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Author Topic: Cruiser Class Exploration Cruiser Refit (ie. the Beer Keg of Science!)  (Read 1723 times)

Giovanni Blasini

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Cruiser Class Exploration Cruser Refit
Manufacturer: Ix Shipyards
Location:  Niops IX
Mass: 500,000 tons
Length: 243 meters
Sail Diameter: 1,200 meters

Overview:
Nobody would have expected the Niops Association to have an ancient, decrepit Cruiser class vessel sitting in orbit around a seemingly-uninhabited dwarf planet in the Niops system.  Certainly nobody would have expected, were they to know about it, that the Niopians would be insane enough to try to refurbish the vessel.  And, even once refurbishment of the ancient ship began, nobody in their right minds would believe that the Niops Association intended to use the ship for exploration.

Except, of course, that’s exactly what the Niops Association intended to do.

Building small patrol DropShuttles is one thing, and was not an easy project for the Niops Association to undertake.  Refurbishing a 500 kiloton WarShip was another level of project alltogether, and nearly ruinously expensive, even with funding assistance from Interstellar Expeditions and technical assistance from the Lyran Commonwealth.

However, the Niops Association as a whole felt the project was worthwhile.  The Association had come close to complete collapse after the Word of Blake Jihad, and knew of several worlds near and far that, evidently, did actually collapse.  The expansion of Ix Shipyards of Niops IX from a small yard capable of building Saturn and Independence class patrol ships to one capable of refurbishing a WarShip was not cheap, either.  And while it might have been centuries in some cases since anyone checked on them, the Niops Association and Interstellar Expeditions believed it was high time somebody did, and since the galaxy was not always a friendly place, having a well-armed exploration vessel with sufficient supplies for long duration operations seemed a good way to do it.

That such a vessel would also be able to serve as a deterrent against any power that might invade Niops (again), posing a threat to them in return was, as they say, icing on the cake.


Capabilities:
Ix Shipyards engineers attempted to make no changes to the basic spaceframe, transit drive or jump engines of the ship, but found that, while they could get the transit drive more or less operational again, and her spaceframe was sound, there were significant issues with the KF drive.  Ideally, the entire KF drive would need to be replaced which, of course, would mean disassembling nearly the entire ship and sourcing a KF drive for the vessel.  That was not even remotely possible.  The next best option would have been to effect repairs to the existing KF drive and restoring it to full operational status.  This was beyond the capabilities of Niopian engineers, though, admittedly, nearly anyone else would have had the same issue.  Ixian engineers, instead, settled on a kludgeworthy solution, patching computers and field generators and subsystems with bulkier equipment that would work nowhere near as well as the original.  The revamped KF drive and support systems gained nearly 24 kilotons of mass, with effective range cut in half to 15 light years.

Unable to produce standard-grade armor, Ixian engineers were forced to downgrade to more primitive armor of the same alloys used in their Saturn and Independence class projects.  This reduced overall armor effectiveness by a third, though the robust spaceframe of the original Cruiser class ensures the vessel is still resilient in combat.

An examination of the bores of the naval autocannons fitted to the ship indicated the Class-10 NACs originally fitted to the ship would explode if fired, so all 48 of them were scrapped, and replaced with light subcapital cannons in their place.  This change also permitted engineers to fit quad SCL/1 batteries and point-defense turrets consisting of four low-grade small lasers to each arc of the vessel as well, using turrets originally slated for the next few Independence class patrol ships.  Overall, this is a significant reduction in raw firepower, but has the advantage of being sustainable.  Fortunately, Ixian engineers could refurbish the existing capital missile launchers; capital missiles being a well-understood low-tech solution, and rumors abound that the vessel will carry a modicum of dual-purpose nuclear mining charges for xenogeological research that can be repurposed for ship-to-ship combat or surface bombardment.

Beyond that, most subsystems of the ship remain unchanged, though the reduction in armament mass has allowed Ixian engineers to automate the ship to a stunning degree.  The Cruiser will carry accommodations for the original crew and five hundred passengers, as well as its shuttles (both small and DropShuttles), but can operate with only a handful of them.  Expansion of the ship's sensors and additional scientific instruments were also fitted to enhance its exploration mission.

Deployment
Still unnamed, the Niops-refit Cruiser is undergoing shakedown testing in the Niops system, with a mixed crew of military and civilian, the latter primarily researchers and scientists.  At present, naming the vessel is proving contentious, with the Niops Association Militia proposing "Physics Package", Niops University proposing "What Are the Civilian Applications?", Ix Shipyards proposing "Beer Keg of Science!", and the civilian government having put the question to the citizens with a poll, which was, or course, won by "Shippy McShipface."

Cruiser Exploration Cruiser (Primitive Version)
Mass: 500,000 tons
Use: Exploration Cruiser
Technology Base: Inner Sphere (Experimental)
Introduced: 3155
Mass: 500,000
Battle Value: 38,681
Tech Rating/Availability: E/X-X-X-X
Cost: 10,864,856,000 C-bills

Dimensions
    Length: 243
    Width: 121

Fuel: 5,000 tons (12,500)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: N/A
KF Drive Integrity: 21
Jump Range: 15
Heat Sinks: 1,291
Structural Integrity: 75

Armor
    Nose: 47
    Fore Sides: 38/38
    Aft Sides: 38/38
    Aft: 30

Cargo
    Bay 1:  Dropshuttle (2)         2 Doors   
    Bay 2:  Small Craft (6)         2 Doors   
    Bay 3:  Cargo (35452.0 tons)    1 Door   

Ammunition:
    480 rounds of Light SCC ammunition (8 tons),
    120 rounds of White Shark ammunition (160 tons),
    240 rounds of Barracuda ammunition (240 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 50
Life Boats: 0
Crew:  47 officers, 108 enlisted/non-rated, 122 gunners, 30 bay personnel, 500 passengers, 90 marines      

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 Caspar II Advanced Smart Robotic Control System
    1 Naval Comm-Scanner Suite (Large)
    4 Space Mine Dispenser
   750 tons of primitive aerospace armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (236 Heat)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Primitive Prototype Small Laser          8   1(12)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (266 Heat)
3 Capital Missile Launcher (White Shark)  45   9(90)   9(90)   9(90)    9(90)   Capital Missile
    White Shark Ammo (30 shots)
3 Capital Missile Launcher (White Shark)  45   9(90)   9(90)   9(90)    9(90)   Capital Missile
    White Shark Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Primitive Prototype Small Laser          8   1(12)    0(0)    0(0)     0(0)   Point Defense
RBS/LBS (236 Heat)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Primitive Prototype Small Laser          8   1(12)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (176 Heat)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Primitive Prototype Small Laser          8   1(12)    0(0)    0(0)     0(0)   Point Defense
Aft (236 Heat)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Primitive Prototype Small Laser          8   1(12)    0(0)    0(0)     0(0)   Point Defense
   
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Giovanni Blasini

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"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

marcussmythe

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1.) I love this post.
2.) “What are the civilian applications” sounds like the name of a Culture ROU.

Giovanni Blasini

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Oh, it is. It totally is from there.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

marcussmythe

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Oh, it is. It totally is from there.

Why am I unsurprised that the man responsible for the sentient caspers in the BTU is a Banks fan?

FWIW, if the warship design race gets that far, some NPC faction I control is going to go for AI warships - and we both know the sort of names they will pick. :)

Cannonshop

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[chipping in]

Admiral Sharon Ngo was delighted at the news that NIOPS would be pursuing exploration through her uncle, the Ducal Regent of Kowloon and Ngo Industries' current Chairman.

The message congratulating the NIOPSian government on launching a dedicated exploration vessel didn't arrive for six months, as it had to pass through a series of relays from somewhere deep in the outback of antispinward, and included her own suggestion for a name, which was determined to be completely inappropriate for inclusion in the poll even if it wasn't six months late for submission.  "Voyeurger One"
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kindalas

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Why Caspar II instead of Caspar I?

Would Niops be more likely to have the original plans over the newer WoB plans?

marcussmythe

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Rather than specific plans, I read this here to indicate that they could only manage a less capable version, functionally similar to the WoB, rather than the full Star League Casper system.

Giovanni Blasini

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Rather than specific plans, I read this here to indicate that they could only manage a less capable version, functionally similar to the WoB, rather than the full Star League Casper system.

MegaMekLab bookkeeping. Figure it's an overweight CASPAR I Drone Assist System. I couldn't get MegaMekLab to present me the option of CASPAR I on a Primitive WarShip.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Daryk

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I'm thinking the ship might just take its name directly from the shipyard: "Ix".

glitterboy2098

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"We have just folded space from Ix...Many machines on Ix. New machines."

kindalas

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MegaMekLab bookkeeping. Figure it's an overweight CASPAR I Drone Assist System. I couldn't get MegaMekLab to present me the option of CASPAR I on a Primitive WarShip.

Check under the configuration settings for tech.

Click on "Show extinct tech"

Daryk

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"We have just folded space from Ix...Many machines on Ix. New machines."
Exactly...  ^-^

Giovanni Blasini

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Check under the configuration settings for tech.

Click on "Show extinct tech"

Yep, that fixed it.  Thanks!  Also agreed with your point on laser AMS from the story thread.

"We have just folded space from Ix...Many machines on Ix. New machines."

That's one of the things I love about this forum.  Nearly no reference is too obscure.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Giovanni Blasini

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OK, not reposting the fluff yet, since the most part it doesn't change, but here's a revamped version of the ship, fixing the SDS vs CASPAR II issue and swapping to laser AMS.  I gain back 30 kilotons of cargo, which is no small thing.  Thought about adding fighters, and still might.  One of the issues with DropShuttles is they take forever to deploy, so even if one's a fighter carrier, it's not like you're going to deploy them in a hurry if you get pounced on at a jump point.

Cruiser Exploration Cruiser Primitive Version
Mass: 500,000 tons
Use: Exploration Cruiser
Technology Base: Inner Sphere (Experimental)
Introduced: 3155
Mass: 500,000
Battle Value: 39,729
Tech Rating/Availability: F/X-X-X-X
Cost: 11,479,436,000 C-bills

Dimensions
    Length: 243
    Width: 174

Fuel: 5,000 tons (12,500)
Safe Thrust: 2
Maximum Thrust: 3
Sail Integrity: N/A
KF Drive Integrity: 21
Jump Range: 15
Heat Sinks: 1,291
Structural Integrity: 75

Armor
    Nose: 47
    Fore Sides: 38/38
    Aft Sides: 38/38
    Aft: 30

Cargo
    Bay 1:  Dropshuttle (2)         2 Doors   
    Bay 2:  Small Craft (6)         2 Doors   
    Bay 3:  Cargo (65420.0 tons)    1 Door   

Ammunition:
    480 rounds of Light SCC ammunition (8 tons),
    120 rounds of White Shark ammunition (160 tons),
    240 rounds of Barracuda ammunition (240 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 50
Life Boats: 0
Crew:  47 officers, 108 enlisted/non-rated, 122 gunners, 30 bay personnel, 500 passengers, 90 marines      

Notes: Equipped with
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 SDS (Caspar) Drone Control System
    1 Naval Comm-Scanner Suite (Large)
    4 Space Mine Dispenser
   750 tons of primitive aerospace armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (256 Heat)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Laser AMS                               28   1(12)    0(0)    0(0)     0(0)   AMS         
FRS/FLS (286 Heat)
3 Capital Missile Launcher (White Shark)  45   9(90)   9(90)   9(90)    9(90)   Capital Missile
    White Shark Ammo (30 shots)
3 Capital Missile Launcher (White Shark)  45   9(90)   9(90)   9(90)    9(90)   Capital Missile
    White Shark Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Laser AMS                               28   1(12)    0(0)    0(0)     0(0)   AMS         
RBS/LBS (256 Heat)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Laser AMS                               28   1(12)    0(0)    0(0)     0(0)   AMS         
ARS/ALS (196 Heat)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Laser AMS                               28   1(12)    0(0)    0(0)     0(0)   AMS         
Aft (256 Heat)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
3 Capital Missile Launcher (Barracuda)    30   6(60)   6(60)   6(60)    6(60)   Capital Missile
    Barracuda Ammo (30 shots)
6 Sub-Capital Cannon (Light)              72   12(120) 12(120) 12(120)   0(0)   Sub-Capital Cannon
    Light SCC Ammo (60 shots)
4 Sub-Capital Laser (SCL/1)               96   4(40)   4(40)   4(40)     0(0)   Sub-Capital Laser
4 Laser AMS                               28   1(12)    0(0)    0(0)     0(0)   AMS         
   
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

kindalas

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Yep, that fixed it.  Thanks!  Also agreed with your point on laser AMS from the story thread.


Glad I could help.

My only other nitpick is the lack of counter rotating gravdecks. Eventually the 0G hull will start to spin from the torque of keeping the gravdeck up to speed.

Mind you that could be an interesting story point.

Giovanni Blasini

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Glad I could help.

My only other nitpick is the lack of counter rotating gravdecks. Eventually the 0G hull will start to spin from the torque of keeping the gravdeck up to speed.

Mind you that could be an interesting story point.

Thought about it, but the original only had one, so I decided to leave it.  It is odd that more ships in Battletech don't do that, though, and run with only one.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Daryk

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All you need is a fly wheel, and that could be accounted for in the tonnage of the single grav deck.

glitterboy2098

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for fighters, you could probably repurpose a cargo bay that opens into the central docking area to holding fighter bays. fit them with robotic refueling and rearming hardware (ARTS gear) so you can minimize the manpower needed to run them.

bonus would be that when you order fighters to deploy, it looks like something out of babylon 5..

Giovanni Blasini

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for fighters, you could probably repurpose a cargo bay that opens into the central docking area to holding fighter bays. fit them with robotic refueling and rearming hardware (ARTS gear) so you can minimize the manpower needed to run them.

bonus would be that when you order fighters to deploy, it looks like something out of babylon 5..

Not a bad idea, though for the life of me I can't figure out how ARTS works in MegaMekLab.  I see ARTS as a "variable" weight item that, when you add it, masses 0 tons and needs to be allocated to a location (though "hull" is a valid location).  It doesn't appear you can apply it directly to your bay, or set the mass.  It's weird.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

glitterboy2098

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in the rulebook it is supposed to increase the mass of each fighter bay by 25% and reduce the crew.. did you check the masses of the bays to see if the mass changes?

Liam's Ghost

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Not a bad idea, though for the life of me I can't figure out how ARTS works in MegaMekLab.  I see ARTS as a "variable" weight item that, when you add it, masses 0 tons and needs to be allocated to a location (though "hull" is a valid location).  It doesn't appear you can apply it directly to your bay, or set the mass.  It's weird.

I don't think it does work yet in megameklab. Why they haven't simply added ARTS versions of standard bays is beyond me.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Dragon Cat

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Instead of using fighters could you not use the small craft bays I know they are bigger than needed but instead of spending on aerospace bays there's a solution for defence

If the scientists want to visit a planet they use the DropShuttles which double as their lab on the ground.
« Last Edit: 04 May 2020, 02:41:32 by Dragon Cat »
The below link leads to a wiki page created by Wrangler.  It has links to the various pages of my AU.
https://battletechfanon.fandom.com/wiki/Alternate_Timeline_with_Thanks
For those looking for everything online I've also got them on the OurBattleTech website
https://www.ourbattletech.com/forum/index.php?board=76.0
As always please enjoy and if you have any questions about my AU (or want to chat about ideas I could incorporate into it) feel free to PM me.

Giovanni Blasini

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Instead of using fighters could you not use the small craft bays I know they are bigger than needed but instead of spending on aerospace bays there's a solution for defence

If the scientists want to visit a planet they use the DropShuttles which double as their lab on the ground.

That could work.  There's not a lot of them, though I could always expand the shuttle bay, and having the flexibility to have more shuttles or have fighters might be more useful than having dedicated fighter berths.  It'd be especially amusing to just keep the existing two doors, since that would slow the deployment rate.  Not as slow as launching a DropShuttle (which takes an hour or two, IIRC), but slow.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Dragon Cat

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Since they built it as an exploration ship they might even have revived the technology and expanded the Dropshuttle bay specifically for the scientists.

One thing I like about the DropShuttle idea is they are carried inside until they're needed.  So there would be nothing wrong wrong with having a DropShuttle for logistics a few for scientist workshops then they can be dedicated for different types of work.  No need for weapons, huge engines just science equipment
The below link leads to a wiki page created by Wrangler.  It has links to the various pages of my AU.
https://battletechfanon.fandom.com/wiki/Alternate_Timeline_with_Thanks
For those looking for everything online I've also got them on the OurBattleTech website
https://www.ourbattletech.com/forum/index.php?board=76.0
As always please enjoy and if you have any questions about my AU (or want to chat about ideas I could incorporate into it) feel free to PM me.

Hammer

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I don't think it does work yet in megameklab. Why they haven't simply added ARTS versions of standard bays is beyond me.
Because it's a small not widely used piece of technology.  We are a small team (3 coders all volunteer who do this is their spare time). Also they work on what they want to.

Comes done to this - if given the choice between coding a small piece of equipment that's isn't used in a lot of units, fixing a game breaking bug, implementing a rule, or working on improving an old UI/UX element those will always take the lead.  That said their is another issue inside MM/MML when it was designed the concept of variable weight and size equipment was not common. So the decision was made (wrongly in hindsight) to treat variable stuff as lots of individual pieces of equipment.

We are aware that that decision is causing fits and issues with things like large spacecraft.  We have started a very long process of fixing this issue (https://github.com/MegaMek/megamek/pull/1894) is the start of this. But it's going to take a long time to get there. But since the 46.1 Stable we've added/or fixed 120 things in just MML.

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New Units and RAT's aren't added until after the 2 month release moratorium is passed.


Liam's Ghost

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Well, that was defensive and in no way related to why ARTS is currently the way it is...
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Giovanni Blasini

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  • And I think it's gonna be a long, long time...
Because it's a small not widely used piece of technology.  We are a small team (3 coders all volunteer who do this is their spare time). Also they work on what they want to.

Comes done to this - if given the choice between coding a small piece of equipment that's isn't used in a lot of units, fixing a game breaking bug, implementing a rule, or working on improving an old UI/UX element those will always take the lead.  That said their is another issue inside MM/MML when it was designed the concept of variable weight and size equipment was not common. So the decision was made (wrongly in hindsight) to treat variable stuff as lots of individual pieces of equipment.

We are aware that that decision is causing fits and issues with things like large spacecraft.  We have started a very long process of fixing this issue (https://github.com/MegaMek/megamek/pull/1894) is the start of this. But it's going to take a long time to get there. But since the 46.1 Stable we've added/or fixed 120 things in just MML.

I think Liam's point is that the time was taken to put a 0-ton, 0-cost item under the "Other" section under Equipment, rather than simply putting two new items under transport bay types, "Fighter - ARTS" and "Small Craft - ARTS" for 187.5 and 250 tons, respectively.  I haven't looked through MegaMekLab's source code, so and I haven't touched any code more complicated than PowerShell or BASIC in probably 25-26 years (last time I touched C or assembly), so I don't know if that would have been a significantly more difficult option, but I wouldn't have imagined it to be in theory.
"“Eternity is a long time, especially towards the end.” -- Stephen Hawking

Liam's Ghost

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I think Liam's point is that the time was taken to put a 0-ton, 0-cost item under the "Other" section under Equipment, rather than simply putting two new items under transport bay types, "Fighter - ARTS" and "Small Craft - ARTS" for 187.5 and 250 tons, respectively.  I haven't looked through MegaMekLab's source code, so and I haven't touched any code more complicated than PowerShell or BASIC in probably 25-26 years (last time I touched C or assembly), so I don't know if that would have been a significantly more difficult option, but I wouldn't have imagined it to be in theory.

I mean, yeah.  If it's not worth the time investment to implement it correctly, what was the point of implementing it the way it was?
« Last Edit: 04 May 2020, 18:13:22 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Maingunnery

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I mean, yeah.  If it's not worth the time investment to implement it correctly, what was the point of implementing it the way it was?
The current implementation was likely something that didn't pan out before they had to switch back to fixing important bugs.
I have already put a request in and lets hope for the best.  :)
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