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Modified Ship Design

<not sure if this is the place to post this>

I have been playing with the whole ship design process, trying to align it with the vehicle design system.

I have also been adding in bits and changing some of the equations.

What I have done is (and many thanks to all those in the forums that have put up ideas):
</font>
  • Use the custom wepons design I posted earlier</font>
  • Construct computers for the ship using the CCS - butI have used a volume = to 1/10 the volume listed and use a ratio of 1 EP = 10 EPv. Also use a claculation involving PP required and PP suplied - get a bit complex but was fun
    </font>
  • When install said computers I use a volume equal to 2.5 the computer volume</font>
  • Fuel consumes 125% its volume</font>
  • Power Plant fuels lasts 40 weeks</font>
  • Jump Drives consume a flat 2% of the hull space</font>
  • Jump fuel used is 5% Hull per jump</font>
  • Use Grav Plates (TL 11 starts at 3% of hull]</font>
  • Use Interial Dampers (TL 12 starts at 2.5% of hull)</font>
  • Vehicle Bays consume 110% of the vehicle volume</font>
  • Small Craft consume 130%</font>
  • Large Craft consume 120%</font>
Hmmm - looking at that now it is a lot of changes and I did this over about 2 weeks.

The results are (bit muddled as I am still working on the HTML output) :

Class : Starship - Scout S variant I
Cost : 47.937 Mcr 38.35 MCr with discount
Tech Level : 11
Size : Medium (100 Tons 0.066 Tons spare)
Hull : Needle/Wedge - Streamlined

Inertial Dampers : No Inertial Dampers Allowed
Grav Plates : Grave Plates TL 11

Jump Range : 2 x Jump-2 (Fuel per Jump - 8 Ton)
Acceleration : 2-G

Power Plant Type : TL-11 Fusion [1 EP / unit] @ 8 EP (0.324 excess)
Power Plant Duration : 40 weeks (0.13 Ton of fuel)

Fuel Scoops : Yes
Fuel Purification Plant : No fuel purification

Agility : 0
Initiative : 0
AR : 0
AC : 10
SI : 100

Speed : NOE = 1,175kph Cruising = 3,525kph Maximum = 4,700kph

Weapons : Hardpoints: 1
Turrets :
Beam Laser TL9 60TKm - 1 Double [2] 1 - 1 [ D8]

Barbettes :

50t Bays :

100t Bays :

Spinal Mount :


Magazines : 0 Magazines
Missiles :

Sand Canisters :

Main Computer : TL 11 M 6 - Synaptic x 4 (Total of 140PP for Processing) - Equiv Ship Model :2 Max Jump:2

Sensor Range : Close Range (15000km)
Comms Range : Close Range (15000km)
Avionics : Less than 600-ton

Command Crew : Captain 1, Pilot 1
Crew : Astrogators 1, Engineers 1, Gunners 1

Marines : none
Other :

Stores : 2 weeks basic 40 person weeks extra food - 10 operating weeks
Extra Stores : Medium Passage/Crew@40 person/weeks


Accomodation :
2x Single Occupancy Stateroom (2 People)
2x Double Occupancy Stateroom (4 People)

Special : 1x Airlock

Medical :

Cargo : 11.5-tons

Vehicle Bays : 1 x 5 Tons

Craft Bays :

Launch Tubes :

Screens

This was based on the Scout/Courier but with x2 Jumps

Any comments, thoughts or interest?
 
If you want the vehicle and starship design sequences lined up, the thing to do is grab a properly errata'd version of the MegaTraveller referee's guide.
 
I used to play MT back in Uni (when it first came out) - hence the grav plates and inertial compensators
. I was trying to see how hard it would be to use the T20 rules to do this - and I love to much around with things.

If anyone has a PDF copy of the MT books I would be very grateful for a cut of the design sections :D
 
Hmmm... well, the MT PDFs are secure, so I can't exactly share them. But you can go to www.dtrpg.com and buy them. It would almost be a shame, as for a while both the player and refs books were free.
 
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