Hello all,

This document T9640-AB-DDT-010/HAB SHIPBOARD HABITABILITY DESIGN CRITERIA MANUAL which can be found on http://habitability.net/WebData/T9640-AC-DSP-010_HAB.pdf is what the USN uses. I'm not sure how this would apply to non-military other than maybe double the numbers.

Tom R

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Sent: Friday, July 04, 2014 10:00 AM
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Subject: GurpsNet-L Digest, Vol 133, Issue 4

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Today's Topics:

  1. Re: Cosy Little Starship (Brandon Cope)
  2. Re: Cosy Little Starship (Rupert Boleyn)
  3. Re: Cosy Little Starship (David Scheidt)
  4. Re: Cosy Little Starship (Johannes Trimmel)
  5. Re: Cosy Little Starship (Onno Meyer)


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Message: 1
Date: Thu, 3 Jul 2014 10:28:52 -0700
From: Brandon Cope <[email protected]>
Subject: Re: [gurps] Cosy Little Starship
To: The GURPSnet mailing list <[email protected]>
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From: Onno Meyer <[email protected]>


Brandon wrote:
 I think the volume for crew/passengers will largely be
 affected by how long they have to remain on the ship going
 from point A to point B -- that is, trip duration. A 12
 hour trip requires a lot less comfort space than a 12 day
 trip or a 12 week trip.

The Vehicles rules have a break point at 24 hours. I agree
on the difference between 12 hours and 288 hours, but does
the difference between 12 days and 84 days really matter
that much? You can spend 12 hours in a seat, with short
trips to the toilet. For 12 days, people want a bathroom,
a bed, a bit of personal space. How much more do you need
for 84 days?

For 12 days, you can get by with most entertainment/excercise facilities being minor parts of the state room, but for 12 weeks, you want much more space so the passengers don't go cabin-crazy (military crew can get by with less entertainment space, but will need increased exercise space).

GURPS Space and Traveller handles these as additional component modules like gyms, swimming pools, theatres, bars, etc. rather than si,ply larger staterooms.

Brandon


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Message: 2
Date: Fri, 04 Jul 2014 12:16:16 +1200
From: Rupert Boleyn <[email protected]>
Subject: Re: [gurps] Cosy Little Starship
To: The GURPSnet mailing list <[email protected]>
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On 4/07/2014 04:03, Onno Meyer wrote:

The problem are vehicles with a maintenance interval of less
than 24 hours, but no on-board maintenance. Would a jet with
5 hours maintenance interval be unable to fly for 6 hours?

No, but it will need redundancy on all vitals systems, and it will often
need repairs as well as maintenance after each flight. A hanger queen,
for sure.




------------------------------

Message: 3
Date: Thu, 3 Jul 2014 21:26:45 -0500
From: David Scheidt <[email protected]>
Subject: Re: [gurps] Cosy Little Starship
To: The GURPSnet mailing list <[email protected]>
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On Sat, Jun 28, 2014 at 7:11 AM, Bret Indrelee <[email protected]> wrote:

If you want to check what reasonable minimum values are, I would check soviet submarines. They really pack the people in there.


And had horrible morale, horrible operational efficiency, and a
history of operational failures many of which are crew failures.
Practical limits are probably somewhat less tightly packed than that.


--
David Scheidt
[email protected]


------------------------------

Message: 4
Date: Fri, 4 Jul 2014 09:14:40 +0200 (CEST)
From: Johannes Trimmel <[email protected]>
Subject: Re: [gurps] Cosy Little Starship
To: The GURPSnet mailing list <[email protected]>
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<[email protected]>
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On Thu, 3 Jul 2014, Onno Meyer wrote:

If something is far away in travel time, there need to be
exceptional circumstances to generate passanger travel. So í
guess there is a practical limit to the travel time of
passanger liners.

People would take ships around the Cape to California.


My point was, that the longer the travel is, the fewer passangers will be
there. With several years of travel time, a dedicated passanger liner
propably does not make sense, and the few passangers would hitch a ride on
freighters or other ships.

BTW i did look the vehicle rules regarding maintainance up. As
i understand it, vehicles not under continous maintance have a
maximum operation time and every time you reach it, you make a
HT roll. That it only depends on the cost of the vehicle is a
very crude measure. If you replace the armour with one of
higher quality, you need maintanance sooner. Even that your
drive might fail sooner, because you added an additional
gizmo, is not exactly realistic.

The problem are vehicles with a maintenance interval of less
than 24 hours, but no on-board maintenance. Would a jet with
5 hours maintenance interval be unable to fly for 6 hours?


As i interpret the rules yes, a jet with a 5 hours maintanance interval
makes it's first HT roll at 5 hours, the second at 10 hours.

------------------------------

Message: 5
Date: Fri, 04 Jul 2014 15:55:17 +0200
From: Onno Meyer <[email protected]>
Subject: Re: [gurps] Cosy Little Starship
To: The GURPSnet mailing list <[email protected]>
Message-ID: <[email protected]>
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Johannes replied to me:
As i interpret the rules yes, a jet with a 5 hours maintanance
interval makes it's first HT roll at 5 hours, the second at 10 hours.

If that is right, a $100M fighter or bomber -- quite possible both in
the real world
and in GURPS -- makes a roll after 2 hours, another roll at -4 after 4
hours, another
roll at -8 after 6 hours, and so on. Aerial refueling becomes pointless.

Regards,
Onno



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