Spaceship deck floor plans and detailed descriptions?

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Neutrino Neutrino's picture
Spaceship deck floor plans and detailed descriptions?

I am looking for good reference material and/or sharing of spaceship deck floor plans. All type of spaceships, warships, freighters, traders, etc are valuable!
Thankful for ideas and links!

OneTrikPony OneTrikPony's picture
Re: Spaceship deck floor plans and detailed descriptions?

the problem with most scifi battle maps is that they don't really fit a micro gravity environment because they're 2 dimensional with a floor. If you can work around that limitation then I'd recommend these:

Stuff that I have
(I hope you understand I'm uncomfortable with sharing other peoples work but they're fairly cheep)
THE EP STUFF. (things you should allready have)
The Glory adventure in the GM pack: (it's kindof low res and not a full floor plan but it's a good basic layout + you get a whole adventure some pre made characters to play with. and also great art.)
http://rpg.drivethrustuff.com/product_info.php?products_id=84348&filters=0_0_0_0&manufacturers_id=3228

Continuity: (in this one you get two layouts a station and a ship that are pretty fun, + an adventure, great art, and some characters.)
http://rpg.drivethrustuff.com/product_info.php?products_id=84170&filters=0_0_0_0&manufacturers_id=3228

Bump in the night: (has a bar map and a resleeving facility map, but it's also an awesome adventure)
http://rpg.drivethrustuff.com/product_info.php?products_id=84170&filters=0_0_0_0&manufacturers_id=3228

The Quick Start Rules: (have two maps, one is a Scumm Barge basic layout that is pretty good with two views to allow 3d play. With great art, characters, adventure)
freeware, can't find a link right now.

OTHER STUFF I HAVE
Pegasus station. (this one is kinda silly for a space station but it works well for a surface hab with G)
http://rpg.drivethrustuff.com/product_info.php?products_id=13660&it=1

Zhang Qing orbital cutter (this one is really cool if you like clarkships. I do. it works for a small freighter if you imagine cargo pods strapped to the spine.)
http://rpg.drivethrustuff.com/product_info.php?products_id=88505

Argos III. (This is a sweet little torus station, i highly recommend it, fairly realistic with Great art)
http://rpg.drivethrustuff.com/product_info.php?products_id=27932&it=1

Here's another decent surface settlement map
http://rpg.drivethrustuff.com/product_info.php?products_id=77780

Vanguard Station: (this one assumes artificial gravity tech but it's still pretty cool with great art.)
http://rpg.drivethrustuff.com/product_info.php?products_id=20379&it=1

A Tiny little station: (this one also assumes artificial gravity waves but I'll probably use it sometime)
http://rpg.drivethrustuff.com/product_info.php?products_id=13656&it=1

Stuff that I don't have but I'm thinking about getting
Wildraz Ships: (cool looking environments but unrealistic with regards to gravity and thrust)

Future Armmoda Ships: (Any of the future Armoda stuff would be cool if you can ignore the the fact that the decks are oriented with the wrong 'down')
http://rpg.drivethrustuff.com/product_info.php?products_id=59550{1}3
http://rpg.drivethrustuff.com/index.php?manufacturers_id=606

Oone Games Drow city: (I'm thinking of using these drow city maps as Martian Souks and behive habitats like Extropia. I havn't tried them yet but aparently they are layered PDF's so you can turn off some of the things you don't want.)
http://rpg.drivethrustuff.com/product_info.php?products_id=79352{1}3
http://rpg.drivethrustuff.com/index.php?manufacturers_id=61

I'm occaisionally working on my own maps and deck plans for EP ships based on Jsnead's semi official EP specs when i get time off. (like now) but I don't have any thing that looks as good as the stuff I've linked to yet. When I do I'll submit them to "The i" over at the darkcast wikki. Don't hold your breath tho because working on those really cuts into time I use to surf for SnM-robot-futa-Nun porn and be irrationally argumentative here. :D

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

OneTrikPony OneTrikPony's picture
Re: Spaceship deck floor plans and detailed descriptions?

OH! Just remembered one more RL space station plan but my googlefu is weak.

Can anyone recall the name of the Space Station proposal based on the Trans Hab modules?
It was called something like Aston, Ahshin... anyhow it was put together and modled in 3d by a highschool student. Pretty cool stuff.

And check out Transhab too
http://en.wikipedia.org/wiki/TransHab

Edit] Damn I'm slower than normal today.
Also check out this site with pics and vids of the ISS and shuttle There's even 3d walkarounds of the interior of the ISS if you surf far enough through the links. (should have book marked them has anyone else noticed that nasa's website is a complete clusterfuck?)
http://spaceflight.nasa.gov/home/index.html

[edit Again]
this is getting off the topic of maps but; check out pretty much everything here
http://ssi.org/

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Neutrino Neutrino's picture
Re: Spaceship deck floor plans and detailed descriptions?
Neutrino Neutrino's picture
Re: Spaceship deck floor plans and detailed descriptions?

Superb! :)

//Neutrino

Arenamontanus Arenamontanus's picture
Re: Spaceship deck floor plans and detailed descriptions?

OneTrikPony wrote:
Can anyone recall the name of the Space Station proposal based on the Trans Hab modules?
It was called something like Aston, Ahshin... anyhow it was put together and modled in 3d by a highschool student. Pretty cool stuff.

Asten!

http://www.scribd.com/doc/15362126/ASTEN-Report
http://www.nss.org/settlement/nasa/Contest/Results/2009/ASTEN.pdf
http://www.myconfinedspace.com/2009/12/06/asten-space-habitat-proposal/

See also
http://settlement.arc.nasa.gov/contest/
for various other proposals.

Extropian

Neutrino Neutrino's picture
Re: Spaceship deck floor plans and detailed descriptions?

I am just about to start a campaign with up to 5 players, in which order or which adventures would you start with in the EP-series? Prefer to start on a ship and/or base station.

If you compare the following adventures, how would you rate them, and in which order to play and maybe exclude one or two?
- Continuity
- Glory
- Bump in the Night
- Mind the WMD (quick-start rules)

Neutrino Neutrino's picture
Re: Spaceship deck floor plans and detailed descriptions?

Really, really neat links and files! :)

OneTrikPony OneTrikPony's picture
Re: Spaceship deck floor plans and detailed descriptions?

Neutrino wrote:
I am just about to start a campaign with up to 5 players, in which order or which adventures would you start with in the EP-series? Prefer to start on a ship and/or base station.

If you compare the following adventures, how would you rate them, and in which order to play and maybe exclude one or two?
- Continuity
- Glory
- Bump in the Night
- Mind the WMD (quick-start rules)

I have opinions about this (with the caveat that I've only actually played mind the WMD and re-writen the Glory Adventure as a short fiction piece)

Each of the adventures takes place in a different locale and are not generic as to where they're set. So If you were going to play several one after the other you need to have players with characters who don't mind traveling;
Continuity: a ship in the Kuiper Belt
Glory: Extropia/ Jovian trojans
Bump in the Night: An Aerostat on Venus (tho I can't remember which one)
Mind the WMD: Part 1 on a Scumm Barge (probably one of the Cyclers) and in Part 2 On mars.

If you wanted to modify the Scenarios around a single location, (it can be done but it's a lot of work), I'd suggest Earth Orbit. It's the only place chaotic enough and with a great diversity of factions that might contain every thing. (I've done this with the Glory adventure and I'd be happy to share my notes but I'd rather be nude in public than share my writing right now.)

I'm not sure how many spoilers you want but without giving too much away;
My favorite over all is Glory
My favorite adventure framework is Glory,
My favorite exugeant threat is Continuity
My favorite NPC's are in Bump in the night
I think the best overall writing, despite it's simplified form is Mind the WMD but Glory is a close second.

All of them are really good for short adventures
I'd definitely play Glory and BitN. Continuity feels like one of those adventures that might piss players off by fucking too much with their characters but it's still good and has the best maps. Mind the WMD is based on the quick start rules so it's got some gaps in dealing with Networking and weapons. When we played it we allready had the main book so we mostly just used the plot and played more from the book than the adventure. Also we got excited about making our own characters so we switched from the premade characters.

Generally all the adventures will work ok with a ballanced group that has a combat character, a hacker and a face. But if your group doesn't have a fairly even distribution of common archetypes, say you end up with 5 hackers or gun bunnies, you'll be better off writing them something yourself.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Arenamontanus Arenamontanus's picture
Re: Spaceship deck floor plans and detailed descriptions?

Here is the ship description from my adventure Welcome Home, which hopefully will get posted next week (my players must finish it first):

Nagai Yume (“The Long Dream”)

Rendering:
http://www.aleph.se/EclipsePhase/Nagai%20Yume.jpg

Layout:
http://www.aleph.se/EclipsePhase/nagaidrawing.png

The ship is a Gazprom Space Systems Stividor Multipurpose Transport. It is somewhat old but in generally good shape. The plasma rocket can give a 100 km/s delta-v and produces a decent acceleration of 0.02 G. Hydrogen thrusters can provide 0.2 G navigational thrust but use up the fuel at a rapid rate.

• The ship looks like a long rod, with the main engines, reactor and radiator array at the rear. The total length is 320 meters (340 if counting antennas and docking equipment). A spinal hallway 2 meters across runs along the length of the ship.

• “The hot zone” around the reactor and drive is normally dealt with using telepresence robots, but it is possible to get there in principle along the spinal hallway by passing through two bulk doors.

• Further ahead is a section where cargo modules can be attached. For this mission there are just two: one containing the course change thruster, and another one with miscellaneous teleoperation equipment. Neither module is pressurized.

• The crew quarters are a series of modules further ahead along the ship spine, protected from solar flares by the hydrogen tanks. They are microgravity habitats and fairly cramped. It is not uncommon for people to “camp” along the spinal hallway to get some extra space. The rear part of the quarters is workshops, equipment storage and water tanks, as well as fold-out cargo manipulation cranes.

• The next section is the main water, reserve power, life support and workshop section (“engineering”). The section has four connection points, two of which are the main airlocks and docking tubes. The central chamber is the largest space in the ship, often used for gymnastics.

• Two hydroponics modules have been attached on the outside of engineering to provide some fresh produce and relaxation (the sterile spaceship environments tend to make spacers appreciate gardening to a surprising degree). They are fairly unprotected from solar flares but not essential for the ship either.

• Ahead of the engineering section is further cargo sections (currently not used), ending in a connector array that allows the ship to dock with a SIPG-Airbus cargo infrastructure. Various sensors and antennas are attached here.

The interior is very utilitarian: white plastic-graphene walls, textured to provide good traction when moving in zero-g and equipped with hand/footholds everywhere. There are foldout drawers for storage and tech access everywhere. Crew quarters are little more than ellipsoidal pods. The zero-g sanitation area is minimalist in extreme, making it easy to keep perfectly clean (there is a reason spacers love the clean metabolism biomod).

The light systems can produce colored and textured light to improve the claustrophobia: one section might for example be set to dappled sunlight through forest, while another runs “clear morning on SouthWest adobe”. The ambient sound system (mainly intended to dampen ship noise) can add some minimal background noise to fit.

However, most crew members have their own AR overlay or spend time in simspaces. The ship has an official “bridge” AR/simspace giving overall status information, and allowing crew members with the right access control from wherever they are.

Like most spacecraft environmental control is tricky. It is usually a bit too warm and stuffy or cold and drafty in any given space. Once adjusted the situation tends to shift to the opposite.

Just before the Fall the ship was retrofitted with a Changfeng Inc. radiator system and an Oxsensis reactor. Getting the different hardware systems to talk to each other properly is a fun problem: far too often the reactor sub-AIs go into a chatty mode and confuse the Mandarin interfaces of the cooling system, making it panic and invoke the somewhat dour main ship AI Pitr. Pitr is smart enough to know this is a regular problem and practically never important, but also has to obey its ancient security code and have an engineer look into the problem. The human engineers have been trying for over a decade to get the system to stop alerting them at inconvenient times, but with no luck. The reactor and radiator controls are hardwired, and Pitr is too useful and experienced to be modified.

Facilities

Manufacturing

The ship has an industrial cornucopia machine (a Naukograd C45) with licenses for many kinds of salvaging equipment, space gear and ship spare parts. It is connected to an industrial recycler that is used to get rid of junk and waste. New blueprints can be bought remotely, but it usually takes about 15 minutes from sending a buy request to getting the blueprint (assuming the ship is somewhere in the inner system). The CM is run by a very friendly, almost obsequious, AI named Karen.

The mess has a Nizhnekamskneftekhim Kpovara fabber for making food, which is surprisingly good – the secret of good shipboard cooking is red market device drivers that enable some of the more interesting options, like printing copyrighted food. There is also a small medical fabber for drugs and medical spare parts in the sickbay.

Robots and morphs

The ship has five automechs used for repair and inspections. One (nicknamed Mussorgsky) is stationed in the reactor/drive section, two are attached on the hull (Balakirev and Cui) and two (Rimsky-Korsakov and Borodin) are present in the habitat section. Someone has added a minor hack making them hum music while working. They are not normally used for salvaging.

Equipment

The ship already has a well equipped store of disassembly tools, including some of the more specialized zero-g large scale shipbreaking. It also has pre-built supply of things like breadcrumb positioning systems, heavy spindles, canisters with wallfoam (a foam that forms thick, fluffy walls in space that protect workers from micrometeorites and keep debris from salvaging from polluting a site), a collapsible EVA sled, thruster packs, rolls of graphene patching material and other things that are commonly used.

Safety

There is a disaster cupboard near the airlocks containing emergency bubbles, distress beacons, hull and spacesuit repair spray, reserve light vacsuits (although everyone onboard have their own heavily customized work standard vacsuits) and emergency medical kits.

Extropian

OneTrikPony OneTrikPony's picture
Re: Spaceship deck floor plans and detailed descriptions?

[YOINK!]
Consider that post stolen, Verbatim. Arenamontanus is EP Awesomesauce. Dude you Rawk!

Love all your jargon and product branding. That's the type of thing that can make a gear writeup really rich. My favorite part;

Quote:
Getting the different hardware systems to talk to each other properly is a fun problem: far too often the reactor sub-AIs go into a chatty mode and confuse the Mandarin interfaces of the cooling system,

:D ROFL
It's going to be a lot of fun when we're dealing with systems with sEnglish to talk to other systems with 'sMandarin'

very cool, Thanks for shareing.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

Arenamontanus Arenamontanus's picture
Re: Spaceship deck floor plans and detailed descriptions?

OneTrikPony wrote:
[YOINK!]
Consider that post stolen, Verbatim. Arenamontanus is EP Awesomesauce. Dude you Rawk!

Thanks! I am pretty happy with this ship, and so far it has worked well in the adventure (which deals with space salvage workers).

Quote:

Love all your jargon and product branding. That's the type of thing that can make a gear writeup really rich. My favorite part;
Quote:
Getting the different hardware systems to talk to each other properly is a fun problem: far too often the reactor sub-AIs go into a chatty mode and confuse the Mandarin interfaces of the cooling system,

:D ROFL
It's going to be a lot of fun when we're dealing with systems with sEnglish to talk to other systems with 'sMandarin'

It has been fun to roleplay too - one of my players runs the background banter, complete with accents. The uproar when the chief engineer *deliberately* triggered a breakdown was hilarious.

One of the nice things with having small AIs in everything is that everything becomes a potential minor NPC. And sometimes they do have special motivations - the Nimbus communications server wants to pan open source software, so it often produces unnecessary security alerts for it. And the extropian weapon system cannot resist advertising to friend and foe during battle.

Extropian