|
Post by apophys on Mar 6, 2017 3:32:40 GMT
I'm thinking to completely rework the crew from the ground up, based on area of expertise on related components.
Turbopumps and injectors are basically the same thing everywhere they show up, in reactors, engines, or lasers. This is dealing with the flow of fluid under pressure. Repairing fuel tanks is in the same skill set. One type of tech can work on these; we can call them the plumbers.
Reactors and RTGs will produce power, and even though it is abstracted away, that power is routed by cables. It is also consumed by railgun/coilgun barrels, capacitors, MPDs, etc. This is basically the same job, making sure that power goes where it should and doesn't melt stuff. These techs can be referred to as electricians.
NTRs and reactors have a reactor core, and it takes a separate skill set to work on these. Nuclear techs are needed.
Automation and sensors require electronics and controlling software. So there need to be electronics techs.
Reaction wheels, loaders, and other mechanical components get mechanical wear. Impacts can dent and poke holes in armor and thruster bells. Machinists can fix and maintain these.
Someone needs the skills to be able to control navigation and combat of the ship and its drones/missiles, as we do in playing a combat scenario. I'll call them navigators. Outside of combat and burn planning, they can take up secretarial duties. One navigator is designated the commanding officer.
Humans need maintenance, too, sometimes. A doctor is required to document/treat radiation exposure and such.
These skill sets are different enough to require separate people for them, while not too broad that a person cannot learn their area in reasonable time. I'm pretty sure these cover everything; please tell me if I missed something or if you disagree with my lumping of specific stuff together.
In my method, each module would give a fractional increase in crew for multiple tech types. A ship would have its total fractional requirements rounded up to the nearest full human.
So for example, an NTR could add 0.2 plumber, 0.2 nuclear tech, 0.1 machinist, 0.05 electronics tech. A railgun can add 0.2 navigator, 0.1 machinist, 0.05 electrician, 0.05 electronics tech. A human can add 0.02 doctor and 0.02 navigator. (just some ballpark numbers to give an idea)
|
|
|
Post by RiftandRend on Mar 8, 2017 2:35:26 GMT
I'm thinking to completely rework the crew from the ground up, based on area of expertise on related components. Turbopumps and injectors are basically the same thing everywhere they show up, in reactors, engines, or lasers. This is dealing with the flow of fluid under pressure. Repairing fuel tanks is in the same skill set. One type of tech can work on these; we can call them the plumbers. Reactors and RTGs will produce power, and even though it is abstracted away, that power is routed by cables. It is also consumed by railgun/coilgun barrels, capacitors, MPDs, etc. This is basically the same job, making sure that power goes where it should and doesn't melt stuff. These techs can be referred to as electricians. NTRs and reactors have a reactor core, and it takes a separate skill set to work on these. Nuclear techs are needed. Automation and sensors require electronics and controlling software. So there need to be electronics techs. Reaction wheels, loaders, and other mechanical components get mechanical wear. Impacts can dent and poke holes in armor and thruster bells. Machinists can fix and maintain these. Someone needs the skills to be able to control navigation and combat of the ship and its drones/missiles, as we do in playing a combat scenario. I'll call them navigators. Outside of combat and burn planning, they can take up secretarial duties. One navigator is designated the commanding officer. Humans need maintenance, too, sometimes. A doctor is required to document/treat radiation exposure and such. These skill sets are different enough to require separate people for them, while not too broad that a person cannot learn their area in reasonable time. I'm pretty sure these cover everything; please tell me if I missed something or if you disagree with my lumping of specific stuff together. In my method, each module would give a fractional increase in crew for multiple tech types. A ship would have its total fractional requirements rounded up to the nearest full human. So for example, an NTR could add 0.2 plumber, 0.2 nuclear tech, 0.1 machinist, 0.05 electronics tech. A railgun can add 0.2 navigator, 0.1 machinist, 0.05 electrician, 0.05 electronics tech. A human can add 0.02 doctor and 0.02 navigator. (just some ballpark numbers to give an idea) What about modules that require remote control like drones or missiles?
|
|
|
Post by David367th on Mar 8, 2017 3:21:45 GMT
I'm thinking to completely rework the crew from the ground up, based on area of expertise on related components. Turbopumps and injectors are basically the same thing everywhere they show up, in reactors, engines, or lasers. This is dealing with the flow of fluid under pressure. Repairing fuel tanks is in the same skill set. One type of tech can work on these; we can call them the plumbers. Reactors and RTGs will produce power, and even though it is abstracted away, that power is routed by cables. It is also consumed by railgun/coilgun barrels, capacitors, MPDs, etc. This is basically the same job, making sure that power goes where it should and doesn't melt stuff. These techs can be referred to as electricians. NTRs and reactors have a reactor core, and it takes a separate skill set to work on these. Nuclear techs are needed. Automation and sensors require electronics and controlling software. So there need to be electronics techs. Reaction wheels, loaders, and other mechanical components get mechanical wear. Impacts can dent and poke holes in armor and thruster bells. Machinists can fix and maintain these. Someone needs the skills to be able to control navigation and combat of the ship and its drones/missiles, as we do in playing a combat scenario. I'll call them navigators. Outside of combat and burn planning, they can take up secretarial duties. One navigator is designated the commanding officer. Humans need maintenance, too, sometimes. A doctor is required to document/treat radiation exposure and such. These skill sets are different enough to require separate people for them, while not too broad that a person cannot learn their area in reasonable time. I'm pretty sure these cover everything; please tell me if I missed something or if you disagree with my lumping of specific stuff together. In my method, each module would give a fractional increase in crew for multiple tech types. A ship would have its total fractional requirements rounded up to the nearest full human. So for example, an NTR could add 0.2 plumber, 0.2 nuclear tech, 0.1 machinist, 0.05 electronics tech. A railgun can add 0.2 navigator, 0.1 machinist, 0.05 electrician, 0.05 electronics tech. A human can add 0.02 doctor and 0.02 navigator. (just some ballpark numbers to give an idea) What about modules that require remote control like drones or missiles? Maybe a mechanic where the amount of pilots are variable, and limit the amount of parasites a ship can have out at a time. Maybe something like 4-6 drones/missiles a pilot or so?
|
|
|
Post by darthroach on Mar 13, 2017 10:12:50 GMT
Maybe something like 4-6 drones/missiles a pilot or so? Why are we even assuming drones need pilots? Just give them some general swarm datalink, integrated guidance and targeting computers. Get a couple of officers to look after the whole swarm and be done with it.
|
|
|
Post by kuriosly on Mar 14, 2017 1:11:48 GMT
Maybe something like 4-6 drones/missiles a pilot or so? Why are we even assuming drones need pilots? Just give them some general swarm datalink, integrated guidance and targeting computers. Get a couple of officers to look after the whole swarm and be done with it. Why do our guns even need gunners? Connect those guns up into some sort of datalink, give them a target and they basically are mounted drones.
|
|
|
Post by darthroach on Mar 14, 2017 1:18:27 GMT
Why are we even assuming drones need pilots? Just give them some general swarm datalink, integrated guidance and targeting computers. Get a couple of officers to look after the whole swarm and be done with it. Why do our guns even need gunners? Connect those guns up into some sort of datalink, give them a target and they basically are mounted drones. Indeed. The only input from humans is required for broader scope decision making (aka tactics) and fixing shit whenever something goes wrong. There aren't going to be any gunners. I mean, for the love of god, they already had computerized turrets on bloody b-29s during ww2, and ships have fully automated CIWS right now.
|
|
|
Post by Enderminion on Mar 14, 2017 11:21:11 GMT
somebody manning a fail-safe and watching readouts would be nice if something goes wrong. which is what happens with Phalanx CIWS systems.
|
|
|
Post by subunit on Mar 14, 2017 15:59:14 GMT
Are you guys saying there's no R2D2 type midget in that dome
|
|
|
Post by The Astronomer on Mar 14, 2017 16:38:49 GMT
Are you guys saying there's no R2D2 type midget in that dome The reaction wheel is one, lol
|
|
|
Post by subunit on Mar 14, 2017 17:33:49 GMT
Are you guys saying there's no R2D2 type midget in that dome The reaction wheel is one, lol This gives me an idea to use the modded bone/flesh biomaterials to simulate a guy sitting in the turret and spinning around really fast. That would make the crew requirements make sense.
|
|
|
Post by deltav on Mar 15, 2017 4:42:26 GMT
childrenofadeadearth.boards.net/post/15343/thread
Crew requirements updated with exact figures for every rating at the link above posted for your viewing pleasure. So you're asking yourself, "How does this help me?" Well I'll tell you. "You can get the maximum work out of the fewest crew, using Crew-MaxTM!" -DeltaV
Crew-MaxTM property of DeltaV Research Corporation.
Here are two stock ships altered using the data from this crew research. The only custom parts are a nuclear reactor larger than 60MW, and a 90 rating crew module. The designs have been minimally altered only to reflect the Crew-MaxTM method. In the case of the Fleet Carrier, our method almost doubled armament from 16 total guns, to 27 without more crew, or losing acceleration nor deltav. For the Gunship, our method took total armament from 27 guns, lasers and launchers, to 45 guns, lasers and launchers. while actually reducing crew, and not losing any acceleration nor deltav. The designs are completely unchanged except to follow the Crew-Max method.
Property of DeltaV Research Corporation. Not for general release. Misuse of this report will be prosecuted to the fullest extent of the law. Now please gentlemen and ladies, the bidding starts at 1 billion gazillion currency units....To follow is a list of the big guidelines to get the most out of your crew, and also two examples using two well known warships, Crew Maximized using the data from this research. Crew is based on minimum needed for 6 month submarine deployments. Lots of components don't need any crew for ex: fuel tanks, ammo storage, payloads, RTGs, spacers, armor, etc so keep that in mind too. Practical advice to minimize your crew while maxing what you can get out of them... 1. Keep crew as close as possible to multiples of ≈27 (27, 54, 81, 108, etc) without going over. 1-4 "extra" crew is added at just a bit above each multiple. 2. As mass goes up, Warships at 8 kt, 10 kt, 12 kt, 15 kt add 2-3 "extra" crew, so get as close as possible without going over to maximize ship/crew ratio. 3. Each Crew Module adds 2 "extra" crew, so larger and fewer crew modules is better than smaller and more numerous.4. Have fewer larger reactors power/mass wise, not more numerous smaller ones, as large reactors do not require more crew than small ones. 5. To minimize Crew, keep almost all modules that need crew to run them to multiples of 5 only (See link at top for exceptions). Most modules need 1 rating for each 5 module. 6. A swarm of Drones do save on crew compared to that same exact total armament mounted on 1 ship, but it's no free lunch! You still need crew for drones. A swarm of drones count crew wise (regarding drone techs, which is the most crew intensive part of drone crewing) as if there was just one drone total per launcher per type no matter how large the swarm.Ever noticed how drones launched at once must all move as if they are one ship, and cannot independently maneuver? I had no idea what that meant but now we know. To try and clarify... A pack of drones launched from the same launcher (even at different times) all count crew wise as if they are just one of the individual drones in the swarm. The Gun Monkeys (Gunners), Tweeners (Missile guys), or Glow-Sticks (Nuke Techs) that would have been on your Drone if is was a regular ship, are instead counted as Nose Pickers (Drone techs), and put on your main ship. So to minimize crew, keep drones as simple as possible from as few (multiples of 2) launchers as possible.7. MPDs, Nuclear Reactors, Launchers and (in many cases drones) are the most crew intensive modules in COADE, so to minimize crew keep that in mind.8. Many of the crew requirements listed in the designer (looking at you MPDs) are not exactly correct so watch those crew numbers and know exactly what crew each change in your ship is adding or taking away. 9. Use Chemical Engines or Risistojets over Nuclear Engines and MPDs for min crew size, or at least use Risistojets and Nuclear Engines in combination to keep total # of nuclear reactors and engines as close to multiples of 5 without going over. 10. RTGs need no crew vs very crew intensive Nuclear Reactors, so for some applications, give it a go.11. The more classes of the same weapon type and types of total weapons, the more crew, so keep the total types/classes of weapons to a minimum to minimize crew.12. Use as few launchers for decoys/missiles/drones as possible, but always in multiples of 2.
|
|
|
Post by kuriosly on Mar 15, 2017 6:11:39 GMT
I present to you Skynet Solutions : Almost stock solutions to core crew problems! our new and improved skynet fleet carrier: 99% identical to stock, just without the pesky meat-bodies! And the skynet home base! Because you gotta put a monkey with a wrench somewhere! And OH WOW! It only takes 11 people to maintain 20 fleet carriers! Amazing! Our fleet in action (manned by 11 people remotely) And the skynet(tm) Fleet Carriers can even manage to manage 400 Hellfire Drones and 200 Stinger Drones! All with 11 people! Who needs humans in war anyways! imgur gallery of above
|
|
|
Post by The Astronomer on Mar 15, 2017 6:19:35 GMT
I present to you Skynet Solutions : Almost stock solutions to core crew problems! our new and improved skynet fleet carrier: 99% identical to stock, just without the pesky meat-bodies! And the skynet home base! Because you gotta put a monkey with a wrench somewhere! And OH WOW! It only takes 11 people to maintain 20 fleet carriers! Amazing! Our fleet in action (manned by 11 people remotely) And the skynet(tm) Fleet Carriers can even manage to manage 400 Hellfire Drones and 200 Stinger Drones! All with 11 people! Who needs humans in war anyways! imgur gallery of aboveYou know, just destroy the dock and the fleet will die. Thanks.
|
|
|
Post by kuriosly on Mar 15, 2017 6:36:20 GMT
You know, just destroy the dock and the fleet will die. Thanks. Sure. But that's true for any fleet. No One said the fleet needed to be orbiting the same planet (at least via game mechanics). However, in the rather silly skynet example, you have one man basically handling repairs/piloting/everything on 2 Fleet carriers, plus their support of 40 hellfire drones and 50 stinger drones. It's amazing how much one man can do as soon as he's not "manning a ship"
|
|
|
Post by The Astronomer on Mar 15, 2017 7:19:58 GMT
You know, just destroy the dock and the fleet will die. Thanks. Sure. But that's true for any fleet. No One said the fleet needed to be orbiting the same planet (at least via game mechanics). However, in the rather silly skynet example, you have one man basically handling repairs/piloting/everything on 2 Fleet carriers, plus their support of 40 hellfire drones and 50 stinger drones. It's amazing how much one man can do as soon as he's not "manning a ship" I attempted to replicate the same thing and I ended up using 64 people.
|
|