Author Topic: Mapping A DropShip  (Read 13638 times)

Daemion

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Re: Mapping A DropShip
« Reply #240 on: 03 December 2024, 23:16:20 »
Recreation accommodations for long trips.  Weight lifting and work-out facilities, again for long trips.  A single up and down trip for a ship will take a minimum of 2 weeks, barring irregular star formations and planetary alignments.  Rec stuff might also include servers dedicated to nothing more than books and shows. 

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mechasaurus

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Re: Mapping A DropShip
« Reply #241 on: 04 December 2024, 12:59:33 »
Recreation accommodations

That's what I thought, but DS & JS says "minimal lounge/mess hall." There are implications in other sources (don't have quotes at the moment) that rec facilities are minimal or non-existent.

Not in the source material, but at the same time, the crew would find dead space to set up an exercise bike and resistance machine anyway (happens in real ships).  I envisioned the lounges/mess halls I did put in would have light entertainment like video screens, cards, etc.

That brings up the whole issue of IT.  Does the ship need a server room?  If so, it can be in the various aux machinery spaces.  My feeling, though, is no.  21st c. tech is supposed to be retro tech - the point where the poorer systems have regressed to.  In my imagination, as the 21st c. goes on, processing becomes more spread out.  There are probably lots of little distributed, redundant modules all over the place... But, boy, who hasn't made a wonky IT prediction?  :wink:

ETA: my most important argument against rec facilities - DS&JS says a "single bunk room for both crew and Mechwarriors"!!!  It's later rules that trumped this, deeming Mechwarriors to consume resources like bay personnel.  We've hashed it out here, I've lost that battle, and that's what's driving my issue to fill space on the accommodation deck... But, if you had a precarious situation, with 2/3 of embarked personnel going through consumables at a prodigious rate... Why would you earmark a ton of space for luxurious rec facilities?

The accommodations deck would make more sense if you had mass to play with, like individual quarters or stuffing all the bay personnel in there.

Ha ha!  If you're ever in a position to influence these things, make quarters for mechwarriors mandatory.  I mean, aren't mechs the whole raison d'etre for Union's existence?  I promise to look the other way if the mass has to be retconned again!   :smilie_happy_thumbup:
« Last Edit: 04 December 2024, 13:37:56 by mechasaurus »

Daemion

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Re: Mapping A DropShip
« Reply #242 on: 04 December 2024, 13:32:17 »
Well, we can always chalk that up for 'military' dropships that are manned by soldiers of the flag. 

But, when it comes to commercial droppers or career vessels such as those belonging to mercenaries or pirates or rental organizations, it might get different.  There is a fair amount of customization to be expected. 

So, the hard military vessels might expect the crew and personnel riding on it to bring their own entertainment, with most personnel not spending any more time on the ship than they have to, ie in transit.  But for ships that are effectively a mobile home and base of operations in perpetuity, that could easily change.  And, I imagine a server room for storing chuggabytes of data, (some sort of magnitude above terabyte)  with room to port in and store more as they come across anything they might not have in the library. 

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mechasaurus

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Re: Mapping A DropShip
« Reply #243 on: 04 December 2024, 15:04:43 »
Well, we can always chalk that up for 'military' dropships that are manned by soldiers of the flag. 

100%

Even in the real world, crewing considerations are different on civilian vs military ships.

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But, when it comes to commercial droppers or career vessels such as those belonging to mercenaries or pirates or rental organizations, it might get different.  There is a fair amount of customization to be expected. 

Tech Manual fluff implies that military ships are more luxurious than pirate ships.  I think it's a difference in type.  Military vessels, like the Union, have different comforts.  For a Great House, regular units are used to privation as part of military necessity.  For Merc and pirate units, it's more a case of not having enough money, or other resources, but the effect is the same.

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And, I imagine a server room for storing chuggabytes of data, (some sort of magnitude above terabyte)

Don't try to imagine a unit of contemporary memory resources.  Instead, be like Star Trek and invent all new units!  Kiloquads, anyone?

mechasaurus

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Re: Mapping A DropShip
« Reply #244 on: 10 December 2024, 00:26:34 »
Okay, here's rev 4.

This has got to be getting close to being mostly rules compliant, somewhat fluff compliant, and art compliant only to the original 3025 visualization/recent miniature (and pretty much none in between).

Where to go from here?  I'm currently uncertain.  My original goal was deck plans, but now that I have a rough block out, I've at least got a feel for how the decks could work.  After doing that paper deck with miniatures, I'm almost more inclined to shoot for a model, or diorama, or something.

Daemion

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Re: Mapping A DropShip
« Reply #245 on: 10 December 2024, 10:19:21 »
That looks good.  And, it looks like the flight deck for the Aerospace compliment could be opened up to be a runway deck of sorts if one were inclined to do so.
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mechasaurus

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Re: Mapping A DropShip
« Reply #246 on: 10 December 2024, 11:51:23 »
That looks good.  And, it looks like the flight deck for the Aerospace compliment could be opened up to be a runway deck of sorts if one were inclined to do so.

Tech Manual fluff says the ASFs don't share a central bay.

Now, the Tech Manual fluff is sometimes problematic, so I don't always follow it, and I could not in this case, but then I'm back to my problem of where to locate the elevators.  Are they all over the place with weird offsets?

This was discussed up thread, but for me, the analogy with ASFs and grapples is better to a frigate, using a beartrap on a helicopter.  Or maybe STOVL ops with an F35 is good, too.
 Save BSG-style carrier traps for the large warships.  In Universe, I imagine having ASFs on dropships was an ad hoc solution that became permanent (perma-temp).
« Last Edit: 10 December 2024, 11:54:30 by mechasaurus »

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Re: Mapping A DropShip
« Reply #247 on: 10 December 2024, 13:27:27 »
In the Dark Age novel, Fortress of Lies, their a section give fair detailed account of aerodyne dropship,  a Buccaneer.
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Daemion

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Re: Mapping A DropShip
« Reply #248 on: 12 December 2024, 12:47:09 »
Tech Manual fluff says the ASFs don't share a central bay.

Now, the Tech Manual fluff is sometimes problematic, so I don't always follow it, and I could not in this case, but then I'm back to my problem of where to locate the elevators.  Are they all over the place with weird offsets?

This was discussed up thread, but for me, the analogy with ASFs and grapples is better to a frigate, using a beartrap on a helicopter.  Or maybe STOVL ops with an F35 is good, too.

It really depends, and I'm gonna chalk up the idea of an open bay as a modification, maybe an ASF 'Carrier Variant' for ground operations.  While I imagine a lot of ASF will board VSTOL like an F35 or Harrier, I can also envision someone bringing in straight Atmo Fighters that can't quite do that back when the Mech was on the rise. 

And, last I knew, warships can't land.  So! 

This was why I was asking about the size of dry bulk cargo.  Because, if the 'flight deck' was nominally open with cubbies for the fighters off to the sides or catty corner to some lifts, and there isn't a lot of space dedicated to passenger bunkerage (I don't look at 'Bay Personnel' - Tech and Astech teams - as part of the crew) a lot of the space under the operations center that isn't sleep quarters and exercise space could actually be where a lot of dry cargo is stored.

But, again, I'm looking at an open flight deck variant as just that - a variant.  So, your current version most likely fits the norm.
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Charistoph

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Re: Mapping A DropShip
« Reply #249 on: 12 December 2024, 14:32:55 »
Well... Warships can land ONCE.  Tends to be really bad for the Warship and anything underneath it, though.
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mechasaurus

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Re: Mapping A DropShip
« Reply #250 on: 12 December 2024, 18:33:47 »
So, your current version most likely fits the norm.

That, right there, is where you've captured my objective!  Unions were different for the SLDF, and there's a recognized refit for 3055.  There are also several recognized variants and probably some unrecognized.  You're probably interested in the Union CV.  Beyond actual variants, I also suspect that there's a high variation amongst unique units. 

I'm going for what likely fits the norm, especially with respect to Unions in 3025.  The mix of aux machinery spaces and just dead spaces on the accommodation deck vary from ship to ship, but ultimately, I'd like people to think, "Yup, that's a 3025 Union, alright!"

DevianID

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Re: Mapping A DropShip
« Reply #251 on: 18 December 2024, 03:12:41 »
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Blocking it out has made me think they really got the outside dimensions of the Union right.  If I do all the stuff the fluff says, it barely fits in the Union, as described.  I think it's very well sized, especially with respect to mech handling.

I understand your goal, which is using up all the bloated space of the Union using any listed lore and dimensions.  But, part of why you 'need' so much space is because of stuff like a giant running track for mechs, which you do not 'need', and which other mech carriers dont have.  If the description of the union didnt include such wasteful things as a ramp, youd get much more space.  I understand blocking out open, wasted space for a ramp and running track because they are in the fluff, but I believe they are only in the fluff because the dimensions were so wrong the designers, like you yourself are doing, are finding ways to 'waste space' to match the incorrect dimensions. 
Like when you look at your mech bay level, with the yellow shaded area housing the mech, the amount of space dedicated to the 8 mech bays is a small fraction of the space on that level.  Meanwhile, when you look at tonnage, 8 mech bays represent 33% of the entire dropship's stuff.  There is a volume mismatch, not a tonnage mismatch, on the union.  Making the Union 10x-20x heavier to match the volume, while keeping the mech bay the same weight at 1800t, doesn't make any sense--a 10x-20x union could have even more mech bays with all that mass.

Also, are you are giving a lot more space to crew accommodations then the description mentions?  Are you doing bay personnel as fixed crew with listed accommodations, or as temp passengers housed elsewhere?  It feels like crew space is much larger and more comprehensive in your drawings versus fluff because you have so much space to add stuff, while also having vast tracts of empty space left over.

So while your deck layouts are cool, and try and fit the Union descriptions in, it doesnt mean they are efficiently using volume, nor does it mean you couldnt design a smaller volume if you went for efficiency.

But I ramble.  My TL;DR is that you have 63k pixels on the 8 mech floor, with each mech assigned a 1600 pixel square, by total volume you can put 39 1600 pixel volumes on that single floor.  So while you put in things like ramps and stuff, at the end of the day you still used a space that can hold potentially 39 mechs for only 8.  We have different goals though, you are mapping a dropship that has the fluff listed volume.  I only take umbrage to the 'it only barely fits' part of your statement, as I think it grossly understates the space being used, fluff or not.

mechasaurus

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Re: Mapping A DropShip
« Reply #252 on: 19 December 2024, 02:42:09 »
Nurtz!  I just done gone and crashed a probe into Mars!  The drawing is scaled fine, but in my document, I list the scale as 1:10,000!  Just how many cm are there in a m, anyway?  Fortunately for all of us, I'm not a mechanical engineer.  If the unit isn't Hz, I don't know what we're talking about!  :grin:  That said, it should be 1:1,000.  0.1 cm on the drawing is equal to 1 m.

Regardless...

I've just had a big idea!  I've said I was somewhat apathetic about this rev.  I wasn't quite feeling it.  What if I go the other way?  What if I improve on the design by acknowledging the Union is so much worse than I've even assumed it to be!  For example, without weird offsets, if they weren't running up the middle, where would I put the elevators?  Answer: the Union doesn't have any!  It's all switchbacking gantry stairs!  The mechwarriors have to climb six stories if they want chow!  They're not denied use of the crew heads, but no mechwarrior wants to get up in the middle of the night and have to climb six stories and then wait in line for a limited number of heads.  Therefore, at some point, somebody started rigging up chemical toilets down by the emergency shower.  Also, the mechwarriors wind up using the emergency shower as their only shower!  Because of potential heavy metals, acids, and other contaminants, the emergency showers were never plumbed back into potable water recycling.  At one time there were more heads on the accommodation deck, but they've been replaced by aux machinery over the years.

This goes back to the SLDF days.  These ships were never designed for long term comfort.  SLDF Mechwarriors DID complain about the upcoming plans.  Senior officers slammed their fists on tables saying they could not accept this design.  Civilian politicians responded by saying they could and would accept the design, or there'd be budget cuts the following year.  The whole 'modern knights of the 31st c.' thing is in-universe propaganda.  In reality, Mechwarriors are often treated like cattle by military planners.

Okay, those pillars are out!  Also, I think the switchbacking gantry stairs on the upper mech deck will be outboard (on the -x axis), right off the cargo elevator (Mechwarriors sometimes hitch rides on that, if nothing else is going on).  During battles, those stairs are precarious places to be.  Also, don't be on them when the ship goes into zero-g Ops.

I understand your goal, which is using up all the bloated space of the Union using any listed lore and dimensions. 

I think we're talking at cross-purposes.  My goal is to come up with a Union class design.  Your goal seems to be to ask whether we could make a better design or ship.  We may be able to, but it's not a Union.

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But, part of why you 'need' so much space is because of stuff like a giant running track for mechs, which you do not 'need', and which other mech carriers dont have.

It kind-of depends.  I've shown that it's not much of a running track.  There's barely enough room for 1 assault mech to walk abreast.  You do need room for staging.  Otherwise, you need to come up with a radical redesign (ex. put the engine up high, and then a bucket load of mechs down low, each with its own access doors, then you don't need internal staging).

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  If the description of the union didnt include such wasteful things as a ramp, youd get much more space.

Grrr... the ramp...  If there's one thing I'm tempted to throw in the waste basket despite being included in the fluff!  But, my solution is to honor the spirit of the ramp by having two smaller ramps.

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I understand blocking out open, wasted space for a ramp and running track because they are in the fluff, but I believe they are only in the fluff because the dimensions were so wrong the designers, like you yourself are doing, are finding ways to 'waste space' to match the incorrect dimensions. 

Nope.  I'm pretty happy with the mech decks.  You need space for staging.  How do the mechs get from their cubicles to the doors/drop chutes?  You can't have a half dozen other mechs in their way. 

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Like when you look at your mech bay level, with the yellow shaded area housing the mech, the amount of space dedicated to the 8 mech bays is a small fraction of the space on that level.

Correct, but the geometry of mech bays limits the way they can be arranged.  I showed that you can't move them in toward the center very much.  One alternative is to give each cubicle access to a door (which is what the Leopard does).  Another is to mess with orientation, but that'll only get you so much.

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Also, are you are giving a lot more space to crew accommodations then the description mentions?

That was one of my initial problems.  I showed in the first rev that a single accommodation deck is easily big enough to fit everyone, including the mechwarriors, all with access to properly plumbed heads.  However, that's not in the fluff.

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  Are you doing bay personnel as fixed crew with listed accommodations, or as temp passengers housed elsewhere?

If you look at the mech bays in the latest rev, you'll see that I've put a little accommodation pod at the base of each gantry.  It's a fully enclosed pod with double rack for a Mechwarrior and tech, 1 locker each and a small wash basin, plumbed with supply, but drains to waste.  They are bay personnel with the associated consumables cost.

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It feels like crew space is much larger and more comprehensive in your drawings versus fluff because you have so much space to add stuff, while also having vast tracts of empty space left over.

This is where the real challenge lies.  Mechs are big, people aren't.  Any ship big enough to carry even a few mechs will have oodles of room for people, and unlike mechs, people can sleep in double racks, literally stacked on top of each other.  I'm pretty happy with how the mech decks turned out.  The ship is pretty crowded for mechs, even though you and I disagree on the space required for staging.  However, it's got lots of room for people.  Yes, I have genuine empty spaces on the accommodation deck.

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So while your deck layouts are cool, and try and fit the Union descriptions in, it doesnt mean they are efficiently using volume, nor does it mean you couldnt design a smaller volume if you went for efficiency.

Again, could we?  Maybe, but it wouldn't be a Union.

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But I ramble.  My TL;DR is that you have 63k pixels on the 8 mech floor, with each mech assigned a 1600 pixel square, by total volume you can put 39 1600 pixel volumes on that single floor.  So while you put in things like ramps and stuff, at the end of the day you still used a space that can hold potentially 39 mechs for only 8.  We have different goals though, you are mapping a dropship that has the fluff listed volume.  I only take umbrage to the 'it only barely fits' part of your statement, as I think it grossly understates the space being used, fluff or not.

Mechs aren't silly putty.  You can't rearrange them so that they fill every available pixel.  They're blocky, each one fixed in its design.  Geometry limits the number you could put in.  Each mech cubicle is 11m wide by 7m deep by 15 m high.  You could rearrange them to fit a couple more on the deck (get rid of the workshop and magazine), but you can't fit 39, not by any stretch of the imagination.  Another part where we seem to disagree is staging.  You can't squeeze the mechs in like sardines.  They have to have access to the drop chutes.  This is a combat vessel.  It has to get mechs ready to fight.  One could imagine a cargo vessel, with no repair facilities, nor drop cocoons, nor anything, where mechs are genuinely lined up in close ranks and secured down, but this is a ship designed to drop into hot landing zones!

I'm back to my modern frigate/destroyer analogy.  The aviation facilities consist of a hangar and flight deck.  In the hangar, the helicopter has folded main and tail rotors.  It's packed in very tightly.  However, during those times, the flight deck is completely empty!  So much so, that it winds up getting used for other things.  That doesn't make it wasted space, though.  During flying Ops, the helicopter is pushed out to the flight deck.  Now, the hangar is empty.  It's the same with this.  The central walkway seems 'open,' but I'd argue that unless you redesign staging/egress from the ground up, it's very much needed space.

This goes further for the lower mech deck.  It's very crowded with 4 drop chutes, landing gear hardware and so on.

It's the personnel decks that are giving me the most grief.
« Last Edit: 19 December 2024, 02:51:07 by mechasaurus »

DevianID

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Re: Mapping A DropShip
« Reply #253 on: 19 December 2024, 04:08:18 »
Yeah, staging is tough cause while I agree you need some space for staging, also I think mechs can be folded to take up WAY less space.  Like, the warhammer used in the pics with the arms out is fine for a service station/mech bay/airlock estimate, but it should also be able to fold in too, to pass by narrow gaps, or pile a bunch of mechs up into a surprisingly small space while leaving every mech bay open for dropchute use.  However, the subject of how much a mech can fold in (silly putty itself) is kinda unanswerable.  Like, we know mechs can contort, but scale issues with the art/models changing multiple times doesnt give any good measurements.  I dont believe the Turkina mini is scaled correctly in its new form, being something crazy like 10 meters wide and deep and still 10+ meters tall, but I also dont accept the even larger video game scaled mechs as reasonable either, being less bulky then the new plastic line but also way way taller.

So my design had no ramp, the door equipped bays as sealable airlock areas, and the mechs in the center stacked like folding chairs when all the airlock bays were totally empty, with more room when the airlock bays had mechs in them.

I also like the scissor lifts and switchback stairs instead of any elevator, that makes sense to me.  I think the MW5 leopard did a good job with that for a 1 deck mech area.  An elevator to access multiple decks, as well as the ramp, on the union noted for no crew comforts just feels weird.  They use the ramp to get to the drop chutes in the fluff, but all doors can function as a dropchute, so the ramp ends up unused.  If dropchutes were a purchased upgrade paid in tonnage, I can see the desire to build only a few dropchutes and route everyone to those limited access areas, but thats not a rule so the ramp to the lower deck feels useless to me.

mechasaurus

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Re: Mapping A DropShip
« Reply #254 on: 23 December 2024, 19:41:26 »
An elevator to access multiple decks, as well as the ramp, on the union noted for no crew comforts just feels weird.  They use the ramp to get to the drop chutes in the fluff, but all doors can function as a dropchute, so the ramp ends up unused.  If dropchutes were a purchased upgrade paid in tonnage, I can see the desire to build only a few dropchutes and route everyone to those limited access areas, but thats not a rule so the ramp to the lower deck feels useless to me.

Ugh.  The ramp.  The less said, the better.

None of: dropchutes, elevators, nor ramps are in the construction rules.  In fact, if the dropchutes are not the same as the doors, they'd violate the rules!  That's why my dropchutes double as doors, double as elevators.  Also, that's in one of the sources.  The ramp serves no purpose.  I think it was an early attempt to reconcile those lower offset doors with marching off the dropship.  If you eliminated the ramps you could still use elevators, so I don't know.

My 'ramps' honor the spirit of having ramps, while getting past the idea that the original ramp doesn't even work in the art it's depicted in!

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Re: Mapping A DropShip
« Reply #255 on: 27 December 2024, 17:24:05 »
The doors associated with bays are launch paths. Per the rules, the number of fighters or 'Mechs that can be launched per turn is a multiple of the number of bay doors. Therefore, 'Mech bay doors are dropchutes.
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mechasaurus

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Re: Mapping A DropShip
« Reply #256 on: 03 January 2025, 10:14:09 »
The doors associated with bays are launch paths. Per the rules, the number of fighters or 'Mechs that can be launched per turn is a multiple of the number of bay doors. Therefore, 'Mech bay doors are dropchutes.

That's what I've gone with.  The 'Mech bay doors double as dropchutes, double as elevators, as supported by the fluff.  But does this go for all dropships as a rule?  According to DS&JS, "Only Leopard, Union, and Overload Class DropShips are equipped with BattleMech drop mechanisms."  Is this a retcon, or something I'm misreading?

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Re: Mapping A DropShip
« Reply #257 on: 03 January 2025, 10:17:45 »
Well, numerous 'mech carriers have been added since DS&JS, so I wouldn't call it a "retcon" so much as a "supersession".

mechasaurus

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Re: Mapping A DropShip
« Reply #258 on: 03 January 2025, 11:06:45 »
Well, numerous 'mech carriers have been added since DS&JS, so I wouldn't call it a "retcon" so much as a "supersession".

From StratOps:

A carrying aerospace unit can drop a number of units each turn
equal to its operational door capacity (though if a door is dam
aged, either through a critical hit or through dropping a unit, no
units can use that door for the remainder of the scenario). Doors
noted as pure cargo bay doors, or fighter/Small Craft bay doors,
cannot be used;


It doesn't seem to discriminate based on the age of the source.  In DS&JS the Manatee is fluffed as existing before dropchutes.  Call it retconned or superseded, the point is that post DS&JS it must not just be the Leopard, Union and Overlord that have dropchutes.  In general, according to StratOps, a 'Mech bay door (and not fighter or cargo) is regarded as a dropchute and vice versa.

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Re: Mapping A DropShip
« Reply #259 on: 03 January 2025, 11:08:40 »
StratOps also post-dates DS&JS by a couple of decades...

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Re: Mapping A DropShip
« Reply #260 on: 05 January 2025, 17:38:47 »
That's what I've gone with.  The 'Mech bay doors double as dropchutes, double as elevators, as supported by the fluff.  But does this go for all dropships as a rule?  According to DS&JS, "Only Leopard, Union, and Overload Class DropShips are equipped with BattleMech drop mechanisms."  Is this a retcon, or something I'm misreading?

Is it a retcon? It's a tricky semantics situation.

When DS&JS was published in the 80s, your 'Mech transport options were largely just the Leopard, Union, and Overlord, and the rules for designing new DropShips didn't exist.

After DS&JS, 3 separate sets of rules were published to build large spacecraft (BattleSpace, AT2, and the core books), plus a ton of additional TROs came out that included a lot more 'Mech transports. Even a post-3050 Spheroid WarShip had 'Mech dropchutes.

So, when StratOps said 'Mech bay doors allowed 'Mech drops, StratOps wasn't itself retconning anything but codifying other retcons. (It was really trying to address questions about cargo transfer and docking to non-JumpShips; 'Mech drops were collateral damage.)
Mike Miller, Materials Engineer

**"A man walks down the street in that hat, people know he's not afraid of anything." --Wash, Firefly.
**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
**"Describe the Clans." "Imagine an entire civilization built out of 80’s Ric Flairs, Hulk Hogans, & Macho Man Randy Savages ruling over an entire labor force with Einstein Level Intelligence." --Jake Mikolaitis


Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

mechasaurus

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Re: Mapping A DropShip
« Reply #261 on: 06 January 2025, 12:55:01 »
Retcon, supersession, codification, whatever.  :grin:

The point is, this is one of the cases where StartOps came after, therefore it's the last word.  I'm all onboard with the doors being the chutes.

Now, if only there was something allowing me to drop the internal ramp (ramps)...   :evil:

mechasaurus

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Re: Mapping A DropShip
« Reply #262 on: 11 January 2025, 15:02:45 »
Here's the best one!!

I mean, I really liked the first one.  Elevators running the length, a big accomodation deck, plenty of heads and shower spaces, single racks for all officers and senior enlisted pers, etc. 

This rev assumes the opposite.  Everything is stairs.  The mechwarriors lives are uncomfortable.  They're called 31st c. knights, but they're treated almost like cattle.  There are some empty spaces on the accomodation deck because mechs are big, but people aren't.  There's barely enough space to carry, deploy and maintain the mechs they have, but there's more than enough space for the people.  The problem is, as clunky, heavier equipment replaced Star League tech, they had lots of void spaces, but ran out of weight budget.  I still don't like how the accommodation deck has turned out, but I'm increasingly happy with how the large spaces are turning out, especially the 'Mech and ASF decks.

That said, in terms of a run down, aging class, I'm pretty satisfied with this rev.  I have far more enthusiasm for it than for Rev 4.  Everyone ignore Rev 4.  I'll leave it up as a record, but I hated it and didn't have any fun working on it.  This one was more fun!

I've also taken the time to improve the blockout of the dropchutes, service elevators, etc.

Daryk

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Re: Mapping A DropShip
« Reply #263 on: 11 January 2025, 16:10:58 »
Excellent effort!  The Union is somewhere down my list after the Scout to do deck plans in Visio, and honestly your work has pushed it down further... ;)

mechasaurus

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Re: Mapping A DropShip
« Reply #264 on: 11 January 2025, 18:36:05 »
Excellent effort!  The Union is somewhere down my list after the Scout to do deck plans in Visio, and honestly your work has pushed it down further... ;)

Ha ha!  Thanks, but it sounds like I might become a victim of my own success!  I was sort-of hoping that someone like you would come along and say, "okay, that's nice, but don't worry, I've got it from here.  I'll have deck plans for you by next Tuesday!"   :grin:

Daryk

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Re: Mapping A DropShip
« Reply #265 on: 11 January 2025, 19:01:16 »
I won't have time until I actually retire... having figured out how to avoid statutory retirement, that won't be until at least this coming October.  If my latest request is approved, it'll be the summer of '26... :)

BirdofPrey

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Re: Mapping A DropShip
« Reply #266 on: 11 January 2025, 19:07:45 »
I had to read real quick to catch up; I hadn't been actively following this.  It's very intriguing.

A couple observations I wanted to make was that a complete separation of tasks is unlikely, and crew compliment in-practice likely varied quite a bit from crew compliment as-designed.
As much as ships have decks that do specific things, the actual uses do tend to bleed over a tiny bit; something like the machine-shop is likely to be on the cargo deck rather than the engineering one, and I can't imagine there aren't a couple other workspaces. By a similar token, even if it's only for the captain and important passengers, there's likely some personal storage on the crew deck, and many other crew spaces likely have nearby or adjacent storage on the same deck, especially the galley. Some of that too-much-space could actually be those small storage rooms/closets. I'd actually expect the cargo deck to also have a few compartments sliced off for specialized storage (and a small-arms locker in or adjacent to one of the magazines).

That second thing: in-practice vs as-designed. As much as the original intent probably was to have just the crew of the ship live on the ship and the bay personnel have short term accommodation, the actual compliment by the end of the SW probably also included the rest of the company support personnel. All the warships are gone, and the jumpships often move on, but you still want your support apparatus in the same system. A large invasion probably does devote a few dropships to being crew ships still, but we're told most actions are small scale.

If we're to believe that a union, with it's company of mechs, does represent a self-contained force then the entire unit does want to travel within it as much as possible. We're told jobs like astechs might be hired on-planet, but I imagine some unions probably do end up having to accommodate quite a few more people than originally designed for; the idea of additional personnel as cargo comes up quite a lot, but it's more likely we're squeezing more people into the existing crew spaces specifically because we aren't refitting the ship to expand accommodations.

A note past that, I saw people talking about computers and stuff, and the avionics bay of a modern airliners does, in fact, resemble a server/telecommunications room. I am suddenly trying to think of what computers have been depicted like. If a Union would just straight up have a mainframe computer.

mechasaurus

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Re: Mapping A DropShip
« Reply #267 on: 12 January 2025, 19:01:26 »
I had to read real quick to catch up; I hadn't been actively following this.  It's very intriguing.

A couple observations I wanted to make was that a complete separation of tasks is unlikely, and crew compliment in-practice likely varied quite a bit from crew compliment as-designed.

Thanks for jumping in!  We're a small bunch, but find sci-fi spaceships interesting!

We did have a discussion upthread wrt crew secondary duties.  With such a small crew, they'd all absolutely need secondary duties.

Quote
As much as ships have decks that do specific things, the actual uses do tend to bleed over a tiny bit; something like the machine-shop is likely to be on the cargo deck rather than the engineering one, and I can't imagine there aren't a couple other workspaces. By a similar token, even if it's only for the captain and important passengers, there's likely some personal storage on the crew deck, and many other crew spaces likely have nearby or adjacent storage on the same deck, especially the galley. Some of that too-much-space could actually be those small storage rooms/closets. I'd actually expect the cargo deck to also have a few compartments sliced off for specialized storage (and a small-arms locker in or adjacent to one of the magazines).

Several notes here:
- The deck names are mostly to help the reader navigate around, otherwise they'd just be numbered.  If I really wanted to go all navy like, I would have called the lower mech deck 1 deck (as it's the ship's access), and engineering 2 deck.  All the decks above would be 01 deck, 02 deck, 03 deck and 04 deck at the top.
- The MCR is a multi-deck space between 2 deck and 3 deck at about the 1 o'clock position.  It has its own stairwell.
- All quarters, even the 'Mech bay 'pods' have a locker for personal effects.
- There are a couple blank spaces on 2 deck that would have been personnel quarters in the Star League day and are now just empty spaces and could very well be used for stowing personal effects, or even garbage.
- The small arms locker is on 1 deck at the 12 o'clock position (+ y axis).

Quote
That second thing: in-practice vs as-designed. As much as the original intent probably was to have just the crew of the ship live on the ship and the bay personnel have short term accommodation, the actual compliment by the end of the SW probably also included the rest of the company support personnel. All the warships are gone, and the jumpships often move on, but you still want your support apparatus in the same system. A large invasion probably does devote a few dropships to being crew ships still, but we're told most actions are small scale.

We had this discussion upthread.  All the support personnel, per campagin ops are NOT carried on this ship.  The Union is like the tip of the spear.  Ship's crew of 14, 28 bay personnel (14 pilots/'Mechwarriors, 14 techs).  That's it.  If the company on the Union is caught alone with its pants down, there's no support. Military planners have to bring in the support on other ships. 

Quote
If we're to believe that a union, with it's company of mechs, does represent a self-contained force then the entire unit does want to travel within it as much as possible. We're told jobs like astechs might be hired on-planet, but I imagine some unions probably do end up having to accommodate quite a few more people than originally designed for; the idea of additional personnel as cargo comes up quite a lot, but it's more likely we're squeezing more people into the existing crew spaces specifically because we aren't refitting the ship to expand accommodations.

You have the issues with consumables we've been discussing when you start stuffing people in the cargo bays.

Quote
A note past that, I saw people talking about computers and stuff, and the avionics bay of a modern airliners does, in fact, resemble a server/telecommunications room. I am suddenly trying to think of what computers have been depicted like. If a Union would just straight up have a mainframe computer.

I have to admit, this is something I've been debating.  I might yet change one of those deadspaces into a server/mainframe room.  After all, this is the future of the 1980s.  Still, even then, they referred to degraded technology as being equivalent to the 21st c.  So, for now, I've left it all as incredibly distributed, but I might change it.  It's a small enough change that I wouldn't do a new rev for it.  It can be in one of the aux machine spaces, too.

If you're interested, and I know it's a bit of a slog, but check out the doc I post with each rev.  It goes over a ton of these issues.

Daemion

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Re: Mapping A DropShip
« Reply #268 on: 31 January 2025, 23:31:42 »
Okay!  Now that you've gone through all this, I have a question:

Having arrayed everything, and knowing what you do about Mech dimensions, what kind of protection would you have an easier time envisioning for a dropship?  Do you think certain items should be armored? 

Maybe somebody could take a moment to show how many Warhammer skins it would take to cover the outside hull in four locations.  (Don't forget to subtract 25 points for the rear armor of the Whammy's 160 point total!)

You've effectively shown that even the upper decks are nominally open space that can take hits that might not cripple the ship. And, to be honest, the cargo bays are very open, too.  It looks like a lot of the structure would be along the outside of the ship.  And, for that matter, how fragile do you see the different systems, as large or as small as they are? 

I'm thinking some things probably should be more durable than they first appear, especially when I look at the size of a Mech, Tank or Fighter, and think about the critical hit table on a Mech. 

Don't worry about officiality of stats and trying to wrap your head around it.  I simply want an honest opinion.  You don't even have to come up with solutions.

But, I am kinda serious about someone mapping the ship's exterior with Warhammer outlines.  I want that visual.

Thankee.

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Wrangler

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Re: Mapping A DropShip
« Reply #269 on: 01 February 2025, 11:32:00 »
Man,  mechasaurus. You've come along way!  I love what your doing.
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