# Building a Ship ## Step 1: Pick a Size - Fighter 1-20 Ship Units - Small 20-500 Ship units - Small ships like shuttles, Pelicans-(LRS and SRS), things bigger then a personal fighter craft. If ships are like cars, this is a smart car, punch buggy, or other similar small car, compared to the medium ship as anything from a large truck or hummer to an RV, large is a double trailered semi-truck, and super-massive is a military grade nuke hauler specially designed, or something akin to that. - Medium 500-25,000 Ship Units - Personal trade vessels, corvettes and destroyers, maybe a small light-cruiser. A wide ranging category - Large 25,000-250,000 Ship Units - Capital ships, ships of the line, void-haulers and major trade ships/ - Super Massive ~750,000 Ship Units+ (100 Km's in ship units in size) - A Gal-tran, or major powers ship of the line. SUpermassive vessles ## Step 2: Pick Core Component ### 2.1: Power Generation #### Determining power generation: When picking your powerplant, consider how many PU of energy your ship will consume and plan accordingly. Staying at the same size but scaling up the Tech Level of the Reactor will grant many more PU of energy, but will grow the cost. Targetting the same PU output, a higher tech reactor may cost more but has the benefit of taking up less space; when that is a premium. In terms of power generation, each SU of hull space is assumed to draw .1PU of energy to maintain life support, lights, and basic systems in that area. Areas which draw more power are balanced out by those which would regularly draw less. ### 2.2: Life Support ### 2.3 Intra-System Engines #### Consider the weight of the ship When picking your ships thrusters, consider the SU of your ship, but also the total weight of the vessel. **Each SU of space is considered to weight .1 WU. In other Words, to calculate your minimum weight, divide by the ships SU count by 10. ** **Total calculate the amount of thrust your ship needs, look at its weight. Your total thrusters must at minimum be able to propel that many WU to generate 1 point of thrust. For every multiple of the ships WU generated, the ship can generated an equal amount of points of thrust** ##### Keep cargo in mind! When picking your thrusters, its worth considering the weight of your cargo hold full VS empty. To generate a rough estimate of the weight of a full cargo hold, multiple the SU size of the cargo hold by 2 to account for its verticle height, and then by 100 to produce a rough Weight Unit count for what the cargo hold would weight totally full. If this can't be achieved, thats fine, but it will be worth considering when packing your ship with cargo. ### 2.4: FTL - Hyper Drive - Tl 17/18/19/20 - Hyper & Jump Drive - Tl 20 - Jump Drive - Tl 15/16/17/18/19/20 - Warp Drive - Tl 12/13/14/15/16 - Void Drive - Tl 13/14/15/16/17/18/19/20 - Void Train Connector - Tl 20 ## Step 3: Pick Hull Type - Multi-Part - The hull is split into different sections or corroritors. Often used for cargo hauling transports, medical ships, and other vessles with exposed portions. - Atmospheric-Enterable - The hull is able to enter and exit from a planets atmosphere. This is used for ships which want to land on planets - Atmospheric-Optimized - This hull is desinged and optimzed to be used inside of a planets atmosphere. A zeplin, or fighter plane migh twant this - Stellar-Optimzed - This hull is designed for use in space. it is not designed ot enter a planets atmosphere, and would suffer heavy damage if it did so. Often has more docking ports, and is used by larger vessles, space-only ships, warships, capital ships, spcae stations, and other such things.