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by The Fedral Union » Sat Nov 07, 2015 6:40 pm

by Ferret Civilization » Sat Nov 07, 2015 6:42 pm
Kyrusia wrote:The general range is between a few meters and around 3 kilometers, in my personal experience. There is wiggle room, of course, so I tend to advise a state's largest vessels to be no larger than 3-4 kilometers. "Plot ships and installations" can, quite evidently, be larger than this, but keeping within that range in the beginning is a good way to avoid problems in most roleplays. Over time, it has sort of grown-out of a similar mindset to that found within the "Three Systems Guideline/Size in Relation to Future Tech."
Hope that helps.
The United Dominion wrote:
On top of this, I find it handy to remember other dimensions than just length, particularly when discussing space stations. A small "length-wise" ship or station can still be enormous depending on its actual engineering. Really, the more accurate description should be "along the longest axis" rather than "length" but that's probably a little overspecific for most people.
For example, though, my ships are spheres. A diameter of 1.5km (way larger than my ships, but still far less than the generally-largest lengths) yields far, far more space than is really necessary. We probably have more tonnage than ships of twice or even thrice the length just because we don't design along a plane.

by Kyrusia » Sat Nov 07, 2015 6:43 pm
The United Dominion wrote:Kyrusia wrote:The general range is between a few meters and around 3 kilometers, in my personal experience. There is wiggle room, of course, so I tend to advise a state's largest vessels to be no larger than 3-4 kilometers. "Plot ships and installations" can, quite evidently, be larger than this, but keeping within that range in the beginning is a good way to avoid problems in most roleplays. Over time, it has sort of grown-out of a similar mindset to that found within the "Three Systems Guideline/Size in Relation to Future Tech."
Hope that helps.
On top of this, I find it handy to remember other dimensions than just length, particularly when discussing space stations. A small "length-wise" ship or station can still be enormous depending on its actual engineering. Really, the more accurate description should be "along the longest axis" rather than "length" but that's probably a little overspecific for most people.
For example, though, my ships are spheres. A diameter of 1.5km (way larger than my ships, but still far less than the generally-largest lengths) yields far, far more space than is really necessary. We probably have more tonnage than ships of twice or even thrice the length just because we don't design along a plane.

by The United Dominion » Sat Nov 07, 2015 6:52 pm
Ferret Civilization wrote:Kyrusia wrote:The general range is between a few meters and around 3 kilometers, in my personal experience. There is wiggle room, of course, so I tend to advise a state's largest vessels to be no larger than 3-4 kilometers. "Plot ships and installations" can, quite evidently, be larger than this, but keeping within that range in the beginning is a good way to avoid problems in most roleplays. Over time, it has sort of grown-out of a similar mindset to that found within the "Three Systems Guideline/Size in Relation to Future Tech."
Hope that helps.
That does, thanks!The United Dominion wrote:
On top of this, I find it handy to remember other dimensions than just length, particularly when discussing space stations. A small "length-wise" ship or station can still be enormous depending on its actual engineering. Really, the more accurate description should be "along the longest axis" rather than "length" but that's probably a little overspecific for most people.
For example, though, my ships are spheres. A diameter of 1.5km (way larger than my ships, but still far less than the generally-largest lengths) yields far, far more space than is really necessary. We probably have more tonnage than ships of twice or even thrice the length just because we don't design along a plane.
Well then, that's probably what I wanted my question to be more like then, same with the volume. Because I'm just trying to find out an average, or at least how big is too big. Stuff like that when it comes to FT.

by Tierra Prime » Sat Nov 07, 2015 7:07 pm
Ferret Civilization wrote:This has probably been asked before then, but I'm curious. What is the average size of the different kinds of spaceships out there. Like what is the biggest it can go before being implausible. Same for other things like space stations or other large pieces of equipment.

by Estainia » Sat Nov 07, 2015 7:11 pm
Tierra Prime wrote:Ferret Civilization wrote:This has probably been asked before then, but I'm curious. What is the average size of the different kinds of spaceships out there. Like what is the biggest it can go before being implausible. Same for other things like space stations or other large pieces of equipment.
When it becomes inconvenient to travel from one end of a ship to the other, you've reached your limit.
"Where's the hypershuttle? The three thirty?"
"Down for maintenance, you'll have to walk."
That's not what you want to hear on a thirty kilometre long ship.

by Vocenae » Sat Nov 07, 2015 7:11 pm
The United Dominion wrote:Kyrusia wrote:The general range is between a few meters and around 3 kilometers, in my personal experience. There is wiggle room, of course, so I tend to advise a state's largest vessels to be no larger than 3-4 kilometers. "Plot ships and installations" can, quite evidently, be larger than this, but keeping within that range in the beginning is a good way to avoid problems in most roleplays. Over time, it has sort of grown-out of a similar mindset to that found within the "Three Systems Guideline/Size in Relation to Future Tech."
Hope that helps.
On top of this, I find it handy to remember other dimensions than just length, particularly when discussing space stations. A small "length-wise" ship or station can still be enormous depending on its actual engineering. Really, the more accurate description should be "along the longest axis" rather than "length" but that's probably a little overspecific for most people.
For example, though, my ships are spheres. A diameter of 1.5km (way larger than my ships, but still far less than the generally-largest lengths) yields far, far more space than is really necessary. We probably have more tonnage than ships of twice or even thrice the length just because we don't design along a plane.
18:34 <Kyrusia> Voc: The one anchor of moral conscience in a sea of turbulent depravity.

by Transvaal Vrystaat » Sat Nov 07, 2015 7:13 pm
Tierra Prime wrote:When it becomes inconvenient to travel from one end of a ship to the other, you've reached your limit.
"Where's the hypershuttle? The three thirty?"
"Down for maintenance, you'll have to walk."
That's not what you want to hear on a thirty kilometre long ship.

by Stormwrath » Sat Nov 07, 2015 7:22 pm
Transvaal Vrystaat wrote:Tierra Prime wrote:When it becomes inconvenient to travel from one end of a ship to the other, you've reached your limit.
"Where's the hypershuttle? The three thirty?"
"Down for maintenance, you'll have to walk."
That's not what you want to hear on a thirty kilometre long ship.
The real problem here is that your 30km warship only has a single shuttle.

by The Fedral Union » Sat Nov 07, 2015 7:23 pm

by Kyrusia » Sat Nov 07, 2015 7:32 pm
The Fedral Union wrote: For a moment lets get rid of oh this is the standard you must abide by it ...

by Tierra Prime » Sat Nov 07, 2015 7:33 pm

by The Fedral Union » Sat Nov 07, 2015 7:39 pm

by Storm Gard » Sat Nov 07, 2015 7:50 pm
The Fedral Union wrote:at 5.5 x 1.5 x .5 km a ship made of stainless steel witch is 8000kg^2 you're mass would be 33.0*10^6.... Now that said; many items in FT weigh in the MEGA-TONNES.. as in unit or kilo tonnes... now since were in space we don't care about mass that much right? Now if you construct a ship of mine (not made of steel by the way just an example) you would find the resources EASILY in your own system. How much do you think that thing can carry in the form of armaments if missiles are what ? 15 meters long? and then you have engines, life support. repair facility's, machine shops. Launch and recovery bays, barracks.
For a moment lets get rid of oh this is the standard you must abide by it ... and consider if a ship a dreadnought is meant to do most anything, launch fighters, recover smaller craft to repair, two fellow craft home open remote jump points like in eve; and fight, plus conduct operations, act as medical ships, and act as a core capital ship much like a carrier.... I think 5-6 km is a reasonable size. For capital ship . Now I don'''t advocate anything above 8 km unless its a freighter or a mobile dock.

by The Fedral Union » Sat Nov 07, 2015 8:04 pm

by Senkaku » Sat Nov 07, 2015 8:16 pm

by Kyrusia » Sat Nov 07, 2015 8:21 pm
Senkaku wrote:This is strictly operationally speaking, because I will acknowledge giant ships are really cool and fun. However.
Given how little relative space a single bomb-pumped xaser (a fairly powerful weapon- you could replace it with some sort of missile or RKV, too) takes up and the ease of targeting in space (since you can't hide without handwavium), as well as the mechanics of acceleration in a vacuum and the unfeasible mass of armor required to protect from heavy weapons without handwavium, it seems to me that multi-kilometer lengths are suitable more for freighters or logistical vessels, while combat craft can be made much smaller. It's harder to hit a two-hundred-foot pinnace than a six-kilometer battlecruiser, and the pinnace can carry more than enough nukes to really, really wreck your day. Employing the same number of them equivalent to the resources of a giant battleship (perhaps even with a logistics vessel to carry them, if your FTL tech works like that) would probably get you a lot more bang for your buck, as well as the ability to strike at multiple targets and generally greater operational versatility.

by Stormwrath » Sat Nov 07, 2015 8:22 pm
Senkaku wrote:This is strictly operationally speaking, because I will acknowledge giant ships are really cool and fun. However.
Given how little relative space a single bomb-pumped xaser (a fairly powerful weapon- you could replace it with some sort of missile or RKV, too) takes up and the ease of targeting in space (since you can't hide without handwavium), as well as the mechanics of acceleration in a vacuum and the unfeasible mass of armor required to protect from heavy weapons without handwavium, it seems to me that multi-kilometer lengths are suitable more for freighters or logistical vessels, while combat craft can be made much smaller. It's harder to hit a two-hundred-foot pinnace than a six-kilometer battlecruiser, and the pinnace can carry more than enough nukes to really, really wreck your day. Employing the same number of them equivalent to the resources of a giant battleship (perhaps even with a logistics vessel to carry them, if your FTL tech works like that) would probably get you a lot more bang for your buck, as well as the ability to strike at multiple targets and generally greater operational versatility. And then, if you lose one, you don't lose a major and possibly critical component of your task force.

by Senkaku » Sat Nov 07, 2015 8:55 pm
Stormwrath wrote:Senkaku wrote:This is strictly operationally speaking, because I will acknowledge giant ships are really cool and fun. However.
Given how little relative space a single bomb-pumped xaser (a fairly powerful weapon- you could replace it with some sort of missile or RKV, too) takes up and the ease of targeting in space (since you can't hide without handwavium), as well as the mechanics of acceleration in a vacuum and the unfeasible mass of armor required to protect from heavy weapons without handwavium, it seems to me that multi-kilometer lengths are suitable more for freighters or logistical vessels, while combat craft can be made much smaller. It's harder to hit a two-hundred-foot pinnace than a six-kilometer battlecruiser, and the pinnace can carry more than enough nukes to really, really wreck your day. Employing the same number of them equivalent to the resources of a giant battleship (perhaps even with a logistics vessel to carry them, if your FTL tech works like that) would probably get you a lot more bang for your buck, as well as the ability to strike at multiple targets and generally greater operational versatility. And then, if you lose one, you don't lose a major and possibly critical component of your task force.
Nukes may not probably be the best weapons to hit a ship with, because ships travel at FTL, and the smallest particle of dust would serve to punch a large hole if your exterior and hull isn't strong enough. But I do get your point.
).
by OMGeverynameistaken » Sat Nov 07, 2015 10:47 pm
Estainia wrote:Tierra Prime wrote:When it becomes inconvenient to travel from one end of a ship to the other, you've reached your limit.
"Where's the hypershuttle? The three thirty?"
"Down for maintenance, you'll have to walk."
That's not what you want to hear on a thirty kilometre long ship.
If you can't walk 30km you don't belong in a military organization, just saying...

by Imperial Nalydya » Sat Nov 07, 2015 10:50 pm
Senkaku wrote:This is strictly operationally speaking, because I will acknowledge giant ships are really cool and fun. However.
Given how little relative space a single bomb-pumped xaser (a fairly powerful weapon- you could replace it with some sort of missile or RKV, too) takes up and the ease of targeting in space (since you can't hide without handwavium), as well as the mechanics of acceleration in a vacuum and the unfeasible mass of armor required to protect from heavy weapons without handwavium, it seems to me that multi-kilometer lengths are suitable more for freighters or logistical vessels, while combat craft can be made much smaller. It's harder to hit a two-hundred-foot pinnace than a six-kilometer battlecruiser, and the pinnace can carry more than enough nukes to really, really wreck your day. Employing the same number of them equivalent to the resources of a giant battleship (perhaps even with a logistics vessel to carry them, if your FTL tech works like that) would probably get you a lot more bang for your buck, as well as the ability to strike at multiple targets and generally greater operational versatility. And then, if you lose one, you don't lose a major and possibly critical component of your task force.

by Jullin » Sun Nov 08, 2015 3:47 am

by The Fedral Union » Sun Nov 08, 2015 5:47 am
Jullin wrote:One thing to consider when building 'big ships' is that in engineering, you can't just scale everything up and hope for the best. Mass and load-bearing requirements will increase considerably faster than area when going big, and you'll need to build a ship that can withstand the forces of gravity and acceleration. Essentially, you'll have to build a ship that can tolerate its own weight. There is also a fuel consideration, though for energy-rich FT cultures this is doubtlessly no longer a serious problem in most people's eyes.
I also don't know how you would keep a 30km ship - and its accompanying systems - cool very easily. By cool, I mean not cooking its inhabitants. The slightest problem with its air conditioning and its core areas would heat up faster than Jesus would fall through the water's surface. Shoot the radiators off and it will boil its occupants quite nicely, quite quickly.

by Ferret Civilization » Sun Nov 08, 2015 10:08 am
Vocenae wrote:As others have said, I hope this helps. As I've never seen you here in the Advice thread before (and thus can only assume you're new to our great little community), check out The Local Cluster, if you haven't already. The Local Cluster is the primary region for the Future Tech community, and another place (aside from this thread) where you can meet and interact more directly with a wider base of players rather than hunting and pecking here on the forums. Also make sure to check us out on our IRC channel, #NSLegion for real time communication with the vast majority of FT community members (which is basically everyone who hasn't pushed themselves to the point of irrelevance because of poor behavior). Again, please feel free to check The Local Cluster out, and welcome to Future Tech!
Jullin wrote:One thing to consider when building 'big ships' is that in engineering, you can't just scale everything up and hope for the best. Mass and load-bearing requirements will increase considerably faster than area when going big, and you'll need to build a ship that can withstand the forces of gravity and acceleration. Essentially, you'll have to build a ship that can tolerate its own weight. There is also a fuel consideration, though for energy-rich FT cultures this is doubtlessly no longer a serious problem in most people's eyes.
I also don't know how you would keep a 30km ship - and its accompanying systems - cool very easily. By cool, I mean not cooking its inhabitants. The slightest problem with its air conditioning and its core areas would heat up faster than Jesus would fall through the water's surface. Shoot the radiators off and it will boil its occupants quite nicely, quite quickly.
by Neornith » Sun Nov 08, 2015 4:13 pm
Ferret Civilization wrote:Vocenae wrote:As others have said, I hope this helps. As I've never seen you here in the Advice thread before (and thus can only assume you're new to our great little community), check out The Local Cluster, if you haven't already. The Local Cluster is the primary region for the Future Tech community, and another place (aside from this thread) where you can meet and interact more directly with a wider base of players rather than hunting and pecking here on the forums. Also make sure to check us out on our IRC channel, #NSLegion for real time communication with the vast majority of FT community members (which is basically everyone who hasn't pushed themselves to the point of irrelevance because of poor behavior). Again, please feel free to check The Local Cluster out, and welcome to Future Tech!
Yeah, this is all helping, thank you all very much. I've looked over everything. And unfortunately I can't do live chat things (Filters and stuff, since I don't have internet.) So I'm stuck here, and I'm making the most of it, everyone seems so very helpful and nice. I just don't want to mess up somewhere, since that's the one thing I can avoid since I'm not a good RPer when it comes to writing stuff. And thanks for the welcome, I kind of got thrown into it and I'm loving it and trying to work things out with it.Jullin wrote:One thing to consider when building 'big ships' is that in engineering, you can't just scale everything up and hope for the best. Mass and load-bearing requirements will increase considerably faster than area when going big, and you'll need to build a ship that can withstand the forces of gravity and acceleration. Essentially, you'll have to build a ship that can tolerate its own weight. There is also a fuel consideration, though for energy-rich FT cultures this is doubtlessly no longer a serious problem in most people's eyes.
I also don't know how you would keep a 30km ship - and its accompanying systems - cool very easily. By cool, I mean not cooking its inhabitants. The slightest problem with its air conditioning and its core areas would heat up faster than Jesus would fall through the water's surface. Shoot the radiators off and it will boil its occupants quite nicely, quite quickly.
And, the reason why I'm so concerned with size, volume and length and whatever... Is because I'm not trying to make the biggest thing out there, I'm trying to figure out how to scale it down to match proportions with my people's size.
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