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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
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
7/12/16
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
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
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.
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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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
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.
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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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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
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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
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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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
7/12/16
W Cv = S * Cv**0.0005
W Ch = S * Ch**.01
SSk = *EUD
SSh = Sh*
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 =
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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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.
Appendix 1 - Tables
Table 1 - Typical Energy Use Densities For Technology Levels
TL
Typical EUD
(MT/GW)
(m 3 /GW)
Muscle
2000.0
2000.0
Lever
1000.0
1000.0
Water
500.0
500.0
Coal (Steam)
100.0
200.0
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
Drives
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
2 Superstructure
Strength =
Density =
Max: 10 7 * FKL 4 N
GW = * .00004 * F * M
max = .2 * FKL G
5B Missile Launchers
W=m* *R
m = missile mass
TL = Tech
Level
R = Rate of Fire
maximum R =
GW = Power, GigaWatts
launcher mass = * m *
V = Volume of envelope, m
max = 2
6A Deflector Screens
W=S*D*
4B Antimatter
antimatter reactor mass = 40t * * [grams
per hour]
D = Deflector force, *c
S = surface area, m 2
W = Power, Watts
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*
8A Passive Sensors
Ws =
W s = Watts Sensed
W p = Watts Powering sensors
L = Length
W Ch = Watts, Charge
8B Active sensors
W = P****
S = Surface Area, m 2
W = Watts
P = Watts of beam power
LS = Range, Lightseconds
I = Beam Imputirty, Portion of Power
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
W computer = *CPS