AeroSpace Design Quest

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You've done it.

Graduated! Succeeded! Beaten the unholy slog that was university! Bloody well...
Introductory Post

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Missileer
Location
Aware of where I am not
You've done it.

Graduated! Succeeded! Beaten the unholy slog that was university! Bloody well took long enough. But all the work, the aggravating classmates, the ever-ongoing stress... oof. But now you're out.

It had been a tough choice, several years ago, deciding to attend…

[] University of Olympus Mons (+3 to Propulsion Integration rolls)
[] University of Copernicus (+1 to all Strike Craft Integration rolls)
[] Tau Ceti Collegiate Institute (+2 to Electronics Integration rolls)
[] Proxima University (Permits use of Exotic Weapons and Systems)


But now, after the hellscape of mathematics, professors, theses, and more mathematics, you can say: werf. Entirely so.

The good news, however, hasn't stopped flowing yet - contrary to the fierce competition for job offers, you've been positively bombarded with offers from various companies - and even a few investors offering to back a startup company. "Spoiled for choice" seems appropriate here.

[] Solar Dynamics Strike Craft Division - A company with a good reputation, but somewhat risky; having previously focused on engines and hyperdrives, the shift into building strike craft is seen as a potentially-disastrous move.

[] Enceladus Shipyards - A long-established operation, ES is less bleeding-edge than its competitors, with a focus on proven technologies. Mostly they turn out corvettes and frigates, with the occasional foray into larger ships.

[] Incom Systems - A startup founded by a UoC graduate, there's always the ever-present worry of collapse and unemployment, but it already seems to be attracting both new and experienced designers - if you want to work with shiny, bleeding-edge gear, Incom's a good bet.

[] Lockheed-Martin-CB - The aerospace company, older than basically all of the rest combined. With a vast array of institutional knowledge, plus a sizable internal supply chain, this is the proverbial easy ride - provided you don't mind the bureaucracy.

[] I'll Make My Own! - Pick a name, pick a specialty, pick a location, and hope your investors aren't throwing their money into a black hole.



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Welcome to AeroSpace Design Quest, because I figure I might as well jump on the ever-expanding bandwagon.

Here, we shall delve not into the ancient history of the early 20th century, but into the far future of the mid-24th century. Below is an abbreviated summary of the mechanics of the game and most immediately-relevant fluff.


Design Process

The design process is divided into a number of phases. In short, these are Hull, Propulsion, Systems, Weapons, and Prototyping. Propulsion, Systems, and Weapons will all include Integration rolls - which, based on your own skills and the quality of the system in question, determine how well your craft and the modules being added work together.

Hull determines the rough size, form, and overall role of the craft being designed; for example, deciding between Fighter or Bomber, or choosing between Small, Medium, or Large hull sizes.

Propulsion deals with the sourcing, integration, and optimisation of engines, hyperdrives, and RCS grids. Also determines exact fuel capacity and powerplant.

Systems includes electronics, avionics, sensors, and other such computery things. Sensors will often directly affect weapon performance. Electronic Warfare systems are included here.

Weapons is exactly what it sounds like - finding guns, missiles, lasers, or whatnot to bolt on to the craft so it can fight.

Prototyping is gathering all these things together and testing an initial model of the craft. This may include altering any of the above categories for bugfixing and troubleshooting.

After these are done, you can begin submitting the craft for contact bids - this is where the Rating system comes in.

Rating is a simple 1-10 scale (1 being "basically trash" and 10 being "god-tier") by which the quality of your craft and its various systems are measured. Reputation influences this, as do the Preferences of potential buyers (for example, the United Nations Fleet might prefer a high-tech, more sophisticated platform than a simpler, more rugged one).

All systems come with an inherent Rating - these can increase or decrease the overall Rating of a craft when installed. As you work, over time your Reputation (and/or that of the company's) will expand, influencing the Rating upwards or downwards as well.


For example;

EV-1 Exampleship (Strike Craft, Fighter)
>Propulsion 2
>Systems 1
>Weapons 2
>Reputation 1
Total Rating 6

The potential buyers would then all be rolled for (with 1d10) - any buyer who rolls below the Total Rating of a craft will order it. The greater the difference between Rating and Buyer Roll, the more they will order.

Other considerations can affect this - Rating modifiers can be attached to many design decisions, such as number of weapons, placement of same, range/fuel capacity, and so on.

Any questions about design mechanics will be answered, but bear in mind not all mechanics are set in stone yet.


The Places

The United Nations: Ever-expanding from their revitalization in 2070 as the new governing body of human-occupied space, the UN holds governance over Earth, Luna, and indirect governance over the Sol system - while most extrasolar colonies do answer to the UN in some capacity, their power is mostly concentrated in Sol. Noted fondness for high-tech equipment.

Alpha Centauri: The government-slash-colonial-authority of the Alpha and Proxima Centauri systems. Despite maintaining a semi-independent government structure and system militia, they are still subordinate to the UN. A significant portion of the populace is agitating for independence, but so far, little seems to be coming of it.

Tau Ceti: A fairly lightly-populated system, Tau Ceti IV and V are both under the governance of the local UN authority. Mostly focused on research and resourcing, Tau Ceti is viewed as the more-loved stepchild by many in the other colonies.

Barnard's Star: Notably primarily in that it's home to a pair of o'Neill cylinder habitats, the "colony" at Barnard's is mostly a quiet and peaceful spot, earning most of their income via research, particularly into long-term space travel.

Delta Pavonis: Renamed such after the first colonies were established in 2305, the former TRAPPIST-1 system is home to 3 settled worlds and a rapidly-expanding populace. Perhaps due to their distance from Sol, they are agitating for (and, to a degree, getting) increased autonomy from the UN - much to Centauri's exasperation.


Technology - Hyperdrive

Skipping most of the technical details, the big invention of the 23rd century was the Hyperdrive. A physics-bending piece of equipment, this magic box can be built to fit almost any ship, large or small. Thankfully for all, hyperdrives are fuelled by the same fuel used by sublight engines, and are fairly common - if expensive.

The curious side-effect most immediately note about a hyperdrive is its "drag" on a ship - while hardly excessive, it slowly increases, corresponding to sublight speed. While limiting, it is viewed as an acceptable tradeoff for FTL capability.

Fuel consumption is determined by hyperdrive Class - corresponding to fuel required to travel 1 light-year. A Class 2 drive, for example, would require 200 kilograms of fuel to travel 1LY - a Class 3, 300kg, and so on.
 
[X] Proxima University (Permits use of Exotic Weapons and Systems)
This is the best choice over the other universities in my opinion because unlike the others' buffs to existing stuff, this gives us access to many more options, which are probably pretty valuable.
[X] Incom Systems - A startup founded by a UoC graduate, there's always the ever-present worry of collapse and unemployment, but it already seems to be attracting both new and experienced designers - if you want to work with shiny, bleeding-edge gear, Incom's a good bet.
Because of my University vote, it will probably need more specialized and fancy equipment, and this is the place to get that.
 
Let's play with exotic equipment without the financial worries of a start-up.
[X] Proxima University (Permits use of Exotic Weapons and Systems)
[X] Solar Dynamics Strike Craft Division - A company with a good reputation, but somewhat risky; having previously focused on engines and hyperdrives, the shift into building strike craft is seen as a potentially-disastrous move.
 
[X] Proxima University (Permits use of Exotic Weapons and Systems)
[X] Incom Systems - A startup founded by a UoC graduate, there's always the ever-present worry of collapse and unemployment, but it already seems to be attracting both new and experienced designers - if you want to work with shiny, bleeding-edge gear, Incom's a good bet.
 
[X] Proxima University (Permits use of Exotic Weapons and Systems)
[X] Solar Dynamics Strike Craft Division - A company with a good reputation, but somewhat risky; having previously focused on engines and hyperdrives, the shift into building strike craft is seen as a potentially-disastrous move.
 
[X] Proxima University (Permits use of Exotic Weapons and Systems)
[X] Incom Systems - A startup founded by a UoC graduate, there's always the ever-present worry of collapse and unemployment, but it already seems to be attracting both new and experienced designers - if you want to work with shiny, bleeding-edge gear, Incom's a good bet.
 
[X] Proxima University (Permits use of Exotic Weapons and Systems)
[X] Solar Dynamics Strike Craft Division - A company with a good reputation, but somewhat risky; having previously focused on engines and hyperdrives, the shift into building strike craft is seen as a potentially-disastrous move.
 
[X] Proxima University (Permits use of Exotic Weapons and Systems)
[X] Solar Dynamics Strike Craft Division - A company with a good reputation, but somewhat risky; having previously focused on engines and hyperdrives, the shift into building strike craft is seen as a potentially-disastrous move.
 
Solar Dynamics 1-1: First Contract
[X] Proxima University (Permits use of Exotic Weapons and Systems)
[X] Solar Dynamics Strike Craft Division - A company with a good reputation, but somewhat risky; having previously focused on engines and hyperdrives, the shift into building strike craft is seen as a potentially-disastrous move.


After some hemming and hawing, you opt for Solar Dynamics - the innovation and relative freedom of a new branch, but with less risk than a startup.

The interview is less of an evaluation, and more of a sales pitch (to you) - not half an hour later, you're being introduced to the team and shown around the office.

Mildly overwhelmed, you find yourself in a comfortable, if small, office, with a pair of folders in front of you - the manager seems to have vanished. You skim them both; they're the company's briefings on a pair of RFPs from the UN. Apparently, you get to choose which to work on.

The first contract is for a strike fighter - something with a hyperdrive, long sublight range, and a hefty external payload, preferably capable of doubling as an EWAR and/or reconnaissance platform. It's deemed non-urgent - the company document specifies that it's replacing a fighter intended to retire on some four years. This contract will require a Hyperdrive, Medium or Large hull, and may not be a single-engine design.

The other contract, however, is quite urgent - asking for a prototype in a year. This one is a straight fighter, aerospace superiority - notably, it also requires both atmospheric and space capability. Other than that, it's actually fairly straightforward: no secondary roles (though mission-specific modules will be considered), and no hyperdrive requirement. This contract may not be a Large hull, and will not require a Hyperdrive.

[] Take the strike fighter contract.
[] Opt for the straight fighter.
[] I'll take you all on! - Do both.


Moving on to the design team, you find a note - apparently, due to staffing issues and project overlap, management is restricting you to three designers, yourself not included. Joy.

[] Alex Faviere, Electronics Engineer
[] Annette Carson, Weapons Specialist
[] Joan Blant, Propulsion Engineer
[] Emmanuel Jardin, Systems Optimization Technician
[] Deming Liú, Interface and Electronics Technician
[] Anya Antipina, Hyperdrive Engineer


Setting the personnel files on your desk, you ponder.

Vote by plan.
 
[X]Plan Starting Simple(r)
-[X] Opt for the straight fighter.
-[X] Annette Carson, Weapons Specialist
-[X] Joan Blant, Propulsion Engineer
-[X] Emmanuel Jardin, Systems Optimization Technician

As this is a rather simpler task, allowing us to get familiar with the concepts of the available technology without having to deal with the more eccentric things like FTL yet.
It also shortens the list of people we have to choose from, eliminating the need for a hyperdrive engineer. On that topic, I figure that the most important bits to focus on are weapons, because that's what the fighter's made to deliver and propulsion, because if the fighter can't get places, it isn't a very good fighter. To get them to work well, I figure a professional optimizer is useful.
 
I think starting simpler is a mistake, largely, because it is not simpler. It has a close deadline, it is farther from the institutional experience of our parent company and did I mention it has a closer deadline and we are working with an unproved team? Strike fighter is a significantly more simple project.

[x] Plan No Rush
-[x] Take the strike fighter contract.
-[x] Anya Antipina, Hyperdrive Engineer
-[x] Joan Blant, Propulsion Engineer
-[x] Alex Faviere, Electronics Engineer


Long-range strike fighter lives and dies by it's hyperdrive and powerplant, letting us use our company's traditional fields of competence to shine (hence, hyperdrive and propulsion). Electronics for sensors, ECCM, ECM. Weapons are actually not that crucial, as it relies more on external payload we are not designing ourselves. Any other shortcomings should be mitigated by genrous enrgy and mass budget from a competently designed powerplant and engine.
 
Project 2347-12, Phase One
[X]Plan Starting Simple(r)
-[X] Opt for the straight fighter.
-[X] Annette Carson, Weapons Specialist
-[X] Joan Blant, Propulsion Engineer
-[X] Emmanuel Jardin, Systems Optimization Technician



Entering your chosen contract and team into the company system, you read over the annoyingly-brief blurb passed down to you from management as the team assembles.

Project 2347-12 Fleet Fighter
Required: Atmospheric Flight Capability, 3,500kg internal fuel, Rating 2 Integral Weapons
Preferred: Laser Integral Weapons, Rating 2 Electronics

The United Nations Fleet Procurement Committee would prefer a craft of no more than $50 million per unit. We will not order any craft costing more than $90 million. This craft requires atmospheric flight capability. Be aware that prototype weapons may be considered for use on a limited basis. Delivery of prototypes is expected no later than January 2348.


The team shuffles in, all holding copies of the design specs, and after brief introductions, make their pitches.

Carson indicates a preference for a Medium-size hull; while pushing the "light" fighter classification somewhat, it would permit for easier installation of the lasers the spec is asking for. Plus, it would allow for other potential systems - or modular mission-specific equipment.

Blant is less sanguine about the Medium hull, preferring a Small - it means less engine power is required, and a smaller frame is a smaller target. Additionally, without need for a hyperdrive, there's simply no need for a larger hull.

Jardin, for his part, seems to have no preference, noting only that integration will be a bitch and a half either way.

Team leader that you are, it falls to you to make the decision. You idly note that most of your hard-earned expertise with exotic weapons can't really be put to much use on a smaller spaceframe… but then, you've no idea how the UNF will react to an unexpected new weapons system.

[] Go for the Small hull - less room, but smaller target and more nimble.
[] Opt for a Medium hull - a bit more wiggle room, and an improved weapons and fuel load.


Note: Next vote will likely cover both Propulsion and Systems. In future contracts, Hull may also be rolled in with another vote (likely Propulsion).
 
[X] Opt for a Medium hull - a bit more wiggle room, and an improved weapons and fuel load.
While there are benefits to a light hull, they seem relatively intangible and minor compared to those of a more weight one.
 
[x] Go for the Small hull - less room, but smaller target and more nimble.
 
@Commander Error Can we do 'market research' or something to find out what the costs of similar fighters to the required and preferred specifications are currently before deciding on a hull?

Because I'm sure that there's going to be at least one or two fighters that are already on the market, and already meet the requirements that will be entered into the competition. Even if they weren't aimed at those specifications, and thus a 'designed-for' version would be better, it gives us a benchmark for how much each hull would cost to reach something like those requirements, as well as how much room to play with we'll have left over to fill with other things.

Such as bumping the Propulsion rating up to 2, or 3. Or improving the weapons or electronics rating even higher.
 
Can we do 'market research' or something to find out what the costs of similar fighters to the required and preferred specifications are currently before deciding on a hull?
You can - you need to task one of your team to do it, but it's an option. Feel free to add it to any vote during a project; if it gets enough support, the results will show up in the post after. Note that this is rolled for, and other companies might be keeping their efforts semi-secret, so don't expect comprehensive information on competition.
 
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