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Onboard rapid prototyper

I was thinking of ship repairs and thought well why should they carry all the parts when they can build them. Have all the parts in a computer attached to the prototyper and then dial up what is needed. Considering what kind of advancements have been made in this field already what will the future hold.

So if there is a hold in hull panel number 3147 you just punch it in the part needed and it is made from the metal billets or plastic pellets whatever is called for you can then run low on materials for the prototyper but not actual parts. It might end up you need to make a plastic hull panel to hold over till you get the metal etc. needed for the part.
 
I agree, up to a point. Having the right type of materials, in quantities and sizes, is the bitch. I assume, IMTU, that a good deal of this goes on already. We have always had some of this capability, especially in military vessels and units. The rapid prototyping relies on having the right media for something of the right size. Make me a hull panel, or even a hatch:OK. Make me a jump drive or a computer, not-so-much. It may be that 99% of 99% of most assemblies or parts can be made this way. So it is the 1% of the 99% that is problematic! [caveat: numbers are illustrative, and have not been verfied by anyone with actual knowledge of the far future].

The decisions on how much stock to carry of what varieties, and how many of the unreproducable parts to carry may be an interrsting thing to be gamed. The whole issue of spare parts always seemed ripe for exploration in Traveller.
 
Yeah complex things with many parts would be a problem or require assembly. But there are a lot of things that can be made this way. Considering some of the strength of two part polymers and the like. Things like doors hydraulic assemblies drive parts etc.
 
I agree a lot can be made, and that would probably be part of the standard repair setup for military or scout ship. Machining down would also be a probable capability. The things that seem to give us trouble today, though, are these electronic modules and other intricate parts. Special allows and manufacturing processes would be likely, as would special ceramics, flexible composites, and fibers

As to the rapid prototyper, nano-construction might be the replacement at higher TL's.

The only real rules we can have are: 1. no free lunch, and 2. the more specifically we try to predict the unknown, the more errors we will make.
 
The only real rules we can have are: 1. no free lunch, and 2. the more specifically we try to predict the unknown, the more errors we will make.

That just about hits the nail.

IMTU, most ships of sufficient size have some form of machine shop in Engineering, but I don't specify what the machinery is or what it can do. I just roll dice to see if the Engineer can fabricate something with whatever parts and machinery are available, sticking to #1 and avoiding #2. :)
 
Very similar to the way I handle it in CT Icosahedron. Engineering lockers in MTU include 12 maintenance packages* (and tools). The main usage of these items are in routine monthly maintenance (that's what the Engineer does and uses to avoid those negative DMs) or they could be used up in a repair attempt. That is they were used up whether the repair attempt succeeded or not, and lasted as long as the plot required (being temporary). The maintenance locker was restocked at each annual maintenance as part of the cost, or additional packages could be purchased and stored in cargo space for extended missions or anticipated repairs. Packages were not largely interchangeable between different ship classes but might be made to do in a pinch.

* largely undefined and vague

Rapid prototypers could fit into my schema easily enough (they weren't originally), as part or whole of the packages.

Genuine machine shops and such would be extra in MTU and cover permanent repairs in the field.
 
I would agree with A2 and d20: the best use for this equipment is color. When the plot calls for color in some maintenance task, the engineer can "jury rig" it, which might involve local manufacture from less than optimal materials. A 3D printer that prints in a titanium matrix, or a laser "carver" are just gravy.
 
If I can make titanium gewgahs for the drive repair, I can make titanium daggers and swords for the crew, too... I doubt that kind of equipment is standard, otherwise TNE (and t4) woudn't have added shops to the ship fittings lists.
 
...I can make titanium daggers and swords for the crew, too... I doubt that kind of equipment is standard, otherwise TNE (and t4) woudn't have added shops to the ship fittings lists.

It depends on standard for who, and how big a gewgah you want. I wouldn't say they are standard on commercial ships; I did suppose that they would be so on scout vessels or naval vessels. Even that I would limit to those expected to operate independantly. Something fitting in a wall lockers is going to be limited in the size of what it can put out; beyond that would require deckspace. Shops would also presume storage space for stock.

If one wanted to make a titanium knife, and one had the appropriate billets, then than would certainly be possible. Zirconium oxide would probably be preferable. A sword would probably require larger equipment. I'm missing why this is a problem.
 
A common engineering 'tool shop' for me includes a 'fabber' that builds things up from a variety of metallic and ceramic base materials, a 'machining unit' that takes care of removing things that aren't needed anymore, and a 'test bench' to handle software/hardware issues...

And ships that spend money on 'preventative maintenance' have a MUCH better roll for having the right materials in stock! SMART players explicitly purchase lanthanum ingots fot making replacement Jump-grid and buss components!
 
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