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how much space is necessary to house all your tools, including the hardware for allowing a pilot to board and sticking in the astromech if applicable, repairing a vessel, and orienting it toward the aperture it uses to actually get into space.
I'm generally prone to defaulting from direct observation of the movies to the sources of inspiration that created them. We see various options occurring in the films, but the one I think are most telling are the scenes in the Massassi Temple and aboard Home One. Both of these show a LOT of space for each given fighter, with a comparable amount of support hardware to WWII fighter bases.
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Obviously this will differ between your spaceships and your starships - the one has foundries to manufacture parts, and the other does not.
Well, that does depend; a star battleship for example would usually be large enough to feature quite extensive support for its fighters.
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But in the hangar and maintenance bays themselves, I suppose there is a great amount of similarity between the two.
Yes, generally the support needed to keep a fighter operational is the same regardless of the size of the ship - bigger ships can support greater numbers.
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as starfighters don't usually need a runway, one must assume those conventions are a bit skewed. I figured I would ask someone with an engineer's mindset instead of guessing, and so here I am.
So, any thoughts on how much space is needed to comfortably manage a starfighter? A squadron thereof? Is there a ratio we might employ, and does it stay constant as the number of ships involved increases?
Well, it would vary, possibly enormously, depending on your local resources. But as things to consider, I'd bear in mind that -
Starfighters must have free range of movement to traverse their docking space. They must be able to get to and from landing zones and their housing areas, ideally fuelling and munitions loading areas would be separate and they must also be able to get to repair and maintenance zones as well. To do that they must have 'road's of space between these zones, and there must be sufficient leeway to allow for errors in judgement by the ship handlers, be they pilots or ground crew. Floating a Y-Wing into another Y-Wing is never going to result in a good day, and you'd minimise the chances of that happening whenever you could. So, every fighter needs a 'park' position, these can be fairly tight squeezes if you have to, but must allow for other means of extracting the vehicle to be used if the ship is completely depowered. A fighter then would be moved to a tech bay of sorts, though this may well just be an area of flat-top painted with different stripes, to be given a pre-flight, then off to be loaded and fuelled, and then to the launch area. That's a LOT of flat top, BUT much of it will end up being shared by other ships.
Pilots generally require areas to stand by in, 'ready rooms' if you will. The size of these would obviously depend on the number of pilots you'd have on hand, bearing in mind that in most real world bases, these areas tend to be where the pilots hang out even if they're not required to do so for duty - if they're awake, and on the base, you'd usually find them here.
Ground crew also require such spaces, those these can be further out - ground crew on duty will almost never have 'nothing to do'.
Fuel requires space, quite a lot of it for fighters. In RW environments this is handled by a variety of solutions from fuel tankers to under floor lattice tanks. Actual fuelling as seen in ANH involved snaking a pipe up from the ground (So we assume underground tanks) and there would be a limited number of these pipes. Fuelling from a tanker would require the tanker to get close enough to the ship to deploy a hose in a similar fashion, and THAT means the tanker's needs of movement must be accounted for.
Munitions loading is dangerous as all hell, and requires specialist hardware. Torpedoes and missiles have to be stored somewhere safe, then transported safely, usually on specialised carts, and loaded, often with special loading cranes.
Getting a pilot in and out of a fighter would require little other than a basic ladder, usually. Even these are often unnecessary as with a few kick panels and strategic gizmos, most pilots can climb down the outside of their fighter. Loading astromech requires, usually, a crane. This was ceiling mounted in both Yavin and Home One, but carts so equipped would, I'm sure, be commonplace.
Getting crew and misc stuff around would often necessitate having 'jeep' style vehicles (We see one or two on Yavin).
In the RAF these resources would generally be issued to a pool of around four fighters, so one fuelling van, 'jeep', munitions loading cart possibly a munitions crane and a mobile crane for every group of four ships.
In general terms you'd expect each fighter to go through around a half dozen minor replacements per day, fuses, capacitors, air filters etc. these are ideally done according to each individual fighter's log book, which tell the crew chiefs exactly when they need to swap parts out. (This is also the part of having fighters that puts most players off them, and the part most often overlooked by GMs) Additionally two serious jobs would occur in an average week. These would be things like replacing a hull-plate, stripping down a landing gear element to clean it, or degaussing the entire CRMS system. A major repair would occur every three to six weeks, and these would be things like replacing an entire ion drive assembly, re-coring the hyperdrive skewers, or, in the case of the Alliance, cleaning the damn things.
These repairs etc require a large supply of spare parts, and the means to get to do them, for example, if you need to scrub out a landing gear element, you need to be able to support the fighter without it. Engines are heavy and require cranes and transport to shift, so there'd be another level of support vehicles for these purposes. In general these sorts of heavy lift vehicles would average around one per squadron, or twelve ships depending on how you organise them.
On a ship, many of these functions can be built in overhead systems, and that makes things a lot easier.
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I will admit this is aimed mostly at getting good rules of thumb for hangar deck and small-carrier floor plans
As a real rule of thumb, I'd say in general I would allocate nine times more floor space than the size of the fighter, but that would end up pretty tight.
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I'm quite tired of people trying to ram starfighters into the side of a tiny ship, as was done for example in the darkstryder campaign. I figure one can do better.
I concur entirely.
In games I run, I have fighters as being very dangerous pieces of equipment, and their power and usefulness is countered directly by how much time effort and money you need to sink in them to get them to work at all. When I have had players with them, I usually devise complicated charts for random malfunctions for each ship, based on how much support they get. There's a special kind of joy to be experienced as your maverick pilot boxes in that Imperial shuttle full of dignitaries only to find that for want of swapping out the thermal interlink cooler fuse when it said to in the manual, the magnetic launch tubes for the torpedoes won't work.
So anytime the various sources start jamming these things in like tuna in a net, I get agitated.