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Old July 30th, 2009   #1
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Default BorgMan's Alcove

So... Welcome to the Alcove! I'll throw in my images I make, some are sketched and others are models, but I hope you have a nice time viewing them

For reference purposes I'll start off with my Starfleet Centre for Stellar Cartagrophy, a set of drawings I made for a competetion which directly influenced the creation of my Hayden Class scouts.

Starfleet's Centre for Stellar Cartagrophy (often shortened to SC²) is the leading institute responsible for litteraly mapping the stars. It's campus houses the biggest observation dome in Federation history, including four accompanying towers that house the immense computer cores that enable this facility to function. What started out as an ordinary mapping station during the early days of warp flight in 2160, now is a state of the art research centre anno 2385. It uses a combination of holodeck technology and physical means to create a 360 degrees, 3D map of all quadrants. Every section of each quadrant can be magnified locally and inspected closer by means of an inspection cart, while a general overview can be maintained and viewed from a central platform. Please hold into consideration that the South Tower is not shown, but is there!




What people see above is just a tip of the iceberg, literally, as the majority of the facility is subterrainean. Undergrounds it's safer to let the computercores operate at subspace speeds. This is necesary as every quad of data is routed directly to SC2. The giant, 24/7 active hologram therefore represents the most acurate map known to Federation scientists. Every spaceship with a mission profile of 5 years and longer is required to synchronize it's maps with the one availlable at SC2, and ships with a shorter profile and civilian ships are adviced to do so. It's easy to access the outer ring of the facility, but to enter the dome you will need to make an appointment as it's always crawling with people.

The system of carts has proven highly effective in that multiple observation sessions can be executed without anyone hindering someone else working in the dome. It has a solid reputation, with only two accidents in the past five years. Both accidents involved a disabled safety system of the carts, and apart from some bruises the victims did not have serious injuries. An emergency forcefield is present, which activates if an object in the dome reaches speeds of over 15km/h, such as a falling person or cart, after which the person in question can be transported to the sickbay present in the facility, or a cart can be transported to the garage under the dome.



Those who step in for the first time are always amazed! The dome measures 1 kilometer in diamater, but the entrance to said dome is done via the entrance hall. There the most important interfaces towards the dome are present, and during crisis times this room and it's adjecent rooms are the most crowded spaces in the entire complex. Starfleet Command uses the dome to view both friendly as enemy movements in said periods, and several wars were won because of the fact that several simulations could be played at once, including the effect a said movement would have on the rest of the fleet




Before you go anywhere in the complex, you need to go to the reception, where you are given the clearances needed and appointments are confirmed. The way in is guided by a pond on both sides of the entrance, even flowing inside the Hall. Then, visitors are identified by the computer by means of biosignal and communicator ID. Those who work in the facility are also identified by this means and can thus enter the inner circle without passing the reception. Also present in the reception are two large screens which both give a different view on the Dome, making it possible for visitors to get a glimpse of the working Dome without the need to register.




And we go up and up, towards the walkways connecting the four towers which house the visible parts of the immense mainframe which SC2 uses to process it's data. Some swear by the tubes, as they are known, as they love the view and can come to rest. Others hate it, as they can't stand the height at which they are and become terrified when a gush of wind moves them a little bit. Point remains that the towers, in combination with the walkways, mark the most recognisable parts of the Starfleet Centre for Stellar Cartagrophy!



Above drawings are pretty old by now and, unfortunately, out of scale. Here's a peek inside the model that's still in the works, though I have NO idea when it will be done (it's kind of... huge... >_<).


Everything you see is done is SketchUp Pro 7:




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Old July 30th, 2009   #2
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Default Re: BorgMan's Alcove

Damn, you weren't kidding about Star Trek fandom, and you're drawing. Both are underrated.

Very, very good idea with some architect-quality drawings. Very nice.

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Old August 1st, 2009   #3
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Default Re: BorgMan's Alcove

This ship is an oldie; I stumbled upon her while searching for another design (there's like 100's of drawings scattered around two drawers), but when my eye fell upon her I just had the urge to do something with it. I could use some ideas in how to model the deflector housing, though. My vision for this prototype is that it's made from a Starfleet perspective, not Arturis' race: the energy for the slipstreamtunnel is channeled through four emitters on the nacelles, because afterall, Starfleet uses nacelles for their propulsion, not deflectors. That results in a fairly normal deflector, perhaps with a fallback system so that the deflector can aid in the stabilisation of the slipstreamtunnel, but it will most definitely not be the main source.








And lastly a render of the deflector area



I'm kind of wondering if this is the best way to go, but I really want to stay away from a Dauntless deflector as hard as possible. Suggestions, anyone?

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Old August 5th, 2009   #4
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Default Re: BorgMan's Alcove

Simply stunning additions, youve got props mate. *bows*

As for the deflector issue, have you tried making it a bit more curved and streamlined, say like the Sovereign's?



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Old August 16th, 2009   #5
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Default Re: BorgMan's Alcove

^ I have looked at that option, but have decided not to.

As a matter of fact, I came by some other drawings I made that could be used as slipstream nacelles. I'm not exactly sure where this all will take me but I'll let you know ASAP In the meantime, here's two shots from the cargo bay situated behind the shuttlebay:



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Old August 23rd, 2009   #6
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Default Re: BorgMan's Alcove

Here's the work in progress sketch of the Spine: the first generation slipstream core that the Aurora uses:



As you can see, there are several pipes leading off of the main core. They do... something, my Treknobabbler came up with a use for them:

Quote:
Originally Posted by Babbleon Engine Technology Group
Quantum Slipstream Prototype USS Aurora:

Inspired by data gathered by USS Voyager (see attached files). This file introduces basic slipstream physics and serves to offer non Engineering personnel a basic primer on slipstream drive operation.

OVERVIEW: Conventional warp-drive as envisioned by Vulcan and Human science involves a gross distortion of real-space via the application of a hyper-spatial electromagnetic/gravametric field. This field is generated by the interaction of certain energetic byproducts of matter-antimatter reactions with a specific class of densifed matter arranged into paired coils. The resonance of these coils provides the spatial distortion that drives the vessel forward.

This has been the status-quo for over 200 years.

A new understanding of the quantum-level structure of the universe has allowed us to create a new form of drive. By projecting converging gravametric beams to a pre-determined point it is possible to open a psudo-wormhole. Entering the wormhole bypasses normal spacetime, allowing incredible velocities to be achieved. This is not a true wormhole, as the endpoints travel with the vessel... in effect the vessel can create a wormhole at will and exit it at a destination point. Interaction with normal space is very limited, therefore the ship can travel with shields offline as there is matter or obstructions within the slipstream nor is there any way for an object in realspace to interact with the vessel.


As with conventional warp drive the heart of the drive is a matter-antimatter reactor. For slipstream drive power is applied to four redundant gravametric beam generators and a subspace matrix projector. The system can operate with two of four generators offline. The interaction between the intersecting beams and the subspace matrix create a massive alteration of the very fabric of space, in effect a tunnel. The tunnel at this point is three meters high but no thicker than the diameter of a neutron. The subspace matrix is altered to force open the tunnel and stretch it to the dimensions of the vessel. Once this occurs the ship enters the tunnel and applies a specially tuned spatial interaction field generated by the nacelles, this forces the tunnel to remain open. The collapse of the tunnel behind the nacelles pushes on the energy field produced by the nacelles, imparting tremendous velocity upon the vessel. So long as the matrix is projected ahead of the vessel the vessel moves forward.

Stopping the vessel at a specified point involves creating a window in the matrix and a controlled sequential power-down of the nacelles and the near simultanious creation of a standard warp field... This in effect ejects the vessel from the stream where it gradually slows to sub-light velocity in the normal method.

Currently, our understanding of slipstream physics is limited. The nacelles generate the interaction field by bouncing a tuned particle stream between two tetryon field mirrors. The interaction between the particle stream and the tetryon field create a subspace distortion capable of interacting with the quantum tunnel.

In traditional warp-drive, dilithium crystals are used to convert and tune the energetic reaction products to useful energies. In slipstream drive, the same matter and antimatter streams are used but the useable product is produced by interacting the streams with a benimite crystal. Benimite is a very rare and precious commodity at this time, true stable benimite can only be created under laboratory conditions. This is a very labor and energy intensive process, and currently the yield of stable crystals is less than 5% of all crystals produced. In the event of the loss of the ship, recovery of the crystals takes highest priority over all other operations.
So... The sketch is practically to scale to fit the space available in the rear of the ship, though the deck layout is nowhere near final; neither are the "spinal columns" along the core (that's actually my mistake; I thought I had centered the slipstream converger / Dilithium chamber properly. I was wrong >_<). Anyway, C&C would be highly appreciated

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Old August 23rd, 2009   #7
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Default Re: BorgMan's Alcove

I can see the potential of this a next gen FTL drive for the Feds. This'd make a good power source for the Ent-J



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Old August 31st, 2009   #8
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Default Re: BorgMan's Alcove

Allrighty... I have worked pretty hard the last couple of days to give you this:

The Spine.




This core is a combination between a normal warp core and the slipstream core seen in Hope and Fear; litteraly. As said, this is the first generation, meaning that with the switching of the crystals (detailed in a former post) the energy output changes as well, necitating in two seperate PTC's: one for regular plasma, two (above and below the original PTC) for the transport of the Benimite focused stream.

I am not sure yet how to show the plasma globe-like discharges in the core but I'll get there eventually. The entrance is 3,5 meters high, though I'm not sure yet how it translates to the deck layout once I install it (very bad: I haven't checked it just yet) so perhaps I'll have to make a risen platform in the beginning to let them allign properly. Anyway, enjoy, and please give me C&C on this one. If I'm correct, this will be the first modelled Federation slipstream core so I could use all the help I can get

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Old September 7th, 2009   #9
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Default Re: BorgMan's Alcove




Allright, a small step away from the core until I know a little bit better what to do with it. I've started work on the bridge, including the conference room and the captain's ready room. Due to the somewhat unique shape of the hull the last two can't be placed next to the bridge as is common with a lot of starships, so instead they are moved to the back and the front, respectively. As always, C&C is appreciated, it's been a longtime since I've designed a bridge so I might be a little rusty

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Old September 8th, 2009   #10
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Default Re: BorgMan's Alcove

Cool, I really like the new vector work. Will it be using TCARS touch screens?




Last edited by Jetfreak; September 8th, 2009 at 03:08 AM.
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