they can achieve per second (CPS).
Any field application requires computer capacity equivalent to 1 CPS per
watt. Sensors require 1 CPS per (W *
L). Talking requires 4*10 7 CPS per
voice, and Listening requires 1*10 12
CPS per conversation per language.
Running a personality (a copy of a
sentient's or a computer sentience)
requires 1*10 14 CPS.
A culture's maximum CPS is based
on 10 (TL * 1.5) . Thus you must be TL 8
to have a talking computer, and TL 9.4
to have a sentient computer.
A computer uses W per CPS.
Almost anything may be put in a
starship, if you designate the room
and mass to carry it. Appropriate allowances should be made for machinery, if you should want to have
launch facilities for small craft (treat it
like a misslile launcher). Most of
these are discretionary, but subject to
approval by league engineering. A
common use of extra space is living
quarters and a Bridge.

1993 Jonathan Schattke and The Galactic League

Appendix 1 - Tables
Table 1 - Typical Energy Use Densities For Technology Levels
TL

Typical EUD
(MT/GW)
(m 3 /GW)

Additional Power Sources

Muscle

2000.0

2000.0

Lever

1000.0

1000.0

Water

500.0

500.0

Coal (Steam)

100.0

200.0

Oil, Batteries (Electricity)

35.0

100.0

GeoThermal

27.5

75.0

Fission

20.0

65.0

Solar, RadioThermal

12.5

50.0

Fusion

7.5

25.0

Antimatter, ~50%

2.5

12.5

10

Antimatter, ~85%

1.0

4.0

11

Antimatter, 100%

0.3

1.0

12

Total Conversion

0.1

0.2

Table 2 - Typical Ship Allocation Percentages


Mass
(appx.
tons)

Drives

Typical % of ship used in


Shields
Power
Offense

Class

Description

Crew

MC

Mil. Courier

10,000

70

20

VC

Corvette

15,000

45

20

10

10

15

PT

Patrol

25,000

60

12

DR

Destroyer

35,000

45

25

10

15

FR

Frigate

60,000

45

25

10

15

BC

Cruiser

200,000

35

30

15

12

Appendix 3 - Full
Appendix
Design2 Example
- Algebraic Formulas and Using a
Calculator

BS

Battleship

400,000

25

30

15

20

10

CS

Ship Carrier

400,000

25

15

15

38

CT

Troop Carrier

400,000

15

25

10

10

40

SB

Military StarBase

2,000,000

10

35

10

12

33

5,000

30

10

50

100,000

15

75

Yacht

Freighter

Mining Ship

1,000,000

10

80

StarBase

3,000,000

10

75

This document is designed to be used by people who can read an algebraic


formula and use a scientific calculator to solve an algebraic formula. This section is to help those without these skills to acquire them.
In this appendix we will go through
40 m long, 30 m wide, and 7.9 m
the design of the Liberty class
high. We will call it an Exploration
exploration cutter, the first operaCutter, and we plan on using 40% for
tional starship fully designed and
drives, 20% for sheilds, 20% for power,
built on Travesty.
and 10% for offense and 10% for crew.
!A - Define Technology: Travesty's
2 - Superstructure: Travesty has a
technology level is the result of a
TL of 9.7. The Material strength
technology transfer between them and
formula then gives us a strength of
the Lorgsans. The Lorgsans didn't
74.65, with a density of 8.43 tons/m 3.
want to show their best cards, so they
2A - Hull: The Liberty class has a
gave them slightly less than their
hull surface area of 1,832 m2. A
level, about TL 9.7. Their EUD will be
0.075 m thick hull made with Trav1.8 m3 & 5 t/GW. Travesty has reesty's best strength 74.65 material will
cently been introduced to field
be strength 5.60, and take up
mechanics, they haven't had time to
137.40 m3. 137.40 m3 of density
experiment: their FKL rating is 54.
8.43 material will mass 1,158.74 tons.
1B - Define Ship's Purpose: The
2B - Internal Structure: The Liberty
Liberty class will be 8,800 tons, have
class' designers wanted a strength 10
structure (100 G integrity). This will
a volume of 3,200 m3 , and a surface
take 50% of 3,200 m3, or 1600.0,
area of 1,832 m2 . Overall, it will be

strength. Travesty can satisfy the


strength requirements with 1189.7
strength of additional material (The
137.4 m3 of hull material will count as
410.3 strength), which will use 15.94
m3. 15.94 m3 of material will mass
134.40 tons.
3A - Gravitic Wave Drive:The Liberty
class will be designed to have a 100 G
drive. this will require 8,800,000 [the
ship's weight in kilograms] * 100
[speed in G] * 10 N [Newtons per G], or
8,800,000,000 N. This is much lower
than their 85,030,560,000,000 N
maximum. The power requirements
will be 16.30 GW. This drive will
require 29.33 m3 and 81.48 tons.
3B - Graviton Displacement Feild:
The maximum G the people on
Travesty can design is 5832G. We will
design the ship for 5G displacement.
Power use for 5G will be 16.30 GW.
This will take 29.33 m3 and
81.48 tons.
3B - Light Speed Modulator: The
maximum speed the people on
Travesty can design is 3530.79c, or
factor 15.23. We will design the ship
for factor 14 travel. Power use for factor 14 will be 589.76 GW. This will
take 1,061.56 m3 and 2,948.79 tons.
The total usage for drives is 622.98
GW, 1,120.23 m3 and 3,111.75 tons.
[4: We will calculate power later,
after we have more data on the needs
of our ship.]
5A - Blasters: The maximum range
Trevesty can design into a Blaster is
157,464.0 LS (1.82 light days, 18.6
seconds before collapse). The Liberty,

however, has minor offensive needs.


They will have an 20 GW Blaster with
a range of 5,832 LS (1.62 light hours,
0.7 seconds before collapse). Normal
1 accuracy is fine. This will require
111.11 GW, 200.00 m3 and
555.56 tons.
5B - Missiles: The Liberty Class will
have a single missile launcher, able to
launch a 1 ton, 0.36 m3 missile at a
rate of 9.7 per second. This will use
20 kW, 0.72 m3, and 22.06 tons. The
Liberty will carry 200 missiles. In
total, the Liberty's missile system uses
72.72 m3 and 222.06 tons.
6A - Deflectors: The Liberty class
should be able to deflect a 1000 kg
mass at Factor 14. This will require a
D 2,744,000 deflector. The power
requirements work out to 9.31 GW.
This will require 16.76 m3 and
46.55 t.
6B - Energy Shields: The Liberty
Class is not a warship, but may occasionally get into close scrapes.
Therefore, we'll design it with a set of
6 shields, each 200 GW at 5.4:1, convert 37.1 GW (all not reflected, up to
the 200GW level), charge 1.5 GW, sink
200 GJ, shift 3 GW generators, each of
which will be tunable, and designed
with a 305.3 m3 coverage. Each tunable reflector uses 3.33 GW, each
converter uses 10.47 GW, each
charger uses 8.48 GW, ech sink uses
33.33 GW equivalent space and each
energy shifter provides 6.19 GW: total
use per generator will be 16.10 GW
net, 87.24 m3, 242.34 tons.

Total use for shields is 105.89 GW


net, 539.68 m3 , and 1500.603 tons.
7 - Life Support: The Liberty class is
designed to have a crew of 6 and 6
passengers. The life support systems
will be biological, and can handle up
to 24 humans indefinitely. These systems require 24.74 tons and 24.74 m3.
Food production for 12 would be
124 tons and 1240 m3, so we'll put in
food storage instead, for 2000 mandays, using 4 tons and 4 m3.
8A - Passive Sensors: The Sensors
on the Liberty class will be the best
that Travesty can make. Thus they
will have 11.11 GW sensors, using
20 m3 and 55.55 tons. With the
length of 40 m, these can sense
1/232,776,720,000,000 of a Watt,
which is 1 GW at 127.5 LS.
8B - Active Sensors: The Liberty
class is an exploration ship. Thus, it's
active sensor will have more power
than it's blaster, and longer range. We
will design in a 0.075 GW active sensor, with 16.6 LS range (much less
than the maximum of 426,854 LS),
0.0005 accuracy and 0.75% impurity.
This will use 48.81 GW, 87.873 m3,
and 244.091 tons.
The sensor system will illuminate
for analysis a 34.05 m2 area at the
range of 4,967 km.
9 - Computers: The Liberty will
carry the best computer Travesty can
build. This will be a 10 14.55, or a
354,813,389,233,577 CPS computer.
It will not run any personalities as a
matter of course, although a factor 20
ship is pushing the reaction time of

humans. If the need comes up, they


have a copy of the captain's
personality on file for battle use. The
computer will use 38.88 GW,
69.98 m3, and 194.40 tons.
4B - Antimatter: The Liberty class
uses 938.16 GW at full usage. At
their efciency of 0.77, they would
need to burn 24.32 to be fully
powered. We don't expect to have to
fight a prolonged battle, so we'll power
only the computer, drives, passive
sensor, and deflector and set the
cruise factor at 13. This leaves us
with 501 GW, which, at 0.77
efciency, will need a little more than
13 GPH, which we will set at 13 GPH,
giving 501.48 GW of power maximum.
At 82.47 tons per GPH, the Liberty
class' dual 6.5 gram reactors will
mass a total of 1,072.16 tons, and use
385.98 m3.
The Liberty was designed for a
range of 40 days at factor 13. The
total nacelle space is 71 m3, and at
0.000148 tons & 0.00000533 m 3 per
gram, that works out to 13,312.5
grams, a duration of 1,024 hours, or
42.67 days.
4C - Fusion: The Liberty class has
an Auxiliarry Fusion Generator, for
battles and emergencies. Travestie's
efciency is 0.9995. We don't expect
to have to use this much, so we'll
power only the computer, drives,
passive sensor, and deflector and set
the cruise factor at 8. This leaves us
with 150 GW, which, at 0.9995
efciency, will need less than
0.25 GPH, which we will set at
0.25 GPH, giving 153.67 GW of power

Appendix 4 - Standard Component Design Example Appendix 5 - Formulas


maximum. At 1,014 tons per GPH,
the Liberty class' back-up reactor will
mass a total of 253.61 tons, and use
91.30 m3. They carry fuel for 40
hours, 864,000 grams, 0.95 tons and
13.306 m3 .
4D - Batteries: In battle, the
commander of a Liberty class could
want to use as much as 245.89 GW
more than the ship produces. A
15.28 m3, 42.45 ton capacitor bank
would provide 8,490 GJ, which would
supply 283.00 GW for 34.53 seconds.
10 - Cargo: We want a 2 m x 3 m
room for each of the 6 crew, and a
1.5 m x 3 m room for each passenger.
This will only be enough if we have
force-generated furniture. The bridge
will be 6.5 m x 8 m. The sick bay will
be 3 m x 4 m, and the science lab will
be 3 m x 4 m. With 2.25 m ceilings,
the total crew space will be 312.75 m3 ,
which will weigh about 3.1 tons.
The Liberty has a small amount of
leftover space and mass (don't bother
recalculating the whole thing just
because of a half a percent difference).
This space is designated cargo, and is
24.59 tons and 17.29 m3 . The ship
will actually perform (marginally)
better than the specs if this cargo
space is not used.
The actual percentage for Drives is
37.19% by volume, for sheilds is
22.30%, for power is 18.03%, for
offense is 11.27% and for crew is
11.21%.

In this apendix we will show how a


culture's charts of standard components is made up, and how to use
such a chart for designing a ship. We
will use the Lorgsans, as they have a
thriving shipbuilding industy with
many different manufacturers.
The First thing we must do is set
the base numbers for the culture's
standard components (it is simpler to
make the components all of one EUD,
TL and FKL, though by no means
neccesary.)
The Lorgsans are FKL 84, but they
have not yet implemented designs past
FKL 82. They have an FKL of 0.4 m 3
and 1.0 tons, and are TL 10.8.

2 Superstructure
Strength =

Density =

3A Gravitic Wave Drives


N = G * M * 10
W=N*
G = Acceleration
M = Mass of vessel, Tons
W = Power in Watts

Max: 10 7 * FKL 4 N

B Graviton Displacement Fields

P = Watts of beam power

GW = * .00004 * F * M

A = Accuracy of beam, in degrees of arc


minimum spead

M = mass of vessel, tons


F = Maximum Field, G
GW = Power, GigaWatts

max = .2 * FKL G

maximum range = FKL 3 LS

5B Missile Launchers
W=m* *R

C Light Speed Modulators


GW = * .000005 * F * (M + V)

m = missile mass
TL = Tech
Level
R = Rate of Fire

M = mass of vessel, tons


F = Light Speed Modification Factor

maximum R =

GW = Power, GigaWatts

launcher mass = * m *

V = Volume of envelope, m

launcher volume = 2*[missile volume]

max = 2

6A Deflector Screens
W=S*D*

4B Antimatter
antimatter reactor mass = 40t * * [grams
per hour]

D = Deflector force, *c

passive containment mass = 4 kg * *


grams

S = surface area, m 2

W = Power, Watts

antimatter efficiency = 1 maximum D = 0.2*10

4D Batteries
1000 GJ capacitor uses 1 GW equivalent
EUD

6B Energy Shields
W R = S * R**0.0001

5A Blasters
W =P* * *

W = Watts

W Cv = S * Cv**0.0005

W Ch = S * Ch**.01

7 Life Support
SSk = *EUD

SSh = Sh*

R = Energy Reflected (in watts)


Ch = Watts Charged onto Converter (each
second)
Cv = Watts of incoming energy Converted
to heat (each second)
Sk = Maximum capacity of heat sink,
joules
Sh = Watts Shifted from heat to power
(each second)
W R = Watts, Maximum Reflection Rate

air and water supplies per human = tons

food production per human = tons and


m3
food storage, per human per day = 0.002
tons and 0.002 m 3

8A Passive Sensors
Ws =

W s = Watts Sensed
W p = Watts Powering sensors
L = Length

W Ch = Watts, Charge

8B Active sensors

SSk = Effective size of energy sink

W = P****

SSh = Equivalent size of Shifting apparatus

S = Surface Area, m 2

W = Watts
P = Watts of beam power
LS = Range, Lightseconds
I = Beam Imputirty, Portion of Power

maximum reflection ratio = :1


maximum reflection rate = 10,000*(FKL *
2)4
maximum conversion = 2000*(FKL * 2) 4
maximum charge = 1000*(FKL * 3) 3
maximum cooling = TL * 50 GW
tunable = +1% of the shield's reflection
power

A = Beam Precision, Degrees

maximum range = FKL 3.25 LS.

9 Computers
Requirements:

field application =

sensors =
talking = 4*10 7 CPS per voice
listening = 1*10 12 CPS per conversation
per language
personality = 1*10 14 CPS

maximum CPS = 10 (TL * 1.5)

W computer = *CPS

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