far-trader
SOC-14 10K
Originally shared on the TML way back, then copied to the Yahoo Deckplans Group by a member there. I thought I had updated it some since and posted it here on COTI but I can't find it so here it is, probably in need of some revision as my views have changed, but for what it's worth here you go
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I'm pretty picky when I do up deckplans. For CT I use the simple deckplan 1/2 rule, but much more detailed (see below), and 1.0T means two 1.5m squares.
This work is free for all to post, print, share, or for personal non-profit use, with credit and is from my Classic Traveller universe.
Daniel J. Burns
Journeyman Design Bureau - dJb - Standards & Practices
Starship Architectural Development Model
Engineering Section:
Step 1 - 1/2 (round up) of the tonnage of each fixture
(i.e. Jump Drive, etc.) is the actual machinery (a
single unit for J-Drives, one unit per G for M-Drives,
one unit per P for Power Plants or a single large
Power Plant)
Step 2 - 1/4 (round up) of each fixture tonnage is
access space around it for operation, maintenance and
repair. This includes one tool/parts locker (0.5T) per
each 35T of total engineering volume. The access space
must be directly adjacent and 1.5m wide. The access
space of different fixtures may not overlap.
Step 3 - The remaining tonnage is common space.
It is a serious violation to use the access space for
cargo. Aside from fines, impounding for inspection,
and possible loss of license, it makes all operations
more difficult. Treat as no Engineer(s) and no ability
to do damage control.
Main Section:
Step 1 - Fuel Tankage - Except for special tankage
(eg. removable tanks) leave this as fill between your
profile and the interiors.
Step 2 - Bridge - Crew workstations (2 per partial
200T of hull at 0.5T/workstation). Assigned as needed,
1 for Pilot, 1 for Navigator, 1 for Chief Engineer, 1
per full 300T of hull for Administrative Crew, 1 per
full 500T for Gunnery Officers (only manned if
actually armed), 1 per full 700T for Junior Officers,
and 1 per full 900T for Senior Officers. In addition
there is 0.5T of common space per 100T of hull, and
0.5T of personnel airlocks (minimum 1) per 100T of
hull. Finally 5.0T is given over for the minimum
Lifters displacement. For ships under 1000T of hull
the remaining Bridge tonnage is lost volume, spaces
too cramped, inaccessible and/or hostile to be useful
for anything except landing pads, external sensors,
exterior lighting and perhaps the occasional small
hidden cargo hold or light weapon mount (SW's
Millennium Falcon for example, no more than 1.0T
total). For ships over 1000T of hull the extra tonnage
is for additional Lifters.
Step 3 - Computer - 1/2 (round up) of the tonnage is
the actual cpu and cooling systems. The remaining is
access space around it for operation, maintenance and
repair, and must be directly adjacent and 1.5m wide.
Step 4 - Staterooms - First, 2.0T per stateroom is the
actual quarters (contains a closet fresher, fold-up
bed and fold-down bunk, and collapsing table and two
chairs). Second, 1.0T per stateroom is access space
and must be directly adjacent to each stateroom and
1.5m wide. If this volume overlaps (a single corridor
between facing staterooms) the extra is added to
common space. Third, 0.5T per stateroom is recreation
space (including dining, entertainment, etc.). Finally
0.5T per stateroom is life support (including galley,
stores, recyclers, etc.).
Step 5 - Lowberths - The lowberth tonnage is the
actual tonnage of the support frames and cryotubes and
is part of the cargo hold. Empty racks may be folded
up and the space used for cargo at 0.5T per missing
lowberth. Access space, to some or all, may be
provided from the common space for operation,
maintenance and repair, without unloading cargo, and
must be directly adjacent and 1.5m wide. If full
access is provided the lowberths are often not in the
cargo hold but a separate special hold.
Step 6 - Armament - Each armed turret hardpoint
requires 1.0T adjacent to the hull. Of this 0.5T is
the actual fire control computer and 0.5T is the
Gunner workstation/access space for operation,
maintenance, repairs, and re-loading. Empty turret
hardpoints may be used to carry 1.0T of cargo each if
not put to other uses. See dJb's catalogue for a full
line of standard hardpoint socket modules.
Step 7 - Vehicles - The listed tonnage for the vehicle
is the minimum size for transport and includes limited
access space around the vehicle. The actual vehicle is
1/2 the displacement listed. One external hatch
sufficient for the vehicle is included if adjacent to
the hull.
Step 8 - Small Craft - The listed tonnage for small
craft is the actual tonnage required. Each craft is
carried externally without affecting the overall
streamlining and requires a dedicated hardpoint which
includes a personnel airlock (0.5T) and an umbilical
tentacle winch clamp. The hardpoint is dedicated only
so far as being limited to carrying the same type of
small craft without affecting the ships performance
(streamlining, maneuver, and jump), and may be swapped
out for a standard turret hardpoint, or any of dJb's
other standard hardpoint socket modules.
Note, I came up with these ideas at Handwaviun
University, while studying Starship Architecture, to
explain the CT ships that have fewer hardpoints than
the maximum allowed. It works pretty well, except for
the military vessels (Mercenary and Patrol Cruisers)
which my degree from H.U. also allowed me to solve
.
Step 9 - Cargo - The listed tonnage is the gross cargo
volume. It does not include access space(beyond tight
crawling over, under, or between cargo) unless some is
included from the common space. Actual cargo volume
may be considerable less if only hauling standard
containerized cargo unless specifically built for
that. One large cargo hatch may be included per 100T
of hull. It may be either a retracting door, a ramp,
or a lift, but must be adjacent to the hull. Cargo
airlocks are optional at no added cost but the volume
comes from the cargo tonnage, though they can still be
used to carry cargo.
Step 10 - Common Space - Go back through and add up
all the common space. Use this to connect all the
other spaces and if you have some left add lockers,
common freshers adjacent to recreation spaces, or
special spaces such as sickbays, labs, or more/special
recreation spaces.
I think that's about right. It's mostly from a failing
memory of stuff done some 20 years ago
I keep
meaning to get this done up on the web, along with all
the deckplans and other house rules and stuff, but
when I find the time my computer usually won't
cooperate.
Hope you find this useful and/or interesting James (or
anybody else) and not a complete waste of bandwidth,
bytes, and time. Any and all comments welcome.

------
I'm pretty picky when I do up deckplans. For CT I use the simple deckplan 1/2 rule, but much more detailed (see below), and 1.0T means two 1.5m squares.
This work is free for all to post, print, share, or for personal non-profit use, with credit and is from my Classic Traveller universe.
Daniel J. Burns
Journeyman Design Bureau - dJb - Standards & Practices
Starship Architectural Development Model
Engineering Section:
Step 1 - 1/2 (round up) of the tonnage of each fixture
(i.e. Jump Drive, etc.) is the actual machinery (a
single unit for J-Drives, one unit per G for M-Drives,
one unit per P for Power Plants or a single large
Power Plant)
Step 2 - 1/4 (round up) of each fixture tonnage is
access space around it for operation, maintenance and
repair. This includes one tool/parts locker (0.5T) per
each 35T of total engineering volume. The access space
must be directly adjacent and 1.5m wide. The access
space of different fixtures may not overlap.
Step 3 - The remaining tonnage is common space.
It is a serious violation to use the access space for
cargo. Aside from fines, impounding for inspection,
and possible loss of license, it makes all operations
more difficult. Treat as no Engineer(s) and no ability
to do damage control.
Main Section:
Step 1 - Fuel Tankage - Except for special tankage
(eg. removable tanks) leave this as fill between your
profile and the interiors.
Step 2 - Bridge - Crew workstations (2 per partial
200T of hull at 0.5T/workstation). Assigned as needed,
1 for Pilot, 1 for Navigator, 1 for Chief Engineer, 1
per full 300T of hull for Administrative Crew, 1 per
full 500T for Gunnery Officers (only manned if
actually armed), 1 per full 700T for Junior Officers,
and 1 per full 900T for Senior Officers. In addition
there is 0.5T of common space per 100T of hull, and
0.5T of personnel airlocks (minimum 1) per 100T of
hull. Finally 5.0T is given over for the minimum
Lifters displacement. For ships under 1000T of hull
the remaining Bridge tonnage is lost volume, spaces
too cramped, inaccessible and/or hostile to be useful
for anything except landing pads, external sensors,
exterior lighting and perhaps the occasional small
hidden cargo hold or light weapon mount (SW's
Millennium Falcon for example, no more than 1.0T
total). For ships over 1000T of hull the extra tonnage
is for additional Lifters.
Step 3 - Computer - 1/2 (round up) of the tonnage is
the actual cpu and cooling systems. The remaining is
access space around it for operation, maintenance and
repair, and must be directly adjacent and 1.5m wide.
Step 4 - Staterooms - First, 2.0T per stateroom is the
actual quarters (contains a closet fresher, fold-up
bed and fold-down bunk, and collapsing table and two
chairs). Second, 1.0T per stateroom is access space
and must be directly adjacent to each stateroom and
1.5m wide. If this volume overlaps (a single corridor
between facing staterooms) the extra is added to
common space. Third, 0.5T per stateroom is recreation
space (including dining, entertainment, etc.). Finally
0.5T per stateroom is life support (including galley,
stores, recyclers, etc.).
Step 5 - Lowberths - The lowberth tonnage is the
actual tonnage of the support frames and cryotubes and
is part of the cargo hold. Empty racks may be folded
up and the space used for cargo at 0.5T per missing
lowberth. Access space, to some or all, may be
provided from the common space for operation,
maintenance and repair, without unloading cargo, and
must be directly adjacent and 1.5m wide. If full
access is provided the lowberths are often not in the
cargo hold but a separate special hold.
Step 6 - Armament - Each armed turret hardpoint
requires 1.0T adjacent to the hull. Of this 0.5T is
the actual fire control computer and 0.5T is the
Gunner workstation/access space for operation,
maintenance, repairs, and re-loading. Empty turret
hardpoints may be used to carry 1.0T of cargo each if
not put to other uses. See dJb's catalogue for a full
line of standard hardpoint socket modules.
Step 7 - Vehicles - The listed tonnage for the vehicle
is the minimum size for transport and includes limited
access space around the vehicle. The actual vehicle is
1/2 the displacement listed. One external hatch
sufficient for the vehicle is included if adjacent to
the hull.
Step 8 - Small Craft - The listed tonnage for small
craft is the actual tonnage required. Each craft is
carried externally without affecting the overall
streamlining and requires a dedicated hardpoint which
includes a personnel airlock (0.5T) and an umbilical
tentacle winch clamp. The hardpoint is dedicated only
so far as being limited to carrying the same type of
small craft without affecting the ships performance
(streamlining, maneuver, and jump), and may be swapped
out for a standard turret hardpoint, or any of dJb's
other standard hardpoint socket modules.
Note, I came up with these ideas at Handwaviun
University, while studying Starship Architecture, to
explain the CT ships that have fewer hardpoints than
the maximum allowed. It works pretty well, except for
the military vessels (Mercenary and Patrol Cruisers)
which my degree from H.U. also allowed me to solve

Step 9 - Cargo - The listed tonnage is the gross cargo
volume. It does not include access space(beyond tight
crawling over, under, or between cargo) unless some is
included from the common space. Actual cargo volume
may be considerable less if only hauling standard
containerized cargo unless specifically built for
that. One large cargo hatch may be included per 100T
of hull. It may be either a retracting door, a ramp,
or a lift, but must be adjacent to the hull. Cargo
airlocks are optional at no added cost but the volume
comes from the cargo tonnage, though they can still be
used to carry cargo.
Step 10 - Common Space - Go back through and add up
all the common space. Use this to connect all the
other spaces and if you have some left add lockers,
common freshers adjacent to recreation spaces, or
special spaces such as sickbays, labs, or more/special
recreation spaces.
I think that's about right. It's mostly from a failing
memory of stuff done some 20 years ago

meaning to get this done up on the web, along with all
the deckplans and other house rules and stuff, but
when I find the time my computer usually won't
cooperate.
Hope you find this useful and/or interesting James (or
anybody else) and not a complete waste of bandwidth,
bytes, and time. Any and all comments welcome.