Welcome to the third instalment of the Daedalus Starship project! I will give you a tour of the secondary hull, which is now complete:
About this creation
I found that I had to shorten all the elements of the secondary hull because my proportions were looking pretty accurate. It was very elongated relative to the sphere section (over 5 sphere diameters in length, instead of just over 3 as it should be). So the stud lengths are now 358 for the engines, 256 for the aft section, and 494 overall. If we take the true minifig scale into account (1 stud=1 foot), that comes to about 162 meters, which is close enough in my book. Next time I’ll figure these things out ahead of time!
Deck 8 begins with the connection point up front. The turbolift and stairs are about halfway down the secondary hull. Forward of that there are two large VIP staterooms along with more crew cabins. The main plasma conduit coming up from the warp core splits off into the engine pylons, and although I haven’t really connected the pylons to the hull I tried to show some structural supports in this area. The aft half of the deck is taken up with hibays for the arboretum, deuterium tank, and upper impulse engineering.
Deck 9 has the remainder of the crew cabins, bringing the total capacity to 237. The arboretum has a ‘shed’ for groundskeeping. The deuterium tank is a non-habitable area, so access to upper impulse engineering is from the deck below.
On Deck 10 behind the turboshaft is the landing deck control room. Aft of this are catwalks overlooking the landing area, at the end of which are the ladders to the impulse deck. Forward of the turboshaft is the secondary computer core, which occupies decks 10, 11 and 12. The rest of the deck is devoted to empty expansion rooms. These can be modified into additional cabins, medical units, storage, alien environments, meeting rooms, or VIP cabins with their own offices. It wouldn’t be a proper starship without some flexibility!
Deck 11 is the landing deck, with an elevator that lowers the two standard shuttlepods to the Hangar on deck 12. This is also a cargo lift, and provides access to the upper cargo hold. Forward is a triage area, in the event that the ship experiences a disaster or is required to respond to one. There is also a morgue and stasis units for personnel whose injuries are critical but which cannot be treated on board.
Deck 12 starts with Main Engineering. The warp core is flanked by two skids of antimatter pods, all mounted on ejection rails. The entire room can be sealed in the event of a coolant leak or core breach. Behind the emergency doors is a Master Systems Display and the chief engineer’s office. (I tried to borrow elements from a variety of Enterprises.) Then comes auxiliary control, a combination of engineering and a battle bridge, and the emergency batteries. Along the sides are fabrication facilities and workshops. Next is the computer core, upper cargo bay, and finally the Hangar Deck. This occupies part of Deck 13 to increase the hangar height.
On Deck 13 below main engineering we see more antimatter storage, including spare pods, hatches and ejection skids. No spare core, unfortunately! Then we have some cargo rooms, the lower cargo bay, and an access corridor surrounding the subdeck machinery. (I cheated on the elevator mechanism, I didn’t take the time to think it through.)
At the front of Deck 14 is the antimatter generator. The ship is supplied with antimatter at starbases but this is for emergency use, in the same way that the Bussard ramscoops on the warp engines are not the primary source of hydrogen but assist in its collection. At the far end is the aft armoury, which is arranged to accomodate the impulse engine hibays. Between are more cargo rooms.
Deck 15 has two ventral hatches. The first is for the main tractor beam emitter, which is mounted on the ceiling with a scissor lift. It is meant to tow objects too large for the landing deck, but isn’t powerful enough for a really large ship. Then there is a cargo hatch with its own airlock. The remainder of the deck is an open area used for equipment assembly, sorting collision debris, or a staging area for cargo. At the far end is the lower impulse deck, more or less identical to the upper.
Here is a view of the ventral surface, with open hatches and tractor beam extended.
The aft-facing hull was one of the first things I completed for this section. The landing deck door is a single piece that slides down into a pocket, and is held in either an open or closed position with two long connector pegs. It was simpler to design than segmented horizontal doors, and it also worked well with the given shapes of the rear hull. The coloured bars are directional lights to guide incoming craft, and you can see the ports for the armoury below that. Impulse engines are above and below (16 vectored exhaust nozzles altogether, although some schematics show 18 or even 20).
The forward part was the most difficult with its conical section. It might have been easier to do this with angled plates but not in LDD! I also wanted the circular panels on the front of the engineering section to be functional, so I imagined that these could be hatches for an ejection system. I therefore designed a warp core and skids of antimatter pods that are mounted on rails, which can easily slide out.
This results in a rather different looking engineering room than the NX-01 or anything else we've seen, but I think it is still consistent with Star Trek technology. (The blue tanks are bulk liquid storage.)
Hey! More working, less talking. (And that 5 o’clock shadow is non-regulation.)
Truly inspiring! I am utterly amazed you were able to make this in LDD. I've tried some massive minifig scaled projects and abandoned most of them because of the limits of LDD and my computer. Your project has motivated me to get back to work...