Pirates Without Borders
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Messages - cameron

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31
Contest / Entrance / Level 1
« on: September 27, 2018, 11:34:43 AM »
[img=https://precariat.us.to/GetFile/gZLrW/dl/w480][/img]

Level 1 is the main entrance to the Precariat (when landed). People can enter the elevator and go to their desired level, or walk through to level 1. This level is 1,800 sq.ft.



Rough use of the levels has been outlined in the Subsystems thread.



Possible uses of this level could be a Welcome center, or Processing center ("Customs") for people entering & leaving the ship.



Below is an overview of the floor plan. Click the image to download a 1' grid version for sketching up your basic floor plan.

[img=https://precariat.us.to/GetFile/FA2ek/dl][/img]



This level is 15' high including space for flooring, life support (HVAC), plumbing, or any cabling needed to run the ship. There is an elevator shaft through all 15 levels to carry humans and freight (if necessary).



Of course the levels aren't "set in stone". They are a starting point. If you feel a level height should be modified, do your design, and make your case for the change. Everything is open to suggestion if you can make a compelling case.



Post your work or suggestions for Level 1 in this thread.



Cameron

https://precariat.us.to/ (Bounty!)

32
Contest / Bridge / Level 10
« on: September 25, 2018, 05:35:38 PM »
[img=https://precariat.us.to/GetFile/QLiFS/dl/w480][/img]

Level 10 contains elements of the "Bridge". This is an 8,800 sq.ft. level that will contain ship controls, the Captain's cabin, a ready room, avionics, and other rooms related to flying the ship.



Rough use of the levels has been outlined in the Subsystems thread.



Below is an overview of the floor plan. Click the image to download a 1' grid version for sketching up your basic floor plan.

[img=https://precariat.us.to/GetFile/zUcmq/dl/w350][/img]



This level is 15' high including space for flooring, life support (HVAC), plumbing, or any cabling needed to run the ship. There is an elevator shaft through all 15 levels to carry humans and freight (if necessary).



Of course the levels aren't "set in stone". They are a starting point. If you feel a level height should be modified, do your design, and make your case for the change. Everything is open to suggestion if you can make a compelling case.



Post your work or suggestions for Level 10 in this thread.



Cameron

https://precariat.us.to/ (Bounty!)

33
Design / Re: Introduction
« on: May 06, 2018, 07:35:29 AM »
Uploaded the ship to Sketchfab so you can view, rotate, zoom & explore the model in your browser. You can also walk through the ship if your browser is VR capable. Click the image to view the model.



[attachment=0]Untitled.jpg[/attachment]

34
Design / Re: Cargo Design
« on: May 06, 2018, 07:31:55 AM »
Uploaded both cargo designs to Sketchfab so you can view, rotate, zoom & explore the model in your browser.



[attachment=1]Untitled1.jpg[/attachment]

[attachment=0]Untitled2.jpg[/attachment]

35
Design / Re: Introduction
« on: April 08, 2018, 02:35:48 PM »
[attachment=1]slide37.jpg[/attachment]
[attachment=0]slide30.jpg[/attachment]

36
Design / Re: Introduction
« on: April 08, 2018, 02:34:59 PM »
Have been working on an animation of the Precariat. Added a level 5 window, and a rear window to engineering (which may become something else). Here's the clip of a "quick assembly", virtual tour, and flight put to obscure but inspiring 70's music.



You can view the animation here... http://precariat.us.to/animation



As always... Please Donate!



Cameron
[attachment=2]slide36.jpg[/attachment]
[attachment=1]slide34.jpg[/attachment]
[attachment=0]slide38.jpg[/attachment]

37
Design / Re: Cargo Design
« on: April 08, 2018, 02:29:12 PM »
[attachment=0]slide35.jpg[/attachment]

38
Design / Re: Cargo Design
« on: April 08, 2018, 02:28:20 PM »
Came up with another style of "cargo" that uses the Precariat as an air launch system for satellites.



There are a total of 52 launch tubes to launch several types of payloads. The Precariat would lift to 100km, then each tube could launch it's own stage 2 rocket to take it's payload to it's final altitude & orbit.



There are 33 small (5' dia. / 72' long) launch tubes for rockets with smaller cube-sat style payloads like Vector-R/H & Falcon 1.

16 medium (17' dia. / 72' long) launch tubes for Falcon 9 style payloads. And 3 large (26' dia. / 448' long) launch tubes for something much larger.



Rockets would be launched from the "cargo hold" with cold-gas thrusters, then ignite their main thrusters once clear of the ship.



The Precariat replaces the conventional stage 1 of a rocket launch system. The rockets that launch from the ship only need enough power to achieve orbital velocity and lift the payload to it's final altitude.



Was going to make an animation to show the process, but it will take forever (please donate!).



Cameron


[attachment=2]slide31.jpg[/attachment]
[attachment=1]slide33.jpg[/attachment]
[attachment=0]slide32.jpg[/attachment]

39
Design / Re: Cargo Design
« on: January 18, 2018, 11:27:28 AM »
The cargo hold could carry anything. I just used shipping containers to show scale (using something familiar). The entire cargo hold would be a sort of "pod" that you could fill with whatever you like. Different "pods" could be designed to carry anything. Just trying to come up with a docking system that would be universal to all "pods".



There's a freight elevator for other parts of the ship (non-cargo). Gasbags could be loaded that way if necessary. I was also wondering if you could flood the cargo hold with helium/hydrogen to displace any air in the cargo hold and provide extra lift. Though it would probably kill any live cargo in the cargo hold.



Which is another option... If your cargo needs life support, the cargo hold would have to be designed to provide it. The different designs of cargo holds are endless. I was just trying to figure out how they would all be lifted by the Precariat.

40
Design / Re: Cargo Design
« on: January 17, 2018, 07:06:13 PM »
Have been reworking the cargo hold. Released a new model at http://precariat.us.to/cargohold (please donate!). This cargo hold is the smaller size that fits version 3 of the Precariat.



Have been trying to figure out how to dock with the cargo hold in 3D space (including yaw, pitch, and roll). Haven't been able to come up with anything hi-tech. I suppose a laser guided automatic docking system can take control of the ship and perfectly align it to the cargo hold in any position under any weather conditions. But someone else will have to design it : )



Trying to be practical, all I could come up with is using mooring lines and winches to "pull" the ship into place (the same as ocean ships). The Precariat would float close to the cargo hold, then drop lines to connect at various points.


[attachment=1]p41.jpg[/attachment]

With the mooring lines connected, the cargo hold (or the ship) could winch itself into position. Once in position, the ship & cargo hold would "lock" together. The bottom of the ship contains a grid of I-beams that are integrated into the ship's structure.


[attachment=0]p42.jpg[/attachment]

Need a structural engineer to do the math, but the largest I-Beam I could find was 24" that weighs ~120lbs per foot. I'm not sure how many beams you would need to lift 500 tons, but made a grid of beams totaling 1786 feet. Which added 107 tons of weight to the ship(!!!). I couldn't find any graphene I-beams. Can someone calculate how much a beam can "lift" per span (ten 95' spans shown) and how many are needed to lift a fully loaded cargo hold?



For the locking mechanism, all I could think was to grab onto the i-beams. Once winched into place, the cargo hold would literally "grab" the ship and hold on (watch yellow clamps at the top of the image).



http://precariat.us.to/GetFile/nL5r9/dl" alt="" class="bbc_img" />



Hopefully detaching the cargo will be much easier. Just disconnect and float away (after adjusting lift/ballast to compensate for losing the cargo weight).



Cameron

41
Design / Re: Introduction
« on: December 29, 2017, 09:28:39 PM »
Hi EB,



I've thought about stability (i.e. the ship becoming top heavy and flipping over). The cargo is more than enough to lower the center of gravity so it will always be right side up (as long as you have cargo). I also thought about adding water tanks just above the cargo, or near the tail (in engineering) to balance out the weight distribution. The belly of the ship (just above the cargo hold) is 45K+ sq.ft. a 1 ft. deep tank would hold 342K gallons (or 1300+ tons) of water (more than the ship can lift). There is plenty of space to pump water around if necessary.



I still have concerns that the ship is just too big, needs less cargo space, or even more lift capacity (it just increased 46 tons with the "version 3" redesign). I'm sure it will all balance out eventually.



As far as ballast for jettisoning. There was a hint of that topic discussing recompressing helium to reduce lift. Rather than dumping weight to gain lift or venting gas to reduce lift, the ship could re-compress the helium (or hydrogen?) for descent, and re-expand the gas for lift. Need the engineers to figure out how exactly to accomplish this. It could take hours (or days?) to compress the helium before detaching the cargo hold (and losing that 500 ton ballast).



I believe the idea is that the ship will be electric. The turbines are huge (I think 80'-100' diameter). Not sure if those will work, or will be replaced with many smaller versions to add redundancy (and not have a 90' fan blade : )



Energy storage could be achieved by batteries, splitting H2O (then recombining when needed), or your spinning flywheel idea (thanks). Though flywheels and batteries are very heavy, so I don't know if they would be preferred (it's not up to me).



Collecting water from the air and splitting into hydrogen & oxygen seems like pretty cool way to store energy (even if it's not efficient). If the ship really gets 20 acres of solar panels, you would have more energy than you'd need (and not worry about efficiency).



I'm not sure how the Merlin engines would work. I suppose you can generate your own liquid oxygen, but would still need to carry & store kerosene/rocket fuel. Maybe they can be upgraded to hydrogen engines like Blue Origin's BE-3 engine.



Still trying to think about the solar panels. The existing setup isn't very flexible (no pun intended). They can only be deployed in space and don't move to track the sun. Someone would have to study the feasibility of covering the entire ship in solar panels (including the wings). Currently the most efficiency comes from pointing directly at the sun. Orienting the ship to always be perpendicular to the sun would be much less practical than unfolding a "sail" that can pivot in any direction.



A "flight deck" could be on top of the ship. Possibly at the front where the big gun is located (currently just for looks). That turret is almost 60' diameter. The upper deck is over 65K sq.ft.



Cameron

42
Features / Re: Subsystems
« on: December 27, 2017, 03:07:49 PM »
Here's the cutaway for version 3 of the Precariat.
[attachment=1]p40.jpg[/attachment]

Decreased the size of the cargo hold from 2.3 million cu.ft. to 1.2 million cu.ft. Also made it detachable. The smaller volume can still hold 7,000 tons of marshmallows (more than the ship can lift).



The cargo decrease was added to the lift envelope gaining 1.3 million cu.ft. This increases the lift capacity 46.7 tons to a total of 1,056 tons (2,111,916 lbs).



Fattened the "chin" to increase living space to 377,953 sq.ft. Drastically increased Engineering floorspace. Added separate freight and human elevators to access the 15 floors. This has nothing to do with cargo loading. It is for loading people & components into the living levels. The freight elevator is large enough for a 40' shipping container if you wanted to store cargo on the living levels (or living cargo). Will have to add the counter weights to the total ship weight. There are pics on the Intro thread



Level 5 now connects to the cargo hold during flight (via an airlock) for interfacing with the different cargo designs.



Here's a comparison of the old cutaway.
[attachment=0]subcmp.gif[/attachment]

43
Design / Re: Introduction
« on: December 23, 2017, 01:06:03 PM »
Posted the top floor of the elevator, but forgot to show the bottom floor. Large side for freight, small side for people (about 6'x8').


[attachment=0]p39.jpg[/attachment]

44
Design / Re: Introduction
« on: December 23, 2017, 08:24:55 AM »
[attachment=2]p36.jpg[/attachment]
[attachment=1]p37.jpg[/attachment]
[attachment=0]p38.jpg[/attachment]

45
Design / Re: Introduction
« on: December 23, 2017, 08:23:27 AM »
[attachment=2]p33.jpg[/attachment]
[attachment=1]p34.jpg[/attachment]
[attachment=0]p35.jpg[/attachment]

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