View Full Version : Yt-1300
RoloGutwein
01-14-2010, 09:16 PM
Over on my blog (http://starwarsdakota.blogspot.com/2010/01/yt-1300.html), I've posted about the YT-1300 and some of the peeves I have with things that have been presented about it (like it's size and internal arrangement). Every year or so, I try to work these things out for myself- and usually peter out when it gets more complicated. Finally, though, I think I've found something that works. What follows is what I would consider the 'stock' internal layout on the 'fresh off the line' YT-1300. Each of the main 'bays' are modular in design, able to be swapped out for different things- some could remain cargo, others could be passenger quarters, another could be a lounge, etc. Likewise, the various bulkhead doors could be sealed/removed as suited the owner and internal arrangement. The two small 'pods' near the cockpit are 2 man escape pods that drop ventrally out of the craft- while the port-and starboard areas could be used to house either more/larger pods or cargo loading ports. Keep in mind, this is just a rough layout that I want to 'finalize' before putting some detail in it. I'm posting it here because I'd love to get some feedback/criticism on the idea behind it. Look forward to hearing from you all. Thanks!
here (http://starwarsdakota.blogspot.com/2010/01/revised-yt-1300.html)
Whill
01-14-2010, 09:34 PM
I like it
Grimace
01-14-2010, 10:21 PM
Well, while the design isn't bad, I have wonder... If the "loading lift" is in between the forward sponsons, then why does the area on the ship itself look both hollow between the top and bottom, and like it has a thickness to the bottom section indicating instruments of some sort contained in them?
All in all, though, since this is a freighter, and it is the YT-1300, literally any of these configurations that people come up with, including yours, could be a version of the ship produced.
So it's a decent deck design. Too many doors that could malfunction and result in atmospheric failure for my taste, but not a terrible design.
RoloGutwein
01-15-2010, 10:14 AM
@Grimace
The loading lift area (as I envision it) is not enclosed—I see it as kind of a clamp-like arrangement, where the lower 'jaw' drops, providing a platform (or even ramp) that cargo is loaded onto then lifted up for loading into the ship through the forward hatch. As far as the instruments are concerned, I know the Falcon, at least, had concussion missile launchers mounted in this area, so that could be part of it. It has always been difficult when working out a 'stock' YT-1300 because the only example we have to go off of is the Falcon, which is supposedly heavily modified. Thus, I was thinking that many of the 'greeblies' on the falcon would not be present on the 'stock' ship.
As far as the Door thing goes, that again would represent options available on an 'empty' ship. Areas could be sealed off as per the requirements of the owner. For example, the large bulkhead doors that lead between the bays—I included those to try and make up for what I consider a major shortcoming in the design—the fact that in many 'canon' (RPG) incarnations of the YT-1300, it seems very inefficient to move cargo around within the ship. But if some of the compartments were being used as crew quarters or lounges, those side-doors would simply not be there and metal bulkhead plates would be welded in their place.
But also, considering the fact that these ARE supposed to be air-tight bulkhead doors, having a lot of them may be a maintenance hassle, but could conceivably serve to 'compartmentalize' the craft, in the case of depressurization—one space may get vented, but those near it would retain pressure.
But as you said, Grimace—literally any of the configurations people come up with could be a version of the ship.
I really appreciate the feedback—makes me examine and re-examine why I did things the way I did. Hopefully I have reasons for them.
jmanski
01-16-2010, 12:17 AM
Critism. Beware. The Cockpit Access Corridor (#5) is very long and is a waste of very useful space. I'd rather see a shorter corridor and the cargo holds mirrored or nearly mirrored port to starboard. [/rant]
Other than that, the floorplan is thought out and seems to work. I agree that the cargo would most likely come in from front loading arms (or a lift, as you say), but also need to be movable out at least one of the docking rings.
Anyhow, remember when dealing with a YT-1300 you are messing with a fan favorite- whether it is the Falcon or not. I feel WEG dropped the ball by not having more information (or, perhaps, more GOOD information) about the Falcon. [/2nd rant]
The artwork looks fabulous. Keep up the good work.
copeab
01-16-2010, 10:40 AM
Critism. Beware. The Cockpit Access Corridor (#5) is very long and is a waste of very useful space. I'd rather see a shorter corridor and the cargo holds mirrored or nearly mirrored port to starboard. [/rant]
I'd put the crew quarters in the the 'pie slice' occupied by the corridor. I'd probably put the passenger bunks on the port side aft of the escape pod (Bay #3). I'd put the crew/passenger lounge aft of the starboard escape pod (Bay #3).
I'd use Compartments A and B for machinery, which you seem not to have alloted space for other than the power core.
Cryonic
01-16-2010, 09:19 PM
http://images3.wikia.nocookie.net/starwars/images/1/13/YT-1300_72dpi.jpg
cheshire
01-17-2010, 07:55 AM
Wow. That looks really nice. Where did you get that?
copeab
01-17-2010, 10:28 AM
Where does the crew sleep on the TY-1300f?
Bobmalooga
01-17-2010, 11:14 PM
In the main hold. There are two beds located there, its on the map. LOL.
Cryonic
01-17-2010, 11:18 PM
Wow. That looks really nice. Where did you get that?
I linked it from the source material at wookiepedia.
Where does the crew sleep on the TY-1300f?
Look closely at section 7. You'll see the refresher station next to it and two bunks in that bay.
Bobmalooga
01-17-2010, 11:28 PM
This was a ship that was used for a time in the game I presently running. It was (as I am sure you can tell...) heavily modified after being stolen a couple of times and finally returned to its rightful owner.
If I ever figure out where I can post a pic, I will happily post the internal map of the Karma.
In the mean time though...
YT-1300p Passenger Transport
Craft: Corellian Engineering Corporation YT-1300p Passenger Transport
Type: Space Transport
Scale: Starfighter
Length: 26.7 meters
Skill: Space Transports: YT-1300p
Crew: 1 to 2
Crew Skill: Varies widely
Passengers: 9
Cargo Capacity: 75 tons
Consumables: 2 months
Cost: 100,000 (new), 25,000 (used)
Hyperdrive Multiplier: x1
Hyperdrive Back-Up: x2
Nav Computer: Yes
Maneuverability: 1D
Space: 8
Atmosphere: 480; 800 km/h
Hull: 5D
Shields: 2D
Sensors:
Passive: 10/0D
Scan: 25/1D
Search: 40/2D
Focus: 2/3D
Weapons:
Laser Cannon
Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 4D
Breakdown of the map and modifications made to the Bad Karma.
Boarding ladders: Ordinarily this configuration of the YT-class freighter had boarding ladders instead of boarding ramps on both the port and starboard, but a previous captain had a near fatal run in with a band of rabid Jawas on Tildigela and had the Starboard side converted into a standard descending entrance ramp but left the interior door in place to act as secondary security to keep people from gaining immediate entrance to the ship. The portside ladder is still intact and can act as an airlock when docking with larger vessels.
Escape Pods: Situated on the port and starboard sides, these lifeboats each seat six passengers and can only be accessed while the ship is in flight. Thrusters arrayed around the circular entrance port at the aft of each pod are used to launch them safely out of the sockets and away from the doomed transport. These pods also contain one week of military style rations and a water canteen with a purifier for each passenger; it should be noted that the rations are of a ‘dubious nature’.
Main Corridor: This ring-shaped tubular passageway encircles the central core of the ship and provides convenient access to the systems and the compartments arrayed around it. A terminal governing the power core is recessed into one wall of the corridor and protected from unauthorized access by a locked panel. Recessed into the floor of this corridor, near the cockpit access corridor are two secret storage compartments capable of holding 1 ton of cargo each. Both are hidden and scanner resistant (Difficult sensors roll to find.)
Observational deck / Gunnery tube access. This vertical shaft running through the core of the ship contains a metal ladder that links to small chambers featuring transparisteel viewports for passengers who wish to peer outside. The defensive laser cannon is mounted on top-most chamber and can be rotated 360 degrees like most turrets. The artificial gravity in these compartments is set up to create the best viewing angle for observers or gunners.
Cockpit Access Corridor: The floor of this long, tubular corridor angels up slightly to meet the cockpit floor, which is situated a few feet higher than the main deck. There are two steps up into this corridor and the tube can be cut off from the rest of the ship from either end by security access doorways.
Cockpit: The control deck of the Bad Karma has been modified from the standard configuration of just two seats. There are four seats in the cockpit; just like in the freighter model (one for the pilot and the co-pilot) the other seats give whoever else is in the cockpit access to the navigation equipment and the communications / sensory array equipment.
Refresher: This is the ship’s public refreshing facility. Though larger and more accommodating than the tiny facilities in the passenger cabins, there is only one such chamber with the extra amenities to service the ship’s crew and all of its passengers. There is a spare medkit stored in this area as well as towels and cleaning supplies.
Circuit Bay: A cramped chamber situated off of the main corridor allows for maintenance and diagnostic access to the transport’s unremarkable Hyperdrive, and a small floor hatch can be removed for limited access to the vessel’s power core. A locked hatch typically seals the compartment.
Passenger cabins: These three modular sections provide recessed sleeping accommodations for a total of nine passengers. Each contains a single small refresher in a private closet-sized space as well as several storage compartments for luggage and personal effects. There are spare pillows and blankets stored in the compartments when those areas are not in use.
Passenger Lounge and Galley: Passengers and crew use this space to socialize, relax and eat meals. Simple terminals built into the walls offer any number of passive entertainments to distract bored travelers, while a semicircular lounge seat surrounds a large dining table that’s perfect for games like Sabacc. The terminals are configured for both holomovies and databooks as there is a small selection of both aboard the ship. In this area is refrigeration unit that can be latched shut while the ship is in flight and the galley cabinets are racked so that the cans or other items load from the rear and are replaced as taken from the cabinets. There is also a small oven range / microwave unit for food preparation. Nearby, a removable floor section allows maintenance access to key ship systems.
Freight loading area / Cargo Hold: Freight of any significant mass can be loaded into the only cargo hold by means of this receiving area. Freight can be loaded from two different places, either from the pressurized doors that open to a cavity between the forward mandibles, or through a small freight elevator that allows large cargo to be directly lifted into the hull. This large chamber is used to store any items of noteworthy size that the passengers wish to take with them, as well as food stores and other freight. Recessed into the floor of this area, are two secret storage compartments capable of holding 1 ton of cargo each. Both are hidden and scanner resistant (Difficult sensors roll to find.) Due to modifications done to the Karma this area is slightly larger than normal and typically empty unless the ship is doing a cargo run of some kind. Currently stored in this area is a Repulsor skiff that the group stole from Tattooine.
Engineering Bay: This area of the Bad Karma has actually seen the most modifications as ordinarily there is a freight elevator and 5 individual crew escape pods in this area, but these were removed by a previous captain to gain more cargo capacity. Computers in this oversized compartment regulate the YT-1300’s engine systems, access to the engine can be gained from this area
copeab
01-18-2010, 02:49 AM
Look closely at section 7. You'll see the refresher station next to it and two bunks in that bay.
I was wondering about those. I guess that means that there are two bunks in the engineering bay (13) in the passenger version; I thought they were consoles or stations.
Bobmalooga
01-18-2010, 07:38 AM
Yep, those are bunks in the engineering section. I still haven't figured it out for myself yet so don't feel so bad. LOL
RoloGutwein
01-18-2010, 10:55 AM
Yeah, the maps provided by the d20 stuff are actually really well done—and they're what I based my own designs on. Only problem I saw (and still see) with them is the confined area for moving cargo within the ship. I mean, look at the YT-1300f. It's (11) Holds both have doors opening into the (12) Engineering bay...yeah, they're big doors, but any cargo moved there has to go through the smaller opening leading to the central ring, and from THERE it goes out to the (2) Docking Rings. It just seems very inefficient-hence my internal rearrangements.
@jmanski
Yeah, the cockpit corridor has ALWAYS bothered me on this design, as corridors in general represent wasted space. I am tinkering now with what to do and I have a few ideas—namely storage lockers along the wall, as well as maybe some pull down bunks that could be used on a strictly 'cargo' version that doesn't have any crew cabins built in. Also a pull-down 'head' would probably be standard issue as well (a toilet seat that folds up into the wall, like they have on some military cargo planes).
@copeab
Compartments A&B are either auxiliary storage OR space for more machinery. The 'blank' layout that I've given is meant to include all the stock machinery on a model (most of which is located beneath the deck or out at the rim of the freighter or in its 'mandibles.'
Cryonic
01-18-2010, 06:58 PM
Yeah, the maps provided by the d20 stuff are actually really well done—and they're what I based my own designs on. Only problem I saw (and still see) with them is the confined area for moving cargo within the ship. I mean, look at the YT-1300f. It's (11) Holds both have doors opening into the (12) Engineering bay...yeah, they're big doors, but any cargo moved there has to go through the smaller opening leading to the central ring, and from THERE it goes out to the (2) Docking Rings. It just seems very inefficient-hence my internal rearrangements.
Actually, 11 goes to 12 which has a ramp to unload with. Look closely and you'll see areas with dashes surrounding them in 12 and 1. Those are the ways out. So cargo doesn't go through the central ring.
RoloGutwein
01-19-2010, 09:33 AM
Actually, 11 goes to 12 which has a ramp to unload with. Look closely and you'll see areas with dashes surrounding them in 12 and 1. Those are the ways out. So cargo doesn't go through the central ring.
I did miss that. I thought it was just another 'maintenance' hatch or something (like they had in some of the other holds).
Cryonic
01-19-2010, 10:46 AM
I did miss that. I thought it was just another 'maintenance' hatch or something (like they had in some of the other holds).
That would be a pretty big access hatch as it is 15'x15' in size :) The smaller ones behind it (smaller in that they are only 5'x5') are probably for accessing equipment in the engine area (like we see Han doing while the Falcon is about to get to an asteroid field).
Powered by vBulletin® Version 4.1.9 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.