Author Topic: RFP: Shake and Bake Industrialization  (Read 857 times)

Cannonshop

  • Lieutenant Colonel
  • *
  • Posts: 11223
RFP: Shake and Bake Industrialization
« on: 29 May 2024, 10:46:57 »
This is a big one, guys, lay out a set of designs that can be manufactured at, say, a major yard like Gibbs or Galax.  It must be portable enough to assemble anywhere, not be a single ship with lots of guns, and fill the role of a light manufacturing, service, support and maintenance facility capable of handling Jumpships and Warships up to 350,000 Hydrogen tons.

Carve off whatever you have to but leave the most essential parts working and workable.  The idea is 'Prefab shipyards for economic development and/or military support inside our borders'.

whichever borders you happen to want to put them in.

Tech base can not be Clan.

I want to see what you think it will take.
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

PuppyLikesLaserPointers

  • Captain
  • *
  • Posts: 2007
Re: RFP: Shake and Bake Industrialization
« Reply #1 on: 29 May 2024, 11:16:37 »
So what you want is the shipyard, rather than the designs of ships you will make, right?

Cannonshop

  • Lieutenant Colonel
  • *
  • Posts: 11223
Re: RFP: Shake and Bake Industrialization
« Reply #2 on: 29 May 2024, 12:18:51 »
So what you want is the shipyard, rather than the designs of ships you will make, right?

Yup, though a reference to what ships you THINK it should be able to produce as a bare minimum should help scale the facilities (*and costs).
"If you have to ask permission, then it's no longer a Right, it has been turned into a Privilege-something that can be and will be taken from you when convenient."

Daryk

  • Major General
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  • Posts: 39853
  • The Double Deuce II/II-σ
Re: RFP: Shake and Bake Industrialization
« Reply #3 on: 29 May 2024, 19:52:43 »
Unpressurized facilities for that tonnage weigh 8,750 tons, so that's the starting point... :)

glitterboy2098

  • Lieutenant Colonel
  • *
  • Posts: 12336
    • The Temple Grounds - My Roleplaying and History website
Re: RFP: Shake and Bake Industrialization
« Reply #4 on: 30 May 2024, 14:14:24 »
seems like either a modular spacestation with modules that can be hauled around by jumpships, or some sort of orbit-only "yard dropship" might be the way to go. any sort of KFdrive platform would make the thing not only way too pricy but too time and resource intensive to be viable.

honestly the idea of a dropship with an unpressurized bay might be a good approach, if you can do it. build it off a Mammoth or Behemoth DS hull perhaps. it would let the facility be mobile within a system as well as easy to haul to the destination. it would also make setting up a yard complex easier since you could just dock several yard-DS to (or moor them next to) a fairly simple habitat station


out of curiousity.. anyone with TRO 3057R know how much mass is spent on the "factory unit" entries on the Small and medium/large factory stations? that might give an idea of how much tonnage the production hardware would need to take up.

Vehrec

  • Lieutenant
  • *
  • Posts: 1277
  • Mr. Flibble is Very Cross
Re: RFP: Shake and Bake Industrialization
« Reply #5 on: 30 May 2024, 15:52:48 »
Well, if we want a prefab shipyard, we need to first establish what components a shipyard needs to be able to build, and what you need to build those components, and how much should be imported or handled on site.  But if we want to do jump or warship construction, the biggest component of all is one that must be built on-site.  And I feel deeply that high-end jump cores are made by something as much bigger than them as EUV lithography machines are bigger than the wafers they process.  And, well, look at how much ASML charges for one of their machines in that category.
*Insert support for fashionable faction of the week here*

PuppyLikesLaserPointers

  • Captain
  • *
  • Posts: 2007
Re: RFP: Shake and Bake Industrialization
« Reply #6 on: 31 May 2024, 04:44:50 »
After they suffer grave loss by their ungrateful brothers and sisters who repay their kindness out of mercy and fraternal affection by put the sword to them, while they ultimately choose to keep overwatch Clans rather than deal with their former half they are hastily made a backup plan - include making the tool for the emergency evacuation.

Although the initial plan of Blake class arcship, to keep at least a handful of person out of the wicked hands of WoB, was cancelled due to the sustained loss of both the shipyards and fleets, but with the data stolen from WoB developlent team they finally managed to make a light weight ship that is able to support maintain the fleet and could be work as the secret mobile shipyard on a pinch.

Code: [Select]
Silver Shield Light Yardship (3067)
Mass: 800,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3067
Mass: 800,000
Battle Value: 46,826
Tech Rating/Availability: E/X-X-F-F
Cost: 75,350,504,000 C-bills

Fuel: 10,000 tons (25,000)
Safe Thrust: 5
Maximum Thrust: 8
Sail Integrity: 5
KF Drive Integrity: 17
Heat Sinks: 2690 (5380)
Structural Integrity: 51

Armor
    Nose: 141
    Fore Sides: 141/141
    Aft Sides: 141/141
    Aft: 141

Cargo
    Bay 1:  Reinforced Repair Facility (800,000)2 Doors   
    Bay 2:  Fighter (6)             3 Doors   
    Bay 3:  Fighter (6)             3 Doors   
    Bay 4:  Fighter (6)             3 Doors   
    Bay 5:  Small Craft (3)         2 Doors   
    Bay 6:  Small Craft (3)         2 Doors   
    Bay 7:  BattleArmor (CS) (1)    0 Doors   
    Bay 8:  BattleArmor (CS) (1)    0 Doors   
    Bay 9:  BattleArmor (CS) (1)    0 Doors   
    Bay 10: BattleArmor (CS) (1)    0 Doors   
    Bay 11: BattleArmor (CS) (1)    0 Doors   
    Bay 12: BattleArmor (CS) (1)    0 Doors   
    Bay 13: Cargo (21245.5 tons)    1 Door   

Ammunition:
None

Dropship Capacity: 6+2
Grav Decks: 6 (250 m, 250 m, 250 m, 250 m, 250 m, 250 m)
Escape Pods: 180
Life Boats: 0
Crew:  176 officers, 85 enlisted/non-rated, 15 gunners, 102 bay personnel, 780 passengers

Notes: Equipped with
    lithium-fusion battery system
    1 Mobile Hyperpulse Generators (Mobile HPG)
    3 Field Kitchen
    1 Naval Comm-Scanner Suite (Large)
    1 MASH Equipment (5 theaters)
816 tons of lamellor ferro-carbide armor.

Weapons:                 Capital Attack Values (Standard)
Arc (Heat)           Heat  SRV     MRV     LRV      ERV    Class       
Nose (158 Heat)
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
FRS/FLS (158 Heat)
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
RBS/LBS (176 Heat)
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
ARS/ALS (158 Heat)
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
Aft (1,048 Heat)
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
4 Naval PPC (Heavy)  900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         


I think that it is not so cheap - I don't intended it to be cheap that much - so I wonder that it would be the case. Anyway I want it to be the ship that could build and/or repair during the movement faster than station keeping. The others, both anti-ASF/Ship and cargo hold, should be tasked to the dropships that escorts it.

Code: [Select]
Blake Class Arcship (Yard)
Mass: 2,500,000 tons
Technology Base: Inner Sphere (Experimental)
Introduced: 3072
Mass: 2,500,000
Battle Value: 175,645
Tech Rating/Availability: F/X-X-F-F
Cost: 232,503,010,000 C-bills

Fuel: 25,000 tons (62,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 9
KF Drive Integrity: 48
Heat Sinks: 4546 (9092)
Structural Integrity: 87

Armor
    Nose: 711
    Fore Sides: 712/712
    Aft Sides: 712/712
    Aft: 845

Cargo
    Bay 1:  Reinforced Repair Facility (2,500,000)2 Doors   
    Bay 2:  Fighter (6)             2 Doors   
    Bay 3:  Fighter (6)             2 Doors   
    Bay 4:  Fighter (6)             2 Doors   
    Bay 5:  Fighter (6)             2 Doors   
    Bay 6:  Fighter (6)             2 Doors   
    Bay 7:  Fighter (6)             2 Doors   
    Bay 8:  Fighter (6)             2 Doors   
    Bay 9:  Fighter (6)             2 Doors   
    Bay 10: Fighter (6)             2 Doors   
    Bay 11: Fighter (6)             2 Doors   
    Bay 12: Fighter (6)             2 Doors   
    Bay 13: Fighter (6)             2 Doors   
    Bay 14: Small Craft (2)         1 Door   
    Bay 15: Small Craft (2)         1 Door   
    Bay 16: Small Craft (2)         1 Door   
    Bay 17: BattleArmor (CS) (6)    0 Doors   
    Bay 18: BattleArmor (CS) (6)    0 Doors   
    Bay 19: BattleArmor (CS) (6)    0 Doors   
    Bay 20: BattleArmor (CS) (6)    0 Doors   
    Bay 21: BattleArmor (CS) (6)    0 Doors   
    Bay 22: BattleArmor (CS) (6)    0 Doors   
    Bay 23: Cargo (38350.5 tons)    4 Doors   

Ammunition:
None

Dropship Capacity: 23+2
Grav Decks: 12 (250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m, 250 m)
Escape Pods: 500
Life Boats: 0
Crew:  535 officers, 141 enlisted/non-rated, 44 gunners, 390 bay personnel, 2490 passengers

Notes: Equipped with
    lithium-fusion battery system
    1 Mobile Hyperpulse Generators (Mobile HPG)
    1 MASH Equipment (20 theaters)
    3 Field Kitchen
    1 Naval Comm-Scanner Suite (Large)
    1 Naval C3
4,350 tons of lamellor ferro-carbide armor.

Weapons:                 Capital Attack Values (Standard)
Arc (Heat)           Heat  SRV     MRV     LRV      ERV    Class       
Nose (1,030 Heat)
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
4 Naval PPC (Heavy)  900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
FRS/FLS (1,030 Heat)
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
4 Naval PPC (Heavy)  900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
RBS/LBS (1,030 Heat)
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
4 Naval PPC (Heavy)  900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
ARS/ALS (1,030 Heat)
4 Naval PPC (Heavy)  900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
Aft (1,902 Heat)
4 Naval PPC (Heavy)  900  60(600) 60(600) 60(600) 60(600)  Capital PPC
4 Naval PPC (Heavy)  900  60(600) 60(600) 60(600) 60(600)  Capital PPC
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Laser AMS          14    1(6)    0(0)    0(0)     0(0)   AMS         
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser
2 Large Pulse Laser  20   2(18)   2(18)    0(0)     0(0)   Pulse Laser


Asides, that would be what they initially planned.

Vehrec

  • Lieutenant
  • *
  • Posts: 1277
  • Mr. Flibble is Very Cross
Re: RFP: Shake and Bake Industrialization
« Reply #7 on: 31 May 2024, 07:38:58 »
Okay, so what's the most important part of building ships?

That's right, workers.  You need to house the yard workers, who are highly paid experts.  You need to bring their families out as well, for morale reasons.  And if you bring their families, you need schools, restaurants, shopping districts, movie theaters, work for spouses, childcare, greenspace and serious rotational gravity.

Industrial equipment?  Listen, we're not here for that, just buy a couple dozen industrial station designs off the open market.  We're here to build a 10-million ton space station out of mild steel and quartz, not foamed titanium and radiation-hardened ultra-Inconel and Hastalloy. 

Code: [Select]
Bernall Habitat Station
Mass: 1,000,000 tons
Use: Housing
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 1,000,000
Battle Value: 23,762
Tech Rating/Availability: D/X-X-X-C
Cost: 4,402,345,000 C-bills

Dimensions
    Length: 1300
    Width: 1500
    Height: 1500

Fuel: 1,000 tons (2,500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 10
Heat Sinks: 199
Structural Integrity: 1

Armor
    Nose: 227
    Fore Sides: 226/226
    Aft Sides: 226/226
    Aft: 226

Cargo
    Bay 1:  Small Craft (72)        12 Doors 
    Bay 2:  Cargo (200000.0 tons)   7 Doors   
    Bay 3:  Cargo (Liquid) (91000.0 tons)1 Door   
    Bay 4:  Cargo (Refrigerated) (8700.0 tons)1 Door   
    Bay 5:  Cargo (78863.0 tons)    0 Doors   

Ammunition:
None

Dropship Capacity: 6
Grav Decks: 13 (1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m, 1500 m)
Escape Pods: 0
Life Boats: 7,230
Crew:  41 officers, 204 enlisted/non-rated, 360 bay personnel, 50000 passengers

Notes: Mounts 3,393 tons of standard aerospace armor.

Weapons:     Capital Attack Values (Standard)
Arc (Heat) Heat  SRV     MRV     LRV      ERV    Class       
None

*Insert support for fashionable faction of the week here*

idea weenie

  • Major
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Re: RFP: Shake and Bake Industrialization
« Reply #8 on: 31 May 2024, 23:12:55 »
From the descriptions, the Mule Dropship is the most common design in the Inner Sphere.

From my copy of MegamekLab, a Mule Dropship has three cargo bays of 2700 tons each.

This is my design model:
1) The first 2700-ton module is an 100 kton Unpressurized Repair Bay (and structural elements, and small cargo components)
2) The second 2700-ton module is the living quarters, maintenance, armor, and a Grav Deck
3) The third 2700-ton module is for expansion tonnage (the materials to turn the hull into a bubble, and additional Repair Bay components to make the Stage 2)

This way you can build these smaller parts and send them out with only one Dropship needed.  They are assembled at the destination in either the Stage 1 or Stage 2 format.  A single Stage 1 only takes up ~3500 tons of cargo capacity (8100 tons total minus 4600 tons of cargo that is empty), so technically you could ship out two of them in a single Mule Dropship.

Here is Bootstrap Stage 1:
Code: [Select]
Bootstrap Stage 1
Mass: 8,100 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Battle Value: 1,222
Tech Rating/Availability: D/X-X-X-C
Cost: 2,560,978,620 C-bills

Fuel: 81 tons (810)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 58
Structural Integrity: 1

Armor
    Nose: 15
    Fore Sides: 13/13
    Aft Sides: 11/11
    Aft: 6

Cargo
    Bay 1:  Standard Repair Facility (Unpressurized) (100,000)1 Door   
    Bay 2:  Cargo (81.0 tons)       1 Door   
    Bay 3:  Cargo (1904.0 tons)     1 Door   
    Bay 4:  Cargo (2700.0 tons)     1 Door   

Ammunition:
None

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 15
Life Boats: 0
Crew:  8 officers, 39 enlisted/non-rated

Notes: Mounts 87 tons of standard aerospace armor.

Weapons:     Capital Attack Values (Standard)
Arc (Heat) Heat  SRV     MRV     LRV      ERV    Class       
None

Even with nothing else, the Bootstrap Stage 1 station can maintain any Dropship design in the Inner Sphere.


Stage 2:

Using the 4600 tons of cargo to carry along the necessary materials, this allows expanding to the mostly hollow 100 kton Bootstrap Stage 2 version:
- Unpressurized Repair Bay expands from 100 kton capacity to 350 kton capacity
- Fuel increases to 100 tons
- Armor increases to 393 tons
- Crew increases to 65 (of which 11 are officers)
- Maintenance Bay is now 1000 tons
- A second Grav Deck is added
- The 85 kton Cargo Bay is to represent the interior space that is effectively a giant balloon

Code: [Select]
Bootstrap Stage 2
Mass: 100,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Battle Value: 5,509
Tech Rating/Availability: D/X-X-X-C
Cost: 8,887,745,000 C-bills

Fuel: 1,000 tons (10,000)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 93
Structural Integrity: 1

Armor
    Nose: 69
    Fore Sides: 57/57
    Aft Sides: 50/50
    Aft: 31

Cargo
    Bay 1:  Standard Repair Facility (Unpressurized) (350,000)1 Door   
    Bay 2:  Cargo (1,000 tons)     1 Door   
    Bay 3:  Cargo (85,849 tons)    1 Door   

Ammunition:
None

Dropship Capacity: 0
Grav Decks: 2 (100 m, 100 m)
Escape Pods: 0
Life Boats: 0
Crew:  11 officers, 54 enlisted/non-rated

Notes: Mounts 393 tons of standard aerospace armor.

Weapons:     Capital Attack Values (Standard)
Arc (Heat) Heat  SRV     MRV     LRV      ERV    Class       
None

This gives you decent flexibility:
Stage 1 allows you to maintain any Dropship in the Inner Sphere, or the smallest Jumpships.
Stage 2 allows you to maintain anything 350 ktons or less, with 85 ktons of internal capacity for whatever the local force decides is worth their time.

The whole thing can be sent out with a single Mule Dropship.  Though given the prices (~2.6 billion and 8.9 billion) you will want something decently armed to protect it.

Lagrange

  • Lieutenant
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Re: RFP: Shake and Bake Industrialization
« Reply #9 on: 01 June 2024, 07:59:27 »
A Jumpyard + Yard Support Station + Octopus.

The Yard Support Station has living space for 6k people, 6 large factories, numerous small factories, 104 smallcraft bays, 7 docking hardpoints, generous cargo, generous fuel, and a pressurized repair bay of 20K tons enabling assembly of all but the largest components.  It's a civilian design, but given the uncivilized terrain it features fairly heavy armor and AMS.

The Jumpyard is built off a Monolith frame with a huge 350K ton unpressurized repair bay, a docking collar, and 200 (!) Infantry bays capable of supporting 6K people for a short duration.   To move out, the Yard Support Station is shut down and placed in the unpressurized repair bay with occupants placed in the infantry bays, the jumpyard jumps, and then the process is reversed. 

The attached dropship is ideally something helpful for getting raw materials---perhaps a Model 97 Octopus which is a good all-around transport.

Code: [Select]
Yard Support Station
Mass: 350,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 350,000
Battle Value: 10,202
Tech Rating/Availability: E/X-X-X-C
Cost: 1,570,405,000 C-bills

Fuel: 50,000 tons (125,000)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 136 (272)
Structural Integrity: 1

Armor
    Nose: 81
    Fore Sides: 82/82
    Aft Sides: 82/82
    Aft: 81

Cargo
    Bay 1:  Small Craft (104)       5 Doors   
    Bay 2:  Cargo (15000.0 tons)    1 Door   
    Bay 3:  Cargo (15000.0 tons)    1 Door   
    Bay 4:  Cargo (15000.0 tons)    1 Door   
    Bay 5:  Cargo (15000.0 tons)    1 Door   
    Bay 6:  Cargo (15000.0 tons)    1 Door   
    Bay 7:  Cargo (15000.0 tons)    1 Door   
    Bay 8:  Standard Repair Facility (Pressurized) (20,000)1 Door   
    Bay 9:  Cargo (107130.5 tons)   1 Door   

Ammunition:
    1,728 rounds of Anti-Missile System [IS] ammunition (18 tons)

Dropship Capacity: 5
Grav Decks: 1 (500 m)
Escape Pods: 300
Life Boats: 300
Crew:  21 officers, 203 enlisted/non-rated, 520 bay personnel, 5880 passengers

Notes: Mounts 1,226.5 tons of standard aerospace armor.

Weapons:                                      Capital Attack Values (Standard)
Arc (Heat)                                Heat  SRV     MRV     LRV      ERV    Class       
Nose (6 Heat)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
FRS/FLS (6 Heat)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
ARS/ALS (6 Heat)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
Aft (6 Heat)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)
2 Anti-Missile System                      2    1(6)    0(0)    0(0)     0(0)   AMS         
    Anti-Missile System Ammo [IS] (96 shots)

Code: [Select]
Staryard Jumpship
Mass: 430,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3145
Mass: 430,000
Battle Value: 2,201
Tech Rating/Availability: E/X-X-X-F
Cost: 3,062,554,333 C-bills

Fuel: 200 tons (500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 6
KF Drive Integrity: 9
Heat Sinks: 146 (292)
Structural Integrity: 1

Armor
    Nose: 15
    Fore Sides: 16/16
    Aft Sides: 16/16
    Aft: 16

Cargo
    Bay 1:  Standard Repair Facility (Unpressurized) (350,000)1 Door   
    Bay 2:  Infantry (Foot) (1,000) 1 Door   
    Bay 3:  Small Craft (1)         1 Door   
    Bay 4:  Cargo (656.5 tons)      1 Door   

Ammunition:
None

Dropship Capacity: 1
Grav Decks: 1 (95 m)
Escape Pods: 4
Life Boats: 0
Crew:  5 officers, 23 enlisted/non-rated, 5605 bay personnel

Notes: Mounts 238.5 tons of standard aerospace armor.

Weapons:         Capital Attack Values (Standard)
Arc (Heat)   Heat  SRV     MRV     LRV      ERV    Class       
Nose (14 Heat)
2 Laser AMS  14    1(6)    0(0)    0(0)     0(0)   AMS         
FRS/FLS (14 Heat)
2 Laser AMS  14    1(6)    0(0)    0(0)     0(0)   AMS         
ARS/ALS (14 Heat)
2 Laser AMS  14    1(6)    0(0)    0(0)     0(0)   AMS         
Aft (14 Heat)
2 Laser AMS  14    1(6)    0(0)    0(0)     0(0)   AMS         

We can quibble about the details (should the pressurized yard be bigger so it could fit the Octopus?  That's expensive.  Should the jumpship be smaller so one jumpyard can support another?  Then you need a second jumpship to deploy a dropship.), but this should check the boxes for the relatively low price of ~6B.

Ramblefire

  • Master Sergeant
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  • Posts: 225
Re: RFP: Shake and Bake Industrialization
« Reply #10 on: 02 June 2024, 22:24:39 »
So basically if you want shake and bake shipyard, you'll want to go for a constellation of components rather than trying to build a single huge factory. Economies of scale exist, but with the number of components that a ship requires, you're better off spreading that out anyway.

Here's my idea. Everything is built as jump capable modules.

Code: [Select]
Yard
Mass: 60,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3060
Mass: 60,000
Battle Value: 3,744
Tech Rating/Availability: D/X-X-D-D
Cost: 10,096,620,000 C-bills

Fuel: 250 tons (2,500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 82
Structural Integrity: 1

Armor
    Nose: 46
    Fore Sides: 38/38
    Aft Sides: 33/33
    Aft: 20

Cargo
    Bay 1:  Standard Repair Facility (Unpressurized) (400,000)1 Door   
    Bay 2:  Mech (30)               3 Doors   
    Bay 3:  Small Craft (20)        4 Doors   
    Bay 4:  Cargo (36007.0 tons)    1 Door   

Ammunition:
    180 rounds of AC/2 ammunition (4 tons)

Dropship Capacity: 0
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 0
Crew:  11 officers, 49 enlisted/non-rated, 1 gunner, 160 bay personnel, 400 passengers, 30 marines

Notes: Equipped with
    1 Field Kitchen
260 tons of standard aerospace armor.

Weapons:                  Capital Attack Values (Standard)
Arc (Heat)            Heat  SRV     MRV     LRV      ERV    Class       
FRS/FLS (1 Heat)
1 AC/2                 1    0(2)    0(2)    0(2)     0(2)   AC         
    AC/2 Ammo (45 shots)
ARS/ALS (1 Heat)
1 AC/2                 1    0(2)    0(2)    0(2)     0(2)   AC         
    AC/2 Ammo (45 shots)

Note that this is not a "shipyard" this is just a yard. It's a scaffolding within which to assemble the varied components into a ship. There's also berths for industrial mechs and smallcraft for shunting stuff around, and life support for union mandated lunch/downtime for the on duty shift. For zero g heavy labor in the harsh vacuum of space, you want to make sure that your workers are always in tip top shape. That means at the point when your workers start to waver, you pull them off the line to get them fed, napped, and caffeinated before resuming work.

Like the Utopia Planitia yards in Star Trek. Or regular shipyards in real life. The ship is basically being assembled in a big hole in the ground surrounded by cranes and shit. All of the big finicky stuff, assembling modules, is being done over there.

Code: [Select]
Housing
Mass: 60,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3060
Mass: 60,000
Battle Value: 3,744
Tech Rating/Availability: D/X-X-D-D
Cost: 117,900,000 C-bills

Fuel: 250 tons (2,500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 82
Structural Integrity: 1

Armor
    Nose: 46
    Fore Sides: 38/38
    Aft Sides: 33/33
    Aft: 20

Cargo
    Bay 1:  Small Craft (20)        4 Doors   
    Bay 2:  Cargo (41531.0 tons)    1 Door   

Ammunition:
    180 rounds of AC/2 ammunition (4 tons)

Dropship Capacity: 2
Grav Decks: 1 (200 m)
Escape Pods: 0
Life Boats: 200
Crew:  10 officers, 47 enlisted/non-rated, 1 gunner, 100 bay personnel, 1200 passengers, 30 marines

Notes: Mounts 260 tons of standard aerospace armor.

Weapons:                  Capital Attack Values (Standard)
Arc (Heat)            Heat  SRV     MRV     LRV      ERV    Class       
FRS/FLS (1 Heat)
1 AC/2                 1    0(2)    0(2)    0(2)     0(2)   AC         
    AC/2 Ammo (45 shots)
ARS/ALS (1 Heat)
1 AC/2                 1    0(2)    0(2)    0(2)     0(2)   AC         
    AC/2 Ammo (45 shots)

You generally want to put your workers in "housing" if they're not going to be commuting from the surface every day. You could probably accomplish this with burrows, but not everybody knows how to do that so you want a dedicated station as the core and you can anchor burrows from there.

Code: [Select]
Vehicle Assembly
Mass: 60,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3060
Mass: 60,000
Battle Value: 3,744
Tech Rating/Availability: D/X-X-D-D
Cost: 100,615,000 C-bills

Fuel: 250 tons (2,500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: N/A
Heat Sinks: 82
Structural Integrity: 1

Armor
    Nose: 46
    Fore Sides: 38/38
    Aft Sides: 33/33
    Aft: 20

Cargo
    Bay 1:  Small Craft (20)        4 Doors   
    Bay 2:  Cargo (15000.0 tons)    1 Door   
    Bay 3:  Cargo (6000.0 tons)     1 Door   
    Bay 4:  Cargo (6000.0 tons)     1 Door   
    Bay 5:  Cargo (6000.0 tons)     0 Doors   
    Bay 6:  Cargo (1000.0 tons)     0 Doors   
    Bay 7:  Cargo (1000.0 tons)     0 Doors   
    Bay 8:  Cargo (1000.0 tons)     0 Doors   
    Bay 9:  Cargo (1000.0 tons)     0 Doors   
    Bay 10: Cargo (1000.0 tons)     0 Doors   
    Bay 11: Cargo (8407.0 tons)     1 Door   

Ammunition:
    180 rounds of AC/2 ammunition (4 tons)

Dropship Capacity: 2
Grav Decks: 1 (100 m)
Escape Pods: 0
Life Boats: 100
Crew:  10 officers, 50 enlisted/non-rated, 1 gunner, 100 bay personnel, 600 passengers, 30 marines

Notes: Equipped with
    1 Field Kitchen
260 tons of standard aerospace armor.

Weapons:                  Capital Attack Values (Standard)
Arc (Heat)            Heat  SRV     MRV     LRV      ERV    Class       
FRS/FLS (1 Heat)
1 AC/2                 1    0(2)    0(2)    0(2)     0(2)   AC         
    AC/2 Ammo (45 shots)
ARS/ALS (1 Heat)
1 AC/2                 1    0(2)    0(2)    0(2)     0(2)   AC         
    AC/2 Ammo (45 shots)

Going with the provided specs for the small and medium factory, this module has space for 5 small factory modules, 3 medium factory modules, and one large module. And then a pressurized bay for assembling the ship module that would be pushed around by tugs and stuff once it's completed.

And of course, there's basically no possible way to dropship modularize a KF core forge. The job is just too damn big. Not saying you couldn't ship it over as modules, but I'm assuming that what is expected is components that you can ship like dropships.

So basically once you've got the core forge set up, you'll want to put a yard, a housing, and a vehicle assembly on an Invader class dropship and ship those over to the job site where the individual stations can then undock, boost on their stationkeeping drives into position, and begin low rate production immediately. From there, you can expand each site by shipping over additional modules, another yard if you need work on another ship at the same time, more housing for more workers, more vehicle assembly to speed up work with parallel production. Etc.

It's not as "efficient" as a single large station that can do everything, but it does get set up quick, and it means that the workers over at Galax/New Avalon can just keep cranking the same design over and over again which isn't as exciting as bespoke builds or warships, but it keeps your C and D teams productive.

Also, with a constellation approach it disaster proofs your shipyards quite nicely. For example, if for whatever reason ROM decides to nuke your shipyards, you lose the module station, but by the time the blast has propagated through space it can't do much damage to the other modules. It hits the production rate, or even loses the current project if they hit a yard, but at least production continues rather than grinding completely to a halt.

 

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