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🛒 Products & Blog: blog.gi7b.org 🌐 Live App: https://pages.gi7b.org/gi7b/ships-vehicles-designer/ 💻 Source: https://git.gi7b.org/gi7b/ships-vehicles-designer
GitHub mirror archived — active development is here on Forgejo.
ships-vehicles-designer
Products: https://blog.gi7b.org
Mneme Ships and Vehicles Designer
A mass-based, delta-V-centric spacecraft and vehicle construction framework for the Mneme setting. Compatible with Cepheus Engine / Traveller-style tabletop RPGs.
Overview
This repository contains the Mneme Vehicle Design System (MVDS) — a physically grounded engineering framework that replaces the traditional displacement-ton abstraction with realistic mass budgets, propulsion analysis, and procedural generation.
The system serves as:
- Reference tool — model historical rockets (Saturn V, N1, Energia-Buran, Falcon 9, SLS, Starship)
- Design tool — build new vehicles within realistic engineering envelopes
- Mini-game substrate — simulate political, financial, and human-capital tradeoffs of space programs
- Procedural generator — seed-based creation of companies, engineers, and programs with Features and Bugs
- Knowledge base — human-readable methodologies for agents and humans to follow
Core Philosophy
The physics is non-negotiable; the politics is everything.
We can predict theoretical limits with high confidence. We know chemical rockets will never exceed ~470s Isp. We know steel pressure vessels have known failure modes. We know how much energy a solar panel can collect at 1 AU. These limits are bounded by physical law.
What we cannot predict is which nation will fund the breakthrough, how many prototypes will fail, or whether a pandemic redirects budgets. Therefore, MVDS provides hard physical ceilings, conservative engineering estimates, and economic modeling to bridge the gap between what is possible and what is achieved.
Growing the pie is not just altruism — it is survival of the species.
The technological participation required from our 8 billion population to achieve spacefaring and world-fixing capabilities is very high. Modeling the infrastructure and development economies need is part of our goals.
Final Functional Goals
Vehicle Design & Planning
- Design and plan 3D models for vehicles that can be expressed in the system
- Build most vehicles from TL 7 to TL 9 using constraints and function
- People need only know a similar ship and express needs in constraints to build vehicles
Complexity Levels
The system breaks down into 3–4 levels of complexity:
- Level 1 — Base concepts (mass, delta-V, thrust)
- Level 2 — Subsystems (engines, tanks, avionics)
- Level 3 — Integration (staging, mission legs, economics)
- Level 4 — Advanced (procedural generation, multi-ship comparison, combat integration)
Knowledge Indexing
- All methodologies are human-readable and linked to algorithms
- Agents can use the knowledge base to help humans follow the design process
- Save / Save-As / Load / Import / Export allows anyone to update and share designs
Future: Godot Integration
- Procedural 3D ship and vehicle builder
- AAA-game-quality visualization
- A layman can learn everything in small chunks and start playing with it
Documentation
Core Specifications
- Mneme Ship Design System — Complete v0.1 specification covering decimal TL framework, vehicle taxonomy, mass budget & delta-V mechanics, BOM structure, propulsion tables, Features/Bugs system, procedural generation, and Saturn V calibration data
- TL Fraction Mapping — 0.1 TL granularity with year ranges (1950–2075+), component dating, calibration anchors, and PMR interaction rules
Knowledge Base
- Knowledge Base Index — Overview of all knowledge base documents
- 01 — Delta-V Budget — Mission legs, Tsiolkovsky equation, gravity losses, reference budgets
- 02 — Impulse and Engines — Isp, thrust, T/W ratio, thermodynamic cycles, engine types by TL
- 03 — Powerplants — Solar, RTGs, batteries, nuclear, theoretical maximums
- 04 — Mass Methodology — Mass fractions, propellant fraction, dry mass budgets, margin philosophy
- 05 — BOQ Methodology — Component costing, assembly trees, learning curves, PMR cost multipliers
- 06 — Staging and Structures — Stage separation, geometry simplification, structural margins, reusability impact
- 07 — Material Science — Steel to carbon composites, strength-to-weight, thermal limits, cryogenic considerations
- 08 — Procedural Design — Vertical layout, fuselage constraints, spin habitats, generation pipeline
- 09 — Economic Analysis — Infrastructure demand, technology participation, innovation economics, world-fixing capabilities
Taxonomy & Archetypes
- Vehicle Taxonomy — Complete classification system (kind, size, crew suffixes)
- Rocket Classification — PROP-ARC / STG-CFG / MIS-ORG axes
- Spacecraft Archetypes — 13 vehicles across 5 archetypes with TL assignments
Conversion & Reference
- SimpleRockets Conversion Rules — SR2 craft → MVDS vehicle conversion with 30 real-world calibrations
Application Features
Design Screen
- Build vehicles structure-by-structure
- Add components (engines, fuel tanks, avionics, crew modules, etc.)
- Real-time mass and delta-V calculations
- Component library with 7 categories
Compare Screen
- Side-by-side comparison of up to 3 vehicles
- 3 view modes: Standard, Compact, Super Compact
- Row-aligned metric comparison with diff highlighting
- Top-line performance summary per vehicle
- Optimized for 1920×1080 displays
Library
- 36 pre-built vehicles including historical rockets and converted SimpleRockets crafts
- Saturn V, Falcon 9, Apollo CSM/LM, Orion, Artemis HLS, and more
- Filter by type, TL, and origin
Save / Load / Import / Export
- Save vehicles to browser localStorage
- Export designs as JSON files
- Import JSON files from other users
- Share designs via file exchange
Project Status
- Current Version: v0.3
- Display Target: 1920×1080
- Library Vehicles: 36 (6 hand-crafted + 30 SimpleRockets conversions)
- Build Status: ✅ Passing
Recent Milestones
- ✅ Multi-ship comparison with 3 view modes
- ✅ SimpleRockets conversion system (30 vehicles, 93% validation pass)
- ✅ Save/Load/Import/Export system
- ✅ Knowledge base (9 documents)
- ✅ Spacecraft archetype definitions
Next Milestones
- Multi-structure BOM support (staging)
- Procedural vehicle generation from constraints
- 3D visualization bridge
- Godot engine integration
Related Projects
- CE ShipGen — Mneme combat and encounter system (RAW-compliant combat engine, tokens, deckplans)
- Mneme World Generator
- Name-Place-Faction Generator
- Cepheus Engine Character Generator
License
This project is licensed under the GNU Affero General Public License v3.0 (AGPL-3.0).
Part of the Game in the Brain / Mneme RPG ecosystem. Justin can run Mneme at 2050–2100s and see how the world was reshaped by the technologies — with humanity surviving all that happened after the pandemic and the slide to fascism and techno-corporate feudalism.