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#361 | |
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Vice Admiral
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Re: Another fan attempt at TOS deck plans
I don't think that the 'ship's stores' literally meant a STORE in the Wal*Mart definition of the word, but the naval definition, which is quoted below:
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#362 | ||
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Admiral
Location: Brockville, Ontario, Canada
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Re: Another fan attempt at TOS deck plans
__________________
STAR TREK: 1964-1991 |
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#363 | ||
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Rear Admiral
Location: UK
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Re: Another fan attempt at TOS deck plans
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#364 | ||||
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Commodore
Location: Twin Cities
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Re: Another fan attempt at TOS deck plans
But this isn't the Enterprise D, and it doesn't have perfect fabrication abilities. The ability to create gems (as brought up in Catspaw) would seem to be pretty easy (as they are very basic). On the other hand, processing turkey and Rand's favorite perfume (as in Charlie X) proved to be more than they were able to do. But they still have perfume on hand (just not an infinite variety). And you brought up the Nazi uniform... the boots made for McCoy didn't fit correctly. Which shows that just like today, if you rush in making something, the quality suffers. Plus, who is to say that shopping requires inventory on hand... people could browse holographic representations of possible items, and then discuss what it would take to get such an item made. Now, are we talking about strictly the Navy (or Starfleet) version of the Quartermaster? Lets run this through a quick test to see if it is or isn't... 1. Does the Quartermaster/Purser deal with both crew and civilians? (YES/NO)If the answer is to all of those is YES, then maybe we are... but if there was any NOs, then maybe we are talking about something different. Is this like a Wal-mart or K-mart? That wasn't what I was thinking by any stretch. It would serve the role of a frontier town store, you go to it (or in this case, it comes to you) for most of your basics, it has a few odd items above and beyond those (as I said, comfort items like perfume), it is where you might place an order for more specialized items (that aren't carried onboard and can't be fabricated, like the main circulation pump from Devil in the Dark), and postal services (sending and receiving packages like in Dagger of the Mind... though they didn't come on board to receive or drop off packages). So while some items (like clothes) could be made relatively quickly (though faster means the possibility of errors), other items (like perfume, phaser 2s, and an out dated circulation pump as examples) are either too hard to do quickly or beyond what is possible. On a side note, I don't trust private enterprises in these areas. I look at companies like Halliburton and KBR as complete wastes of tax payers' money. How in the world did anyone get fooled into believing that for profit companies would do things either better or cheeper than a not-for-profit organization? They have to make a profit, so you are almost assured that when they start cutting corners, their margins will be the last thing to be cut (while safety seems to often be at the top of the list). So my general feeling is that other than things that are just so specialized that there is just no way to have that ability within the military itself (like aircraft construction), those areas should be divorced from the private sector. In other words, the military should be able to run it's own kitchens rather than have to pay KBR for that. So yeah, while I'm sure that there are traders and other private enterprises out there in the TOS universe, I really doubt that anyone effectively marooned on some planet would want to risk their lives on any of these people.
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I don't believe that TOS had lifeboats or the like. We aren't talking about ships in the same way that a ship on the ocean could sink... these ship's don't sink (what would they sink into?). Every compartment is able to support itself in case of an emergency, so that covers keeping people safe. In the case of the warp engines blowing up (or the like), the primary hull would be the lifeboat. The other thing is that these compartments (specially the ones on the outer edge) are completely replaceable. The windows on the outer edge of the primary hull changed and sky light types of windows were added... those changes only effected the outer most ring of the primary hull, so maybe those compartments were replaced. And in the process, the material used to replace the ship's outer skin in those areas weathered differently than the rest of the ship (leaving the rust ring we see later). It also means that when looking at the Constellation in TOS, the damage wasn't all that bad (totally fixable). And the wider primary hull in TMP works if wider outer compartments were used when refitting the ship. Having these compartments solves a ton of issues in TOS... and even in Phase II and TMP.
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#365 |
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Commodore
Location: Twin Cities
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Re: Another fan attempt at TOS deck plans
Still, I have enough put together to at least share the general structure so far. ![]() |
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#366 |
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Rear Admiral
Location: UK
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Re: Another fan attempt at TOS deck plans
![]() As for the turboshafts, it's an tnteresting layout, however I think it needs a little more in terms of redundancy and alternate routes, keeping in mind there could be, say a dozen or so cars whizzing about the place at any one time. Just to avoid bottlenecking as much as possible without ending up with more turboshafts than corridors. A tricky balancing act to be sure. Also, I wonder if there shouldn't be a place for spare turbo cars to park off the main network, like the odd alcove or lay-by so if two cars are going in opposite directions down the same stretch, one can wait for the other to pass. There may even be a workshop where they go in for maintenance, somewhere in the secondary hull I imagine. |
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#367 | |
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Commodore
Location: Twin Cities
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Re: Another fan attempt at TOS deck plans
![]() Even unfinished, with three complete loops and (for the few semi-complete decks of the primary hull) 20 alcoves off the main paths, 12 turbolifts would be no problem. The design is such that every turbolift station (other than ones at an end of a branch) lets cars pull out of the way of traffic. As more decks get developed, more alcoves will be added, but I had envisioned way more than 12 turbolifts running around considering that a vacant one needs to be at least 15 seconds away from any station at any time. ![]() Anyways... I thought it might be helpful to those having problems visualizing this layout to see a more 3D type of representation of the network so far. ![]() |
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#368 | ||
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Vice Admiral
Location: Out there... thataway.
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Re: Another fan attempt at TOS deck plans
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#369 | |
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Commodore
Location: Twin Cities
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Re: Another fan attempt at TOS deck plans
Frankly, I'm still hoping it was a joke. But I would point out that this layout was given constructive criticism by you and Cary back on page three which was used to revise my original idea. Constructive criticism should be able to withstand constructive criticism, just as much as any of my original work can. The best constructive criticism proves itself as being able to withstand scrutiny, and the only way to scrutinize is to question what is being put forward. If people are looking to be drive-by critics, they shouldn't expect to be taken seriously. Reverend has contributed a lot, but in his very first post in this thread he said that he wasn't going to read the first 10 pages (where we talked about a lot of this stuff). So sure, he might not have read all of that, but the elements he suggested are still quite clearly on the plans... which leaves me hoping for another option other than he would have written what he wrote no matter what I put up. If that is overly harsh, there isn't much I can do about it.
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#370 |
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Fleet Captain
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Re: Another fan attempt at TOS deck plans
But seriously, so far so good, are you considering putting some shafts on the outer edge of deck five and six when you get further along? Otherwise it seems there's a lot of distance to walk (or run) to get to a T/L station. Keep up the good work. |
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#371 |
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Vice Admiral
Location: Out there... thataway.
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Re: Another fan attempt at TOS deck plans
On to your work... I like your turbolift layout very much. The partial rings that interconnect on different levels is basically a "spiral staircase" design that works well. I'm a fan of virtually all Trek deck plans that I've seen over the years, but I also think that many deck plan designs tend to partition the saucer decks too severely -- providing rapid access throughout the ship via turbolift, but hindering access within a single deck when traveling on foot. In my eyes, the worst offender is Deck F from the Starstation Aurora NCC-1701-A deck plans, which are very cool as a whole. My gut feeling is that your design might require a bit more redundancy in order to accommodate criss-crossing cars, but without modeling the system in actual use, we cannot know whether this would actually be required. Come to think of it, it might be fun to model crew movements within a starship interior, using crowd simulation software and knowledge of shift-change times, crew assignments to various stations, and deployment requirements during various alert scenarios... but that's a different topic altogether. Last edited by FalTorPan; April 6 2008 at 07:30 PM. |
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#372 | ||
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Rear Admiral
Location: UK
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Re: Another fan attempt at TOS deck plans
I took the alcoves to be actual stops, I didn't realise they were waiting points. FalTorPan, no need to fret on my behalf, no offence was taken, but thanks all the same.
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#373 | |
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Vice Admiral
Location: Out there... thataway.
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Re: Another fan attempt at TOS deck plans
Just kidding. Everyone but me has cooties.
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#374 | ||||
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Commodore
Location: Twin Cities
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Re: Another fan attempt at TOS deck plans
The main issue I had (beyond it eating more space) was that the primary access to the outer ring of deck 6 is via stairways from deck 5, so a turbolift going to ring 4 would bisection one of the compartments of ring 3 (which runs against compartments being able to be self contained units in emergencies). The compartments of that one ring are the only example of a compartment being effectively a single deck, which handicapped them quite a bit already.
And even with all that automation, I assume that there is a dedicated turbolift service area and control center (otherwise why would Kirk have yelled at Uhura to get the bridge tube cleared?). I was thinking that a couple of stop stations would exist to pull cars during low traffic periods without completely pulling them (like for maintenance).
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#375 | |
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Rear Admiral
Location: Austin, Texas
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Re: Another fan attempt at TOS deck plans
The only thing better would be to be able to actually pan/zoom the 3D model. Dunno if you've ever looked into anything like this, but I'd suggest that you consider putting your work out as a "3D PDF" file. For any of you who aren't familiar with this... it costs to get the "writable" version but you can view the output with your basic Adobe Reader application that almost all of us have. There's lots of info on this page, plus you can download a "demo" PDF file that will show you just what you can (and CAN'T) do with it. One nice feature is the ability to lock out features you don't want the end-user to have... for instance, to be able to alter the contents in any fashion... even to prevent people from making copies, as I understand. There is other software out there which can do this as well, but the nice thing about this particular one is that it's basically OpenGL-based. That is... if your software package is capable of rendering in OpenGL, this application will simply intercept the OpenGL output of the application and create your 3D model from that, so it's pretty much totally application-independent. Everything else I've tried lacks that particular ability. Go to this page to check it out... http://www.adobe.com/products/acrobat3d/ (DISCLAIMER - No, I don't work for Adobe or get any form of "kickback"... I just like the abilities of the software! )
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