Friday, April 29, 2022

Volumetrics for Federation Hull Strength

 For Bridge Commander, I've been playing around with trying to use my Starship Volumetrics work to calculate plausible values for "Hull.SetMaxCondition" in the Python hardpoint files. 

(Click "Read More" for the jump...)

There is, of course, a lot more to it than that.   

In-universe, even ignoring polarized hull plating or structural integrity field strength, the simple fact is that different ship types, even within the same navy, can have different hull thickness, resilience, et cetera, even if the volumes of the vessels are similar.   For example, I rather doubt that the late-build Oberth Class ships running around in the TNG era have equivalent hulls to the Defiant Class, just as a matter of design intent. 

There's also the 'scaling paradox' which will affect different vehicles of different sizes.   A shuttlecraft, for instance, can afford to be a big empty balloon of a structure with a foot-thick (or however much) hull, but if I built the saucer section of the Enterprise-D that way I'd either have a crumpled mess with a foot-thick hull or a giant heavy anvil with a scaled-up hull thickness of many, many meters . . . and likely the worst combination of those two outcomes. 

Then there are the issues of construction timelines.   The hull of an old Excelsior Class, from an era of denser, and presumably heavier, ships, might be worth more in some cases than the hull of an Ambassador from the 2330s or a Sovereign from the 2370s . . . or it could be worth less.   We've seen late-model Miranda hulls (like the Sitak and her five digit 3xxxx registry) get utterly gored by 'modern' Dominion weapons in ways Kirk's Constitution couldn't even begin to pull off in the 2280s against a contemporary Miranda build, but is that because 2280s Mirandas suck in the 2370s or is it that the later-build Mirandas were made of paper?    Who knows?   A Daedalus Class, given its simple shapes and presumed wartime construction, could be a brick s***house, or it could be tin foil ... who's to say?    And let's not even get started on refits!

Broadly speaking, however, we can generally assume at least parity, if not progress.  Overall, the basics of combat didn't change much between the 2150s and 2370s.   Contrast this to the century between the World War I age and the modern era, where the old inches of heavy armor against tremendous guns have been largely discarded in favor of active countermeasures against guided missiles.   Other than standoff forcefields (deflector screens, shields, or whatever you want to call them), the basic tech stayed very similar overall, so the modern experience wouldn't seem to apply.

Then again, there was a seeming drop in vehicle densities over time.  The Enterprise in TOS was a million tons, which is heavy as all hell.  Compared to a late 20th Century American supercarrier, which was about one tenth that mass, it seems as if the early 23rd Century involved a time when people generally didn't seem to worry about ridiculous vehicle masses *that* much.   Even the far larger and lighter Voyager still comes in at 700,000 metric tonnes, and that for a ship that they intended to park on planets.   Mass-lightening is sweet tech, if you have it.

There's also the aspect of playability . . . sure, it might be proper for a particular little ship or shuttle to have a hull that may as well be made of mylar, but Bridge Commander doesn't exactly lend itself, from an FPS standpoint, to the 100 vessel fleet that might be required to challenge you in that instance.   Even flimsy ships may thus end up with higher-than-appropriate, normalized figures just to keep the ship counts low.   Some ships might also need higher hitpoints just to maintain a proper, expected behavior, one-on-one.

The moral of the story, though, is that one's mileage may vary, and any number I provide may yet need manual tweaking to one's preferences and opinions of what was shown in the canon, not to mention modification for playability.  Comparative absurdities can and will exist, and resolving one absurdity or set of absurdities will only end up creating another elsewhere, so pick your battles.   Additionally, there's more than a little inertia involved here from my assorted past fiddlings and tweakings.   I've already been working out a rough phaser beam power ranking, for instance, and missing Graham as I do it because I think we'd have a great time talking about it and comparing against his exhaustive figures.  As a result, though, a full Galaxy phaser shot is basically locked in at 1000 units, with other ships dropping off quickly from there, so that informs my numbers for hull and shielding.   

In brief, I tried to work out a system where my DJGalaxy mod was still at the 32,000 value I found it in (I think I'd nerfed it down from like 50,000 or more in its original form before).   Of course, using any mod as a reference point instead of a canon ship as made for the game is rife with potential consequences.   However, when I initially started my tweakings, I didn't have a simple way to unpack a compiled Python .pyc, if I could've even found the right one, so I picked something good and went with it.   I could've done a lot worse.

I would then compare against the Excelsior, Ambassador, Sovereign, Miranda, Intrepid, New Orleans, Defiant, and the Danube and shuttles.   As you might imagine, it's not super-easy to automatically generate good numbers given this wide range of sizes.   By volume, for instance, the Intrepid is a mere 10.75% of a Galaxy, an Ambassador almost exactly half, and several Danubes could fit inside that rounding error.   Runabouts and shuttles should, by all rights, be blown away with a starship's impulse exhaust, yet we usually see them able to survive at least a partial hit.

Again, your mileage may vary.  

Several variations on multiple techniques were attempted.   I tried to employ the vessel volume and volume coefficient, by which I hoped to sorta-kinda include a nod to surface area (which I do not have calculated (or reliably calculated) for most of the ships).   Using these in various combinations and derivations to arrive at figures, the various techniques could produce different results up and down the line of sizes from the Galaxy.   I've saved four techniques that seemed to please me most, but even among those there's variation.   For the Intrepid Class Voyager, for instance, we know the volume is 10.75% of a Galaxy and the technology seems quite similar, so if it weren't for playability concerns we might aim for a hull figure in the 3000 range.  The phaser strips are skinnier and thus, I presume, a bit weaker, so I have them at 850 compared to the Galaxy's 1000 . . . which would imply around three hits from another Intrepid to leave it a burning wreck, and three hits from a Galaxy to destroy. 

Whether you liked the show or not, the notion of an Intrepid getting blasted so easily is somewhat unsatisfying, especially from a gameplay perspective.  So, I'd tend to want to land around 9000 or so, to keep it reasonable.    Of my four techniques, one actually lands right at 9,000 . . . but another that works well with some ships ends up at 2400, and the other two that frequently excel are around 11 or 12,000.  

As a result, I'm taking all four of my techniques and just averaging them to get the final figure of 8800, which is right about where I'd want it to be.  Of course, if it was my favoritest ship evar, I could easily fake some rationale to jam it up to fifteen thousand, twenty-five thousand, or more . . . but this isn't one of the Star Wars mods the StarDestroyer.Net folks put together (and yes, that apparently happened, way back when, but is a story for another time).

Compared to what some of my mods were set to, the results were sometimes surprising on their face.  For instance, my Defiant was set to 9000, my Bird-of-Prey 4500, and my Lakota 16000.  I was basically going to end up shaving all of them, the Defiant the most.  However, testing those and the Galaxy in various combinations produced results that were perfectly in line with expectations.  That said, I haven't tested everything, and there may be tweaks to do.

So, here's the list . . . and note that I don't have mods for some of these, but the whole kit should give you a flavor.  If you need ship details (e.g. knowing that the Daedalus is marked at 175 meters instead of the common, if senseless, 105), just hit the aforementioned Volumetrics page.

Class

Galaxy Volume Alone
(Unplayable)

Method Average

Tweaked Average

Akira

7740

13800

14000

Ambassador

15800

20600

23000

Constellation

3500

7970

9000

Constitution (TOS)

1160

6110

6250

Constitution (TMP)

1290

6650

6750

Daedalus

696

3260

2500

Danube

3.13

578

1100

Defiant

339

2120

5700

Excelsior

4800

13700

11500

Excelsior B-type

5410

14000

13000

Galaxy

32000

32600

32000

    Saucer

21100

21700

15000

    Stardrive

10900

14300

16000

Intrepid

3440

8800

9000

Miranda

1200

4940

6500

Nebula

24400

24400

28000

New Orleans

6040

10300

11500

Norway

2940

8280

9000

Nova

487

3120

3500

Nova (future B-type)

501

3240

4500

NX

1100

4490

2400

Oberth

362

2510

2400

Prometheus (Bound)

3640

11200

11250

Prometheus Top

1270

5100

5500

Prometheus Middle

1220

6470

5000

Prometheus Bottom

963

6430

6500

Raven

241

1810

2500

Sabre

1320

3880

4500

Sovereign

13400

26900

23000

Steamrunner

3530

9160

7500

Sydney

2410

5800

3500

Vulcan Suurok

8040

21000

15000

Andor Kumari

1680

8690

7500

XCV-330

7.67

1060

300

Tac-Fighter

1.27

535

700

Intrepid Aerowing

3.5

595

750

Delta Flyer

1.85

552

650

NX Shuttlepod

0.19

482

150

Shuttle Type 6

0.14

478

375

Shuttle Type 7

0.34

490

525

Shuttle Type 9

0.16

482

325

Shuttlepod Type 15

0.04

467

200

Shuttle Argo

3.02

569

550

Sovereign
Captain's Yacht

5.58

640

700

Station: Deep Space Nine

113000

102000

150000

Norkova/Xhosa

3320

7040

2500

Maquis Antares

93.4

1210

2200

Klingon Vor'Cha

6650

14800

17500

Klingon K'Tinga

873

4900

4900

Klingon BOP B'rel

222

1820

2750

Klingon BOP K'Vort

2030

5350

5500

Romulan Runabout

1.7

559

720

Romulan Scout

138

1460

3000

Romulan BoP 2150

1070

4020

2500

Romulan BOP 2265

716

2760

3400

Romulan Valdore-type (“Norexan”)

26400

28400

25000

Romulan D'deridex (B-type Warbird)

143000

118000

100000

Reman Scimitar

110000

84200

65000

Cardassian Galor

6370

14700

15000

Dominion (Jem'Hadar) Attack Ship (bug)

151

1540

3000

Dominion Battlecruiser

26300

26300

28000

Dominion Battleship

221000

163000

150000

Dominion Battleship (huge)

5980000

4110000

4000000

Kazon Predator

1230000

943000

925000

Krenim Weapon-ship

70700

84200

45000

Altstitution (JJ) Monsterprise

15500

32300

25000


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