The first allocations are for those systems that take up volume only, Hugin Scout Displacement: 200 tons/2800 m3 Tech Level:15 Material Volume Multiplier (MVM):9.9 Length: 34 meters Surface Area: 990 m2 Displacement Multiplier (DM): 2 Acceleration: 3G Jump: 3 Design Module #2: Volumetric systems Hugin is originally a 3G and J-3 design, and I Lastly record the ships acceleration and jump range the Divide the the displacement in tons by 100 this is theĭisplacement multiplier, which is a handy way of reducing the math requiredįor some systems. Times 100 times for a value of 990 this is the surface area in square These numbers, along with the hull price modifier. Multiplyingĩx1.1 gives an MVM of 9.9, and 17x2 givens a length of 34 meters. Material price modifier of 0.8, and the length modifier is 2.
On pg.12 look up the modifiersįor a streamline cylinder hull the material volume modifier is 1.1, a hull Of 9, and an unmodified length of 17 meters. Beneath or after the configuration, look up the entryįor that displacement on FF&S, pg.11. Theĭisplacement, and since the TL is usually not recorded in the earliest CTĭesigns, it will be Tech Level 15. Beneath this record the configuration and tech level. Name and ship type, record the vessels displacement in both tons and Hugin scout design someone sent me a few weeks back. These are not added under the "total" section atĭesign Module #1: Establish the parameters of the designįor a basic design I will convert Andy Slack's Parentheses to indicate that these systems are only included as part of Record fuel, cargo and missle ordinance mass in I do add them for the writeup and damage tables. These include the mass and price of fuel scoops, cargo That means that a limit of 15 tons per kiloliter is enforced.Ĭertain systems are deleted from my designs to simplifyīookkeeping. Or (as I do it) turn it sideways to do three with some crowding of dataĪll of these rules assume the density based design systemsįrom FF&S. You can subdivide one side of the graph paper into two designs, Need are a piece of graph paper, a calculator, a pencil and an eraser (andįF&S too!). So without much further ado, lets build a starship! All you Thirdly IĬreated simpler formulas for handling various propulsion and fuel Secondly I converted many of the tables inįF&S to units in 100 displacement tons for easier calculations. Worksheet format that allows the various subsystems to be calculated andĬollated easily and logically. Use three basic tricks to make the job easier. The problem is one of disorganization on the part of the FF&S authors.
Though your progress is limited to one or two ships a night. One night, but it is easier than building MegaTraveller and T4 designs, even
Harder than building older High Guard ships, where you could do dozens in That is a pity, because designing TNE starships is not that difficult! Its Means of explanation is given beyond a cheery "'ere you go" sendoff. Through umpteenth chapters trying to tie all of the disparate systems intoĬoherent and workable designs. We would not have the current problem where players are left slogging In terms of organizing the material in respect to ship and vehicle designs, Second book on design sequence examples, or shown a better presence of mind Is the irritatingly obtuse nature of its design sequences. If there ever existed a serious strike against Fusion, Fire and Steel it