Le Blue Dude
Inactive Member
1. About the Bulk Transport
Massive, mostly automated, transports that ply the spacelanes. Bulk transports are slow, unweildy, and often anchent having been in the ownership of one faimly or cartel for generations. Because of this it is hard to find any one standard design, however recently relativly cheap bulk haulers have become avalible to large corporations and goverments via a civilian company that sunk resources into mass-producing them.
Bulk haulers are large... So large that they are built far away from gravity in the dead-space between the stars to prevent the metal from warping untill they are done. The ship it's self looks like nothing more then a long stick, with hundreds of thousands of bulbious cargo-holds attached. It's used for one of two things... Regular supply runs, and "gypsying" The Gypsie craft are usualy the independent ones, while the supply runners are typicaly company owned. Old bulk haulers are typicaly retrofitted as new technology comes out, that being cheaper then building a new one
Bulk haulers have wide a wide bridge at the fore. This bridge contains the living quarters, and hydroponics, and rec-room, and command area. To the aft is the engine room, and the parts/maintnence storrooms, as well as the minor replacement parts manufacturing rooms. Because of this the front and aft are large, and slightly bulbious, with a long stem between them to which the storage containers are attached. The containers are roughly clyndrical, with rounded "tops" and "Bottoms".
The semi-mass production methoid involves grabbing a small rock/iron planitoid, about the size of pluto or a large rock/iron moon, dragging it out into intersteller space, and cracking it apart for resources. This will give you enough resources to make several bulk haulers (Concidering that bulk haulers are roughly cylindrical in shape, and are mostly hollow). Bulk haulers' design has not changed much since they were invented, with the most changes being internal and having to do with increased mechination, reducing the nessecary crew.
2. Dimensions and Crew Compliment
Type: Cargo Hauler
Engine: Ion drive
Generator:
Manfucatuer Civilian companies. Most recently Raumschiffhersteller
Production: By-order/semi-mass produced
Crew: 158-600
Maximum Occupants: 1,200
Appearance & Interior: Depends on the vessle. When factory fresh the inside is starkly metalic, with everything bargin-bin and bulk. The cargo holds are sold seperatly, and are specialy outfitted for their needs... 3rd class passenger, 1st class passenger, solid goods, liquid goods, gasious goods, military goods, smuggling....
Length: 1 megameter 621 miles
Width: 50KM 31 miles (Not including cargo holds) only 20KM 12 miles along stem
Height: 50KM 31 miles(Not including cargo holds) only 20KM 12 miles along stem
Mass: Roughly 45 exagrams, roughly 5*10^13 tons
3. Performance Statistics
Top Speed (STL): .87C takes a long, long, long, long, time to reach this speed mind
Acceleration (0-60mph): 0-60 in 1.36 seconds. 2G roughly 19.61 meters per second squared 64.35 feet per second squared.... This is not manuvering acceleration, but main drive exceleration. Manuvering aceleration is 1G roughly 9.80 meters per second squared 32.17 feet per second squared
Thrust 8.9*10^2 petanewtons 1*10^14 tons
Top Speed (Aerial): N/A
Top Speed (Water): N/A
Range (Distance): 300-350 Light years
Lifespan: 7,000-7,250 years
4. Vehicle Systems
Air conditioning: Keeps the air inside from getting overly hot via large heat radiators, and other systems, ranging from the old to the new. Air purifiers too
Hydroponics: To keep the crew alive and fed, as well as to help purify the air
Machine shop: A small robotic factory designed to produce spare small parts to help fix up the ship. It can't do large repairs, and it can't do complex jobs, but it can make small parts for replacement
Gym: For keeping fit. It has equipment for various sports, weightlifting, gymnastics, and acrobatics
Rec Room: Video-games, Holo-movies, board games, cards, dice... Stored and used in this room
Library: Mostly a computer core with information on it that can be acessed within the ship, some owners install hard-copy books and bookshelves here too.
Crew quarters: For sleeping. Typicaly racks of bunks and small lockers
Officer quarters: Rooms for two people to share, and rooms for four to share, they have more privacy then the bunks
Captin's quarters: The most private room in the ship. The stuff inside is of whatever quality the captin decided to buy for his/her self... Usualy little better then what the crew and officers have.
Medical center For dealing with broken bones, illness, and anything else that might spring up. Usualy rather small, some captins pay for better medical centers, and hire better medics.
Automation/computer The bulk hauler, being mostly automated, has a rather powerful computer. It's no A.I. but it could give a dog a run for it's money.
Com system An internal com-system, and a com system for contacting other nearby ships/planets
Scanners For object detection
Modular Cargo system: It used to be very common, but it is much less so. Only Bulk Haulers and a few others use them anymore... A series of mechanicaly linked, specialy outfitted pods to carry various types of cargo. The idea was that you could ask that Pod be provided by cargo, and drop it off at destination to keep from having to transport extra mass, and to allow you to varry your payload.
Armor: Reinforced Titanium plating: 3
5. Weapons
Point defence lasers (1) (Optional): Some bulk haulers are outfited with several medium power lasers to discorage enemy attacks. These are just basic lasers on turrets.
Location: To the fore and aft, but not along the "stem". There are eight around the head, and eight around the rear, and then four along the shafts imediatly prior to the head and rear.
Primary Purpose: Dealing with small-time pirates, defence against fighters, mecha, missles. It's just a laser
Damage: 4
Area of Effect: Cylinder with a diameter of 1 foot, 30.48 centimeters
Range: about 5 AU
Rate of Fire: Once every 5 seconds early on in the fight. Rate of fire drops to once every 15 seconds after about ten mins of usage. (For each individual laser)
Payload: N/A
Any mecha/fighters loaded into cargo-bays that have external hatches.
Point Cost:
Computer: 100
Main Generator: 400
Point-Defense Guns: 3x24 72
Sublight engines: Speed (in c) x 100 N/A. Makes no sense! There is no max speed in non-inertialy dampened vehicles, save for the speed of light!
CFS/CDD: Speed (in c) / 100 20/100: .2
Hyperspace Drive: Ly/min*100 .5X100: 50
Environmental Systems: 1,200 (Max capacity without passenger "cargo" bays)
Total: 1822.2 +87?
Massive, mostly automated, transports that ply the spacelanes. Bulk transports are slow, unweildy, and often anchent having been in the ownership of one faimly or cartel for generations. Because of this it is hard to find any one standard design, however recently relativly cheap bulk haulers have become avalible to large corporations and goverments via a civilian company that sunk resources into mass-producing them.
Bulk haulers are large... So large that they are built far away from gravity in the dead-space between the stars to prevent the metal from warping untill they are done. The ship it's self looks like nothing more then a long stick, with hundreds of thousands of bulbious cargo-holds attached. It's used for one of two things... Regular supply runs, and "gypsying" The Gypsie craft are usualy the independent ones, while the supply runners are typicaly company owned. Old bulk haulers are typicaly retrofitted as new technology comes out, that being cheaper then building a new one
Bulk haulers have wide a wide bridge at the fore. This bridge contains the living quarters, and hydroponics, and rec-room, and command area. To the aft is the engine room, and the parts/maintnence storrooms, as well as the minor replacement parts manufacturing rooms. Because of this the front and aft are large, and slightly bulbious, with a long stem between them to which the storage containers are attached. The containers are roughly clyndrical, with rounded "tops" and "Bottoms".
The semi-mass production methoid involves grabbing a small rock/iron planitoid, about the size of pluto or a large rock/iron moon, dragging it out into intersteller space, and cracking it apart for resources. This will give you enough resources to make several bulk haulers (Concidering that bulk haulers are roughly cylindrical in shape, and are mostly hollow). Bulk haulers' design has not changed much since they were invented, with the most changes being internal and having to do with increased mechination, reducing the nessecary crew.
2. Dimensions and Crew Compliment
Type: Cargo Hauler
Engine: Ion drive
Generator:
Manfucatuer Civilian companies. Most recently Raumschiffhersteller
Production: By-order/semi-mass produced
Crew: 158-600
Maximum Occupants: 1,200
Appearance & Interior: Depends on the vessle. When factory fresh the inside is starkly metalic, with everything bargin-bin and bulk. The cargo holds are sold seperatly, and are specialy outfitted for their needs... 3rd class passenger, 1st class passenger, solid goods, liquid goods, gasious goods, military goods, smuggling....
Length: 1 megameter 621 miles
Width: 50KM 31 miles (Not including cargo holds) only 20KM 12 miles along stem
Height: 50KM 31 miles(Not including cargo holds) only 20KM 12 miles along stem
Mass: Roughly 45 exagrams, roughly 5*10^13 tons
3. Performance Statistics
Top Speed (STL): .87C takes a long, long, long, long, time to reach this speed mind
Acceleration (0-60mph): 0-60 in 1.36 seconds. 2G roughly 19.61 meters per second squared 64.35 feet per second squared.... This is not manuvering acceleration, but main drive exceleration. Manuvering aceleration is 1G roughly 9.80 meters per second squared 32.17 feet per second squared
Thrust 8.9*10^2 petanewtons 1*10^14 tons
Top Speed (Aerial): N/A
Top Speed (Water): N/A
Range (Distance): 300-350 Light years
Lifespan: 7,000-7,250 years
4. Vehicle Systems
Air conditioning: Keeps the air inside from getting overly hot via large heat radiators, and other systems, ranging from the old to the new. Air purifiers too
Hydroponics: To keep the crew alive and fed, as well as to help purify the air
Machine shop: A small robotic factory designed to produce spare small parts to help fix up the ship. It can't do large repairs, and it can't do complex jobs, but it can make small parts for replacement
Gym: For keeping fit. It has equipment for various sports, weightlifting, gymnastics, and acrobatics
Rec Room: Video-games, Holo-movies, board games, cards, dice... Stored and used in this room
Library: Mostly a computer core with information on it that can be acessed within the ship, some owners install hard-copy books and bookshelves here too.
Crew quarters: For sleeping. Typicaly racks of bunks and small lockers
Officer quarters: Rooms for two people to share, and rooms for four to share, they have more privacy then the bunks
Captin's quarters: The most private room in the ship. The stuff inside is of whatever quality the captin decided to buy for his/her self... Usualy little better then what the crew and officers have.
Medical center For dealing with broken bones, illness, and anything else that might spring up. Usualy rather small, some captins pay for better medical centers, and hire better medics.
Automation/computer The bulk hauler, being mostly automated, has a rather powerful computer. It's no A.I. but it could give a dog a run for it's money.
Com system An internal com-system, and a com system for contacting other nearby ships/planets
Scanners For object detection
Modular Cargo system: It used to be very common, but it is much less so. Only Bulk Haulers and a few others use them anymore... A series of mechanicaly linked, specialy outfitted pods to carry various types of cargo. The idea was that you could ask that Pod be provided by cargo, and drop it off at destination to keep from having to transport extra mass, and to allow you to varry your payload.
Armor: Reinforced Titanium plating: 3
5. Weapons
Point defence lasers (1) (Optional): Some bulk haulers are outfited with several medium power lasers to discorage enemy attacks. These are just basic lasers on turrets.
Location: To the fore and aft, but not along the "stem". There are eight around the head, and eight around the rear, and then four along the shafts imediatly prior to the head and rear.
Primary Purpose: Dealing with small-time pirates, defence against fighters, mecha, missles. It's just a laser
Damage: 4
Area of Effect: Cylinder with a diameter of 1 foot, 30.48 centimeters
Range: about 5 AU
Rate of Fire: Once every 5 seconds early on in the fight. Rate of fire drops to once every 15 seconds after about ten mins of usage. (For each individual laser)
Payload: N/A
Any mecha/fighters loaded into cargo-bays that have external hatches.
Point Cost:
Computer: 100
Main Generator: 400
Point-Defense Guns: 3x24 72
Sublight engines: Speed (in c) x 100 N/A. Makes no sense! There is no max speed in non-inertialy dampened vehicles, save for the speed of light!
CFS/CDD: Speed (in c) / 100 20/100: .2
Hyperspace Drive: Ly/min*100 .5X100: 50
Environmental Systems: 1,200 (Max capacity without passenger "cargo" bays)
Total: 1822.2 +87?