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PostPosted: Wed Aug 17, 2016 5:44 pm 
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Location: Commandstar Battle Carrier Ophiuchus
Hello my friends! I truly hope that all has been well with you all and I have missed you!

As some of you may remember, I have eternally been working on a very specific ship..
well.. its time I showed you guys my work.. and I ONLY am posting it on this site and nowhere else because I need your help.

First let me talk about the world I made and my friends play in (with a RPG)

First I ask you respect the universe I've created.. It's not perfect.. but it's mine. I used Battlestar Galactica as a template, but nothing more.

Outside of BG my influences are the RPG traveler, movies and the internet.

Now my world does largely exist in the BG (Battlestar Galactica) universe, only the RPG we (my friends and I play based off this ship) is based off the Palladium Rifts series RPG... Its a long story.. but thats where we ended up.. and its fun.

Now let me talk about my ship..

First it's 15,000 x 15,000 pixels in size, its in the greats Canis D's original scale (3.23 ft = 1 pixel)
Second there are a billion people to thank but Canis and Kurt are the main inspirations for this ship.. Canis for his talent and Kurt for his commissions and letting me use them. Thank you Kurt for your generosity and thanks to Canis who gave me a hobby I love.

If you think this is a post for an old ship you saw long ago.. you would be mistaken, I rebuilt it twice its size (its 13 km in length all at the 3.23 scale) and everything is in scale..

Also I took the advice of people when I rebuilt it.. the biggest is Kurts advice telling me about alpha pixels.. there now are none.. in other words, no sloopy pixels.. its 100% professional with no (not even 1) sloppy misplaced pixel... (at Kurt.. you don't know how much I took that cretic to heart.. thanks man)

The ship..

Google drive:
https://drive.google.com/open?id=0B9ztI ... lBBM01GYWs

Now the reason I'm posting my ship..

I need help determining a reasonable population I can fit on this ship..

What I have so far...
1,000,000 Marines
350,000 Security
8,500 Farmers
225,000 Pilots
1,510,000 children (Under 17 years of age)
3,500,000 civilians
25,000 Crew


Now some more details..

The ship has this info:
Image

This ship has three types of launch tubes..

Fighters (Vipers)
Heavy fighters
Bombers

Where I got my numbers..

There are 20,000 viper bays.. all in scale.. yes you can actually count them all (as you can with every bay number listed for all sizes)... in fact.. I originally used the default site image for vipers bays until I researched it (I researched everything) and discovered it was too small.. then rebuilt every bay.. to fit the actual viper size (Viper bays including the outline must be 6 pixels high) that puts the bays at about 20 feet high where as Vipers are (in the average in my research) are about 17.5 ft high (or 19' depending on what you read), this leaves room around the viper as well.

Along that same note, there are 6,000 heavy fighter bays and 2,000 bomber bays (all countable and visibly present in the image)

Believe it or not the hardest part about all these bays was getting the exact even numbers above that I wanted. Originally (before I rebuild the viper bays) I had 26,000 viper bays. (Until I realized the bays were too small)

You will notice the sheer volume of landing vessels (ground assault) on the ship, this is because as I mentioned.. though allot of the universe we created is based off BG, the universe we made to play in is allot bigger and contains allot more races. Think Babylon 5.

Now.. each ship launch tube can rapid fire 3 ships (2 min intervals between each launch per tube) so that effectively triples the amount of fighter ships.. and pilots needed.. so my number of 225,000 Pilots accounts for this.. plus all the other ships you see in the image.. and includes shifts.. and the ship is still under staffed for pilots.

1,000,000 Marines:

This is the ground invasion force, in our roll playing game, there is a need for this without going into more detail for fear of boring you with our game rules.

350,000 Security:
Google research showed me for my population this is the smallest I can reasonably get away with.

1,510,000 children (Under 17 years of age) seemed reasonable
25,000 Crew
8,500 Farmers - this number also includes the cloning scientists.. all livestock for food is cloned (as well as good pilots.. again.. long story)
3,500,000 civilians - they run the manufacturing plants, the stores, the day to day maintenance, the partial accelerates (for anti-matter creation.. long story) basically every aspect of the ship outside of vitals.

So basically the total population is 6,618,500

Here is what we need to know.. it this reasonable? Could it REASONABLY be allot higher? Is it too high?

If you had this ship.. what population distribution knowing what was posted above would you have?

Other random facts..

1. As you see above, the average room height is 10' and there is always a minimum of 3 feet between each floor, this is to allow waste disposal, carbon scrubbers, Oxy delivery, electronics etc.. the visible outside window height: 2 pixels each in height was done to take this idea into consideration with always a blank space between the windows. (for the most part)

2. not all floors are 10' height.. that's just the top most number of floors.. some central areas are 100's of feet high (think latest judge dread movie) for some residential areas in the cities. Factory areas are huge.

3. The ship is exactly 13 km in length to represent the 13 colonies. It also has 13 city structures it the front underside to represent the thirteen colonies (each city tower named accordingly to a zodiac)

4. Fighter squadrons consist of 20 vipers. Heavy Assault Squadrons consist of 20 Vipers, 6 Heavy fighters and 2 bombers.

Long story short
I need your help in looking at the ship, its dimensions and need some really smart math dudes to tell me and my RPG group if the population we came up with is reasonable.. realistic.. can it be higher, is it too high? Also I ask what your numbers would be.. we want the most possible people WITHOUT over crowding.. that is in a space ship setting that had to evacuate its planet setting...

Thanks for any help or ideas!!


Best way to view this ship:

4K!!! But.. if you don't have a 4K screen..

1. If you don't have at least a 1920x1080 screen.. don't bother.. you won't see enough of the ship on your screen to make any sense of it.. its that big (15,000 x 15,000). Guessing with sloppy quick math, that's like 8 x 13 - 1920x1080 individual screens. That's 104 separate 1920x1080 screens!!

2. I put a ton of detailed work into this image that you simply won't see in a basic image viewer, its is best viewed with a good image editor like Photoshop or my favorite, Corel Paint shop Pro (its what I use to make it) So you can zoom it to see allot of the detailed work I did (at the single pixel level). The entire ship was designed with this in mind. The ability to zoom in up to the pixel level to truly see the details in many areas I made is ideal. People that view it with a simple image viewer are missing out on allot of details. If you are not a pirate, I assume that the free programs - Paint.net or Gimp, will also be fine.

3. My computer is hooked to my 50 inch TV, so everything is very easy to see.. best if you have similar setup.. again.. yes the image is that big... and detailed.

Last but not least.. you are free to use/have this ship, edit this ship, do what ever to this ship you like.. I only ask you keep the credits so not just me but the countless others who's stuff was commissioned or used in this image get the credit they deserve.. I would love to see anyone's image of this ship bold enough to modify this thing :)


Last edited by ShadowTek on Sun Sep 11, 2016 8:34 pm, edited 5 times in total.

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PostPosted: Wed Aug 17, 2016 8:44 pm 
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At first glance, I think your numbers are off considerably, in some cases by a factor of 10 or more. To put things in perspective, this ship is roughly the length of Manhattan Island and at its widest, a mile wider. If that were the end of the story, then your numbers would probably be ok. However, you now have a third dimension, height, with the ship having more than 1300 levels, or probably (given the difference in shape between the ship and Manhattan) about 500-700 times the surface area. As of 2015 projections, Manhattan had about 1.6 million residents, about a quarter of what the ship carries. Now, if we were to say that the ship had only about 75 times the surface area for quarters, that's still extremely spacious.

Now on to some specifics based on your numbers...

1. The security force is excessive. The US city with the largest police force per capita, Washington DC, has 1 officer per ~152 people. This ship has one security officer per ~19 persons. Given the large Marine presence and overall military nature of the ship, the security force could be cut to about 10% of what you have listed and still be effective. With that large a domestic security force, I'd be concerned about civil rights violations and the very real possibility of the Security forces simply staging a coup and taking over.

http://www.governing.com/gov-data/safet ... ities.html

2. For a population of 6.6 million, based on current demographics, you would have about 66,000 working in the agricultural trades. Assuming advanced aquaculture, aeroponics and hydroponics, you could probably cut that number by half to a third, but you'd also need bit of automated processing to prepare the food for long term storage. When you bring cloning and livestock into the mix, then the number goes up again, so the one third might be pushed higher to half or even perhaps two thirds of that 66,000. Now you're dealing with animals that are growing, need vet care, need to have their pens and such cleaned and maintained, and all that requires manpower.

3. Civilians. For a ship this size, it could probably be higher. What you have is essentially the population of Los Angeles and Chicago, plus about 350,000 additional on a ship with the deck space equal to 500-700 times that of Manhattan island. You could probably double it without too much trouble.

All this said, the big question is what is the purpose of the ship? Is it a warship? If so, then there really shouldn't be any civilians and everything should be under military control. Is it a colony or evacuation ship? If so, then why is it designed as a primary line of battle combatant? It's nice to toss everything and the kitchen sink into the design, but after a certain point the cost to protect it and the value you will lose if it's damaged or worse, destroyed, becomes too great for the ship to be viable. It becomes a target that the enemy can not allow to exist.

Just some things to think about.

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PostPosted: Thu Aug 18, 2016 10:04 am 
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Hi Kurt, thanks for the extensive answer!

Ok the purpose in a nutshell... and yeah its a bit far fetched (but makes for a fun gaming scenario) The planet was abandoned. the ship also travels with a large military/civilian fleet. But the primary focus of the adventures is the main ship, in fact many of the adventures take place in the ship itself as there are different cities and such. The purpose of the ship is essentially millitary/defense with extensive offense capabilities when needed. but it also acts as a mothership for allot of the population... kinda like the SDF-1 - Robotech/Macross ship which has always been my main inspiration for the ship, there is just something about the concept of that ship I just simply love. As I said the scenario is a bit out there and may not make a whole hell of a lot of sense but having it as a military ship and as a mother ship allows for a greater amount of adventure types.

We actually play on the Firefly map I made and posted on the site here along time ago (although the world has nothing to do with firefly) but the map is super extensive and gives allot of cool areas to play in. Having a ship that pretty much is everything and the kitchen sink just makes it funner to play with in game even if it makes little real world sense. Basically a mini planet in space.

OK for the numbers..

On the security numbers.. opps.. you are absolutely right, I think I added one too many 0's on that, thanks.

For the crew we completely pulled that out of thin air as we had absolutely no idea what it should be or even what they do lol. Stand around on bridges and look important I guess. Our players are characters on a much smaller scale (they don't actually fly the main ship or have control of it but some are viper pilots for example) there are 5 of us that try and play every few weekends, I GM and they each have 2-3 chr's each. anyway..

OK based off your advice how do these numbers look:

25,000 Crew (Random made up number)
1,000,000 Marines
60,000 Security/Cops
83,000 Farmers
225,000 Pilots
5,500,000 civilians
1,510,000 children (Under 17 years of age)

Total: 8,403,000

Does that look OK and reasonable? Granted there could be a much more extensive breakdown, but we are just trying to get a reasonable "nutshell" idea of what the crew would be. At some point we may break down the numbers even more (store owners, factory workers, etc..) as it is kinda fun to sit around and discus it but this general list will do for now.


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PostPosted: Thu Aug 18, 2016 2:28 pm 
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This ship with that many pilots would make AEGIS explode and light on fire.

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PostPosted: Thu Aug 18, 2016 8:05 pm 
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Thoughts on crew: Let's look at what will be needed to operate the ship (theoretically) when it's at action stations...

Each gun turret/mount will require from 1-5 people to direct and fire the weapon. This is over and above those needed to manage the ammunition conveyor system, so for that you could easily add 1-3 per mount depending on the bore and rate of fire.

Each small combat craft (fighter, bomber, Raptor class, etc) will need a crew chief. This person "owns" the craft and is responsible for it's maintenance, final arming, everything. The pilot may fly it and be in command, but the crew chief owns the bird.

In addition to the crew chief, figure 2 to 6 additional crew either directly assigned or as part of a general deck "pool" that are specialists: fueling, arming (which includes building up the weapons), deck direction and handling, avionics technicians, airframe technicians, etc.

A Nimitz class CVN essentially has two crews: the ship's crew and the crew of the embarked air wing. Back when the CVNs carried a maxed out air wing (~90+ aircraft - 24 F-14, 24 F/A-18, 10-12 A-6E, ~6 KA-6D, ~4 E-2C, helos, recon birds, and COD birds) the Air Wing was (and this is from memory) about 2500-2600+.

I still think the security force is way too high (for the crew listed). Given the discipline level that's already there, the Marines, and overall military structure, 15-18,000 would be plenty. You're not going to have traditional crime zones that a modern city has and you won't have many of the contributing factors that cause crime. What you'll have are crimes of passion (hey! You're fraking my wife! I'm a-gonna kill you!), crimes resulting from substance abuse or overuse (you know how drunks can be...), domestic issues, petty theft, and so on.

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Click the link to read Lady Hecate off line in PDF, .epub, or Kindle formats: http://www.bsg94.org/downloads/index.html
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PostPosted: Fri Aug 19, 2016 6:22 pm 
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kfeltenberger wrote:
Thoughts on crew: Let's look at what will be needed to operate the ship (theoretically) when it's at action stations...

Each gun turret/mount will require from 1-5 people to direct and fire the weapon. This is over and above those needed to manage the ammunition conveyor system, so for that you could easily add 1-3 per mount depending on the bore and rate of fire.

Each small combat craft (fighter, bomber, Raptor class, etc) will need a crew chief. This person "owns" the craft and is responsible for it's maintenance, final arming, everything. The pilot may fly it and be in command, but the crew chief owns the bird.

In addition to the crew chief, figure 2 to 6 additional crew either directly assigned or as part of a general deck "pool" that are specialists: fueling, arming (which includes building up the weapons), deck direction and handling, avionics technicians, airframe technicians, etc.

A Nimitz class CVN essentially has two crews: the ship's crew and the crew of the embarked air wing. Back when the CVNs carried a maxed out air wing (~90+ aircraft - 24 F-14, 24 F/A-18, 10-12 A-6E, ~6 KA-6D, ~4 E-2C, helos, recon birds, and COD birds) the Air Wing was (and this is from memory) about 2500-2600+.

I still think the security force is way too high (for the crew listed). Given the discipline level that's already there, the Marines, and overall military structure, 15-18,000 would be plenty. You're not going to have traditional crime zones that a modern city has and you won't have many of the contributing factors that cause crime. What you'll have are crimes of passion (hey! You're fraking my wife! I'm a-gonna kill you!), crimes resulting from substance abuse or overuse (you know how drunks can be...), domestic issues, petty theft, and so on.


Now were talking!!!!

This is exactly the type of info I was looking for.. unfortunately to actually use this advice.. I'll have to count the number of turrets I have.. thats gonna suck.. but it's something Ive always wanted to do anyway, this gives me a reason..

What about automated turrets, I always thought thats how BG's turrets were? Plus, wouldn't that be better? I will lower the security force, except that as I left allot of room in what you said.. I may have to increase the population (theres alot of turrets dude) let me ask you this..

would you agree that 10,000,000 people could fit without over crowding on this ship? If so.. how would you take those numbers and break them down...

I know that's asking allot, but it truly is important (well to our group anyway lol) break it down as much as you like. Include children (our future pilots and teachers)

Quote:
My internet was down yesterday, but I typed this out and wanted to share it..
ITS FULL OF MISSPELLINGS!!!!



Random Ship Facts:

- The largest city spire (at the front) is 1.55 miles long (2.50 Km long)

- The ship is exactly 13.00 Km long for the 13 zodiacs.

- There are 13 city spires on the front of the ship, one named for each Zodiac.

- The armored wings on the front are 187.34 feet (57.1 M) Thick and there top armor plating is 50' thick.

- No turret is directly on top of each another (I listened to Kurt's advice about whats UNDER each turret) and have allotted space under them all for the internal workings. All triple turrets between viper bays are staggered as well.

- No turret is directly behind another turret. You will notice that every time you see a turret behind another, there is a platform under the rear turret(s).. (there is a diagram on the image explaining this) This allows every single turret full rage of fire without fear of hitting the turret directly in front of it. (So in other words every turret can fire straight ahead with no obstructed view)

Image

- I rebuilt the side pods (again.. Kurt's advice) so that they are all clear of the front armored wings.. though theres kind of an optical illusion that makes it hard to tell, they are all well clear of the front wings. The closest point being 258.4 feet away.

- Many pod openings have multiple landing levels, this is to reduce recovery time of launched fighters (yet again based of something Kurt pointed out)

- The only alpha channel parts of the ship are the windows (because I like the look) but even they were redone to be more professional. Also the Agro domes and land masses beneath the clear domes (cause its looks better) This knocked 4 megs off the image size (again, advice from Kurt, thanks)

- As each floor is a minimum of 10' high, all windows are about 6 1/2 feet high (2 pixels) as I have a romantic view of being able to stand in front of a full sized window as tall or taller then you to fully view space.



Most asked question answered in far more detail:

Q: Why did you make a ship that (as many say) has everything including the kitchen sink included in it. Why not make it strictly military or civilian?

A: I have always loved the concept of the Robotech SDF-1 ship and is 100% the inspiration for this ship. I wanted to build a single ship that could house millions of people, yet still be so powerfully offensive that it could defend it's population while still being an offensive powerhouse.

The sheer volume of turret fire the ship can lay down would make anyone think twice about an assault (even the turret layout took this into consideration, thus no turret is directly behind another as mentioned above), and for those that dared would have 80,000 fighter craft to deal with not to mention the countless larger (non tube launched) craft this thing houses.. It has base-ship killer turrets placed on all sides of the ship. Its armor on average is 20 feet thick with both an offensive and anti-ballistic missile system that would make the USA envious. (again, all depicted in the image) Another important thing to point out is this ship was not designed to flee, it was constructed to stand and fight. As you continue to read, you will see how.

The important thing in the construction of this ship was not too simply "say" what the ship can do in the above paragraph, but to visually "show" it on the ship. I wanted every single turret, missile launcher and fighter bay to be visible to show its capability rather then simply making a normal sized ship and merely changing the scale. I wanted to visually see its power.

It also contains a metal element (I posted on this long ago) and technology that is more advanced then the basic BG univerce (again explained on this site long ago though lost when the site was transferred to new host, Maybe I'll re post it if anyone cares)

Some of its advanced tech includes: (and I put a lot of thought into all of this)

Force Fields - I tried to think of reasonable uses of this technology of what a advanced, but not that advanced society would have achieved:

1. The ship has force fields. Though not the kind you are thinking of, for example there is no full ship force field (Nope, its not a star trek ship). The force field(s) the ship has are for the bays and pod openings, they can stop basic fighter weapons, but that's about it (they can't stop a missile for example, nor could they stop a cylon ship from flying right on in) but then thats not there purpose, they exist to separate space and atmosphere. They allow the crew to walk around on the flight deck with an atmosphere, or pilots to exit there craft on the fight deck without the need for a space suit and allow ships to land at the same time.. it simply allows an atmosphere to exist on the landing decks and open ship bays.. Though as mentioned they are calibrated to keep out small particles like small meteor rocks, space particles and small fighter craft fire.

2. Point missile defense system - The Ophiuchus has a force field missle point defense system in place. The way it works is similar to force fields described above on a much smaller scale. They can create small areas in space (50' diameter max) with a far more dense area of effect, where as the general force fields mentioned above are ment to run 24/7 and simply contain an atmosphere and keep small craft fire and small space objects out, the missile point defense system is able the project the same type of field, only smaller in diameter for a limited time, yet far more dense, it is used to place a (somewhat) physical barrier in front of an incoming missile. They are not effective vs fighter craft or fighter craft fire, first due the maneuverability of fighters and second due to the sheer speed of a fighters rate of fire. Nor are they affective at stopping large ships in anyway as the limited size and density of the point shields renders them ineffective vs large objects.

Weakness:
Unknown (to enemies) yet notable weaknesses: Each side of the ship can create a total of 25 shields at one time, the top and bottom can create 15 and 12 respectively and the front only 7 and rear a mere 5 shields total. Now once a missle is destroyed, a point shield barrier can intercept a new threat. But as you can see.. it has it's weaknesses, though these are not yet publicly known.. In an attempt to cover up these weaknesses, the ship does have a extensively numerous and powerful anti missile to missile system as well as a turret point defense system in place which it always uses in conjunction with its FFPDMS (Force fields point defense missile system)

On the same subject.. without a doubt, the rear of the ship is its weakest point.. attacking it from the front is actually worse the hitting its sides as the forward firepower the ship has is devastating. The only weak areas are the rear and the bottom (or underside) however they are no picnic either.. simply because of the sheer volume of missiles the ship can instantly launch plus, fighters protect these areas the most as it is a known weakness.

In addition, the ship is not alone.. its fleet also helps to protect these weak areas, and steps are being taken to shore up as much of these vulnerabilities as possible

HOWEVER: though now that this ship is the center of me and my friends RPG (and that is most important), the ship needs weak areas to make the game fun, so I'll probably never fix them, in fact that's the reason for purposely creating the weaknesses it has now in the first place, and as they were created.. thus they are real and really exist (plus they are realistic) as this RPG version is the main version (we spent a ton of time on the details over many a day and cases of beer having fun just working all this sort of thing out. There is nothing funner then getting a group of like minded individuals together that actually care about details like this) It will probably always have these weaknesses, as it give me reasons to base gaming sessions around them.. plus, I think they are realistic weaknesses and should not nor probably ever should be fixed, if they even could be. Anywhoo...


Anti-Matter:

1. Anti-matter missiles - The ship has several particle accelerators that are used to create anti-matter, these are obviously far more advanced then those seen on our earth today (which can actually create anti-matter in tiny amounts.. though the issue is storage) The Ophicans have perfected this science.

The Ophiuchus fleet also has several (12) ships specifically created (and always being manufactured) for solely this purpose as well, though they require a rather close proximity to a star to work and produce AM in a much different way. (long story and researched though its pure syfi) These ship can mass create anti-matter at a terrifying rate.. As in literally..terrifying.. its the highest paying job in the fleet.. :/

Also on a side note, ONLY IN MY OPINION... Anti-Matter missiles (I believe) are not the total devastating missiles that much sci-fi leads you to believe, they are devastating and absolute in what they hit... but are far more of a small scale strategic weapon rather then a mass destruction weapon as say a nuke is. If you need a specific small area 100% guaranteed to be destroyed, use a AM missile, if you need mass destruction.. use a nuke.

To be continued..


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PostPosted: Sat Aug 20, 2016 5:02 pm 
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Unfortunately I am unable to open file in any format so can't view your ship so can't help I'm afraid!


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PostPosted: Sun Aug 21, 2016 11:18 am 
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Ivanho wrote:
Unfortunately I am unable to open file in any format so can't view your ship so can't help I'm afraid!


EDIT: First post updated


Last edited by ShadowTek on Sun Sep 11, 2016 6:09 pm, edited 1 time in total.

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PostPosted: Tue Aug 23, 2016 11:39 am 
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Ok Shadowtek I have now had a look and I'm afraid I have to go along with Kurt's first answer as to the viability of such a colossal ship- though I do like the ship very much from a design and aesthetic view point I have grave concerns as to the sheer expense of building it, who would pay the trillions of cubits needed and what about the logistics of getting all the raw materials, construction crews, not to mention hauling every shipyard over from the four corners of the Galaxy to build her.
Then there is the problem of vulnerability, you may as well paint a massive target on her cos for shure the toasters are going to target her. With all those lives on board would it not simply be better to build a fleet of smaller ships rather than putting all your eggs in one basket, sorry to be a party pooper


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PostPosted: Tue Aug 23, 2016 1:48 pm 
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How big of a drydock would you need for something this size?

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PostPosted: Tue Aug 23, 2016 6:26 pm 
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Ivanho wrote:
Ok Shadowtek I have now had a look and I'm afraid I have to go along with Kurt's first answer as to the viability of such a colossal ship- though I do like the ship very much from a design and aesthetic view point I have grave concerns as to the sheer expense of building it, who would pay the trillions of cubits needed and what about the logistics of getting all the raw materials, construction crews, not to mention hauling every shipyard over from the four corners of the Galaxy to build her.
Then there is the problem of vulnerability, you may as well paint a massive target on her cos for shure the toasters are going to target her. With all those lives on board would it not simply be better to build a fleet of smaller ships rather than putting all your eggs in one basket, sorry to be a party pooper


Hi, appreciate the opinion.. but in our own little corner of the multi-verse, it's been built and we game with it and it's fleet a few times a month. It's cool if you don't agree on its construction, but that's not why I posted it, I'm just trying to figure out it's population and what the breakdown would look like. Kurt gave a pretty good idea (especially with the land mass comparisons he gave, amazing how he figures that stuff out) Right now we are just fine tuning the general population breakdown as much as it makes sence to breakdown.

Don't get me wrong, I appreciate your opinion but we already had this conversation a few years back. Anyway I'm not trying to find out about the feasibility or practicality of it, just the population of it.


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PostPosted: Wed Aug 24, 2016 4:21 am 
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Fair enough Shadowtek, it's a cool ship - and your right Kurt is better placed than me to crunch the numbers, I'm afraid I tend to think in terms of feasibility rather than how the numbers work


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PostPosted: Wed Aug 24, 2016 10:06 am 
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Location: Commandstar Battle Carrier Ophiuchus
Here are the numbers I have now:

75,000 Crew
1,000,000 Marines
70,000 Security Force
85,000 Agro Farmers
625,000 Pilots
8,000,200 civilians
3,010,400 children (Under 17 years of age)

Total: 12,890,600

The civilian population though categorized "Civilian" are at the lest considered from military families and many are in the military, from this category are the gunners, maintenance, ship builders, teachers, factory workers, shop owners, scientists, communication personnel etc.. eventually there will be allot more categories.

We are working on another list that breaks that (and some of the other) category down allot more. Currently the Civilian category is where I put the unassigned numbers at so as other categories are added, they will be taken from that catch all number.

Thanks again Kurt for the info, the way you put it made it very easy to get an idea, I'm figuring that based off your info, 12 million would be reasonable enough to have no overcrowding I think, yet still be plentiful enough to not have a ghost ship.

I'll post the final numbers eventually when we figure them all out, not sure how long that will be though


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PostPosted: Thu Aug 25, 2016 9:09 pm 
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Joined: Thu Feb 23, 2012 2:00 am
Posts: 808
Location: Commandstar Battle Carrier Ophiuchus
OK, guys, for anyone that wants to help, I'm trying to break down the 8,000,200 civilians into sub groups, but having a tough time trying to think of what is needed, here is what I have so far, keep in mind that the "Civilian" population was a holding tank of people on the ship until I figure out who does what, many are not civilians.

Teachers (Grade School): 100,346
(30 Children Per Teacher, Determines Which University A Graduate Goes Into)

Professors (University's): 26,667
(50 Students Per Teacher(varies based on the class), Flight School, Mechanics, Maintenance, Factories, Gunner School, etc)

220,000 Mechanics

200,000 Marines: Support

Number Of Retail Stores: 51,000
Store Owners And Employees: 204,000

Food Stores: 42,000
Food Store Owners And Employee's: 210,000

Restaurants: 51,567
Restaurant Owners And Employee's: 257,835

Factory Workers: 2,500,000
(Ammunition Plants, Fighter Construction Yards, Large Ship Construction Bay, Missile Building Factories, And All Other Misc.: Everything From Toothpaste To Silverware To Slaughter Houses. Factories Are Largely Automated.)

Maintenance: 300,000

Scientists: 75,000
(Anti-Matter Creation, New Discoveries, Etc.)

Movie (Hologram) Theaters: 40,000
Owners And Employee's: 120,000

Gunners: 250,000 (haven't counted the guns yet so made a number up I knew would cover them, includes shifts)

Parks And Recreation: 135,000

Total = 4,749,848

Do these numbers look reasonable? What am I missing as far as vital star ship jobs? Also is there some major category I am missing for a large population?
Essentially, the entire population needs to be employed minus the children and retired.

Speaking of retired...
Also how many people would be "retired" note as this is a star ship, you work until you physically can't, if a job that someone was doing was too difficult, they move down the latter to an easier job. Everyone can retire at 80 years old without holding any job. Note the rear bottom area of the ship (mixed with the hospital, visible on the ship) is the retirement home.


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PostPosted: Thu Aug 25, 2016 10:29 pm 
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Joined: Thu Feb 23, 2012 2:00 am
Posts: 808
Location: Commandstar Battle Carrier Ophiuchus
A basic overview of my ship at 10% of its original size, side view only (note full image has side, top and bottom views) if the image is too big for you to view:

Image

For those interested that can view the image..
Full sized link to latest version.. made allot of adjustments.. 100's of new turrets added, new agro areas added as well.. Expanded land bridges also (pod bridges) Both visible on top view, between pods and main ship body.

Image download, no zip:
https://drive.google.com/open?id=0B9ztI ... 1M4ai1wNkU


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