Thanks! The ship looks great. I figured that would be the answer about ringworld, too. It is a setting not a vehicle. :-)
Rick -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Onno Meyer Sent: Thursday, November 13, 2008 2:25 PM To: The GURPSnet mailing list Subject: [gurps] [Vehicles] Streaking back from the past Rick wrote: > How about the Dolphin Ship from David Brin's Uplift saga? I don't have > the > GURPS Uplift available so I do not know if it was listed there but I > thought > that it was a cool ship with a very special liquid defense. :-) Been there. Done that. Found the file. Started to despair because OpenOffice doesn't do MS Word 5.0. Found an ASCII file. Vehicles 1st edition designs, with something much like the modules from later starship design rules to keep things readable. Copyright 1994-1995 by me for my work that can be copyrighted, and to the best of my knowledge the use of Brin's ideas in this way doesn't violate his rights - GURPS Uplift and GURPS Vehicles are supposed to be used this way ... Note that it predates the rules from GURPS Uplift 2nd and even the second trilogy. An update goes onto the to-do list, but I'll have to read all six books (all eight counting Contacting Aliens and GURPS Uplift 2nd ed) with a notepad beside it, so it might take quite some time. Modified Snarkhunter-class exploration craft v1.0 (TL 9 and higher) BACKGROUND: This is the design of of the _Streaker_ from "Startide Rising" and the collection of subcraft. You probably have to know the Uplift books or GURPS Uplift to understand the design. The ship is described as it left the yards (e.g. with a gig and without the niss machine). {number} is a reference to a page from _Startide_Rising_, Bantam Spectra paperback, 1983. THE STREAKER: The size of the ship is not very clear. There are clues {440} that the ship is several times bigger than 40,000,000 cf / 1,500,000 cy. I decided to go for a mere 5,000,000 cf / 185,000 cy, and it was difficult to fill the hull. The outlock size and the picture {0} might justify this. The ship is a cylinder {79} with the "Outlock" in the nose {84}. On top of the cylinder there is the "Bridge Pod". Somewhere are the "Weapons Pods" {55}. The "Dry Wheel" {79} rotates around the cylinder to generate gravity. The crane in the outlock in not "exposed" equipment since it lifts subcraft within the dry dock. The other crane serves the cargo holds. I'm not sure the torpedoes are justified, but if the sleds had them, why not? Without further information, I purchased the library branch like any other C6 computer, but the software budget should cover the difference. The power plants recharge the cells at 613 KWh/s even if all systems are running. The ship can't enter overdrive with a load over 100,000 tons (or a payload over 51,500 tons). I listed two payloads of 1,500 tons and 21,500 tons. 1,500 tons are crew, luggage and equipment, 20,000 tons are water in various compartments (fen _can_ live without it). Some people might ask why I use GURPS Vehicles for a design of this size, but diving ships are not covered in Space. SUBCRAFT: I included mass & cost of one TAASF Gig, one TAASF Longboat, one TAASF Skiff and fifty TAASF Sea-Sleds in the design. Those vehicles have their own entries. The outlock is big enough for a more sleds, but the three spacecraft can only be replaced by smaller craft (e.g. no more than one longboat, but a second gig could repace the skiff). TECHNOLOGY: The technology used on Terragens/TAASF vehicles is a mixture of selfmade and imported technology, but everything over TL9 costs valuable GalCoins. I decided to add 50% to the cost per TL over 9 (compare V52). Unless noted, everything is TL9 vehicle technology [Dec. 93 errata sheet]. I imported pieces of equipment from GURPS Uplift and GURPS Space. Structure: 5,000,000 cf standard heavy body (HT 400,000), max. load 150,000 tons, good streamlining, sealed body, ten skids (DR 300, HT 13,333 each), submersible hull with average hydrodynamics, two indpendent TL12 contragrav units (DR 5, HT 4,000) {178}. Propulsion: Two {178} TL11 25,000-ton reactionless engines (DR 5, HT 15,000) and 1,000 TL10 B-level hyperdrive generators (DR 5, HT 75 each) from Uplift. Power: Five TL10 1,600 MW large fusion plants (DR 5, HT 2,000 each) and 1,400 MWh rechargeable power cells (DR 5, HT 1,000). Accomodation: 200 roomy quarters, no windows. Crew Requirements: A typical crew are 150 fen {14} and a few humans. Armor: 9,000 points expensive armor, F6/1,500 B6/1,500 R6/1,500 L6/1,500 T6/1,500 U6/1,500. Accessories: 1,000 bilge pumps, heavy compartmentalization, 100 dischargers, 10 sonar decoy launchers with 100 reloads, compact fire extinguisher (500 units), laser sensors, three 500-person full lifesystems, heavy deceptive jammer (jam 12, DR 3, HT 25, electronics), radiation shielding, 10 large airlocks, 10 automeds (DR 5, HT 75, equipment) {203}, 100-ton crane (DR 10, HT 400, exposed equipment), entertainment complex, 2,000 units of provisions, eight searchlights (DR 5, HT 8, exposed equipment), 16 spotlights (DR 5, HT 2, exposed equipment), five sickbays (DR 5, HT 200, equipment) {32}, five heavy tractor beams (DR 5, HT 75, equipment), five workshops (armoury, 3*mechanic, engineer, DR 5, HT 200, equipment). Accessories from GURPS Uplift: Oxywater units for 50,000 cy with 10 loads (each 500 units) of chemicals, TL11 psi shield (power 16) {445}, TL11 stasis field {31}, TL11 reality anchors. Modules: One bridge module, one dry wheel module, one outlock & subcraft module, two sensor modules, one software module, two weapons pod {55} modules. Weaponry: The pods and three heavy torpedo tubes (DR 5, HT 70) with 60 ALH torpedoes. Cargo: 500,000 cf (and 1,064,244.9 cf access space {13, 80}). Statistics: Cost $2,000,000,000, design mass 48,500 tons, max. payload 101,500 tons, max. cargo 15,000 tons, current load 1,500/21,500 tons, loaded mass 50,000/70,000 tons, size modifier +13, radar signature +13 (+1 if jamming), IR signature +18, acoustic signature +5. Ground Performance: Speed factor 20, top speed 200/175 mph, acceleration 15/13.125 mph/s, deceleration 5 mph/s, MR 0.5, SR 7. Water Performance (surface): Speed factor 18, top speed 180/157.5 mph, acceleration 5/4.375 mph/s, deceleration 12.5/12.1875 mph/s, MR 1, SR 8, draft 25/27 yards. Water Performance (submerged): Speed factor 14, top speed 140/122.5 mph, acceleration 5/4.375 mph/s, deceleration 12.5/12.1875 mph/s, MR 1, SR 8, max. submerged depth 1,500 yards, rising or diving at 2.5/2.1875 yard/s. Air Performance: Speed factor 80, top speed 800/700 mph, acceleration 20/17.5 mph/s, deceleration 40/37.5 mph/s, MR 5.25, SR 7, ceiling unlimited. MODULE Bridge (This is the "administrative home" of gadgets deep in the body, too). Structure: 4,000 cf standard superstructure (HT 2,000). Accomodation: 20 roomy seats. Armor: 10,000 points expensive armor, SF6/2,000 SB6/2,000 SR6/2,000 SL6/2,000 ST6/2,000. Accessories: Compact fire extinguisher, laser sensors, radiation shielding, four optical mainframes (C6, DR 3, HT 60, electronics), 5 INS (DR 3, HT 6, electronics), 10 TL10 interface jacks, five secure long-distance radios (DR 3, HT 4, electronics), 5 IFF, 5 terrain-following radars, two communications buoys (DR 3, HT 100, electronics). Accessories from GURPS Uplift: TL14 A-level hyperspace radio, five man-made datastations, P-class library branch {1}, PSI augmenter web (3 users, sense, shield, telesend and telereceive) {20}. Cargo: None, but 3,117 cf access space. Statistics: Cost $10,433,500, mass 463,800 lbs., takes 773 cf in the body. MODULE Dry Wheel Structure: 100,000 cf standard full-traverse turret (HT 15,000). Accomodation: 40 roomy quarters {79}. Armor: 5,000 points expensive armor, all sides PD 6 / DR 1,000. Accessories: Compact fire extinguisher (10 units), laser sensors, radiation shielding, entertainment complex, 5 workshops (armoury, 3*electronics, engineer, DR 5, HT 200, equipment). Cargo: 20,000 cf (and 35,980 cf access space). Statistics: Cost $19,420,000, mass 2,295,500 lbs., uses 30,000 cf, uses 10,000 KW. MODULE Outlock & Subcraft: Accessories: 300-ton crane (DR 10, HT 800, equipment), dry dock for 200,000 cf of vehicles. Included Subcraft: Longboat, skiff, gig, 50 sea-sleds. Statistics: Cost $77,740,000, mass 9,021,000 lbs., volume 301,200 cf, uses 600 KW. MODULE Sensor Suite Accessories: Extreme-range sonar (scan 24, DR 3, HT 150, electronics), advanced long-range geophone (scan 21, DR 3, HT 75, electronics), TL11 extreme-range gravscanner (scan 30, DR 3, HT 125, electronics) {21}, extreme-range hydrophone (scan 26, DR 3, HT 150, electronics), extreme- range thermograph (scan 24, DR 3, HT 20, electronics), TL10 extreme- range xadar with rangefinder (scan 30, DR 3, HT 60, electronics), long- range multiscanner (scan 18, DR 3, HT 30, electronics), extreme-range air-search radar with rangefinder (scan 31/25, DR 3, HT 60, electronics), long-range sound detector (scan 22, DR 3, HT 30, electronics), ALLTV (+6). Statistics: Cost $8,660,000, mass 17,250 lbs., takes 405 cf, uses 40 KW. MODULE Software Ship operations: Autonomous operation (C6, IQ 11), computer navigation, datalink, sonsor operation (C6, skill 18 or +7), 4*gunner (C5, skill 14 or +4), tactical vehicle operation air (C6, skill 17), tactical vehicle operation sea (C6, skill 17), 4*gunner (C5, +7). Science/technology: TL11 translation (C6, VH), damage control (C2), electronics repair (C2) with 50 GB, engineering (C2) with 50 GB, environmental analysis (C3). Basics: Accounting (C2), word processor (C2). Expert systems/databases: Just about everything possible for $14,612,300. Cost $15,480,300. MODULE Weapons Pod: Structure: 2,000 cf standard superstructure (HT 1,000). Accomodation: Two roomy seats. Crew Requirements: Two gunners. Armor: 10,000 points expensive armor, SF6/2,000 SB6/2,000 SR6/2,000 SL6/2,000 ST6/2,000. Accessories: Compact fire extinguisher, laser sensors, radiation shielding, TL10 medium xadar with rangefinder (scan 24, DR 3, HT 10, electronics), two optical microframe TCs (C5, DR 3, HT 10, electronics). Programs: 2*Gunner (C5, skill 14 or +4), 2*targeting (C5, +7). Weaponry: Tl13 XH A-PAWS (DR 5, HT 250) in autostabilized cyberslave mount and 6 linked heavy missile launchers (DR 5, HT 40) with 100 HVGM. Cargo: None, but 393 cf access space. Statistics: Cost $21,745,250, mass 261,000 lbs., takes no volume, uses 10 KW and 5 MWh/shot. TAASF Captain's Gig v1.0 (TL 9 and higher) This is a subcraft of the _Streaker_, a modified Snarkhunter class exploration vessel. If you don't read that entry, the numbers make little sense. The Captain's Gig was lost prior to the story, but I assumed that it is just a smaller copy of the Longboat and the Skiff (with less range and more speed). It is known that it could carry 10 fen {87}. Structure: 5,000 cf expensive heavy body (HT 4,000), max. load 150 tons, very good streamlining, sealed body, submersible hull, two TL12 contragrav units (each DR 5, HT 40). Propulsion: Twin TL11 150-ton reactionless engines (DR 5, HT 500 each). Power: Two TL10 20 MW large fusion plants (DR 5, HT 100) and 5 MWh rechargeable power cells (DR 5, HT 24). Accomodation: 10 seats. Crew Requirements: Pilot, possibly more. Armor: 1,200 points advanced armor, F6/200 B6/200 R6/200 L6/200 T6/200 U6/200. Accessories: Compact fire extinguisher, basic IR cloaking, laser sensors, two 8-person full lifesystems, radiation shielding, partial stealth, medium sonar (scan 18, DR 3, HT 10, electronics), medium hydrophones (scan 20, DR 3, HT 10, electronics), long-range thermograph (scan 22, DR 3, HT 10, electronics), TL10 long-range xadar with rangefinder (scan 26, DR 3, HT 20, electronics), medium multiscanner (scan 16, DR 3, HT 6, electronics), TL10 long-range radar with rangefinder (scan 28, DR 3, HT 20, electronics), ALLTV (+6), airlock, four optical mainframes (C6, DR 3, HT 60, electronics), two INS (DR 3, HT 6, electronics), two GPS, two TL10 interface jacks, two secure long-distance radios (DR 3, HT 4, electronics), two IFF, spotlight (DR 5, HT 2, exposed equipment), two terrain-following radars. Programs: Database (56.8 GB starmaps and recognition guides), datalink, sensor operation (C6, skill 18 or +7), gunner (C5, skill 14 or +4), tactical vehicle operation (C6, skill 17), targeting (C5, +7). Accessories from GURPS Uplift: Oxywater pack for 100 cy with 5*chemicals, vehicular PSI detector. Weaponry: Tl13 gatling A-PAWS (DR 5, HT 20) in an autostabilized front cyberslave. Cargo: 100 cf (and 8.2 cf waste space). Statistics: Cost $13,000,000, design mass 50 tons, max. payload 100 tons, max. cargo 4.5 tons, current load 10 tons, loaded mass 60 tons, size modifier +6, radar signature +1, IR signature +10, acoustic signature +3. Ground Performance: None. Water Performance (surface/submerged): Speed factor 8/4, top speed 136/68 mph, acceleration 8.5 mph/s, deceleration 14.25 mph/s, MR 1.25, SR 7, draft 8 feet, max. submerged depth 1,000 yards, diving speed 4.25 yards/s. Air Performance: Speed factor 120, top speed 2,040, acceleration 34 mph/s, deceleration 54 mph/s, MR 5.5, SR 8, ceiling unlimited. TAASF Longboat v1.0 (TL 9 and higher) This is a subcraft of the _Streaker_, a modified Snarkhunter class exploration vessel. If you don't read that entry, the numbers make little sense. The Longboat was the biggest subcraft. It is longer than the 20m outlock {84}. It would have been capable of prolonged spaceflight. Structure: 16,000 cf expensive XH body (HT 12,000), max. load 720 tons, very good streamlining, sealed body, submersible hull, two TL12 contragrav units (each DR 5, HT 125). Propulsion: Twin TL11 360-ton reactionless engines (DR 5, HT 1000 each). Power: Two TL10 50 MW large fusion plants (DR 5, HT 175) and 5 MWh rechargeable power cells (DR 5, HT 24). Accomodation: 10 cramped quarters. Crew Requirements: Pilot, co-pilot, possibly more {295}. Armor: 3,600 points advanced armor, F6/600 B6/600 R6/600 L6/600 T6/600 U6/600. Accessories: Compact fire extinguisher (2 units), basic IR cloaking, laser sensors, two 10-person full lifesystems, radiation shielding, partial stealth, long-range sonar (scan 20, DR 3, HT 30, electronics), long- range hydrophones (scan 22, DR 3, HT 30, electronics), long-range thermograph (scan 22, DR 3, HT 10, electronics), TL10 long-range xadar with rangefinder (scan 26, DR 3, HT 20, electronics), long-range multiscanner (scan 18, DR 3, HT 30, electronics), TL10 long-range radar with rangefinder (scan 28, DR 3, HT 20, electronics), ALLTV (+6), optical microframe TC (C5, DR 3, HT 10, electronics) {443}, two {353} airlocks, four optical mainframes (C6, DR 3, HT 60, electronics), two INS (DR 3, HT 6, electronics), two GPS, two TL10 interface jacks, two secure long-distance radios (DR 3, HT 4, electronics), two IFF, three spotlights (DR 5, HT 2, exposed equipment), lab (same as sickbay, DR 5, HT 200, equipment) {355}, two terrain-following radars. Programs: Database (523.85 GB starmaps and recognition guides), datalink, sensor operation (C6, skill 18 or +7), 2*gunner (C6, skill 15 or +5), tactical vehicle operation (C6, skill 17), 2*targeting (C5, +7). Accessories from GURPS Uplift: Oxywater pack for 200 cy with 10*chemicals, vehicular PSI detector, TL11 PSI shield (power 16), TL11 stasis fields {353}, TL11 reality anchors. Weaponry: Tl13 gatling A-PAWS (DR 5, HT 20) in an autostabilized front cyberslave {431} and a medium missile launcher (DR 5, HT 20) with 30 HVGM {431}. Cargo: 1,000 cf (and 564,6 cf access space). Statistics: Cost $30,000,000, design mass 200 tons, max. payload 520 tons, max. cargo 45 tons, current load 50 tons, loaded mass 250 tons, size modifier +7, radar signature +2, IR signature +11, acoustic signature +3. Ground Performance: None. Water Performance (surface/submerged): Speed factor 8/4, top speed 112/56 mph, acceleration 7 mph/s, deceleration 13.5 mph/s, MR 1.25, SR 7, draft 12.6 feet, max. submerged depth 3,000 yards, diving speed 3.5 yards/s. Air Performance: Speed factor 120, top speed 1,680, acceleration 28 mph/s, deceleration 48 mph/s, MR 5.5, SR 8, ceiling unlimited. TAASF Skiff v1.0 (TL 9 and higher) This is a subcraft of the _Streaker_, a modified Snarkhunter class exploration vessel. If you don't read that entry, the numbers make little sense. The Skiff was the third subcraft. It is just under 20m {84} long and capable of transfer-point-travel. Again, I assumed that the subcraft are similar. Structure: 8,000 cf expensive XH body (HT 7,500), max. load 360 tons, very good streamlining, sealed body, submersible hull, two TL12 contragrav units (each DR 5, HT 75). Propulsion: Twin TL11 180-ton reactionless engines (DR 5, HT 600 each). Power: Two TL10 30 MW large fusion plants (DR 5, HT 125) and 5 MWh rechargeable power cells (DR 5, HT 24). Accomodation: 8 cramped quarters {196}. Crew Requirements: Pilot, gunner {293}, possibly more. Armor: 3,000 points advanced armor, F6/500 B6/500 R6/500 L6/500 T6/500 U6/500. Accessories: Compact fire extinguisher, basic IR cloaking, laser sensors, two 8-person full lifesystems, radiation shielding, partial stealth, long-range sonar (scan 20, DR 3, HT 30, electronics), long-range hydrophones (scan 22, DR 3, HT 30, electronics) {325}, long-range thermograph (scan 22, DR 3, HT 10, electronics), TL10 long-range xadar with rangefinder (scan 26, DR 3, HT 20, electronics), long-range multiscanner (scan 18, DR 3, HT 30, electronics), TL10 long-range radar with rangefinder (scan 28, DR 3, HT 20, electronics), ALLTV (+6), airlock {249}, four optical mainframes (C6, DR 3, HT 60, electronics), two INS (DR 3, HT 6, electronics), two GPS, two TL10 interface jacks, two secure long-distance radios (DR 3, HT 4, electronics), two IFF, two spotlights (DR 5, HT 2, exposed equipment) {385}, two terrain-following radars. Programs: Database (1,389.45 GB starmaps and recognition guides), datalink, sensor operation (C6, skill 18 or +7), 2*gunner (C5, skill 14 or +4), tactical vehicle operation (C6, skill 17), 2*targeting (C5, +7). Accessories from GURPS Uplift: Oxywater pack {196} for 100 cy with 10*chemicals, vehicular PSI detector, TL11 stasis fields. Weaponry: Tl13 gatling A-PAWS (DR 5, HT 20) in an autostabilized front cyberslave and a medium missile launcher (DR 5, HT 20) with 15 HVGM. Cargo: 1,000 cf (and 189.9 cf access space). Statistics: Cost $20,000,000, design mass 100 tons, max. payload 260 tons, max. cargo 45 tons, current load 25 tons, loaded mass 125 tons, size modifier +6, radar signature +1, IR signature +10, acoustic signature +3. Ground Performance: None. Water Performance (surface/submerged): Speed factor 8/4, top speed 112/56 mph, acceleration 7 mph/s, deceleration 13.5 mph/s, MR 1.25, SR 7, draft 10 feet, max. submerged depth 3,000 yards, diving speed 3.5 yards/s. Air Performance: Speed factor 120, top speed 1,680, acceleration 28 mph/s, deceleration 48 mph/s, MR 5.5, SR 8, ceiling unlimited. TAASF Sea-Sled v1.0 (TL 9 and higher) This is a subcraft of the _Streaker_, a modified Snarkhunter class exploration vessel. If you don't read that entry, the numbers make little sense. The Sea-Sled has one open seat (the same sled can be used by humans and fin {66}). The user is expected to wear diving gear {10}, but the sled can provide air. The hardpoints might carry robots {118} or a pair of light torpedoes {313}. In addition to the generic exploration sled described here, the ship had cargo and ambulance sleds. Structure: 50 cf expensive XH body (HT 300), max. load 4,500 lbs., sealed body, submersible hull (flotation 2,750 lbs.) with fine hydrodynamics. Propulsion: 75 KW screw (DR 5, HT 30). Power: 75 KW fuel cell (DR 5, HT 15) with 45 gallons hydrox (self-sealing, DR 5, HT 25, fire on 10) for 60 hours. Accomodation: One open seat. Crew Requirements: One operator with Piloting (sea-sled). Armor: 600 points advanced armor, F6/100 B6/100 R6/100 L6/100 T6/100 U6/100. The top armor protects only the sled, not the user. Accessories: Laser sensors, radar locator, short-range sonar (scan 16, DR 3, HT 4, electronics) {8}, short-range hydrophone (scan 18, DR 3, HT 4, electronics) {9}, short-range MAD (scan 10, DR 3, HT 4, electronics) {14}, mini-cam, optical midget computer (C3, DR 3, HT 2, electronics), GPS, TL10 interface jack, secure tactical radio with ELF receiver {23}, IFF, two spotlights (DR 5, HT 2, exposed equipment) {115}. Programs: Database (2.42 GB recognition guide), datalink, sensor operation (skill 14 or +3), routine vehicle operation (skill 13). The sled contains three artificial gill units (S50) linked to external seats in a standard superstructure serving as airdomes {43}, I assumed the gills are 1.2 cf. Weaponry: Two hardpoints. Cargo: 2 cf (and 0.648 cf waste space). Among the standard payload will be several breathers {48} and handlers {11} from GURPS Uplift. Statistics: Cost $90,000, design mass 1,620 lbs., max payload 1,130 lbs., max. cargo 180 lbs., max. hardpoint load 1,130 lbs., current load 380 lbs., loaded mass 1 ton, size modifier +2, radar signature +2, IR signature +2, acoustic signature +1. Ground Performance: None. Water Performance (surface/submerged): Speed factor 14/10, top speed 56/40 mph, acceleration 2 mph/s, deceleration 1 mph/s, MR 0.75, SR 3, draft 2 feet, max. submerged depth 500 yards, diving at 1 yard/s. Air Performance: None. > Have you ever done large objects like a dyson sphere or ringworld? Or are > those outside this category? > > Rick Those are way beyond the rules. If something happens to blow a hole into a ringworld, would the GM really roll dice to determine the size of the hole or the fate of the ringworld? In the same vein, stats for the Titanic would be pointless. If she shows up in a game, her survival might hinge on the ability of the PCs to fast-talk the captain, not on her MR ... Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
