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Old May 7 2009, 05:20 AM   #16
ncc-1017-e
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Re: Vertical Intermix Chamber and TMP Enterprise

Praetor wrote: View Post
I know it's very self-denial of me, but I'm happy to assume it does fit even if there's visual evidence to suggest it doesn't.
I agree! I mean JJ's Enterprise has a round exterior bridge but the set looks very oval to me. So does the toy of it by Playmates as well!
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Old May 7 2009, 12:15 PM   #17
Timo
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Re: Vertical Intermix Chamber and TMP Enterprise

In the TV Series, the ship had three reactors that appeared to all be able to power the ship's warp-engines.
Umm, where would we hear of redundancy? Yeah, multiple reactors (warp or impulse) are mentioned in some episodes - but I don't think there's ever any evidence that they all wouldn't be needed for making the ship move. All the warp drive failures in TOS seemed to be single-point, with the villains effecting sabotage at a single piece of machinery, or Scotty performing crucial repairs on the same.

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Old May 9 2009, 12:39 AM   #18
Captain Robert April
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Re: Vertical Intermix Chamber and TMP Enterprise

All we can determine from dialogue is that the Enterprise had at least three reactors on board of indeterminate function, although the impulse engines are apparently powered by fusion reactors.

When there is talk about what powers the warp drive, aside from vague generalities about the nacelles, with matter and antimatter being involved somehow, the few instances of direct references (interestingly, in two episodes either written or directed by John Merydith Lucas, specifically, "Elaan of Troyius" and "That Which Survives"), we have the "Matter/Antimatter Reaction Chamber" and "matter/antimatter reactor".

Note the use of the singular in the reference.

It is specifically from those references, and those from other episodes that tend to support that model, that the folks who did the design work on later Trek shows derived their model of a single intermix chamber, or "warp core", providing the power to operate the warp drive, with other secondary reactors, presumably fusion, to provide supplementary power to the other systems onboard.

Also note that this model is put in place during the development of Phase II, presumably with the involvement of Matt Jefferies. In fact, a lot of his redesign of the Enterprise seemed to be of the nature of clarifying things that were a little vague in the original ship, like where Engineering was, which way the bridge faced, and how the power systems were set up.
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Old May 9 2009, 01:13 AM   #19
SoM
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Re: Vertical Intermix Chamber and TMP Enterprise

Praetor wrote: View Post
TIN_MAN wrote: View Post
As for the deflection crystal, that's something that the vertical intermixer/warp core can, but does not necessarily have to, connect to?
If it's functioning as a 'warp field symmetry' doohickey, I'd say it doesn't have to. If it's doubling as a power converter for the impulse engines, I'd say it has to at least have a line running to it. I again prefer Probert's connected configuration for the sake of 'respect of intent.'
Well, if you're referring to the symmetrical warp governor from the NX-01, per the the Drex Files blog, the idea was that that had been obsoleted shortly before "The Cage" by improvements in the basic technology allowing them to natively generate symmetrical warp fields. Ergo, there's no way the E-refit or E-A should need one.
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Old May 9 2009, 06:51 PM   #20
Praetor
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Re: Vertical Intermix Chamber and TMP Enterprise

Captain Robert April wrote: View Post
All we can determine from dialogue is that the Enterprise had at least three reactors on board of indeterminate function, although the impulse engines are apparently powered by fusion reactors.

When there is talk about what powers the warp drive, aside from vague generalities about the nacelles, with matter and antimatter being involved somehow, the few instances of direct references (interestingly, in two episodes either written or directed by John Merydith Lucas, specifically, "Elaan of Troyius" and "That Which Survives"), we have the "Matter/Antimatter Reaction Chamber" and "matter/antimatter reactor".

Note the use of the singular in the reference.

It is specifically from those references, and those from other episodes that tend to support that model, that the folks who did the design work on later Trek shows derived their model of a single intermix chamber, or "warp core", providing the power to operate the warp drive, with other secondary reactors, presumably fusion, to provide supplementary power to the other systems onboard.

Also note that this model is put in place during the development of Phase II, presumably with the involvement of Matt Jefferies. In fact, a lot of his redesign of the Enterprise seemed to be of the nature of clarifying things that were a little vague in the original ship, like where Engineering was, which way the bridge faced, and how the power systems were set up.
Clarification... or retcon?

SoM wrote: View Post
Praetor wrote: View Post
TIN_MAN wrote: View Post
As for the deflection crystal, that's something that the vertical intermixer/warp core can, but does not necessarily have to, connect to?
If it's functioning as a 'warp field symmetry' doohickey, I'd say it doesn't have to. If it's doubling as a power converter for the impulse engines, I'd say it has to at least have a line running to it. I again prefer Probert's connected configuration for the sake of 'respect of intent.'
Well, if you're referring to the symmetrical warp governor from the NX-01, per the the Drex Files blog, the idea was that that had been obsoleted shortly before "The Cage" by improvements in the basic technology allowing them to natively generate symmetrical warp fields. Ergo, there's no way the E-refit or E-A should need one.
The governor itself was rendered obsolete, yes, but there's been some speculation that the crystal on the SWG is not the generator itself, but a deflection crystal because Doug also states that the NX-01's impulse system uses warp plasma for power. Therefore, the crystal setup might convert warp plasma for impulse use similar to what the refit's deflection crystal was said to do. I asked Doug, so let's see what he thinks.
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Old May 10 2009, 08:41 PM   #21
Timo
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Re: Vertical Intermix Chamber and TMP Enterprise

From the sounds of it, the doohickey was there on the NX-01 to cope with a new and exceptionally powerful warp field. One could speculate that the need for such a doohickey would re-emerge whenever an even newer and even more powerful warp field was introduced. That is, when the engines grew in power from TOS to TMP, the new field of the E-nil-refit (and E-B) once again required the doohickey - and when things plateaued again, the E-C was able to go the TOS route and abandon the doohickey.

The E-D might or might not have a field governor. It doesn't have blue domes, but it does have two clusters of blue squares atop the aft rim of the saucer. As discussed above, the presence of blue squares on starship hulls is sometimes associated with arboretums, but there's no canon proof for that - and blue glow more usually denotes the presence of powerful forcefields or subspace fields or the like. So perhaps those squares-of-squares on the E-D once again perform the function of the NX-01 dome? (They might also be the external manifestation of the saucer's warp engines, which "Encounter at Farpoint" basically insists are there, even if the TNG Tech Manual disagrees...)

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Old May 10 2009, 10:07 PM   #22
JNG
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Re: Vertical Intermix Chamber and TMP Enterprise

^ Bit of a sidebar, but can you clarify what you mean about "Encounter at Farpoint" insisting the saucer has warp engines? I didn't recall it going to warp at all on its own. It catches up to the stardrive section at the planet, but I don't think it was made clear how far they were from the system when they had their encounter, so I wasn't left with any impression they had to have gone faster than light to get there in that time frame.

There is some stuff in the TNG TM about a controlled deceleration if separated at warp speed, though.
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Old May 11 2009, 01:39 AM   #23
SoM
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Re: Vertical Intermix Chamber and TMP Enterprise

Praetor wrote: View Post
SoM wrote: View Post
Praetor wrote: View Post
If it's functioning as a 'warp field symmetry' doohickey, I'd say it doesn't have to. If it's doubling as a power converter for the impulse engines, I'd say it has to at least have a line running to it. I again prefer Probert's connected configuration for the sake of 'respect of intent.'
Well, if you're referring to the symmetrical warp governor from the NX-01, per the the Drex Files blog, the idea was that that had been obsoleted shortly before "The Cage" by improvements in the basic technology allowing them to natively generate symmetrical warp fields. Ergo, there's no way the E-refit or E-A should need one.
The governor itself was rendered obsolete, yes, but there's been some speculation that the crystal on the SWG is not the generator itself, but a deflection crystal because Doug also states that the NX-01's impulse system uses warp plasma for power. Therefore, the crystal setup might convert warp plasma for impulse use similar to what the refit's deflection crystal was said to do. I asked Doug, so let's see what he thinks.
Sure - I mean I was one of those speculating in that direction

I still don't see how that means that the E-refit or E-A would have a SWG, though - even if the blue dome on the NX-E was an Impulse Deflection Crystal, it doesn't follow that the SWG assembly would be needed on the E-refit/E-A.

Timo wrote: View Post
From the sounds of it, the doohickey was there on the NX-01 to cope with a new and exceptionally powerful warp field. One could speculate that the need for such a doohickey would re-emerge whenever an even newer and even more powerful warp field was introduced. That is, when the engines grew in power from TOS to TMP, the new field of the E-nil-refit (and E-B) once again required the doohickey - and when things plateaued again, the E-C was able to go the TOS route and abandon the doohickey.
Not so sure - the SWG appeared to be there to cope with one very specific problem (the problem with generating a symmetrical warp bubble), which had been present on earlier ships too, and was one of the major reason why the "speed limit" on them was below Warp 5. Once they can generate a natively symmetric warp bubble, then something else becomes the speed limit, and it doesn't follow that they would lose the symmetric warp bubble.
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Old May 11 2009, 02:20 AM   #24
Praetor
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Re: Vertical Intermix Chamber and TMP Enterprise

SoM wrote: View Post
Praetor wrote: View Post
SoM wrote: View Post
Well, if you're referring to the symmetrical warp governor from the NX-01, per the the Drex Files blog, the idea was that that had been obsoleted shortly before "The Cage" by improvements in the basic technology allowing them to natively generate symmetrical warp fields. Ergo, there's no way the E-refit or E-A should need one.
The governor itself was rendered obsolete, yes, but there's been some speculation that the crystal on the SWG is not the generator itself, but a deflection crystal because Doug also states that the NX-01's impulse system uses warp plasma for power. Therefore, the crystal setup might convert warp plasma for impulse use similar to what the refit's deflection crystal was said to do. I asked Doug, so let's see what he thinks.
Sure - I mean I was one of those speculating in that direction
D'oh. I forgot.

SoM wrote: View Post
I still don't see how that means that the E-refit or E-A would have a SWG, though - even if the blue dome on the NX-E was an Impulse Deflection Crystal, it doesn't follow that the SWG assembly would be needed on the E-refit/E-A.
I agree. I just think they both happen to have the crystal that converts the warp plasma for the impulse engines, not the actual SWG itself. For TOS, I'd argue that they didn't see a need to have the warp and impulse system connected, but then for the refit they did. Then, with the modern driver coil, they didn't need it at all anymore.
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Old May 11 2009, 05:07 AM   #25
Cary L. Brown
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Re: Vertical Intermix Chamber and TMP Enterprise

CTM wrote: View Post
Be it the "Refit" Enterprise, or -A, virtually all the plans I have seen indicate the Vertical Intermix Chamber (seen in the Main Engineering Scenes in TMP and TWOK, and a modified version seen in TUC) is shown to extend from the bottom of the secondary hull through the neck to the "Impulse Deflection Crystal."

Is there any real reason to assume it must actually travel that way? Is there any on-screen evidence to indicate that it indeed connects with the IDC, or is that simply an assumption that seems to have universally been agreed upon?
Well, the reason that it's "assumed" that's the case is that Andrew Probert, who did the lion's share of the design on the TMP Enterprise, intended that to be the case with the TMP Enterprise. He even laid in "removable maintenance panels" along the side of the dorsal right over the path followed by the shaft.

Here's an interesting page from Andrew's own website... which you may find interesting.

http://probertdesigns.com/Folder_DESIGN/CargoBay-3.html

But that doesn't mean too much, except insofar as the TMP Enterprise (1701(r) or 1701-A) are concerned. For any other ship... no, there's no real justification for it having to be "vertical"... except that they were reusing the same basic set over and over, throughout TMP, TWOK, TNG, and VOY, with significant redressing of course. They built them all with vertical engine "cores" because the set had a big hole for a vertical engine core.

There's no reason whatsoever that this type of "core" might not be entirely horizontal, or slanted, or go from side to side. It could be "V-shaped" without violating any of the "design rules" from the TNG Tech manual.
I am looking over any and all deck plans I can get my eyes upon, and every last one of them seems to show that, and while in theory it might make some sense, actually trying to fit it into the neck is problematic at best.
True. Of course, the torpedo room from TWOK was not what Andrew Probert had in mind for the TMP ship... which was a pair of energy-based launchers (no physical "casings") on either side of the reactor core... with the proximity being an advantage because, remember, photorps are effectively matter/antimatter bombs tossed around as projectile weapons (in TOS, with no evidence of them being anything but "dumbfire weapons" but with TWOK and on, gaining some minimal maneuvering capabilities)

The "torpedo room" in TWOK is actually a redressing of the "Klingon Bridge" set from TMP. (Go back and watch both and you'll see the same structural "shock-absorbers" in the same positions... and the "torpedo loading circle" on the floor is where the Klingon 1st Officer stood in TMP, behind the Klingon helm console.)

It never worked particularly well. The best solution is that there are twin torpedo rooms (which is really REQUIRED when you consider that, shortly after the port torpedo room is destroyed, the Enterprise fires torpedos from the starboard tube, implying that there are separate port and starboard rooms, identical to what we see in the various sequences.

In fact, go back and note where Adm. Kirk boards the ship (port side)... and note which tube fires to launch spot's "casket casing" (starboard).

The main issue, there, is that I don't think that there's actually room in the neck for both rooms as built. But if you can "adjust the room" a little bit... make it, say, 30% narrower... then it works fairly well.

As for ergonomics... the main lift has to be at the front of the dorsal, forward of the reactor core (though not nearly far enough forward as far as I'm concerned!) and between the two launch tubes (and loading bays). That's not really a problem... if you can make it all fit in, that is.

The REAL problem is that "Main engineering" ought to have a lift tube at the front entrance, not a corridor. I suppose that the tube might separate into two, on the deck immediately over main engineering, and so there are two "stations" on either side of the entrance? Even so... the corridor we see out that door can't be more than 10-15 feet long, and it's supposed to look like something more like 40 feet, I think (though with some forced-perspective if memory serves).

Trying to fit the torpedo tubes around it is neigh-on impossible, not without making some very poor ergonomic choices (do you really want the crew manning the Torpedo bays to have to pass through the intermix chamber room at every shift change? Do you really want to have one of your handful of exernal docking ports (one third of the primary ingress/egress points in spacedock - assuming the saucer edge on p/s, the secondary hull port that was used in TMP and the Torpedo Bay port used in TWOK) lead to people and any stuff they are carrying pass through the intermix chamber room almost non-stop while in dock? (yes, I know the ports were never seen to have been used for such, but the point still stands, why have a port in a location that makes it difficult to get to the remainder of the ship from? [/quote]Well, the "TWOK" version of torpedos gives us a very good reason for having a docking port there (which wasn't there with the TMP-Probert version). This is supposed to be a dedicated docking port for torpedo casing reloading.

How many "docking ports" and other non-transporter access paths does the TMP Enteprise have?
  1. The main landing bay (just listing it for completeness, not "really" a docking port.
  2. The two primary-hull-underside things... which seem perfectly nonsensical, really (an INCREDIBLE amount of wasted space there!)
  3. The main saucer "gangway hatch" on the port side (which DOES make great sense, actually, but was never used again after the TMP SFX sequences were shot, but SHOULD have been used in the "spacedock" sequences in ST-III and ST-VI, as far as I'm concerned.)
  4. The various "maintenance access hatches" on the top of the primary hull (waaay too many of those, but it did give them a cool sfx bit with Kirk, Spock, McCoy, and Ilia walking around on top of the hull, so....)
  5. The "standard docking port" on the back of the bridge module... which is utter nonsense to have there unless the bridge module could potentially be ejected and require docking for crew recovery later... but made sense from a "series shooting" standpoint, I suppose, since it meant that you could have more stuff set on the Bridge set without having to have the crew go off to some other set. Production practicality trumping design logic, in other words...
  6. The ports on the neck, which seem to be there for torpedo reloading, and COULD be there for "refueling" purposes (matter and antimatter) as well?
  7. The ports on the side of the secondary hull, which seem to be there for cargo transfer.
  8. The various underside-primary-hull hatches which seem to be there for loading of "consumables" items (I assume unprocessed food, water, atmosphere, replaceable filtering, whatever).
When docked... the most practical means of moving crew in and out really is the "main gangway hatch." The other hatches really are intended for specific purposes other than "crew transfer."

Why Kirk and Co boarded at the torpedo loading port is something of a mystery, except that the production had this new set and they wanted to use it... and didn't want to rebuild the cargo deck, or have to build the hangar deck or a "gangway" set...
Additionally, trying to fit both a turbo-shaft and the intermix chamber into the neck makes things very tight in the front (no good way to route the turboshaft around to aft of the intermix chamber, as in the saucer it would end up in the impulse engines before it could reach the neck).
Oh, it works just fine, except for the issue with engineering mentioned above. The intent was for the lift tube to be right there in the leading edge.

The problem is that the set designers didn't really bother to build sets that would fit inside the ship as designed. The ship itself works just fine.
Overall, it would be a much more functional ship for personnel to use if the intermix chamber did NOT go through the neck.
Except that part of the intention (as I recall, dictated by GR himself) was that the impulse and warp drive systems should be interconnected... and that there be a "vertical shaft" between the two.

I'm much more in favor of a sloped system, and of having the interconnection be a simple "power sharing" system rather than having portions of the generation be in both "halves" of the ship. But that's not now the TMP ship was designed.

If you're interested in how I, personally, do a starship design, well... I've done several, but at the moment I'm engaged in fleshing out the guts of the TOS Enterprise. You might find it interesting, since I'm addressing the very questions you're discussing, albeit for the earlier incarnation of the ship.

http://www.trekbbs.com/showthread.php?t=89810
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Old May 11 2009, 09:44 AM   #26
Timo
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Re: Vertical Intermix Chamber and TMP Enterprise

^ Bit of a sidebar, but can you clarify what you mean about "Encounter at Farpoint" insisting the saucer has warp engines? I didn't recall it going to warp at all on its own. It catches up to the stardrive section at the planet, but I don't think it was made clear how far they were from the system when they had their encounter, so I wasn't left with any impression they had to have gone faster than light to get there in that time frame.
Sorry about the diversion. The thing is, the episode does show and tell us that our heroes in their combined starship fly 180 degrees away from their destination (and from Q who blocked the path) at maximum warp, faster than the ship has ever gone before, for several minutes. They then separate the saucer, spend some time playing with Q (time that Q could arguably negate, reverse, tie into a pretzel or whatever), and then finish the journey to their destination in the stardrive section.

The saucer completes the same journey - which thus necessarily spans at least several extreme-warp-minutes, and must contradict the TNG TM claim that the saucer can only sustain warp for a couple of minutes. Apparently, the truth is that the saucer can sustain useful warp for a couple of hours instead, at the very least.

It gets worse in "Arsenal of Freedom", where the saucer is sent on its merry way towards a distant starbase without giving it a warp boost at combined mode. If the saucer indeed is capable of sustaining warp for several hours and spanning interstellar distances that way, then it would be criminally negligient of LaForge not to give it this boost. If, however, the saucer can attain warp all on its own, without boosts, the episode makes sense and LaForge is off the hook.

Since we know that the Feds can make just about anything go to warp, including near-derelicts and mining rigs, it is only logical that the saucer could have warp, too. According to the combination of "EaF" and "AoF", it does.

(Ignore "EaF", though, and suddenly "AoF" no longer serves as proof. But ignoring "EaF" sounds a bit harsh, especially when the adventure was reaffirmed in the final episode of the show.)

Timo Saloniemi
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Old May 11 2009, 03:28 PM   #27
CTM
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Re: Vertical Intermix Chamber and TMP Enterprise

Cary L. Brown wrote: View Post
The main issue, there, is that I don't think that there's actually room in the neck for both rooms as built. But if you can "adjust the room" a little bit... make it, say, 30% narrower... then it works fairly well.

As for ergonomics... the main lift has to be at the front of the dorsal, forward of the reactor core (though not nearly far enough forward as far as I'm concerned!) and between the two launch tubes (and loading bays). That's not really a problem... if you can make it all fit in, that is.
Oh, I can make it fit, it is just a tight fit. Just the idea of the Torpedo Room Crews having to access their duty stations by passing though the room housing the VIC or the Jeffries Tube (in fact, the only way I can make this work is they actually pass through both) from a Turbolift stop that (while in use) blocks all traffic up/down the neck. Such single points of failure and bottlenecks are a poor design choice (speaking as an Engineer).

The REAL problem is that "Main engineering" ought to have a lift tube at the front entrance, not a corridor. I suppose that the tube might separate into two, on the deck immediately over main engineering, and so there are two "stations" on either side of the entrance? Even so... the corridor we see out that door can't be more than 10-15 feet long, and it's supposed to look like something more like 40 feet, I think (though with some forced-perspective if memory serves).
I had actually forgotten about that corridor. I'll have to take a close look, but I don't see a way to route the turbolifts around such a corridor without protruding from the hull.

How many "docking ports" and other non-transporter access paths does the TMP Enteprise have?
  1. The main landing bay (just listing it for completeness, not "really" a docking port.
  2. The two primary-hull-underside things... which seem perfectly nonsensical, really (an INCREDIBLE amount of wasted space there!)
  3. The main saucer "gangway hatch" on the port side (which DOES make great sense, actually, but was never used again after the TMP SFX sequences were shot, but SHOULD have been used in the "spacedock" sequences in ST-III and ST-VI, as far as I'm concerned.)
  4. The various "maintenance access hatches" on the top of the primary hull (waaay too many of those, but it did give them a cool sfx bit with Kirk, Spock, McCoy, and Ilia walking around on top of the hull, so....)
  5. The "standard docking port" on the back of the bridge module... which is utter nonsense to have there unless the bridge module could potentially be ejected and require docking for crew recovery later... but made sense from a "series shooting" standpoint, I suppose, since it meant that you could have more stuff set on the Bridge set without having to have the crew go off to some other set. Production practicality trumping design logic, in other words...
  6. The ports on the neck, which seem to be there for torpedo reloading, and COULD be there for "refueling" purposes (matter and antimatter) as well?
  7. The ports on the side of the secondary hull, which seem to be there for cargo transfer.
  8. The various underside-primary-hull hatches which seem to be there for loading of "consumables" items (I assume unprocessed food, water, atmosphere, replaceable filtering, whatever).
When docked... the most practical means of moving crew in and out really is the "main gangway hatch." The other hatches really are intended for specific purposes other than "crew transfer."
That's a good iteration through the ports, and some very good points that I had not yet realized.

If you're interested in how I, personally, do a starship design, well... I've done several, but at the moment I'm engaged in fleshing out the guts of the TOS Enterprise. You might find it interesting, since I'm addressing the very questions you're discussing, albeit for the earlier incarnation of the ship.

http://www.trekbbs.com/showthread.php?t=89810
Oh I have been following that thread with interest since before I joined the forums. I have taken a great deal of insight from your production and that discussion (and a few others on this site) and applying them to my own project. I'll probably be posting my WIP on the internals for the TMP Enterprise later this week (I finally have some renderable parts done). I am taking a different approach however, from the inside out. I am starting with the decks and equipment that are required, and building them first (from the bottom up), but I will go into the details of my thought processes and design decisions when I start that thread over in the Art Forum.
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Old May 11 2009, 05:38 PM   #28
Cary L. Brown
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Re: Vertical Intermix Chamber and TMP Enterprise

CTM wrote: View Post
Cary L. Brown wrote: View Post
The main issue, there, is that I don't think that there's actually room in the neck for both rooms as built. But if you can "adjust the room" a little bit... make it, say, 30% narrower... then it works fairly well.

As for ergonomics... the main lift has to be at the front of the dorsal, forward of the reactor core (though not nearly far enough forward as far as I'm concerned!) and between the two launch tubes (and loading bays). That's not really a problem... if you can make it all fit in, that is.
Oh, I can make it fit, it is just a tight fit. Just the idea of the Torpedo Room Crews having to access their duty stations by passing though the room housing the VIC or the Jeffries Tube (in fact, the only way I can make this work is they actually pass through both) from a Turbolift stop that (while in use) blocks all traffic up/down the neck. Such single points of failure and bottlenecks are a poor design choice (speaking as an Engineer).
I'm not sure I'm following you re: having to go through the intermix chamber and jefferies tube. First off... I am not aware of any Jefferies tube in the TMP Enterprise at all, much less a specific one in a specific location in the dorsal. In my case, I tend to assume that there is some form of piping/wiring trunk running up the trailing edge of the dorsal, probably very much like a TOS Jefferies tube, but there's nothing on-screen to indicate as much, is there? So, what tube are you referring to?

Second... if you assume that every deck along the vertical shaft has the little "glass balcony" around it... but that in some cases (like the torpedo room) there's nothing there BUT the glass balcony... it's not really all that large, is it? As far as I'm concerned, I'd say that there is nothing but an octagonal roomlet in that location on the "torpedo deck."

So, for me... if I were doing this... I'd put the lift at the very leading edge of that deck, facing directly aft. I'd put a short lateral "lobby corridor" immediately aft of that, going port to starboard, but almost a square.. with a door to aft, opening onto the "glass balcony," another to the port torpedo room, and another to the starboard torpedo room, plus the door to the car itself. I would NOT have a "docking station" separate from the tube proper there, because... well... there's no room, that's very true.

Additionally, there would be the "one man lift car" from engineering which will go to the "glass balcony" on every deck, including this one... and probably several ladderways. I'd put ladders port and starboard at the front of this area (one per laucher bay, in other words) leading down, and probably one (just aft of the "glass balcony" room) leading upwards (to the "torpedo magazine room" on the deck above).

That's how I'd do it. Your mileage may vary.
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Old May 11 2009, 06:06 PM   #29
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Re: Vertical Intermix Chamber and TMP Enterprise

Cary L. Brown wrote: View Post
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The main issue, there, is that I don't think that there's actually room in the neck for both rooms as built. But if you can "adjust the room" a little bit... make it, say, 30% narrower... then it works fairly well.

As for ergonomics... the main lift has to be at the front of the dorsal, forward of the reactor core (though not nearly far enough forward as far as I'm concerned!) and between the two launch tubes (and loading bays). That's not really a problem... if you can make it all fit in, that is.
Oh, I can make it fit, it is just a tight fit. Just the idea of the Torpedo Room Crews having to access their duty stations by passing though the room housing the VIC or the Jeffries Tube (in fact, the only way I can make this work is they actually pass through both) from a Turbolift stop that (while in use) blocks all traffic up/down the neck. Such single points of failure and bottlenecks are a poor design choice (speaking as an Engineer).
I'm not sure I'm following you re: having to go through the intermix chamber and jefferies tube. First off... I am not aware of any Jefferies tube in the TMP Enterprise at all, much less a specific one in a specific location in the dorsal. In my case, I tend to assume that there is some form of piping/wiring trunk running up the trailing edge of the dorsal, probably very much like a TOS Jefferies tube, but there's nothing on-screen to indicate as much, is there? So, what tube are you referring to?

Second... if you assume that every deck along the vertical shaft has the little "glass balcony" around it... but that in some cases (like the torpedo room) there's nothing there BUT the glass balcony... it's not really all that large, is it? As far as I'm concerned, I'd say that there is nothing but an octagonal roomlet in that location on the "torpedo deck."

So, for me... if I were doing this... I'd put the lift at the very leading edge of that deck, facing directly aft. I'd put a short lateral "lobby corridor" immediately aft of that, going port to starboard, but almost a square.. with a door to aft, opening onto the "glass balcony," another to the port torpedo room, and another to the starboard torpedo room, plus the door to the car itself. I would NOT have a "docking station" separate from the tube proper there, because... well... there's no room, that's very true.

Additionally, there would be the "one man lift car" from engineering which will go to the "glass balcony" on every deck, including this one... and probably several ladderways. I'd put ladders port and starboard at the front of this area (one per laucher bay, in other words) leading down, and probably one (just aft of the "glass balcony" room) leading upwards (to the "torpedo magazine room" on the deck above).

That's how I'd do it. Your mileage may vary.
That is, essentially, how I am doing it. I'm basing my model off of the Strategic Designs deckplans, but making some of my own edits to make it work, and actually fit together. As always, what was seen on screen takes precedent over any other feature. WRT the neck, I have a ladder (seen in TWOK with Spock and then later Kirk climbing down and opening a hatch to continue farther down) running between the "Glass Balcony" and the main torpedo bays (it is a vertical shaft originating in the saucer in the Impulse Engineering spaces). One could call this a "Jeffries Tube" though on-screen there was no equipment or connections in there (and in my previous post, I was referring to this as a Jeffries Tube). There could easily be a Jeffries Tube running along the aft edge of the neck (in fact, the plans I am using call for one). There is not room for the Turbolift to actually move out of the shaft without running into the "Glass Balcony" and still have space to access it (i.e. not have the doors basically open into the void).

The location of the "one man lift car" seen in Main Engineering would place it outside the hull above the Torpedo Decks, and in the Starboard Tube on the Main Torpedo Deck (There are plural, as we see the torp's lowered from the deck above the main deck). This evening, I will post my WIP and notes in the Art forum for a more detailed description and analysis (I'm starting with U-deck and have gotten to T-deck in my modeling, but I have all the decks in 2D Cad already).
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Old May 12 2009, 03:09 AM   #30
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Re: Vertical Intermix Chamber and TMP Enterprise

My WIP thread is now posted in the Art Forum http://trekbbs.com/showthread.php?t=92307
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