Since I’ve last posted, a lot has happened. I’m now living in the countryside for one, and tranquility has been great for my creativity.
My setting now includes five major characters: Triumvar Jonas Lothfield, the captain (of sorts) of the eponymous starship and one of the protagonists of Freehauler Alcione, teenage Kamren Sortnoi-Valentinon and her friend Marcel Landin, the two protagonists of Mechacross, who are gifted a mech by a rogue military entertainment complex AI, Marcel’s older brother Perryn Landin, the main protagonist of The Universe is full of starving xenopaleontologists, and mechaneer and spacer girl Freedai Reynofar, who joins the crew of the Alcione.
The Alcione herself has had a makeover. I wasn’t really satisfied with the old modular design. It was too much a compromise between high realism hard SF (an actual hardSF spaceship would certainly be modular, but it would be much smaller, say 100 meters, and use some sort of torch or nuclear pulse propulsion (such as feature on the excellent Atomic Rockets site), and the more fantastical space fantasy type universes of Star Wars and Warhammer 40k.
I decided to scrap the modular design and make the ship a single integral vessel. I wanted to keep the vertical skyscraper/tower design, but add various organic elements, and also mechanistic greebles (bits and pieces on the outside of a ship hull that have been an essential part of the “giant starship aesthetic” for 40 years, since Star Wars revolutionised the way space opera should look).
Because I wanted a huge ship, I also kept the reactionless drive, but reluctantly decided to get rid of the negative matter propulsion idea. Despite its hard science credentials and originality it felt too fidgety from a practical tech reason (the amount of negmass would constantly have to be modulated to exactly counterbalance the ship’s positive mass) and, more important, a great big ball of negative matter chasing the ship would be counter-intuitive and not accommodating to space opera aesthetic
One thing I definitely wanted to retain was the tower design. The whole artificial gravity perpendicular to the direction of motion thing is so contrived and derived on the need to rationalise human actors in a 1 gee environment (only Gravity breaks the mould) combined with the naval ships in space trope of Star Trek and Star Wars that it makes absolutely no sense in a worldbuilding and storytelling context.
The result is a vertical spaceship a mile high, in which gravity is generated by acceleration provided by a handwavium drive, and when the drive is switched off, e.g. when the ship is docked, the situation is one of weightlessness.
The nearest I can think of to this configuration is Alastair Reynolds Lighthugger, and of the artwork available, the one at the top of this page, with its massive construction and menacing sense of power is the closest to how I currently envisage the Freehauler Alcione (part freighter, part privateer), although it would likely present a somewhat less intimidating appearance, if only to encourage trade.
As I want to create my own scifi representations, I’ve started learning Blender (a popular open source and free 3d modelling package), with an eye to making a 3d model of the Alcione, although I may have purchase a powerful graphics card, because of the computational demands on rendering an image.
It’s turned out to be a steep learning curve indeed, as Blender isn’t the most user friendly of programs (though for all I know the professional packages that cost thousands of dollars are just as hardlearn).
Originally I was going to attempt the interior as well, but with the complexity and time requirements it looks like an exterior view will be enough for now.