Major B
SOC-14 1K
This discussion convinced me to give another try at converting CT ship designs to MT. I had run into the snags others have described in the Ship Design thread when trying to convert CT ships and finally gave it up to focus on some new vehicles for my next campaign. I was struggling to design a communication and SIGINT unmanned vehicle and found the idea of multiple power plants in the above thread. Getting that idea to finally work right convinced me to try again with converting the CT 400 Td System Defense Boat from Supplement 7 to MT statistics.
This link shows the (expanded) UCP for what I came up with. (edit: changed link to go to file library)
I was able to get what I think is a pretty good approximation of the CT design. All around it is a good (not great) TL12 design for what the vessel is intended for. If I was designing from scratch I would do many things differently, but the point of this exercise was to try to recreate the original...
Here is a list of the things I considered and what came up in the process (not in any particular order):
- Using the MT crew calculations I have a crew of 12 when the original had ten. I kept the individual staterooms for each crew member so they will have some privacy on long patrols.
- I was only able to save 10.6 Td for cargo space – the original had 27 Td for cargo.
- I counted 4 air locks in the drawing in Supplement 7 so went with that for this one. The drawing isn’t the best reference though as it doesn’t show the ten staterooms the text says are there.
- I put basic environment, grav plates, and inertial compensators in the entire hull. Basic and extended life support are in all of the hull except the fuel tankage, saving a little space, weight, and expense. - I kept the same weapon mix as the original. For the missile magazine I guessed at an appropriate number to be 30 battery-rounds and used nuclear missiles to calculate the space and weight (HE missiles take up the same volume but weigh less).
- I kept the model 5/fib computer and installed two backups. I don’t remember any mention of backups in Supplement 7 but it may have been somewhere else.
- I had heads-up holodisplays for all 12 crew stations and then realized they were not available until TL13. I also had to switch from holographic linked control panels to Dynamic linked for the same reason. I decided to put a large holodisplay on the bridge and another in engineering and gave regular (non-holo) heads-up displays to each of the two gunners. This gave me well over the required control points and actually saved me almost MCr2 off the total price. IIRC the cost of this will be a reduction in the tactics pool available for the vessel.
- Total cost for the original was MCr 777.54 and mine came out to MCr 790.76 so I came out pretty close.
- I took a SWAG (scientific wild-assed guess) at the sensors and electronics, taking the best available at TL12 but restricting range to in-system. I also installed a commo suite of four systems; 2 maser, 1 laser, 1 radio to keep with what I learned early in the Army - to plan commo using the PACE acronym (Primary, Alternate, Contingency, Emergency).
- I had to SWAG at the armor value too. The original had armor 9. I doubled that and added 40 for an armor value of 58. I tried higher values (the starship design example tripled the LBB5 armor value) but was struggling with the agility so had to keep it lower.
- I thought the maneuver drives were huge until I started trying to figure the power requirements. Powering the maneuver drive itself was easy but there was no way to get the agility up to 6 because the power plant by itself exceeded the available hull space and that was without putting in any fuel. First I separated out the power plant into five pieces (this made it easier to calculate the fuel requirements later). I made one plant to provide half the base power needed by the 6G maneuver drive (giving the vessel 3G and agility-0 for cruising). Then I made another plant for the additional power required for combat maneuver (the other half of the 6G m-drive’s minimum power and all of the excess power to provide agility). For the combat drive I built in a meaningless variable (in the ‘f’ column) just so I could go back later and make adjustments without having to mess with the formulas. Then I made drives for the weapons, sensors/commo, and life support/bridge. Last, I put in the fuel tankage for each of the drives and used column ‘f’ for hours of operation (so I could fiddle with the endurance and see the results). Note that I could have simplified this with just two power plants (one for cruising and one for combat), but that is hindsight. I’ll remember that next time.
- When I adjusted the variables on the combat drive and hour settings on the fuel tanks to get the best fit, I came up with 360 hours (15 days) of endurance for cruising and 24 hours for combat maneuver and weapons. The best agility I was able to get was 2.6 because I wanted to maximize endurance and still maintain some cargo space. Also, bumping up the engine size not too much more than they are now added an extra engineer and a maintenance crewmember (and two staterooms) so I kept what I had.
- I think I should point out that I don’t think the vessel would have five different power plants. Calculating the separate power plant requirements is only a tool to calculate the required fuel correctly. I think this vessel has one power plant capable of producing 15,652.64 Mw at full capacity, but for normal (cruising) operations it is powered-down to only produce 2,789.28 Mw.
This is a link to the worksheet showing all of the calculations as they stand right now. I hope the example is instructive and I would like to hear any constructive feedback or suggestions that will bring this closer to the CT design. Again, I could probably have come up with a better-performing design if I had started from scratch rather than trying to recreate the CT vessel, but this was something I wanted to try just to see how close I could get.
Anyway, enough for now. If anyone would like a copy of the spreadsheet send me a PM with your e-mail address. It doesn’t calculate everything I want it to yet (it will continue to evolve) but I’ll gladly provide it to anyone who can make use of it. The only cost is that I’ll expect feedback for proposed improvements.
This link shows the (expanded) UCP for what I came up with. (edit: changed link to go to file library)
I was able to get what I think is a pretty good approximation of the CT design. All around it is a good (not great) TL12 design for what the vessel is intended for. If I was designing from scratch I would do many things differently, but the point of this exercise was to try to recreate the original...
Here is a list of the things I considered and what came up in the process (not in any particular order):
- Using the MT crew calculations I have a crew of 12 when the original had ten. I kept the individual staterooms for each crew member so they will have some privacy on long patrols.
- I was only able to save 10.6 Td for cargo space – the original had 27 Td for cargo.
- I counted 4 air locks in the drawing in Supplement 7 so went with that for this one. The drawing isn’t the best reference though as it doesn’t show the ten staterooms the text says are there.
- I put basic environment, grav plates, and inertial compensators in the entire hull. Basic and extended life support are in all of the hull except the fuel tankage, saving a little space, weight, and expense. - I kept the same weapon mix as the original. For the missile magazine I guessed at an appropriate number to be 30 battery-rounds and used nuclear missiles to calculate the space and weight (HE missiles take up the same volume but weigh less).
- I kept the model 5/fib computer and installed two backups. I don’t remember any mention of backups in Supplement 7 but it may have been somewhere else.
- I had heads-up holodisplays for all 12 crew stations and then realized they were not available until TL13. I also had to switch from holographic linked control panels to Dynamic linked for the same reason. I decided to put a large holodisplay on the bridge and another in engineering and gave regular (non-holo) heads-up displays to each of the two gunners. This gave me well over the required control points and actually saved me almost MCr2 off the total price. IIRC the cost of this will be a reduction in the tactics pool available for the vessel.
- Total cost for the original was MCr 777.54 and mine came out to MCr 790.76 so I came out pretty close.
- I took a SWAG (scientific wild-assed guess) at the sensors and electronics, taking the best available at TL12 but restricting range to in-system. I also installed a commo suite of four systems; 2 maser, 1 laser, 1 radio to keep with what I learned early in the Army - to plan commo using the PACE acronym (Primary, Alternate, Contingency, Emergency).
- I had to SWAG at the armor value too. The original had armor 9. I doubled that and added 40 for an armor value of 58. I tried higher values (the starship design example tripled the LBB5 armor value) but was struggling with the agility so had to keep it lower.
- I thought the maneuver drives were huge until I started trying to figure the power requirements. Powering the maneuver drive itself was easy but there was no way to get the agility up to 6 because the power plant by itself exceeded the available hull space and that was without putting in any fuel. First I separated out the power plant into five pieces (this made it easier to calculate the fuel requirements later). I made one plant to provide half the base power needed by the 6G maneuver drive (giving the vessel 3G and agility-0 for cruising). Then I made another plant for the additional power required for combat maneuver (the other half of the 6G m-drive’s minimum power and all of the excess power to provide agility). For the combat drive I built in a meaningless variable (in the ‘f’ column) just so I could go back later and make adjustments without having to mess with the formulas. Then I made drives for the weapons, sensors/commo, and life support/bridge. Last, I put in the fuel tankage for each of the drives and used column ‘f’ for hours of operation (so I could fiddle with the endurance and see the results). Note that I could have simplified this with just two power plants (one for cruising and one for combat), but that is hindsight. I’ll remember that next time.
- When I adjusted the variables on the combat drive and hour settings on the fuel tanks to get the best fit, I came up with 360 hours (15 days) of endurance for cruising and 24 hours for combat maneuver and weapons. The best agility I was able to get was 2.6 because I wanted to maximize endurance and still maintain some cargo space. Also, bumping up the engine size not too much more than they are now added an extra engineer and a maintenance crewmember (and two staterooms) so I kept what I had.
- I think I should point out that I don’t think the vessel would have five different power plants. Calculating the separate power plant requirements is only a tool to calculate the required fuel correctly. I think this vessel has one power plant capable of producing 15,652.64 Mw at full capacity, but for normal (cruising) operations it is powered-down to only produce 2,789.28 Mw.
This is a link to the worksheet showing all of the calculations as they stand right now. I hope the example is instructive and I would like to hear any constructive feedback or suggestions that will bring this closer to the CT design. Again, I could probably have come up with a better-performing design if I had started from scratch rather than trying to recreate the CT vessel, but this was something I wanted to try just to see how close I could get.
Anyway, enough for now. If anyone would like a copy of the spreadsheet send me a PM with your e-mail address. It doesn’t calculate everything I want it to yet (it will continue to evolve) but I’ll gladly provide it to anyone who can make use of it. The only cost is that I’ll expect feedback for proposed improvements.
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