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News: 2010--The year that the Anargo Sector Project is up and running?
 
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Author Topic: [Equipment] Imperial Starships  (Read 1926 times)
Heimdallr
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« Reply #15 on: April 09, 2009, 02:16:28 AM »

Quote from: 'Dragon Lord'
Just thought I would point out that we have had a discussion of Imperial sub-light propulsion here, including some forays into modelling it with GURPS, that you might find helpful.
Thanks mate, that actually clarifies things very well!!!  Grin

Quote from: 'Kage2020'
If you're talking about the Venturer, please note that the statistics posted were reflective of a Golden/Dark Age of Technology (G/DAoT)
That too clarifies things quite a bit...

Quote from: 'Kage2020'
The whole TL^ thing is a tad on the annoying side, but not half as annoying as the reduction in the TL scale from TL 16 (etc.) down to TL 13.
Quite  Grin Heck we don't need to use the ^ if we don't want to... essentially anything Adeptus Mechanicum is ^  Cheesy

In essence, anything TL10 or above is superscience, and includes artificial gravity, contragravs, warp-drives, forcefields, and all forms of highly efficient reaction drives (antimatter). TL12 would include truly exotic items such as teleporation devices and total conversion and reactionless drives.

Quote from: 'Kage2020'
As before, to get values acceptable to the people on the forum you have to dramatically increase the delta-v of fusion drives to allow for the accelerations required to get people to the "warp zone," as we're currently defining it, within the month or two requested.
I see what you mean... I'll try to run some numbers with the current TL9-10 systems and see what I come-up with. The Plasma Reaction Engine (shown earlier in the post) was my solution to the problem earlier last year, and I've used it in the design of the Horripilar.
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Kage2020
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« Reply #16 on: April 09, 2009, 07:08:18 PM »

Quote from: Heimdallr
Quite  Grin Heck we don't need to use the ^ if we don't want to... essentially anything Adeptus Mechanicum is ^  Cheesy
Nah, I just have to wrap my head around how the previous differences can be tweaked into the new system to allow for application to what we had before so there is no confusion.  Apparently except that last sentence, which was most confusing. Cheesy

Quote from: Heimdallr
I see what you mean... I'll try to run some numbers with the current TL9-10 systems and see what I come-up with. The Plasma Reaction Engine (shown earlier in the post) was my solution to the problem earlier last year, and I've used it in the design of the Horripilar.
I'll have to take another gander at it, but I've got the sneaking suspicion that it isn't going to be fast enough for most people.

Kage
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Heimdallr
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« Reply #17 on: July 12, 2009, 02:14:26 AM »

...well of-course (and as expected), the upcoming Rogue Trader RPG has introduced much higher starship Gs than our working assumption:





...giving transport accelerations of ~1.5 Gs and frigates ~4.5+

Not that we should disregard all our previous efforts of-course  Grin
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horizon
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« Reply #18 on: July 14, 2009, 04:44:39 AM »

Oh my!

That's not a Sword class from the Battlefleet Gothic universe!

It has been estimated by Andy Chambers himself that 1 hitpoint represents about 8000 crew members. Thus a cruiser would be around 8000x8 = 64000, a light cruiser = 48000, an escort 8000.

How on earth do you place 26000 crew in a 1600metres long ship?

1600 is a tad long, but if that includes the lance lenght at the prow I could live with that.

Can I contact these people?
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Dragon Lord
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« Reply #19 on: July 14, 2009, 01:14:35 PM »

Quote from: Horizon
It has been estimated by Andy Chambers himself that 1 hitpoint represents about 8000 crew members. Thus a cruiser would be around 8000x8 = 64000, a light cruiser = 48000, an escort 8000.
I thought it was 1,200 crew per hit point?  (To be honest 8000 might make a bit more sense particularly given the numbers that were coming out when we were doing the Venturer and the amount of automation we had to put in to fit the 1200 per hit point system).
Though 26,000 crew for a 1.6km long ship might seem a bit mad if you just take a modern US aircraft carrier and multiply it up to the same size the crew comes out even larger than that (though of course a Sword would have a lot more space taken up by armour, etc than a carrier), admittedly a lot of the crew on a carrier are there to service the aircraft but if you take an Iowa class battleship and multiply it up you still come to well above 26,000.

Quote from: Horizon
1600 is a tad long, but if that includes the lance lenght at the prow I could live with that.
I'm sure you'll kick yourself when I point this out, but this is a Sword not a Firestorm.  Nonetheless 1600m is a bit long.

Quote from: Heimdallr
...giving transport accelerations of ~1.5 Gs and frigates ~4.5+
Indeed we did kind of expect that to happen, and we had come to the conclusion when putting together the Venturer that higher than 'realistic' accelerations were necessary to fit in with the travel times in the background.
Interestingly though I note that the transport has its acceleration given as max acceleration whereas the sword has max sustainable acceleration, I wonder if that was intentional?  If so the transport would probably have a lower max sustainable acceleration (maybe ~1G).
I don't suppose they've given any indication what sort of stats they're doing for cruisers and other capital ships?
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horizon
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« Reply #20 on: July 15, 2009, 04:31:26 AM »

Driven mad by 26000 men I threw a lance on a Sword!  Roll Eyes

I agree, they got it all wrong.
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