In Lieu of In Lieu

Well, I was going to post the second part of The Shipping Trade today, except that writing it didn’t happen because of day job, and so forth. Then, I thought I might post a sketch of the ship involved, just to give y’all an idea of what you’ll be looking at, but then that would require me to go out and hire a scanner. That, and I made said sketch, and then looked at it, and then concluded that I couldn’t possibly inflict such a terrible picture on my readers…

So permit me, please, instead to sketch a verbal picture for you of the

CMS Greed and Mass-Energy

To start with, Greed and Mass-Energy is atypically large for a free trader; in those leagues, which principally deal in small, high-value-to-mass/volume cargoes, lugging around 40,000 tons displacement of cargo is huge. (It’s still not in the major freight line league, though; those guys can use freighters that are million ton-displacement behemoths.) Thus, the shipcorp that owns her (it’s essentially a syndicate of officers, crew, and former crew, with executive power vested in the captain-owner) is pretty prosperous to be able to cover her running costs. Dealing in brokered cargo actually isn’t her main business – she specializes in contracts like the RCS-assembly charter from Kerbol to Kythera she just left, but an empty hold is a hole that drinks money, so you take the cargo when you can get it.

Also, obviously, at a size like that, she’s not streamlined, or built to land planetside (gravity wells being acutely expensive); and is even rather more massy than anything that most stations like to have dock directly to them. Her cargo’s generally ferried to station, or upwell and downwell, by local lighters at each end of the trip. Rather, she’s built very much in the classic mode; a long, relatively thin, open-frame truss structure. Attached to that, going from fore to aft, we find these different sections of the ship:

Right at the bow, sitting on the end of the main truss, is the command capsule, an ellipsoid slightly stretched along the ship’s main axis, relatively tiny compared to the rest of the ship, and containing, for starters, the bridge and associated avionics systems. (The bridge is actually buried in the center of the capsule, for its protection; it’s displaced off to the front end of the ship, however, because the command capsule is also where the primary sensors are housed to keep them out of the way of cargo, fuel, and drive radiation, and this positioning cuts down on sensor lag. It’s still pretty safe; it’s not like anyone’s going to be shooting at them.) The first of the other two notable features it houses is docks and locks, right for’ard on the axis where it’s easiest to match thrust and spin, which usually houses a couple of cutters used for taking the crew ashore and for occasional maintenance, and a skimmer for in-field refueling. (The fuel itself doesn’t pass through here – the skimmer docks aft to offload what it scoops. No fuel for’ard of the support plate, that’s the general rule.) The second, aft by the truss, is the robot hotel for all the little space-rated utility spiders you may see now and them crawling about the structure doing maintenance, thus saving the engineering department any need to get suited up and go outside for routine work, although they still may need to do so from time to time.

Just aft of that, accommodations and secondary systems are housed in a toroidal gravity wheel. This is actually a very unusual design feature in an Imperial ship-class; just about everyone and especially the spacer-clades are genetically adapted to microgravity, and the spacer-clades prefer it, as a rule; but the Cheneos-class architects originally designed her class for near-frontier work, and included this for occasional passenger service. Greed and Mass-Energy only rarely carries passengers, so they keep it geared all the way down, producing only a tenth of a standard gravity, which doesn’t offend the spacer-clades all that much. There’s a second, smaller wheel rotating inside it to null out the gyroscopic effects; it’s used to house some other equipment that likes a little gravity, but for the most part, this one’s just a countermass.

(The wheel does, however, provide enough gravity to let the CELSS Manager run a pretty decent microbrewery in the spare volume, and perhaps more importantly, provides a place where you can drink it off-shift without suffering from a nasty case of the zero-g bloat. [Remember, folks, bubbles don’t rise in microgravity!] And apart from crew morale, having decent beer makes for good PR when traders meet.)

These areas, incidentally, are one of the few places on board where the really high-tech ontotechnological stuff makes an appearance, in the form of inertial damping. The people who built her liked microgravity, and weren’t all that keen on losing that while under thrust, especially since she was built to fly brachistochrones or near-brachistochrones (bulk tankers and ore freighters, etc., are usually built to fly economic minimum-delta/Hohmann transfers; no-one else wants to wait that long for their cargo) and so would be spending most of her time under thrust. The job of the inertial dampers is to apply the thrust of the drives evenly across the entire area’s structure and everything in it, thus ensuring that no-one actually feels any acceleration, and the lovely microgravity environment is preserved. (It also avoids having to come up with some wretchedly complicated gimbal arrangement for the already wretchedly complicated seals-and-bearings for the gravity wheel, no longer having to do which is something that made architects particularly grateful for this innovation.)

Behind this, the cargo. ‘Way back along the truss there is a very large, solid plate, the support plate. The cargo containers are simply stacked “atop” – by which we mean for’ard – of it, in six big blocks arranged around the axis with sixfold symmetry (this arrangement being a reasonable compromise between use-of-volume and convenient straight lines), and are designed to lock to the plate, the truss, and each other to form a solid interlocked structure. There’s no hold or other walls around the cargo; the containers are themselves spacetight when they need to be, and so lighters can just drop them into place and pick them up freely while in port.

The breakbulk cargo, on the other hand, is messy. It has to be podded up individually when not spacetight, and then individually lashed down and made secure atop the cargo container stacks. This annoys the cargomaster, which is why breakbulk is unpopular these days despite the fact that breakbulk shippers usually pay a premium in exchange for you having to do this (the “lash comp”). Actually, what really annoys the cargomaster is that she can punch a button and have the ship automatically query the v-tags on the container cargo for its mass stats, and so forth, whereas for breakbulk she’s got to recall her Academy training, dig out the spreadsheets, and work out the corrections to the center-of-mass-and-moment-of-inertia chart by hand. Well, still by computer, but you know what I mean.

Aft of the support plate, still in sixfold symmetry, you have the bunkerage – fuel tanks, stacked three deep in multiple rows, all filled with slush deuterium, running right to the stern, where they surround the cylindrical shroud of the mostly-unpressurized engineering hull (you can take a crawlway right back along the truss to the small, pressurized maneuvering room back this far, should you need to examine the drives close-up in flight, but the actual machinery space isn’t), which contains the interlinked systems of the main power reactors and the fusion torches themselves, strapped to the aftmost extent of the main truss.

And there are lots of fuel tanks. Even though said fusion torches are miracles of a mature nuclear technology, capable of achieving near-theoretical efficiencies and outputs and delta-v per unit fuel that routinely makes naval architects from less advanced civilizations throw down their slide rules in despair and weep into their terrible coffee-equivalents, the one unchangeable rule of space travel is that your mass ratio is always much, much less favorable than you might want it to be.

Good thing deuterium’s so cheap, isn’t it?

(Edited to add: And I must have been half-asleep this morning, because I forgot…)

…and most prominently of all from a distance – dominating the entire view of the ship from a distance, by area as well as by temperature – sweeping out from among the fuel tanks (although comfortably retracted to sit alongside them, leaving approximately a sixth of their radiative area useful, while idling in dock – the vast panels and pipework of the heat radiators. Because the other one unchangeable rule of space travel is that you always have waste heat, too damn much waste heat, and you’ve got to get rid of it somehow. Especially once you fire up those fusion torches. (The radiators, however, unlike the rest of the ship, have only fourfold symmetry – so that they can be perpendicular to each other when unfolded, because there’s very little point in radiating heat right back at your own radiators.)

 

Trope-a-Day: Command Roster

(With many thanks to Atomic Rocket and Raymond McVay of Blue Max Studios, whose Mission Control Model I drew upon heavily for inspiration while working out this alternate-style command structure.)

Command Roster: The command roster of an Imperial starship, civilian or military, looks something like this – with variations, as specialized ships require:

(Above this entire structure, potentially, a Mission Commander (Admiral, Commodore, etc.), in charge of a task force of multiple ships.)

Flight Commander: The overall director of the operation, the big boss. In charge of everything.

  1. Flight Executive (Exec)
    In charge of supervising all exterior and interior communications (the bridge between the ship’s Shipboard Information System, the ship’s crew, other ships, and the other departments; the equivalent of a Naval vessel’s executive officer, without their administrative role, which is the responsibility of the Flight Administrator. Since there is only one Flight Commander per ship, the officers in the role of Exec serve as officer of the deck when the FC is not present; other posts tend to have a first, second, and third occupying them.

    1. Spacecraft Communications (Comms)
      Communicator between the spacecraft and other ships or stations; also in charge of tangle communications and cryptography.
    2. Docks and Locks (Locks)
      On ships large enough to have other vessels docking to them and thus requiring the eponymous department, in charge of docking cradles, airlocks, shuttle bays, and the associated requirements in terms of atmosphere management and body shops. If the ship has no dedicated Small Craft Operations officer, also looks after what small craft there are, if any – i.e., carried cutters.
    3. Small Craft Operations (Air)
      On carriers (or megafreighters using the LASH model), in charge of carried interceptors, lighters, and other small craft and their operations.
  2. Flight Director (Flight)
    In overall charge of navigating the ship and engaging in flight operations as the FC and/or exec direct.

    1. Pilot/Sailing Master (Helm)
      Actively pilots the spacecraft, performing maneuvers and managing the attitude control systems.
    2. Astrogation and Guidance (Guidance)
      Navigates the spacecraft, operates the flight computers – and monitors their continued correct operation – and inertial/star tracking platforms, maintains position records, plots courses and orbits, and so forth.
    3. Relativistics (Time)
      Manages the ship’s timebase and maintains the systems that properly compensate for relativistic variation, including maintaining lock on the empire time/wall-clock time differential and other reference frame corrections.
    4. Sensor Operations (Sensory)
      In charge of all non-navigational sensors (and non-navigational uses of the navigational sensors), and maintaining the current picture of near space; this requires considerable creative interpolation to overcome light-lag, which is Sensory’s job.
    5. Tactical/Payload Operations (Guns – even on non-military vessels)
      On military vessels, in charge of weapons and firing them at the enemy; and defenses and using them against incoming fire. On all vessels, in charge of operating any and all modules plugged into the ship and any “active cargo” being carried.
    6. Data Operations (Data)
      In charge of setting up whatever programs or other complex computations the rest of the bridge officers need, ad hoc, critical path management, resource allocation, the ship’s library, etc.
  3. Flight Engineer (Chief)
    In overall charge of all engineering systems.

    1. Propulsion Engineer (Drive)
      In charge of the entire spacecraft propulsion system, from propellant to nacelle, including navigation hardware. Also responsible for tracking remaining Δv capacity.
    2. Power Engineer (Power)
      Responsible for power plant, power plant fuel supply, electrical systems, other power systems, and also monitoring internally-generated radiation if relevant.
    3. Thermal Engineer (Heat)
      In charge of all thermal control systems, including but not limited to heat sinks, radiators, heat pumps, and other thermal transfer systems.
    4. Data Systems Engineer (Comps)
      In charge of the ship’s primary data systems, including the Shipboard Information Service.
    5. Mechanical Arms and Non-Sophont Crew Engineer (Mechs)
      Responsible for the maintenance of all the ship’s robotic arms, robots, cyberswarms, and associated systems.
    6. Sensory and Guidance Systems Engineer (Systems)
      Responsible for all the sensory and guidance systems hardware; flight computers, laser grid, telescopes, radar, star-tracking platform, etc., etc.
    7. Environmental Engineer (Life)
      In overall charge of all life-support systems.

      1. Closed-Ecology Life Support Systems Manager
        Responsible for the environmental systems; heat, air, water, recycling, and the ongoing provision of same.
      2. Galley Manager
        Responsible for the carniculture vats, hydroponic systems, and other on-board food production equipment, as well as the galleys and other means of cooking it, and the slop chest.
    8. Auxiliary Systems Engineer (Aux)
      Responsible for maintenance and upkeep of all other ship’s systems, and general maintenance and stores, including the ship’s locker.
  4. Flight Administrator (Admin)
    In charge of all administrative details, ship’s paperwork, and discipline among the other departments.

    1. Cargomaster (Cargo)
      In charge of loading and unloading cargo; also in charge of ensuring that the cargo is stored in a proper balanced manner, center-of-mass-and-moment-of-inertia-wise.
    2. Purser
      In charge of self-mobile cargo; i.e., passengers and all their foibles.
    3. Flight Surgeon (Doc)
      Medical officer. In charge of dealing with disease, injury, ship’s cleanliness, and environmental radiation.

The usual bridge crew/command conference, in which the posts are filled for each watch, consists of the Captain/Flight Commander, the Flight Executive and his immediate subordinates, the Flight Director and his immediate subordinates, the Flight Engineer, and the Flight Administrator.

Lesser positions may be merged, either with each other or their superior position, on smaller ships.  Minimum crew size for anything above a small craft is four; one Captain/Flight Commander, three Flight Directors (one per watch, assuming necessary sleep patterns; only one digisapient FD would be permissible, for example) – if maintenance and operational requirements can be met.