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Systems & Settings => Spacemaster => Topic started by: Grimboldfrood on August 28, 2012, 05:28:39 PM

Title: Spacecraft design
Post by: Grimboldfrood on August 28, 2012, 05:28:39 PM
Does SM:P have rules for designing/running spacecraft, or is this something that is in another book i.e. GM book etc?

Thanks in advance
Title: Re: Spacecraft design
Post by: markc on August 28, 2012, 06:27:17 PM
  SM:P Vehicle Man is what you want. IMHO it is a good book but it does need an excel sheet to make it easy for GM's to quickly make large craft.
MDC
Title: Re: Spacecraft design
Post by: Erik Sharma on August 28, 2012, 11:29:33 PM
Yes as markc said!
And as mentioned excel is your friend when creating vehicles. I have done it by hand and it's a time consuming business. You often have to go back and make some minor changes you have to go through all the calculations to update them. A premade sheet would be nice but just a regular one works too but you still have to type in every formula but still way better since you afterwards can just go back and make the change if needed and it updates where the changes take effect.

The book itself you can find here: Spacemaster Tech Law - Vehicle Manual (http://www.rpgnow.com/product/102735/Spacemaster-Tech-Law---Vehicle-Manual?manufacturers_id=461)
Title: Re: Spacecraft design
Post by: Grimboldfrood on August 29, 2012, 03:03:39 AM
Thanks for the feedback. I had a quick look at the pdf preview so it seems to be what I want.

Cheers
Title: Re: Spacecraft design
Post by: markc on August 29, 2012, 09:14:43 AM
 Also check out the errata for the book as it adds some more weapons. And I think it might change a formula, IIRC.
MDC
Title: Re: Spacecraft design
Post by: arakish on August 29, 2012, 09:24:52 AM
Also check out the errata for the book as it adds some more weapons. And I think it might change a formula, IIRC.
MDC

Or you will need to do as I have done and rewrite the formulas.  Many of them make it impossible to create vehicles that actually do exist in the real world.  One example is that I made a 2007 Dodge Viper.  However, the engine ended up being twice the size of the whole car to get the same acceleration and top speed specs.

AAMOF, I am still working on rewriting the whole vehicle construction guidelines.  It has been on pause for the last few years due to RL and other concerns.

rmfr
Title: Re: Spacecraft design
Post by: markc on August 29, 2012, 10:57:18 AM
Also check out the errata for the book as it adds some more weapons. And I think it might change a formula, IIRC.
MDC

Or you will need to do as I have done and rewrite the formulas.  Many of them make it impossible to create vehicles that actually do exist in the real world.  One example is that I made a 2007 Dodge Viper.  However, the engine ended up being twice the size of the whole car to get the same acceleration and top speed specs.

AAMOF, I am still working on rewriting the whole vehicle construction guidelines.  It has been on pause for the last few years due to RL and other concerns.

rmfr


 I would love to see them when you are done if it is not going to be in a RM product sometime.
   I also did some mods of the rules as I just thought it should be this way for my game. I did not really base it on any RL data.
MDC
Title: Re: Spacecraft design
Post by: JimiSue on August 29, 2012, 02:18:51 PM
The spaceship construction guide in SM2 Star Strike is about as bad. It really limits your choices and some things are astronomically large (sensors spring to mind). I've done an Excel spreadsheet (somewhere, I got distracted last time I tried to find it so t's still buried in a folder) but I tweaked a lot of the formulas.

My view is that designing a spaceship is meant to be fun, and to be fun you need to have a bit of flexibility with what goes onto the thing - if every build turns out the same because once you've added in all the things you have to have, and then ahve no room for anything else, then it stops being a game in my opinion!

My players are about to venture forth into the great unknown (to them - their home planet isn't exactly at the hub of the universe and the Imperial news service doesn't get broadcast - "Why would we want to show boring news when you can show more subliminally-enhanced adverts??") but I plan to have some planets and races known for producing the most efficient engines or the best laser cannon - and then watch and smirk while the PCs try desperately to earn enough to be able to afford the upgrade. :)
Title: Re: Spacecraft design
Post by: arakish on August 29, 2012, 02:44:15 PM
AAMOF, I am still working on rewriting the whole vehicle construction guidelines.  It has been on pause for the last few years due to RL and other concerns.

rmfr


 I would love to see them when you are done if it is not going to be in a RM product sometime.
   I also did some mods of the rules as I just thought it should be this way for my game. I did not really base it on any RL data.
MDC

I am like JimiSue above:

The spaceship construction guide in SM2 Star Strike is about as bad. It really limits your choices and some things are astronomically large (sensors spring to mind). I've done an Excel spreadsheet (somewhere, I got distracted last time I tried to find it so t's still buried in a folder) but I tweaked a lot of the formulas.

I'll have to dig it up.  I think it is on a Bkup DVD somewhere.

Like JimiSue, I did not like the size consumption of some of the systems.  One example I remember was that the Impulse Drive in STTNG only consumed about 5% of the ship's volume yet was capable of a max accel of 10,000 km/sec ( :o) up to a max velocity of 150,000 km/sec.  That is impressive.  Dead stand still to 0.5c in 15 seconds!  :o  Yet it only consumed about 5% of the ship's volume.

As said, I'll look for that rewrite and see where I got before other things distracted me.  However, I will not give any promises since I am currently working on my Ph.D. and working and working around the house and ... ( other RL stuff).

rmfr

P.S. - I have never thought of the ship construction rewrite being in a SM/RM product.  I was only doing it so as to make it fit my old SM universe that I updated to the new SM system.  Then again, maybe it could be used in the URMS and USMS (Unified RoleMaster System and Unified SpaceMaster System).  I know, not official acronyms, but I like them better. ;)
Title: Re: Spacecraft design
Post by: GrumpyOldFart on August 29, 2012, 03:10:45 PM
Like JimiSue, I did not like the size consumption of some of the systems.

This isn't quite accurate, but I can't find a source to check it:

Quote
"Any sentient species will build data systems as small as possible, if only to reduce cycle time with signals traveling at less than lightspeed."

 - Larry Niven, The Soft Weapon

That same type of constraint applies in some form, in some measure, to everything you put into the artificial closed environment that is a spacecraft. The smaller and lighter the nuts and bolts of the craft are, the more weight and space can be devoted to doing whatever you built it for.

Logically I'd think it would vary with tech level and available resources, although "available resources" for a multi-stellar society may quite easily be a moot point. But regardless of actual size and weight, at any given tech level it's going to be as small and light as they can possibly get it.

A spacefaring species would get "spacecraft" down to the size, weight, cost and disposability of a throwaway patch you stick on your skin if they could. Why? Because everything you want a spacecraft for gets cheaper that way.
Title: Re: Spacecraft design
Post by: markc on August 29, 2012, 06:50:28 PM
  Also lets not forget just how hard it is to design a system on your own from the ground up and get it in to a book as you wish.
MDC
Title: Re: Spacecraft design
Post by: JimiSue on August 30, 2012, 01:59:58 AM
A spacefaring species would get "spacecraft" down to the size, weight, cost and disposability of a throwaway patch you stick on your skin if they could. Why? Because everything you want a spacecraft for gets cheaper that way.
Agreed. And going off topic slightly - in Jack McDevitt's books (the Priscilla Hutchins series) he has a device called a Flickinger field where that has been done with space suits. Essentially this consists of a lightweight harness that projects a field around the user that is transparent, but air-tight and heat-tight. It provides limited protection when touching and holding things (since they can get quite cold in space) but will not stop a determined assault.

Certainly a lot more convenient and less cumbersome than an environmental suit, which in SM2 are already lightweight enough to have the wonderful AT2 - I've been toying with allowing them in my game since personal energy fields are already a feature, perhaps giving them no AT enhancement but a +10 DB vs projectiles, missiles & melee.

But anyway, back to space ships :)
Title: Re: Spacecraft design
Post by: arakish on August 30, 2012, 09:49:20 AM
Like JimiSue, I did not like the size consumption of some of the systems.

Logically I'd think it would vary with tech level and available resources, although "available resources" for a multi-stellar society may quite easily be a moot point. But regardless of actual size and weight, at any given tech level it's going to be as small and light as they can possibly get it.

Quite true and thanks for the DeNozo smack.  I did vary the size of components based on TL.  However, I was referring to the formulas and the example I gave on the 2007 Dodge Viper engine being twice the size of the whole car just to get it to RL specs using the formula as RAW for ICEs (internal combustion engine).  At first, an ICE would have to have been quite large to propel a car at 100kps.  However, we are at the verge of TL16/TL17 and using the formula as RAW in the VehMan still causes the engine to be about twice the size as the whole car.  I even tried it on an Apache attack helicopter and the engine required would be about 1.5 times larger than the whole helicopter.  And for a third example, I tried a M1B1 main battle tank and, again, the engine ended up being larger than the whole tank.  That was the problems I referring to on the size comsumption of some of the systems.  Especially using it RAW.

I basically went in and altered some of the factors in the formulas so they would be more realistic instead of whimsical.  Some I did not alter such as Zero Point Power Modules (misnomered as Vacuum Power) and the Cosmic Power Generator.  Some I also left alone because they were realistic, especially the rocket engines.  IIRC, rockets have to expend about 50% of their power just to lift the fuel needed up into orbit.

I even added some other systems, engines, etc. not in the VehMan version of the construction guidelines.

Update: Still haven't looked for my rewrite yet.  Yesterday was a butt buster of a day and when I got home, I ate supper, laid down to watch Stargate: Atlantis, and fell asleep.  Perhaps I'll get around to it this weekend.

rmfr
Title: Re: Spacecraft design
Post by: markc on August 30, 2012, 11:04:01 AM
  I had always hoped that there would be more of an extension of the Tech beyond 26 or so. By that I mean something more than just Cosmic Power and some ultimate drive. I know you can just adjust TL's of specific equipment and other tricks and I also understand just how hard it is to predict the future. (have to go important stuff happening)
MDC
Title: Re: Spacecraft design
Post by: Guillaume on August 30, 2012, 11:18:13 AM
The spaceship construction guide in SM2 Star Strike is about as bad. It really limits your choices and some things are astronomically large (sensors spring to mind). I've done an Excel spreadsheet (somewhere, I got distracted last time I tried to find it so t's still buried in a folder) but I tweaked a lot of the formulas.

Mine should still be hidden somewhere in the forum Vault. For both Star Strike ( starships ) and Armored Assault ( anything planet bound ).
I solved the astronomically large things by adding a tech factor to almost each component that reduced or increased the size/mass. ( depending on what you wanted to do, it's a percentile value, so 0 % = Volume stay as is, 50% = volume divided by 2, 100% no volume used, negative values add volume )

Pseudo Edit : I just looked into the Vault and it seems the files are gone. I'll try to repost them.

Real Edit : Found the files ( well the file now ). It is misplaced in the Vault, and is hiding in the SM:P part :
 Downloads > Spacemaster >Tables (SM:P) > Spacemaster Ship/Vehicle Creation Sheet.

It should be in the SM1/SM2 part of the vault.
Title: Re: Spacecraft design
Post by: arakish on September 05, 2012, 09:56:10 AM
Previously I posted,

Quite true and thanks for the DeNozo smack.  I did vary the size of components based on TL.  However, I was referring to the formulas and the example I gave on the 2007 Dodge Viper engine being twice the size of the whole car just to get it to RL specs using the formula as RAW for ICEs (internal combustion engine).  At first, an ICE would have to have been quite large to propel a car at 100kps.

And I am surprised no one caught the mistake.

It should have been, "At first, an ICE would have to have been quite large to propel a car at 100mps."  I guess I had kilometers on mind when it should have been meters per second.

Sorry if this confused anyone.

rmfr
Title: Re: Spacecraft design
Post by: GrumpyOldFart on September 05, 2012, 10:13:57 AM
So okay, it makes sense that an ICE would have to be quite large to propel a car at 9x Earth's escape velocity.

And there for a moment,

Quote
It should have been, "At first, an ICE would have to have been quite large to propel a car at 100mps."

I was thinking, "Wait, what? Going from km per second to miles per second doesn't improve things..." and then I reread it.

  ::)

"Watch out for that bump in the road, if this car leaves the ground it'll never come back down again."

 ;)
Title: Re: Spacecraft design
Post by: markc on September 05, 2012, 11:18:48 AM
  ::)

"Watch out for that bump in the road, if this car leaves the ground it'll never come back down again."

 ;)
Reminds me of the story when someone attached a JATO rocket to their car and the cops found a very long skid mark. Followed by nothing......until they looked up and there was the car crashed into the side of a mountain, X* # of feet off the ground. ( X*= I do not remember just how high the car was but I think they will have the story at the Darwin Awards web site.)
MDC
Title: Re: Spacecraft design
Post by: GrumpyOldFart on September 05, 2012, 11:36:33 AM
Turns out it's an urban legend:

http://www.darwinawards.com/darwin/darwin1995-04.html
Title: Re: Spacecraft design
Post by: JimiSue on September 05, 2012, 03:53:07 PM
Mythbusters have attempted to test it - twice. But had rocket issues both times. The second time they had the rocket built professionally and it exploded  instead of firing off. Adam Savage (one of the co-presenters) is on camera a couple of time asking questions of the techs like "So does this mean we're due a refund of our $10k bucks?"
Title: Re: Spacecraft design
Post by: arakish on September 06, 2012, 09:13:14 AM
So okay, it makes sense that an ICE would have to be quite large to propel a car at 9x Earth's escape velocity.

And there for a moment,

Quote
It should have been, "At first, an ICE would have to have been quite large to propel a car at 100mps."

I was thinking, "Wait, what? Going from km per second to miles per second doesn't improve things..." and then I reread it.

  ::)

"Watch out for that bump in the road, if this car leaves the ground it'll never come back down again."

 ;)

Thanks so much for that humor GOF.  +1 Laugh.

rmfr
Title: Re: Spacecraft design
Post by: LonePaladin on September 25, 2012, 02:23:52 AM
SM:P Vehicle Man is what you want. IMHO it is a good book but it does need an excel sheet to make it easy for GM's to quickly make large craft.
I'm putting one of these together at the moment, trying to aim for ease of use.

Given that I learned how to make Excel sit up and beg when I made HeroForge, this should be pretty simple.
Title: Re: Spacecraft design
Post by: markc on September 25, 2012, 08:34:30 AM
SM:P Vehicle Man is what you want. IMHO it is a good book but it does need an excel sheet to make it easy for GM's to quickly make large craft.
I'm putting one of these together at the moment, trying to aim for ease of use.

Given that I learned how to make Excel sit up and beg when I made HeroForge, this should be pretty simple.


 Great and as I am sure I said above many people will look forward to your work ... and hopes that it is free.
MDC
Title: Re: Spacecraft design
Post by: daemonire on September 26, 2012, 05:09:05 AM
I have a spreadsheet drawn up for vehicles, but since another player in my group plays a shipwright and they were already  used to doing it by hand before I made it, it hasn't seen any use.

I was wondering why crew spaces are so... Massy. Crew quarters are tiny... Assuming bunk beds and 3m ceilings (in case of bears!) you end up with 6 square meters of floor space, about 3 of which is consumed by the bed (again, if things are built so that any privateer race can fit). I get that, but the resulting, small room weighs six tons? 

Maybe that mass goes into some equipment some
where else on the ship. Like bear-rated dishwashers, or something...
Title: Re: Spacecraft design
Post by: Marc R on September 26, 2012, 07:38:28 AM
IIRC this is answered somewhere else on this board by Defendi as being a sum, including a share of the pipes, conduits, plumbing, fixtures like sinks and toilets, laundry, dining area, food prep, exercise space and equipment, etc, etc, etc that make up "Crew quarters".
Title: Re: Spacecraft design
Post by: markc on September 26, 2012, 09:17:47 AM
IIRC this is answered somewhere else on this board by Defendi as being a sum, including a share of the pipes, conduits, plumbing, fixtures like sinks and toilets, laundry, dining area, food prep, exercise space and equipment, etc, etc, etc that make up "Crew quarters".


+1
MDC
Title: Re: Spacecraft design
Post by: Denalor on May 13, 2014, 05:51:25 AM
There's been a whole plethora of threads about SM:P construction.
Most threads initiated by snrdg051306 I think.
There was even mentioning of an EXCEL spreadsheet.
Where would I be able to get my hands on that one ?
I found the one for SS and AA, but SM:P

Much obliged
Title: Re: Spacecraft design
Post by: markc on May 13, 2014, 09:17:19 AM
I do not know of one that is available for SM:P. If there was one then I think it would require $$$ as it would have a lot of stuff from the book.
MDC
Title: Re: Spacecraft design
Post by: Denalor on May 13, 2014, 09:49:04 AM
Quote
it would require $$$ as it would have a lot of stuff from the book.
You mean due to copy right issues ?
Uff, didn't even consider this  :-[
Thanks for the reminder, was about to share my own (not yet finished) tool.
Title: Re: Spacecraft design
Post by: markc on May 13, 2014, 09:56:09 AM
If you do finish it then submit it to ICE and see if they will publish it.
MDC
Title: Re: Spacecraft design
Post by: area51games on July 23, 2014, 02:53:39 PM
I VOTE for the redue on the ship design, consider that what we here do, I would love to help redue the ship construction rules, because what we know now of science, I would like to introduce zero point tech and computers that nano elements and what we know of warp and worm holes ect.
Let talk some where about the really mind blowing Tech we are on the verge now of having look at such doc as the timemachines ideals and that very much up the line of space faring vehicle, let alone micro tech and nano tech , yes the cloning thing is addressed, but vehicles are very advance concept 5000 year into the future.
anti gravity is so underestamated it dose more then make stuff float. we are talk zero point sensors that can with a advance computer system use passive sensors to get a complete Over view of your Environment , even targets. advance weapons are more then just plus to OB and DB,  the ability to render a forward position even through cover and obstacles, shielding that allows for trans-location projections and so much more. simple weapons like sub orbital screens and starship hulls that are bigger on the inside then on the outside due to time space displacement- retro is fun but how about some current sci fi too? 
Title: Re: Spacecraft design
Post by: Allen on July 23, 2014, 05:50:37 PM
I've always shyed away from large ship construction, ok more like avoided like my ex-mother-in-law, because I could never get my mid wrapped around it. Let's be honest, every system I've looked at is complicated as hell. SM:P and SM for that matter are dated. Back in the day, that was probably a realistic way to look at and consider the construction of starships at the time it was written.
Times have changed. We have broadened our imaginations, new real world technology and materials, etc. have to be now taken into consideration.
Star Wars came out the summer of my 7th birthday...  and thus I have an addiction to starships. I just wouldn't ever undertake the actual construction, as it were, for one of my games beyond a visual representation.  Hats off to those who can or will or do!
Title: Re: Spacecraft design
Post by: pyrotech on July 24, 2014, 10:04:39 AM
I'm actually a pretty big fan of building ships with a reasonable ship construction rule set.  Plus I enjoy writing up histories explaining why certain aspects of the design is as it is.

I've tried several of the Spacemaster design systems and they aren't too bad (especially with a spreadsheet to speed the math).  They aren't Gurps Vehicles - but they are *way* faster and easier to use than that set of design rules.  Quickness and ease of use tend to be of more value than accurate simulation of non-existant dream machines in my experience anyway.  I think the current system is fine, but it could probably use a revision and update.

I'm waiting for the Harp Sci-Fi vehicle construction rules.  I've got about 15 or 20 designs I would like to try out for my Bughunters 2155 game, plus I have about a half dozen designs for "standard" Harp Sci-Fi ships.
Title: Re: Spacecraft design
Post by: Allen on July 24, 2014, 10:14:53 AM
  Quickness and ease of use tend to be of more value than accurate simulation of non-existant dream machines in my experience anyway.  I think the current system is fine, but it could probably use a revision and update.

I'm waiting for the Harp Sci-Fi vehicle construction rules.  I've got about 15 or 20 designs I would like to try out for my Bughunters 2155 game, plus I have about a half dozen designs for "standard" Harp Sci-Fi ships.

1- I cannot argue with logic like that. :)

2- if you are ever so inclined to share some ships.... ;)

asmy birthday is coming up soon, I'd decided the other day that I will be gifting the HARP  SF books to myself. I'm a great guy after all and all things scifi are always appreciated. :)