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Introduction:

The Ticonderoga Class Heavy Cruiser is the most complicated piece of machinery ever designed by man.  This manual is designed for both the new cadet and the seasoned fleet officer as an introduction to this class of starship.

 

Design History:

Following the victory of the United Systems Alliance in the war against the Klinshaya Empire in 2184 A.D. , the newly formed Alliance Starfleet felt the need to both modernize and enlarge the fleet.  Learning numerous lessons from Terra's aging Icarus class battlecruisers before, during and after the war, a new starship design was envisioned incorporating the newest technologies of the Alliance worlds, a design as powerful as any in known space.   The keel of the first of this class of starship was laid down in Mars Orbit in June of 2187, and would be christened U.A.S. Ticonderoga in honor of the starship that turned the tide of battle during the Klinshaya attack on Terra in 2180. Currently U.A.S. Ticonderoga serves a dual role as a fleet training vessel and is attached to the Sol System defense fleet.

 

Starship Structure:

The Ticonderoga class hull consists of three main subassemblies:

Main Hull:

The sphere shaped hull at the forward of the starship.  This hull contains most of the command and control hardware for the ship, including the ship's main K-4 computer system.  Officer quarters, VIP quarters, science labs and the main sickbay are located in this section.  The ship's main bridge is located on Deck 1 at the top of the sphere.

Interconnecting Neck:

This section of the ship connects the Main and Engineering hulls, including the turbolift passthroughs, energy conduits, and atmosphere systems.  The ship's main lifeboat facilities are also located in this hull.

Engineering Hull:

This section of the ship contains the ship's power generation facilities, crew quarters, shuttle bay, and recreation areas.  It is by far the largest part of the ship, and the most heavily armored.

 

 

 

 

 

 

 

Starship Operations:

 

Helm Console:

Short range sensor target selection is entered by double clicking on the desired target on the short range 
sensors display.  Other control functions are indicated below:

1 - Short Range Sensors Power

2 - Short Range Sensors Active / Passive Select

3 - Short Range Sensors ZOOM OUT

4 - Short Range Sensors ZOOM IN

5 - Short Range Sensors CENTER on selected target

6 - Reaction Control System Status Indicator

7 - Reaction Control System Power Indicator

8 - Reaction Control AUTOPILOT ENGAGED Indicator

9 - Reverse Course Select

10 - Intercept Course Select

11 - Trim Select - Set Pitch/Roll to zero

12 - Docking Port 1 Select/Disengage (NavComp Dock Mode must be active)

13 - Docking Port 2 Select/Disengage (NavComp Dock Mode must be active)

14 - Reaction Control System Manual Yaw Selector - small arrows are for fine correction

15 - Reaction Control System Manual Pitch Selector - small arrows are for fine correction

16 - Reaction Control System Manual Roll Selector - small arrows are for fine correction

17 - NavComp Mode Selector

18 - NavComp Course SET Selector (currently unused)

19 - NavComp Course SELECT (NavComp Destination Star Mode must be active)

20 - NavComp Navigational Coordinate Accept - transferred from Navigation or Command Intelligence Station

21 - NavComp data entry BACKSPACE key

22 - NavComp data entry keys - exact function varies with NavComp Mode

23 - Hyperdrive Status Indicator

24 - Hyperdrive Power Select

25 - Fusion Engines Status Indicator

26 - Fusion Engines Power Select (overridden by throttle control)

27 - Fusion Engines Throttle Control

28 - Gravity Well Indicator

 

Tactical Console:

Short range sensor target selection is entered by double clicking on the desired target on the short range 
sensors display.  Maximum weapon ranges are indicated by the red/orange circles on the short  range display.

Target Lock is indicated by red indicators and a lock tone on the targeting scanner.

Other control functions are indicated below:

1 - Short Range Sensors Power

2 - Short Range Sensors Active / Passive Select

3 - Short Range Sensors ZOOM OUT

4 - Short Range Sensors ZOOM IN

5 - Short Range Sensors CENTER on selected target

6 - Weapon Power Toggle

7 - Selected Weapon FIRE

8 - Weapon Firing Arc Selector

9 - Fire Salvo Select (Fire All Weapons Available At Current Target)

10 - Deflector Shield Power Toggle

11 - Weapon Targeting Scanner Display

12 - Deflector Shield Status Indicator


Engineering Console:

Engineering is arguably the most important  control panel aboard ship.  From this panel, power generated aboard ship is allocated to the ship systems that require it.  Damage to the vessel is also monitored, as is the functioning of the computer systems.

1 - Structural Integrity /  Hull Damage - Monitors current damage to the ship's superstructure.  When damage exceeds superstructure, the ship is in imminent danger of exploding.

2 - Matter / Anti-Matter Reactor Control - Sets and monitors the amount of power generated by the starship's main reactor

3 - Fusion Engine 1  Control - Sets and monitors the amount of power generated by the starship's starboard fusion engine

4 - Fusion Engine 2  Control - Sets and monitors the amount of power generated by the starship's port fusion engine

5 - Auxiliary Fusion Generator 1  Control - Sets and monitors the amount of power generated by the starship's emergency fusion reactor
Note: Auxiliary Generators are intended for emergency use only, the will lose efficiency if continuously activated

6 - Auxiliary Fusion Generator 2  Control - Sets and monitors the amount of power generated by the starship's emergency fusion reactor
Note: Auxiliary Generators are intended for emergency use only, the will lose efficiency if continuously activated

7-  Computer System Monitor - Monitors the processing load on the starship's computer system.  Note that systems will fail to activate if the computer system is overloaded.

8 - Power Allocation Mode Select - Toggles the mode for automatically allocating power to starship systems

These modes are:
AUTO ALLOCATION - Systems receive power on a first come/first served basis
ALERT STATUS ALLOCATION - Systems receive power based on the current alert level of the ship, i.e. at battlestations weapons and shields will receive priority
MANUAL ALLOCATION - Power is allocated manually from this panel.  This is the most efficient manner to allocate system resources, but also the most complicated.

9 - Total Power Allocation - Monitors the amount of power used in relation to the amount currently being generated.

10 - Life Support Power Allocation - Sets and monitors the amount of power allocated to the ship's life support system.  Lack of power to life support will cause injury to the crew due to lack of heat and breathable atmosphere.

11 - Deflector Shield Power Allocation - Sets and monitors the amount of power allocated to the ship's deflector shields. This is easily the most power intensive system aboard the ship.

12 - Weapon Systems Power Allocation - Sets and monitors the amount of power allocated to the ship's weapons.

13 - Teleporter Power Allocation - Sets and monitors the amount of power allocated to the ship's teleporters.

14 - Tractor Beam Power Allocation - Sets and monitors the amount of power allocated to the ship's tractor beam generators.

15 - Propulsion  Power Allocation - Sets and monitors the amount of power allocated to the ship's fusion engines for propulsion.

16 - Hyperdrive Power Allocation - Sets and monitors the amount of power allocated to the ship's hyperdrive engine.

17 - Systems Status Display - Monitors the damage and efficiency of all shipboard systems.

18 - Mode Toggle - Toggles the Systems Status Display mode.

These Modes Are:
System Scan - Continually scans all systems for damage
Damage Report -
Shows only those systems that are currently damaged
System Select - Allows Individual systems to be highlighted and displayed for purposes of determining the system's location

19- Page Up/ Page Down buttons for the system display

20 - Deck by deck systems status display - shows the location and status of any damaged system

21 = Increments / Decrements the deck displayed by the status display