The Lady Jane
http://www.curufea.com/ship.avi --
3d Rotation of the ship as a DivX AVI 1mb file
Images of the ship - Scale is 1 grid
square to 10 metres
The Lady Jane
Despite the fact she is based on a scout ship, the Lady Jane is actually
a modified passenger vessel. With the addition of weapons, better damage
control systems, faster drives, and more cargo space, she is now a
multi-purpose vessel, although she can still function quite adequately as a
liner.
Because she is based on a liner, casual scans will reveal her as such,
especially if the person scanning has some familiarity with human vessels. Of
course, the Lady Jane is the only vessel of her type painted that particular
colour, so anyone whos ever heard of Captain Samuel West will recognise
her.
Power and Drive Systems
- Primary power comes from two fusion reactors, powered by a reaction
mass of heavy water (H22O).
- The reaction mass is ionised by sheer heat in a pre-reaction
ionisation chamber. Deuterium and oxygen ions are magnetically divided (like a
mass spectrometer), and electrons are inducted directly to the power system.
- The temperature of the ionisation chamber is maintained by the nearby
fusion reaction and, where necessary, electrical power.
- Frequently, the temperature in the ionisation chamber will exceed
safe limits. Heat, and sometimes plasma, are vented directly to space. Even
running at minium power, its difficult go without venting for more than a
few hours.
- If the ionisation chamber is cooled, it takes quite some time to
reheat it to operating temperature. In this case (a cold start) the reaction
mass must be ionised and the chamber heated using battery power. Its
normal practice to start one reactor this way and cross-vent the ionisation
chambers to start the other. This increases the time to start the reactors by
about 50 per cent, but halves the battery power required.
- normal cold-start takes eight hours for the first reactor (giving
half power) and another four for the second. At normal output, the batteries
will take about a week to recharge from a normal cold start.
- Starting both reactors at once, and really rushing it (which can
damage the reactors) will take four to six hours, and the batteries will take
two weeks to rechrage.
- The ionised oxygen is stored for later use (see below)
- The deuterium ions move on to the reaction chamber, where they
undergo a fusion reaction, forming helium. The reaction chamber must also be
maintained at a high temperature, but once it is heated, it is self-sustaining
so long as the deuterium keeps coming.
- The ionised helium is stored with the oxygen.
- The oxygen/helium mix can be de-ionised and hydrated and used for
life-support in emergencies, but its not recommended. There is a chance
of it being radioactive.
- The oxygen/helium mix can also be re-introduced into the reaction
chamber for further fusion. This requires greater temperatures (only just
within the design tolerances, so its not possible to conduct secondary
fusion without continuous venting) but also produces far more energy. This
method of extracting extra energy from the system is not recommended for
prolonged use, as the resulting heavy elements, some of them radioactive,
result in either erosion or clagging of the exhaust vents. On the Lady Jane,
for some reason the port vent always clags, and the starboard is always eroded.
Even swapping the reactors didnt change this. Engineers have suggested
its due to a slight imbalance in the gravity fields, but since clagging
and erosion both result in similar costs and repair times, nobodys got
too carried away with fixing it.
- Normally, though, the oxygen/helium mix is used as reaction mass for
the ion drives. Not only is the mix pre-ionised (so long as you dont
leave it sit for too longif you do it de-ionises, draining battery power
and causing ship-wide corrosion) it also provides far more thrust than the
ionised hydrogen used in traditional ion drives.
- If there is insufficient oxygen/helium mix to run the drives (because
of continued high thrust or heavy power demands), heavy water can be used as
ion drive reaction mass instead. Because the heavy water must be ionised
separately, this adds extra power demands, but not usually anything critical.
- The mass of the heavy water is actually slightly higher than the mass
of the oxygen/helium mix, so it produces about the same thrust for the same
power consumption. But it does increase heavy water consumption considerably.
- The practical upshot of this is that increased power or thrust both
increase the consumption of reaction mass.
- With a nominal load of reaction mass, the Lady Jane has a range of 3
months at normal power output.
- Battery power is recharged gradually by the fusion reactors.
- At minimum life support (and no artificial gravity) batteries will
last for about a week. This includes the power needed for the emergency
beacon.
The Bridge
- The bridge of the Lady Jane is a domed circle, taking up two decks.
In many respects, it resembles the deck of the original USS Enterprise.
- The lift debouches between the two deck levels. Ramps slope down
around the circumference to the lower deck level. There is one station
(normally the captain) at the level of the lift, with stairs leading down
around it. In front of that station, there are two side by side, at the lower
level. Normally, these are helm and targ. There are four other non-specific
stations around the circumference.
- All stations can be reconfigured for any crew position or combination
of positions. The captains codes can override any command, and can be
used to grant or deny access to specific commands.
- Any sensible crew member will customise his station by moving
controls, creating macros, etc.. Customised stations are easier for the person
who designed them to use, and more difficult for others (unless they trained
under the person who designed it and havent had time to develop their own
style).
- Commonly, engineering crew wont even be on the bridge,
theyll do their job from one of the engineering stations.
- The bridge has holographic projectors throughout, making it possible
(and usual) to project a view of outside space, or a star map, or any other
schematic the crew needs, ALL AROUND the bridge crew. In a normal view, the
bridge crew will see the bridge as a clear dome with a 360° x 220° view
of space. Doors appear if you look carefully enough. Other crew members and
their stations will get in the way of the view. The three main bridge positions
traditionally show the view below the vessel as part of the station display, so
as to give a full view.
- Because the view is holographic, it is 3D, and some objects may
appear to float inside the bridge. But its not as advanced as the Star
Trek holodeck. There are no force fields to give the impression of solidity.
- The computers are pretty bright. They can be given complex
instructions and interpret them for most situations. For instance, they could
be instructed Take us from point A to point B, using the most
fuel-efficient safe course. If anything approaches, alert the watch officer and
avoid the object until further instructions. Respond to any hails with standard
message XXX. Head away from any hostile object at best possible speed.
There are probably situations in which these instructions would fail, but
theyd be a surprise. Any action the computer took to follow these
instructions would be fairly formulaic, and easily analysed and predicted by a
decent computer or competent captain.
Damage Control, Bulkheads and Atmosphere Containment
- Although its not immediately apparent on the deck plans, there
are bulkhead doors at all access points between decks, including in the lift
shaft
- Bulkhead doors normally remain open, but when they decide to close,
they dont care whats in the way
- Individual bulkhead doors will close when anyone tells them to (a
break glass kind of affair)
- All bulkhead doors will close
- if the atmospheric pressure anywhere on the ship drops below a
set level
- on receiving a central command
- on power failure
- Under any of these conditions, the lift shaft will also be completely
filled with vacu-seal foam, which is a pain in the arse to clean out, but
better than losing all your air
- Bulkhead doors can only be opened using crew codes (centrally or
individually). As always, the captains codes override other crew
- Hull breaches will be repaired with vacu-seal foam as a first defence
- Any fire on board will cause surrounding bulkheads or doors to close
and the affected room/s to be flooded with fire-retardant foam. The foam
subsides fairly quickly, and its unusual for anyone whos still
ambulatory to be suffocated by it
- The usual protocols indicate that any unauthorised breach of
quarantine (when quarantine conditions are declared) will result in ALL doors
and bulkhead doors closing and locking. They can only be opened with crew
codes. Air conditioning will also shut down for as long as possible, and when
it returns, will be compartmentalised.
- Most systems have redundant backups, but there is no automatic repair
system. Repair bots can be retrofitted, but theyre about the same cost as
the ship herself
EVA Points
- All EVA points (not cargo bays) have a cupboard holding:
- At least one standard EVA suit
- Standard tools for EVA operations. Tools, slap-patches, thrust
bottles, etc.
- Flashlights
- A beacon
- Ropes and associated hardware
- Most also contain one or more weapons
Décor
- The purely functional areas of the Lady Jane, such as loading docks
and much of engineering, have bare walls and floors, but other areas are made
to look like an 18th century sailing ship. Lots of wood and some brass
- The control surfaces are brassy where possible, but most of the
controls appear on touch screens anyway (there are backups for all controls
which are manual, and these are brass on wood
- In the swankier areas, there is also red velveteen, especially on
seats
- All berths include a double bed, view screens, and in most cases a
sliding RV port. All are attached to individual bathrooms which have real water
showers (water is recycled anyway). Bathrooms are all marble and brass
- Second and first class cabins also have outer rooms, with a desk with
access to SOME ships computer systems, etc.. These are much like an outer
office
BC:
What do you reckon of separate deep space and planetary modules. The
planetary bit has all the normal space thrusters, and is designed for forward
thrust. The deep space bit is the warp drives and a big rotating bit for
artificial gravity. The planetary bit will function independently, but at
considerably reduced power, and it's atmosphere capable.
How are you going to do space combat? Will a flimsy deep-space module
be a liablity?
PC:
Detachable module as in the Narcissus for the Nostromo from Alien?
A small crewed ship shouldn't need a separate planetary craft - but it
could be possible.
I do like the idea of a large, empty ship :)
(but then I am the consumate Alien fan - so beware what you ask for)
BC:
It depends on what kind of energy requirements you have for warp-capable
ships. The way I see it, interstellar flight would require mind-buggering
power, such that you couldn't fit the reactors, drives, etc.. into something
you could take into an atmosphere.
I wasn't thinking so much of something like the Nostromo, which was
essentially a tug. I was thinking the bridge and minimal living quarters would
be part of the planetary craft, while the warp drives, main crew areas, cabins,
etc. would all be part of the bit that stays in orbit. None of it would
necessarily be empty, although perhaps a lot of the drive areas would be
uncommonly used.
If you're using realistic space combat, then it doesn't matter what
shape the vessel is, because the fight won't be a matter of aiming, it'll be
computers vs ECM vs ECCM vs ECCCM etc.. If you're using heroic space combat,
then I want something sleek and fast that can dodge about between sizzling frap
rays and confuse missiles into hitting each other.
I've just realised what I'm talking about is essentially the
jumpship/dropship idea used in Battletech. The jumpship would be left behind
almost immediately upon entering normal space.
Presuming a humvee is 3 metres wide, the scale I've given you would give
a vessel about 100m wide and 150m long, and it's bulkier and taller than the
Icarus too. It's a bit Flash Gordon, actually.
PC:
That's not too bad. Is that the main hull or various sticky-outie bits?
BC:
Main hull. There's a single, large sticky outy bit on top like a long,
fat tail, and four similar but smaller bits on the bottom. I'm presuming all
the small burny offie in the atmosphere bits will fold away when not in use.
Another thought on how to improve the look of the aft, what if you cut
off most of the curvy bit at the aft of the two central ventral fins. Bring it
back in so the point is only about 5 metres long and the curve is much
shallower.
PC:
It'll look nicer when it has more details as well. There's something
very Flash Gordon-ny about smooth curves broken up with wierd arcane devices
that are 3 times more complex or larger than they need to be :) I'll put some
indentations and things for the hardpoints.
BC:
And lines of rivets? I think the weapons will need to extend straight
forward from where they're mounted, but the whole of the projecter will need to
be outside the vessel when extended, since they actually have a full field of
fire, except where interupted by trying to shoot through the hull.I'm quite
fond of the Jaffa staff weapon look. It's up to you how much would need to
stick out, and how much would be internal, but the outside bit needs to be able
to rotate and retract.
PC:
I should be able to get them somewhere. I was going to go with the
Babylon 5 defense grid. But the opening petals of that stargate weapon are
quite cute. I've got the main dish from the Millenium Falcon for sensors -
unless you can think of any other sensor types? Also - any thoughts on the
thrusters?
BC:
I was originally going to draw the thrusters as hexagonal panels that
open up, revealing three holes. Thrusters would point pretty much perpendicular
to one of the three main axes, so the holes might be distorted a little. If you
can't find the staff weapons, then the B5 defence grid is fairly cool too. The
main sensors could be nicked from the MF, but I think a prong sensor at the aft
would be good (spike with ovoid knob on). Perhaps one dish, and the rest as
prongs of various sorts. A fat one with a big knob, with grooves all the way
down (like a bunch of discs, smaller and smaller, stacked on top of each other)
for the communications.
Those guns are pretty cool. Let's go with them. We'll have to move the
gun ports to fit them in properly. Perhaps on top, put the ports roughly at the
same point on the x axis, but move them out to the primary hull, about 1/3 of
the way out from the dorsal fin. On the bottom, put them at the widest point,
on the primary hull, just outside the outermost ventral fins. The top ones
could be the wide, rectangular ones, and the bottom ones the ones with the four
barrels. In that case, the ports would slide open, and the guns slide straight
out, directly perpendicular to the hull. As for the square ports for
communications, that was just to diferentiate them. They could be whatever
shape was most appropriate for the item in question. For a spike, perhaps an
iris or a split circle, for a dish, it could fold out with the hull plate
forming the back of the dish, then slide a little way perpendicular to the hull
to give it clearance. It'd still be able to rotate once it was out. I've drawn
how the airlocks open. I'll have to actually draw the deck plans before I know
where emergency viewing ports would be.