OOC: Flying Ship Notes
Jul. 18th, 2006 07:17 pmSo, to keep from replaying scenes of Final Destination in my head while flying, I did my best to bring on some happy char bleed. Aeroplanes! So, there are notes.
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With a flying ship one wouldn't be up this high. However, Wellard will have to determine how to measure altitude, and learn weather signs better. A ship at sea in a storm is bad enough, but in the sky? There are 3 dimensions in which to get tossed, and oen of them ends in a rather hard place.
Lift:
If this works for Elda's magic, perhaps?
The spell can have measures of buoyancy, so the amount of lift can be moved in and out of use in set increments. A lot here depends if this can be done mundanely or would have to be constantly done with magic. Elda may end up as ship's engineer, if the latter- specially at first.
Altitude:
Do research on early aviation. Back when they still just used a compass and navigated by landmarks, how did they know the altitude? Air pressure gage? Something suitably old-fashioned, though I do think Wellard is going to have to learn another hundred years worth of science, all around.
Anchors and Mooring:
For the harpoon anchor, do research as to whale-hunting techniques at the time. M&C mentions whaling, but not the methods used. Harpoons and cannons can't be too far from each other. This works for getting the anchor much more stable in the ground than a regular sailing ship's anchor on the ocean floor.
Mooring- too keep the ship at a stable distance with the wind pushing it down in any direction, 3 mooring anchors should be used.
Anchor design- The anchors are actually based more on harpoon design, to be shot into the ground. Upon impact, low-level charges detonate, opening up the harpoon into a prong, to lodge more securely into the ground. Upper braces lock into position to keep the side spikes pushed out. These braces are knocked out when the anchor is to be pulled out.
This would either be done by a ground crew, or by ship's crew to then be pulled up. A good question is if it would be safe enough for them to ride the anchor line back up, or if they should have their own lines. (Safety harnesses on always, of course.)
Rudders:
The rudders for turning port and starboard work on the same principle as a regular ship. The difference is in the size, and that the two-part rudder is taller than the height of the hull, reaching below and above it.
The rudders to control the pitch are located to the sides of the hull. The principle for operating these remains the same as the rear rudder.
Things that need to be researched or figured- what is the range of motion available to standard rudders, so what is the possible angle for turning- at least for port and starboard? Then, the possible range for the pitch rudders? Though for these it is also a question of what angle of ascent and descent is safe.
With later designs for ships, the hull is most likely going to change, with the sides curving up and inwards more, for added safety and to provide a better shaped vessel for moving through air rather than water. Steering and navigation may also move more to the front of the ship for better visibility and response time.
---
With a flying ship one wouldn't be up this high. However, Wellard will have to determine how to measure altitude, and learn weather signs better. A ship at sea in a storm is bad enough, but in the sky? There are 3 dimensions in which to get tossed, and oen of them ends in a rather hard place.
Lift:
If this works for Elda's magic, perhaps?
The spell can have measures of buoyancy, so the amount of lift can be moved in and out of use in set increments. A lot here depends if this can be done mundanely or would have to be constantly done with magic. Elda may end up as ship's engineer, if the latter- specially at first.
Altitude:
Do research on early aviation. Back when they still just used a compass and navigated by landmarks, how did they know the altitude? Air pressure gage? Something suitably old-fashioned, though I do think Wellard is going to have to learn another hundred years worth of science, all around.
Anchors and Mooring:
For the harpoon anchor, do research as to whale-hunting techniques at the time. M&C mentions whaling, but not the methods used. Harpoons and cannons can't be too far from each other. This works for getting the anchor much more stable in the ground than a regular sailing ship's anchor on the ocean floor.
Mooring- too keep the ship at a stable distance with the wind pushing it down in any direction, 3 mooring anchors should be used.
Anchor design- The anchors are actually based more on harpoon design, to be shot into the ground. Upon impact, low-level charges detonate, opening up the harpoon into a prong, to lodge more securely into the ground. Upper braces lock into position to keep the side spikes pushed out. These braces are knocked out when the anchor is to be pulled out.
This would either be done by a ground crew, or by ship's crew to then be pulled up. A good question is if it would be safe enough for them to ride the anchor line back up, or if they should have their own lines. (Safety harnesses on always, of course.)
Rudders:
The rudders for turning port and starboard work on the same principle as a regular ship. The difference is in the size, and that the two-part rudder is taller than the height of the hull, reaching below and above it.
The rudders to control the pitch are located to the sides of the hull. The principle for operating these remains the same as the rear rudder.
Things that need to be researched or figured- what is the range of motion available to standard rudders, so what is the possible angle for turning- at least for port and starboard? Then, the possible range for the pitch rudders? Though for these it is also a question of what angle of ascent and descent is safe.
With later designs for ships, the hull is most likely going to change, with the sides curving up and inwards more, for added safety and to provide a better shaped vessel for moving through air rather than water. Steering and navigation may also move more to the front of the ship for better visibility and response time.