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Example of Craft Design - Step By Step

OK,m now that I found a day off, and am feeling somewhat human... on to rating.
We'll run this as presented in the book, page 84/88 UCP lines in bold, commentary in italic

Craft ID:Snow Flurry class Light Merhantman, Type AL , TL12, MCr29.6956
Snow Flurry is chosen because, well that was the weather when I started it. I'm making a decision that the class names generally are weather phenomena in any language.
Type AL is Merchantman with the light qualifier. Can't get any lighter and still jump...


Hull:90/225 disp=100 Config=6af Armor=40F Unloaded=805.43 loaded=1372.752
I figure unloaded by subtracting out fuel weight from my designed rating. Why? Why not list fuel weightless? Fuel is a major weight factor in all designs. Cargo is only a significant factor in some designs.
Loaded weight: since 1 ton is added per KL, simply add KL of remaining space to weight, and you get a nominal loaded weight, at 13.5Mg per kL. (A Megagram is 1000 Kilograms, and also 1 ton metric.)
Hull damage points as listed ARE NOT using the errqatum from the Ref's Gaming Kit. I don't list with that erratum, but always make a note somewhere that the erratta'd version is 10x the hits...


Power: 1/3 Fusion= 224Mw Dur=28/84d
Here, gary did things the hard way. Just apply the hull formulae to the pp volume. skips several steps, and is mathematically the same. I won't repeat this comment in each line.
As a teacher, I tell kids NEVER list a number without a unit in the real world. So, for duration, d for days. I use h for hours, m for minutes...a few designs I have run to weeks.


Loco: 2/5 Maneuver=1G
_ _ _ 2/5 Jump=1pc
_ _ _ NOE=160 Top=1080kph Cruise=810 Agility=1 (0.66)

Do the calculation once, since both drive are the same volume. (Duh!) Only calculate what you have to. ;)
I list each damage taking item on a separate line, for ease of finding DP.
the underscores are a spacer, to preserve formatting in the web-browser by using underscores. Not a normal part of a layout.
again, label units. Like pc for jump range. Makes it more accessible to players and non traveller fans alike.
Agility is calced from spare Mw/Unloaded weight, times a constant. Ag=(spMw / Munld) * 5.6=(94.592/805.43)*5.6=.657679997022. I round normally, so .6 will round up to 1, but I also list the two place rounded for the obscessive.
also, note the MT does NOT limit agility to MD rating, but does cap at 6. I don't cap at six IMTU.
Yes, she's a pig. But she's cheap...


commo: Radio=FarOrbit
_ _ _ Channels=144

Channels for a radio are TL^2. listed in Ref's Companion. Should be part of the profile. If the ship has a LOT of commo gear, list the DP for the total.

Sensors: AEMS=VDist PEMS=InterPlanetary
_ _ _ ActObjScan=Diff ActObjPin=Diff
_ _ _ PassObjScan=n/a PassObjPin=n/a
_ _ _ PassEnScan=Rout PassEnPin=n/a

Ok, this is the single most awkward bit of MT.
Active Scan is best of Radar or AEMS. lookup on table on page 87/91.
Act Pinpoint is best of Radar, Ladar, or AEMS. again, lookup same table.
Pass Object is desnitometers. I didn't mount one, so the n/a rating. TL determins scan, and penetration determines pinpoint.
Passive Energy scan is ((Passive EMS or Radar DF)+(Neutrino Sens))/2, replaceing the above labels with the range based/sensitivity based components, and then looking up on the second table, bottom of page 88/92.
If you have Laser sensors, list laser sensors as PassLasScan... using laser sensors to add.. because they only help if the enemy is using ladar, laser weapons, or lasercomms... but the rules don't reflect that.
Pass Energy pinpoint is purely a function of Neutrino sensors.
Why do I add the complexity here? because I use it.


Off:Missile=001 (1 single turret)
_ _ _ Batt=001
_ _ _ Bear=001

pretty simple. I add a listing for battery weapons of the configured batteries. I often will list the DP as well, since I use it. a single turret, of 1 ton, is 1/3, a 2 ton is 2/4. Figure whole batteries at a time, if you plan on using them for anti-vehicular fire. (or use the vehicular combat rules for ships. I do.)

Def: +3
Computer is a 1/bis. Agility is (rounded) to 1. Hull size is less than 1000 Td, but not less than 100 Td, for a factor of 1. Totalling, we get +3.

Control: Comp=1/bis x3 panel=DynamicLinked x134 Special = HUDx2
_ _ _ Envrion=BEnv, BLS, ExtLS, AGrav, InertComp

Note that I abbreviate. So did DGP. it helps save space.
Also note that it combines the parts I list in two areas (environ and controls) and puts thhem in one area. For the obscessive, a dp rating could be figured. Even *I* am not that obscessive.


Accom: Crew: 5x1 (Bridge, Engineer, Gunner, Steward, Medic)
_ _ _ HighPass=3 MidPass=0 LowPass=0
_ _ _ LgSR=3 SmSR=5

crew sections are 1 per 100 Td... figure it that way, rather than gasping at the 1 per 1350kl...
ALWAYS list as HP the maximum SR capacity you can support with stewards and available rooms. You can always put mids in HP capability. Likewise, List LowBerths separately from Emergency LB capacity. One's commercial, the other isn't...


other: Cargo=436.36kL ObjSize=Avg EmLv=faint
She's just under 1000 tons mass empty; clearly right in the middle of average.
She's not under 20 tons, and is low enough output, so she's faint signature.

If I needed to keep track of Cargo damage, I'd break it into sections: maximum sections are 1 per 50 tons-displacement of cargo, suggested sections 1 per 100 tons of ship.[/i]

there you go! In the quote box, you'll find the completed and decommented rating:
Craft ID:Snow Flurry class Light Merhantman, Type AL , TL12, MCr29.6956
Hull:90/225 disp=100 Config=6af Armor=40F Unloaded=805.43 loaded=1372.752
Power: 1/3 Fusion= 224Mw Dur=28/84d
Loco: 2/5 Maneuver=1G
_ _ _ 2/5 Jump=1pc
_ _ _ NOE=160 Top=1080kph Cruise=810 Agility=1 (0.66)

commo: Radio=FarOrbit
_ _ _ Channels=144

Sensors: AEMS=VDist PEMS=InterPlanetary
_ _ _ ActObjScan=Diff ActObjPin=Diff
_ _ _ PassObjScan=n/a PassObjPin=n/a
_ _ _ PassEnScan=Rout PassEnPin=n/a

Off:Missile=001 (1 single turret)
_ _ _ Batt=001
_ _ _ Bear=001

Def: +3
Control: Comp=1/bis x3 panel=DynamicLinked x134 Special = HUDx2
_ _ _ Envrion=BEnv, BLS, ExtLS, AGrav, InertComp

Accom: Crew: 5x1 (Bridge, Engineer, Gunner, Steward, Medic)
_ _ _ HighPass=3 MidPass=0 LowPass=0
_ _ _ LgSR=3 SmSR=5

other: Cargo=436.36kL ObjSize=Avg EmLv=faint
The Snow Flurry class merchant is a smal merchantman designed for governmentally underwritten loans to encourage backwater trade route merchants. Some banks will allow her to be purchased for speculation rather than mail route service, but in either case, she's a bare-bones model. A competent crew can usually fill her holds, and provide the three high passengers with excellent service.
Her crew quarters are cramped, and some crews will instead carry 4 to 7 mid passengers, rather than carry a steward and 3 high passengers, though this is actively discouraged by the Imperial Ministry of Trade.
Her holds carry 32 tons of cargo, but 5 are usually reserved for mail.
Ships in the class are usually named for various weather phenomena, especially in older languages.
 
OK,m now that I found a day off, and am feeling somewhat human... on to rating.
We'll run this as presented in the book, page 84/88 UCP lines in bold, commentary in italic

Craft ID:Snow Flurry class Light Merhantman, Type AL , TL12, MCr29.6956
Snow Flurry is chosen because, well that was the weather when I started it. I'm making a decision that the class names generally are weather phenomena in any language.
Type AL is Merchantman with the light qualifier. Can't get any lighter and still jump...


Hull:90/225 disp=100 Config=6af Armor=40F Unloaded=805.43 loaded=1372.752
I figure unloaded by subtracting out fuel weight from my designed rating. Why? Why not list fuel weightless? Fuel is a major weight factor in all designs. Cargo is only a significant factor in some designs.
Loaded weight: since 1 ton is added per KL, simply add KL of remaining space to weight, and you get a nominal loaded weight, at 13.5Mg per kL. (A Megagram is 1000 Kilograms, and also 1 ton metric.)
Hull damage points as listed ARE NOT using the errqatum from the Ref's Gaming Kit. I don't list with that erratum, but always make a note somewhere that the erratta'd version is 10x the hits...


Power: 1/3 Fusion= 224Mw Dur=28/84d
Here, gary did things the hard way. Just apply the hull formulae to the pp volume. skips several steps, and is mathematically the same. I won't repeat this comment in each line.
As a teacher, I tell kids NEVER list a number without a unit in the real world. So, for duration, d for days. I use h for hours, m for minutes...a few designs I have run to weeks.


Loco: 2/5 Maneuver=1G
_ _ _ 2/5 Jump=1pc
_ _ _ NOE=160 Top=1080kph Cruise=810 Agility=1 (0.66)

Do the calculation once, since both drive are the same volume. (Duh!) Only calculate what you have to. ;)
I list each damage taking item on a separate line, for ease of finding DP.
the underscores are a spacer, to preserve formatting in the web-browser by using underscores. Not a normal part of a layout.
again, label units. Like pc for jump range. Makes it more accessible to players and non traveller fans alike.
Agility is calced from spare Mw/Unloaded weight, times a constant. Ag=(spMw / Munld) * 5.6=(94.592/805.43)*5.6=.657679997022. I round normally, so .6 will round up to 1, but I also list the two place rounded for the obscessive.
also, note the MT does NOT limit agility to MD rating, but does cap at 6. I don't cap at six IMTU.
Yes, she's a pig. But she's cheap...


commo: Radio=FarOrbit
_ _ _ Channels=144

Channels for a radio are TL^2. listed in Ref's Companion. Should be part of the profile. If the ship has a LOT of commo gear, list the DP for the total.

Sensors: AEMS=VDist PEMS=InterPlanetary
_ _ _ ActObjScan=Diff ActObjPin=Diff
_ _ _ PassObjScan=n/a PassObjPin=n/a
_ _ _ PassEnScan=Rout PassEnPin=n/a

Ok, this is the single most awkward bit of MT.
Active Scan is best of Radar or AEMS. lookup on table on page 87/91.
Act Pinpoint is best of Radar, Ladar, or AEMS. again, lookup same table.
Pass Object is desnitometers. I didn't mount one, so the n/a rating. TL determins scan, and penetration determines pinpoint.
Passive Energy scan is ((Passive EMS or Radar DF)+(Neutrino Sens))/2, replaceing the above labels with the range based/sensitivity based components, and then looking up on the second table, bottom of page 88/92.
If you have Laser sensors, list laser sensors as PassLasScan... using laser sensors to add.. because they only help if the enemy is using ladar, laser weapons, or lasercomms... but the rules don't reflect that.
Pass Energy pinpoint is purely a function of Neutrino sensors.
Why do I add the complexity here? because I use it.


Off:Missile=001 (1 single turret)
_ _ _ Batt=001
_ _ _ Bear=001

pretty simple. I add a listing for battery weapons of the configured batteries. I often will list the DP as well, since I use it. a single turret, of 1 ton, is 1/3, a 2 ton is 2/4. Figure whole batteries at a time, if you plan on using them for anti-vehicular fire. (or use the vehicular combat rules for ships. I do.)

Def: +3
Computer is a 1/bis. Agility is (rounded) to 1. Hull size is less than 1000 Td, but not less than 100 Td, for a factor of 1. Totalling, we get +3.

Control: Comp=1/bis x3 panel=DynamicLinked x134 Special = HUDx2
_ _ _ Envrion=BEnv, BLS, ExtLS, AGrav, InertComp

Note that I abbreviate. So did DGP. it helps save space.
Also note that it combines the parts I list in two areas (environ and controls) and puts thhem in one area. For the obscessive, a dp rating could be figured. Even *I* am not that obscessive.


Accom: Crew: 5x1 (Bridge, Engineer, Gunner, Steward, Medic)
_ _ _ HighPass=3 MidPass=0 LowPass=0
_ _ _ LgSR=3 SmSR=5

crew sections are 1 per 100 Td... figure it that way, rather than gasping at the 1 per 1350kl...
ALWAYS list as HP the maximum SR capacity you can support with stewards and available rooms. You can always put mids in HP capability. Likewise, List LowBerths separately from Emergency LB capacity. One's commercial, the other isn't...


other: Cargo=436.36kL ObjSize=Avg EmLv=faint
She's just under 1000 tons mass empty; clearly right in the middle of average.
She's not under 20 tons, and is low enough output, so she's faint signature.

If I needed to keep track of Cargo damage, I'd break it into sections: maximum sections are 1 per 50 tons-displacement of cargo, suggested sections 1 per 100 tons of ship.[/i]

there you go! In the quote box, you'll find the completed and decommented rating:
Craft ID:Snow Flurry class Light Merhantman, Type AL , TL12, MCr29.6956
Hull:90/225 disp=100 Config=6af Armor=40F Unloaded=805.43 loaded=1372.752
Power: 1/3 Fusion= 224Mw Dur=28/84d
Loco: 2/5 Maneuver=1G
_ _ _ 2/5 Jump=1pc
_ _ _ NOE=160 Top=1080kph Cruise=810 Agility=1 (0.66)

commo: Radio=FarOrbit
_ _ _ Channels=144

Sensors: AEMS=VDist PEMS=InterPlanetary
_ _ _ ActObjScan=Diff ActObjPin=Diff
_ _ _ PassObjScan=n/a PassObjPin=n/a
_ _ _ PassEnScan=Rout PassEnPin=n/a

Off:Missile=001 (1 single turret)
_ _ _ Batt=001
_ _ _ Bear=001

Def: +3
Control: Comp=1/bis x3 panel=DynamicLinked x134 Special = HUDx2
_ _ _ Envrion=BEnv, BLS, ExtLS, AGrav, InertComp

Accom: Crew: 5x1 (Bridge, Engineer, Gunner, Steward, Medic)
_ _ _ HighPass=3 MidPass=0 LowPass=0
_ _ _ LgSR=3 SmSR=5

other: Cargo=436.36kL ObjSize=Avg EmLv=faint
The Snow Flurry class merchant is a smal merchantman designed for governmentally underwritten loans to encourage backwater trade route merchants. Some banks will allow her to be purchased for speculation rather than mail route service, but in either case, she's a bare-bones model. A competent crew can usually fill her holds, and provide the three high passengers with excellent service.
Her crew quarters are cramped, and some crews will instead carry 4 to 7 mid passengers, rather than carry a steward and 3 high passengers, though this is actively discouraged by the Imperial Ministry of Trade.
Her holds carry 32 tons of cargo, but 5 are usually reserved for mail.
Ships in the class are usually named for various weather phenomena, especially in older languages.
 
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