Tech the Tech: The Ships of the White Star Fleet

I’ve been working on a model of the White Star from Babylon 5, and have gone down the rabbit hole of cataloging and recreating the sets (at least, the one that’s visible through the ship’s forward windows). I’ve already done a post on the celtic knot designs decorate the bridges of the White Stars in season 4 and 5, so this is an overview of the design variations on the bridge set overall.

I’ll be illustrating each variation with a cutaway CG model of the bridge. To be clear, this version of the bridge has been modified to fit within the exterior shape of the bridge module on the ship, so it isn’t intended to be a perfect match to the original sets. That’s another project.

White Star 1

Throughout season 3, we only see the bridge of the original prototype White Star.1The White Star Fleet was introduced three episodes before the end of the season in 3×20 “And the Rock Cried Out, ‘No Hiding Place,'” but while we saw the other White Stars on the outside, there were still only scenes set on the original ship in the subsequent episodes. The bridge evolves over the course of the season, settling on its final form in 3×18 “Walkabout.” As it is a prototype that’s being tested in use, it does make sense in-universe for the bridge to be constantly modified.

This diagram is circa 3×08 “Messages From Earth,” the ship’s third appearance, but is consistent with its layout for the rest of the season.
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References
1 The White Star Fleet was introduced three episodes before the end of the season in 3×20 “And the Rock Cried Out, ‘No Hiding Place,'” but while we saw the other White Stars on the outside, there were still only scenes set on the original ship in the subsequent episodes.

Comparing the Homeworld Motherships

After playing Homeworld 3 recently, I wanted to see how the Khar-Sajuuk and Khar-Kushan compared to the original Motherships (and, for that matter, how the original Mothership and Pride of Hiigara compared to each other) from the prior games, as well as Sajuuk an ancient ship discovered at the end of Homeworld 2 whose technology was incorporated into the next generation of Motherships, and the Kuun-Lan, the flagship in Homeworld: Cataclysm/Emergence, which is seen both its original configuration and its final appearance after several modifications over the course of the game. I extracted the models and texture maps from HWR and HW3 and set up this comparison scene. The scales are all directly as they came out of the game, cross-checked by the old trick of flying a fighter to one end and seeing how far the other one was with the move tool, so these are all to in-game scale.1The Kuun-Lan is at ~31% of the in-game figure, in accordance with the convention that the original Homeworld and Cataclysm/Emergence use feet as the in-game units, while the later games use meters. If anyone wants to use these images in another scale chart, the vertical edge of the image is 3,460 meters tall.

(Technically, the HW3 Motherships are upside-down compared to how they orient vertically in-game, but the top is their “hero” angle, and starboard is the usual perspective on the first two Motherships, so I had to compromise.)

However, I’m not entirely trusting of the in-game scale. After all, the original Homeworld’s manual says the first Morthership is “really” ten or twenty times larger than it is in-game. I made a second image, this time scaling the HW3 Motherships up so the size of their Hyperspace Core modules matched the similar feature on Sajuuk (the main cannon on the Khar-Sajuuk is clearly derived from Sajuuk, but the shape is different enough that there was nothing to scale-match), assuming since the ships from HW1 and 2 can all interact with each other in campaign and skirmish and are all Mothership-class, they’re all correctly sized relative to each other. There’s a little leeway involved, the two Hyperspace Core housings aren’t exactly the same shape, but this method makes the HW3 Motherships about 1.6 times longer than they are based on the in-game scale. The vertical edge of this image is 4650 meters tall, assuming the in-game scale for the HW1 and 2 ships is correct and they aren’t actually supposed to be twenty times larger.

I like this alternate scaling better, myself. Given how massive Sajuuk was compared to the Pride of Hiigara, I think it makes sense that a Mothership that was more-or-less built around it should be a similar leap in scale, revolutionary rather than the evolutionary change from HW1 to HW2. You can’t see it from this angle, but it also makes the Frigate launch bay and the fighter bays at the wingtips close to the same size as the prior Motherships’, rather than noticeably smaller, which is enough to make me wonder if the ship was scaled down after it had been designed for some reason. I did compare some of the other Homeworld 3 ships with their Homeworld 2 equivalents, and it appears if there was a post-design scale-change, the Motherships were the only vessels affected. Additionally, checking against the Hyperspace Core model (reused in Homeworld 3 from Homeworld 2 Remastered directly), there’s excessive amounts of room under the shaded circles on the Sajuuk’s module, the ends only barely exceed the circles of the Khar-Sajuuk’s module at the in-game size, and they’ll even fit centered under the domes of the Khar-Kushan’s module, properly rotated so they don’t collide (and the Khar-Kushan’s cores may not be the same shape or size as the three used in the Sajuuk and Khar-Sajuuk). So the smaller in-game scale for the ships is possible, even if I don’t personally like the idea of the ships echoing features of Sajuuk so closely but at a different size.

Acknowledgement to the original concept and 3D artists and developers of Homeworld, Homeworld: Cataclysm/Emergence, Homeworld 2, Homeworld Remastered, and Homeworld 3. Thanks to ArkFlash for the Cataclysm/Emergence models. Homeworld 1 and 2 Remastered models were extracted with CFHodEd and Gearbox’s Modding Tools. Homeworld 3 models were extracted with UE Viewer and converted using Blender using this plug-in. All models were resurfaced and rendered in Lightwave.

References
1 The Kuun-Lan is at ~31% of the in-game figure, in accordance with the convention that the original Homeworld and Cataclysm/Emergence use feet as the in-game units, while the later games use meters.

Babylon 5 2×01 Effects Update Supplemental- The Three-Edged Sword

The surprise Babylon 5 HD remaster came out on Blu-Ray recently. Something I was curious about was how difficult it would be to combine the 4×3 Blu-Rays with the 16×9 DVDs to get a 16×9 pseudo-HD version of the show, with the edges upscaled but the center using real film.

I did a quick test on a frame from “Points of Departure,” and the answer is “not as easy as I hoped.” I’ve tried this technique before, matching and blending the same film from two different releases (and, apparently, two different digital scans), and I’ve also run into this problem of the film not scanning perfectly flat, and having some amount of distortion. I’d have to do further research to see if there are tools to address this that I have access to,1It feels like a combination of technologies should be able to solve this; I’ve got two slightly different sources of the same ground-truth. The HD frame shows exactly how 3/4th of the SD frame should look after it’s upscaled, so it should be possible to have a computer program compare the two, adjust the color, size, rotation, and proportion of the SD frame to match the HD one as closely as possible, apply some ML upscaling (ideally using the very shot that’s being upscaled as training data so the computer can extrapolate the lost detail at the sides of the frame from the existing detail in the middle), and blend the two sources. I know all these features exist independently, but I have no idea how to get them all into one tool. There might also be some complications with the DVDs needing to be detelecined and having scanline issues in the raw data. so this is just a quick test and comparison using Photoshop. The vertical framing of the DVD and Blu-Ray don’t match exactly, and the DVD’s colors are a little more contrasty, so I had to make some adjustments to match better.

First off, the test image merging the two sources. I upscaled the DVD frame using an AI tool, color-corrected it as described above, and added some grain, while softening the border between the HD frame and the widescreen one:

It could be worse!

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References
1 It feels like a combination of technologies should be able to solve this; I’ve got two slightly different sources of the same ground-truth. The HD frame shows exactly how 3/4th of the SD frame should look after it’s upscaled, so it should be possible to have a computer program compare the two, adjust the color, size, rotation, and proportion of the SD frame to match the HD one as closely as possible, apply some ML upscaling (ideally using the very shot that’s being upscaled as training data so the computer can extrapolate the lost detail at the sides of the frame from the existing detail in the middle), and blend the two sources. I know all these features exist independently, but I have no idea how to get them all into one tool. There might also be some complications with the DVDs needing to be detelecined and having scanline issues in the raw data.

Tech the Tech: White Star Insignia

Revised August 10, 2024 with corrected insignia accounting (I initially thought A and E were the same one) and illustrations of each design.

While the White Star was introduced in the third season of Babylon 5, for most of it, only the prototype was seen. It wasn’t until season 4 that we began seeing scenes set on multiple different White Stars. The set for the White Star bridge was also redesigned and rearranged for the fourth season, and the new design seemed to take into account that there would be times when different characters would be seen on different (but identical) ships in the same episode.

From what I can tell, there were four main ways to redress the White Star bridge to represent different specific ships. There were lights in the supports for the railing around the command chair that were changed to different colors, the large light panels on the aft bulkhead had their color changed more subtly, three of the computer screens on the aft bulkhead were swapped out (with three different sets of screens, which alway appeared together, never mixed), and a lit plaque above the main door to the bridge would be changed. For now, I’ll just be going into that last one. More details on the overall distinctions between different White Stars are in this post.

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Tech the Tech: How to Dial a Stargate

Or, “Mother, the chevrons are locking!”

Considering it’s just a big, spinning wheel, there’s actually a surprising amount of ambiguity about exactly how the Milky Way version of the Stargate dials. The basics are obvious. There’s an inner ring, which rotates alternatively clockwise and counterclockwise to indicate specific symbols on it, each of which is represented by one of nine corresponding chevrons on the main ring of the device. The chevrons are numbered one through seven, proceeding clockwise, ending with seven at the top, and skipping the bottom two chevrons.1In the subsequent television shows, we saw eight- and nine-chevron addresses. The nine-chevron address engaged each chevron in clockwise order, with the bottom-right chevron becoming chevron four and the normal chevron four being chevron six, and so on. The implication in “The Fifth Race,” the first episode where it was done, is that the first six symbols encode under the normal chevrons, while the additional seventh symbol encodes at the bottom right chevron (briefly seen on a computer screen), with chevron eight at the top, which is confirmed by comparing the visible symbols on the Atlantis stargate in the episodes “No Man’s Land” and “The Pegasus Project” with the published eight-symbol address for Earth.

So the question left is, exactly what position on the main ring indicates which symbol is being encoded or locked by a given chevron?

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References
1 In the subsequent television shows, we saw eight- and nine-chevron addresses. The nine-chevron address engaged each chevron in clockwise order, with the bottom-right chevron becoming chevron four and the normal chevron four being chevron six, and so on. The implication in “The Fifth Race,” the first episode where it was done, is that the first six symbols encode under the normal chevrons, while the additional seventh symbol encodes at the bottom right chevron (briefly seen on a computer screen), with chevron eight at the top, which is confirmed by comparing the visible symbols on the Atlantis stargate in the episodes “No Man’s Land” and “The Pegasus Project” with the published eight-symbol address for Earth.

Tech the Tech: The Glyphs on the Abydos Stargate

I’ve been working on a new 3D model of the stargate. For the moment, I’ve been working in parallel on the variations seen in the original movie and the SG-1 television series, since they share nearly all of the same parts.1The Atlantis stargate, while superficially similar, actually has enough unique aspects that it makes more sense for me to build a separate model based on the parts I’ve made for the movie/SG-1 version. One of the elements I’d like to recreate is that in the original movie, the stargate on the alien planet Abydos had different symbols on its inner ring than the one on Earth. I’ve never seen any listing of these alternate symbols, so I investigated the film to see what I could figure out.

NO MATTER WHERE YOU GO, THERE YOU ARE

First, let’s talk about the point of origin symbol. For the TV series Stargate SG-1, the concept of the stargate was simplified, so that rather than each stargate having a unique set of symbols on it based on the stars as seen from its particular location in the universe, every stargate used the same symbols, based on the constellations as seen from Earth, aside from one unique symbol, which represented that particular stargate itself. Finding the symbol that represented the “point of origin” was a major plot-point in the film, though it was only occasionally touched on in the series; unique point of origin symbols were designed for other stargates just twice during the entire run of the show,2The stargate in Antarctica in “Solitudes,” and the stargate on the planet where the population was living a VR simulation in “The Gamekeeper” with other planets normally having one of the regular 38 “address” symbols substituted in their place (another reason I wanted to recreate the Abydos stargate was to have a supply of plausible stargate symbols to use as point of origin symbols for alien stargates on my SG-1 gate model).

Glowing buttons with the Antarctic stargate origin symbol, a large circle over a horizontal line, and the P7J-989 origin symbol, a series of curved lines tapering to a point, similar to an icon of a tornado or vortex
The Point of Origin symbols for the Antarctic stargate (left) and the stargate on P7J-989

In SG-1, the origin symbol for the stargate used by Earth during most of the show was carried over from the film, a triangle pointing upward at a circle, representing a pyramid with the sun directly above it.3The pyramid symbol, and all the other stargate symbols, were remade from scratch for the series stargate setpieces, and don’t precisely match the symbols used in the movie in size, orientation, or proportion. The symbol for Abydos in the series was three equilateral lines extending out from a center point, with two triangles flanking the vertical line.

The Giza stargate symbol, an upward-pointing triangle with a small circle above it, and the series version of the Abydos symbol, three lines radiating from a center point with
The Point of Origin symbols for the Giza (left) and Abydos stargates as seen on Stargate SG-1

That is similar to the way the symbol was described in the film (a pyramid with the three moons of Abydos above it), but it doesn’t quite look like the drawing of the symbol we saw in the film, which consisted of two wide, stacked triangles. And, in fact, there is a symbol of two wide, stacked triangles on the Abydos stargate in the movie. So where’d the symbol used in the TV show come from?

A chalk drawing of a pyramid, with three moons above it, each connected to the others with a line, and two insets of a symbol of a pair of stacked triangles from the Abydos stargate
The pictogram of the Abydos origin symbol seen in the movie, with inserts of the corresponding symbol on the stargate
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References
1 The Atlantis stargate, while superficially similar, actually has enough unique aspects that it makes more sense for me to build a separate model based on the parts I’ve made for the movie/SG-1 version.
2 The stargate in Antarctica in “Solitudes,” and the stargate on the planet where the population was living a VR simulation in “The Gamekeeper”
3 The pyramid symbol, and all the other stargate symbols, were remade from scratch for the series stargate setpieces, and don’t precisely match the symbols used in the movie in size, orientation, or proportion.

Tech the Tech: The Tenth Planet in “World Enough and Time”

Back in the 1960s, Doctor Who introduced the Cybermen as coming from a “counter-Earth” called Mondas, a twin planet of our own that had escaped detection as it orbited the sun exactly opposite the Earth. Mondas was flung into deep space when the arrival of Earth’s moon disrupted the balance between the planets, and the inhabitants gradually surgically altered themselves to survive the increasingly harsh environment, until they were cold, cybernetic monstrosities who strapped enormous engines to their world, intent on returning to their home star and draining Earth of its precious energy reserves. Mondas itself was depicted as being exactly identical to Earth (except upside-down1While upside-down, it is still rotating in the conventional way, suggesting that the Mondasians also consider “north” to be “up” on their maps. I’m not sure whether that means that, spatially, the planet was upside down relative to Earth and rotating in the same direction, or the surface was aligned the same way but was rotating backwards, like Venus . I doubt anyone gave it that much thought.), complete with humans identical to those on Earth.

There is no prize for finding the most scientific inaccuracies in that paragraph.
“World Enough and Time” and “The Doctor Falls,” the two-part season 10 finale of Doctor Who, revisited the Cybermen’s origin. While set on a ship either constructed by or commissioned for the people of Mondas rather than the planet itself, we do see a computer screen showing a display of the planet. At a casual glance, Mondas still appears to be identical to Earth (though right-side up this time2And still rotating in the conventional direction. Maybe they reversed the planet’s rotation when they attached the engines, like that episode of Futurama.), but the Doctor Who art department took the time to subtly modify the layout of the continents as a freeze-frame bonus. I’d hoped that the BBC’s Production Art gallery for the episode might contain a complete map, but, alas, it is not to be, and it seems unlikely the show will be revisiting Mondas anytime soon, leaving reverse-engineering the planet to fans like me.

First, I had to correct for the prespective distortion of the computer screen, so here’s the straight-on view of Mondas, in both Quicktime and GIF formats. Continue reading

References
1 While upside-down, it is still rotating in the conventional way, suggesting that the Mondasians also consider “north” to be “up” on their maps. I’m not sure whether that means that, spatially, the planet was upside down relative to Earth and rotating in the same direction, or the surface was aligned the same way but was rotating backwards, like Venus . I doubt anyone gave it that much thought.
2 And still rotating in the conventional direction. Maybe they reversed the planet’s rotation when they attached the engines, like that episode of Futurama.

Rogue One Meets Doctor Who (Temp Score Found?)

The score over the climactic sequence of “Rogue One” always reminded me of something. I tried laying over “The Life and Death of Amy Pond,” from the end of the Doctor Who episode “The Pandorica Opens,” and the pacing and tone matched pretty well. I suspect it may have been the temp score for the sequence.

You can see the waveforms for both tracks here; the film track, “Your Father Would Be Proud” is on top, with “The Life and Death of Amy Pond” is on the bottom. Also, I did slightly adjust the speed (about 1% faster or slower, I can’t remember) of the music so it would hit a couple beats slightly more precisely.

Tech the Tech: The Battlestar Pegasus’s Hangar Deck

And here we are again. And so much faster! This time, we’ll be going over the hangar of the Battlestar Pegasus, our first upside-downy hangar, and also the final canonical hangar.1Yes, there’s also the Osiris, but we see very little of it, and it seems pretty straightforward; There’s an airlock at the base of the aft fantail for launching and recovering, the whole bay seems to depressurize, and there are Viper tubes opening to the sides near the top of the ship. There are apparently elevators somewhere to take the Vipers from the hangar up to the tubes, but they aren’t obvious in the virtual set. There, write-up done.

Exterior:

The Pegasus has doubled-up flight pods. On top is a landing deck aligned with the main axis of the ship, but attached to the bottom is one which is, relatively speaking, upside-down. In between is a narrower area that joins the two sections, and this is where the launch tubes are, square in the middle between the dorsal and ventral2The mnemonic I use is that dolphins and sharks have “dorsal fins” which are on top of their body; thus “ventral” is the bottom decks. The launch tubes are all in a single row, but alternate between being aligned with the upper and lower decks.

Like Galactica, Pegasus has forty launch tubes per pod. They are in three groups, with fourteen tubes on the ends and twelve in the middle. The gaps between them are about six launch tubes wide (or, alternatively, as wide as three Galactica-style aircraft elevators).

There is one other minor detail, which I don’t believe has been identified publicly before. I found it when I first began researching this post, and I could hardly believe my eyes when I stumbled onto it.

Do you see it? Zoom and enhance!

Once I noticed, I looked back at the orthographic renders provided through Modeler’s Miniatures and Magic. Now that I knew to look for them, I could see them easily. So let me amend that last statement.

Pegasus has forty launch tubes per pod— 37 Viper launch tubes, and three Raptor launch tubes. The Raptor tubes are the forward-most tubes in each of the three groups. They are, apparently, compatible with Vipers as well, given I only noticed they exist because one caught the light from the engine of a Viper launching from it. We never saw one used to launch a Raptor, but we only ever saw a Raptor in the act of launching from Pegasus a couple times, so that doesn’t mean much. It’s a little tough to be sure from the angle, but I suspect they’d also accommodate the “Assault Raptors” with additional weapons mounted, and the Blood & Chrome version. The forward aspect of the various version of the Raptor aren’t that different, and the silhouette of the tube doesn’t seem to conform very tightly.

The gap between the three clusters of launch tubes is about three or four Galactica-elevators in length, suggesting either multiple adjacent elevators, or that Pegasus has fewer, longer elevators. What we see in the “Razor” suggests the elevators are the same as those on Galactica, though not conclusively.

There’s a cutout on the dorsal pod, directly under the ship’s nameplate. The majority of the time, it was filled with nondescript tanks and greebles. In the shipyard sequence of “Razor,” this cutout was transformed into a sort of exterior loading dock. I’m going to ignore it, because I don’t understand what it could be for, aside from making the ship look like a hive of activity. If it’s a pass-through to the landing deck, it’d be just as easy to land ships normally from the ends. If it opens to the interior of the ship, anything being delivered would have to be taken around the open landing deck and, again, it’d make more sense to deliver it from the regular landing area inside of the pod.

Interior:

The Pegasus hangar deck was seen twice, in “Resurrection Ship, Part II” and “Razor.” Both times, it was a redressed version of the Galactica deck. In “Resurrection Ship,” they kept the lighting dim and avoided showing as much of it as possible. Indeed, aside from plot logic, the only indication this was the Pegasus deck was that they added the double fluorescent light fixtures to the hangar arches. They probably didn’t want to paint themselves into a corner so they kept things as vague as possible.

In “Razor,” since they spent a good deal more time there, they used the whole set. In addition to the light fixtures, the set was also un-distressed, the hangar doors were painted silver and blue-gray instead of red, the wayfinding signs, phones, and intercoms were replaced with ones using the Pegasus graphic design language (complete with futuristic Eurostyle rather than Spaceage, which was standard on Galactica), and the Galactica-style manual doors and the launch tubes were hidden by strategically placed fighters and piles of crates. The scenes depicted were also generally shot with angles and compositions that downplayed the overall arrangement of the set.

Beyond the set itself being obscured, there’s also very little use of CG set extensions. We see an aircraft elevator, but the far side is in shadow, so it’s difficult to tell anything about its size or what may be beyond it. There’s also one shot of an additional length of CG hangar, but it’s brief and out-of-focus, suggesting the production team took into account that the layout should be noticeably, if subtly, different from Galactica, even if it wasn’t worth it to construct it in fullIndeed, if it weren’t for the CG Raptor visible in it (the big giveaway is the black canopy glass), I would doubt it was a CG hangar extension at all.

Landing Deck:

The Pegasus CG model was not overbuilt like Galactica, given that it was always going to be a secondary ship and not the focus of every episode of an ongoing series. Thus, the original Pegasus model didn’t have any landing deck detailing, aside from some small suggestions at the ends, where they’re most likely to be seen. There are relatively few angles that allow you to see down the length of the pod from the outside.

Since “Razor” featured the Pegasus more heavily, the model was done up a bit,3The Pegasus had a great many one-off modifications which were not incorporated into the main model, and thus were only ever seen once or twice each in shots where they were specifically called for. These include large fixed cannons in the bow in “The Captain’s Hand,” an extra gun battery on top of the flight pod in “Exodus, Part II,” and the external loading deck on the flight pod and bow-mounted reversing thrusters, both in “Razor.” Personally, aside from the bow battery, I ignore all of these when imagining the “real” Pegasus. adding interiors to the dorsal and ventral hangars. They’re based on the Galactica hangar deck, featuring similar jetways and other details. Oddly enough, we also see access airlocks which use Galactica-style manual doors, rather than the automatic pocket doors that are normally seen on Pegasus. I suppose it makes sense. When you have a door that opens to space, you probably want it be pretty easy to close and seal manually.

Side-note: While there was only one shot of the ventral hangar, it was smooth and had no zooms, so I was able to get a decent photogrammetry solve.

Even in “Razor,” we don’t see the landing deck in much detail, but we do get some suggestions of what may be the aircraft elevators on the dorsal deck. It’s tough to gauge the distance, so it’s hard to see if or how they match up with the gaps between launch tubes, but we’ll assume the elevators do. There are two kinds of outlined areas on the side of the runway which should have the elevators, but it’s hard to tell if these are parking spaces or elevators.

Synthesis:

First off, let’s take the obvious stuff: There are two hangar decks in each pod, sitting floor-to-floor. I’d assume there’s a mechanism in the aircraft elevators allowing them to rotate, so you can directly move ships from one deck to the other without flying them out of the ship and around. The Viper launch tubes have elevators which drop them down to the pod’s centerline for launch. This might seem wasteful compared to just having two parallel sets of tubes, but I’d propose that this arrangement allows a second set of Vipers to be pre-loaded into the tubes, above the first wave of Vipers. Thus, when launching an attack, Pegasus can launch eighty Vipers per pod nearly as fast as she could if she had eighty tubes installed, but with half the launch mechanisms to maintain. A much more efficient solution, which also allows for greater storage space on the hangar deck.

The launch tubes aren’t tip-to-tip, as they are on Galactica, so each tube and berth will be made a bit wider. This also helps solve the problem that the Viper Mark VII is too wide to fit into the launch tubes on the Galactica set.

As an aside, there is just enough vertical clearance to accommodate the Blood & Chrome hangar deck as seen in that film. I kind of wish we’d seen less of the Pegasus in “Razor,” so I could steal more from B&C. I’d really love to be able to include those elevated control rooms. The multiple parallel hangars would also fit in easily, with the launch tubes being on a lower level. And don’t get me started on the CIC.4I’ve actually come around to thinking Pegasus had a larger fleet command center that we never saw used (perhaps it was being renovated during the refit, perhaps it was overkill without escorts, perhaps Cain just didn’t like it), and the room we normally saw was the bridge. My understanding that on modern navel ships, the bridge and CIC are two separate rooms, and it helps to explain why a massive flagship like Pegasus would have a CIC exactly the same as the Valkyrie, a ship a fraction of the size.

Here’s the hangar layout for the port flight pod.

I’ve decided to assume the Pegasus Viper factories are on the level of the hangar deck, above the launch tubes. There’s a lot of extra room, and it seems like a reasonable use for all that space, which is likely more than is needed for other other non-hangar flight pod stuff like ready rooms, racks, messes, and so on.

I’ve put three adjacent elevators between each launch tube section. There are doors dividing all three elevators, so they can be pressurized independently. Additionally, the middle elevator has side doors, leading to the factory facility and the connecting struts for transport to other parts of the ship. Since the middle elevator connects to the factory floor, it’s still useful even if the side elevators are being used so they can’t serve as pass-throughs. Again, I’ll imagine a pivot in between the dorsal and ventral elevators so ships can be rotated from one hangar to the other.

The storage endcaps also have doors connecting to the factory. In the three launching hangars, I’ll imagine a door on the walls next to the elevators opposite the tool rooms, where a launch tube was in Galactica (as luck would have it, in “Razor,” that tube is just barely out of view, and several extras walk in and out of it, as if it were a door connecting to launch control, the factories, and whatnot).

The fighter compliment of the Pegasus is a bit of an open question. We don’t know much, aside from “a lot.” Enough that the show stopped keeping track of Viper attrition when she showed up, and enough that Galactica had and maintained a full compliment of 80-100 fighters after she absorbed Pegasus’s squadrons, even with losses sustained in… well, there was only one battle on-screen, but I’m sure at least one Colonial fighter had to be shot down in the season 4 premiere, never mind any possible between-episode encounters, suggesting they had spares in mothballs that they didn’t have the room to operate regularly. The only hard numbers we get are in “Razor,” where it’s reported that 32 Vipers were destroyed and 61 were “badly” damaged, but there’s not much to go on regarding what proportion of Pegasus’s  wing these 93 ships represented, and whether that was a full load or if she didn’t leave space dock with a complete set (there were a lot of Vipers and Raptors parked in open space on the dock next to the ship), nor what it might’ve been when they met Galactica six months later, since Pegasus was fitted with a Viper factory on-board. Likewise, all we have to go on with Raptors is that Galactica had less than ten before Pegasus arrived and more than that after. Just to give me some basis for decision-making, I’ll assume the distribution is the same as I decided on for Galactica, with about one Raptor for every four Vipers.

Using our same old method of dropping in a ship everywhere there’s an empty berth, we can get this:

That’s 68 Vipers and 16 Raptors in the dorsal hangar, and 67 Vipers and 17 Raptors in the ventral hangar. That’s a flight pod total of 135 Vipers and 33 Raptors, or 270 Vipers and 66 Raptors (or 336 fighters) total for the Pegasus.  Like the Blood and Chrome version of Galactica, this is a conservative estimate; there’s a lot more space available that could be filled with additional fighter storage, given the squared-off shape of the hull and the massive amount of real-estate opened up by not having the launch tubes on the same deck as the hangar.

References
1 Yes, there’s also the Osiris, but we see very little of it, and it seems pretty straightforward; There’s an airlock at the base of the aft fantail for launching and recovering, the whole bay seems to depressurize, and there are Viper tubes opening to the sides near the top of the ship. There are apparently elevators somewhere to take the Vipers from the hangar up to the tubes, but they aren’t obvious in the virtual set. There, write-up done.
2 The mnemonic I use is that dolphins and sharks have “dorsal fins” which are on top of their body; thus “ventral” is the bottom
3 The Pegasus had a great many one-off modifications which were not incorporated into the main model, and thus were only ever seen once or twice each in shots where they were specifically called for. These include large fixed cannons in the bow in “The Captain’s Hand,” an extra gun battery on top of the flight pod in “Exodus, Part II,” and the external loading deck on the flight pod and bow-mounted reversing thrusters, both in “Razor.” Personally, aside from the bow battery, I ignore all of these when imagining the “real” Pegasus.
4 I’ve actually come around to thinking Pegasus had a larger fleet command center that we never saw used (perhaps it was being renovated during the refit, perhaps it was overkill without escorts, perhaps Cain just didn’t like it), and the room we normally saw was the bridge. My understanding that on modern navel ships, the bridge and CIC are two separate rooms, and it helps to explain why a massive flagship like Pegasus would have a CIC exactly the same as the Valkyrie, a ship a fraction of the size.

Tech the Tech: The Battlestar Galactica’s War-Era Hangar Deck

The most popular post on this blog has far and away been my reconstruction of the Battlestar Galactica hangar deck. I mentioned I intended to write further analyses later on. This post will discuss the war-era version of Galactica, seen in the prequel movie Blood and Chome.

The B&C hangar deck was designed more loosely than the original version, and things don’t fit together as easily as they did in the first article. I’m going to try and come up with a compromise interior and exterior that works together, but still looks similar enough to what was actually on-screen that the casual observer might not notice if a hypothetical Blood and Chrome II (or some sort of fan-art) used my design. I’ll be using the original set blueprints as a base, and hacking them into something resembling the B&C design. These are mostly intended to be layout guides if and when I model the hangar myself later on, so they’re going to be pretty rough, and missing some features.

Exterior:

The exterior of the flight pods (including the flight deck) was not altered for B&C (except for the additional armor plating and weapons), so everything I said about launch tubes and aircraft elevators in the first post still applies. To recap;

On the Galactica, there are five clusters of eight launch tubes each. Each cluster takes up four “frames” of the hull. The launch tubes in the cluster are arranged with two tubes, then a rib, then four tubes (with a cutout where the rib should be), another rib, and two more tubes. Each cluster is separated by a single empty frame.

It’ll be important later, so I’ll note that while I’m confident the actual model of the landing deck is identical to the original with the jetways for larger ships and the six aircraft elevators, we only actually see a small portion of the rear, so we only know that there’s one aircraft elevator of this type. There could be anything behind the camera’s point-of-view.

Not that it matters in this post, but let’s just note that there were two versions of the Galactica made for B&C, with different arrangements for the additional weapons. One appeared in the opening montage and in the closing scenes of the movie, and the other was seen in the scenes were Adama arrives, then departs, in the beginning. Since it was shown more prominently, I regard the version from the arrival scene as correct, and the other one as the error. By the way, if anyone knows how this happened, or if it was intentional and there’s some deeper meaning in the canon to the Galactica having her guns rearranged while Adama was off playing ice-commando, drop me a line with the contact button on the upper right.

Interior:

The 3D model for the hangar deck his made up for modules, each three Viper racks wide. Doug Drexler posted a diagram on Facebook with a note describing multiple types of module:

We can alternate [the “Viper Hotstack”] with large elevator modules that rise to the landing deck, or shop modules…. The basic layout remains the same.

(The berth the Wild Weasel was parked in with the large bulkhead door was the “shop” module.)

The most prevalent module was the “Hotstack.” The hangar is four levels high, with three levels in the stack open to the air, and the topmost peaking out from behind the ceiling. Vipers lower from an apparent, barely-visible fifth level.

The outboard side has an enclosed control room running the length of the pod at the same height as the second level, and has triangular sections at deck level that that seem to lead to the launch tubes, though we never see one clearly. The roof of the control balcony has railings and people standing on it, though how they got there and what business they have up there is anyone’s guess. Given the rough texturing, it obviously wasn’t a section of the set expected to get much attention. After all, it’s only clearly visible in one-and-a-half shots for a second or so. The center roof has a system of carts and gantries running along rails, apparently moving Vipers from one upper level stack to another. There also seems to be some kind of fixed Viper bridge from inboard to outboard about one and a half levels up, just before the elevators. It seems to be the match of the structure the Viper in the foreground is sitting on. The entire configuration is about 21 Viper-stacks long.

The “shop module” seems to be identical to the Hotstack on the inboard side. Possibly a bit wider. The outboard side has the dividers moved a bit wider to accommodate the large, nuBSG-style door. I’m going to assume that they don’t actually meet, because the inboard side doesn’t look that much wider than the regular stack. This door seems to be the same size as the elevator doors in the parent series, and at the end of an elevator-sized cubby. That’s probably not an elevator, though. The shop module is only visible in this shot of the Wild Weasel. It’s difficult to be sure, because the apparent launch tube entrances are now deep in shadow, and possibly missing entirely, and the camera angles are low enough that most of the background is taken up by the ceiling.

The fact that the door is the same scale as the ones on the original hangar does let me estimate the size of the new, much larger doors: About 175% or the originals. This isn’t quite the clean doubling I was hoping for.1I started drafting this post and making the diagrams long before I finished and posted it, and I cannot for the life of me remember how I deduced the size of the large doors from the regular-sized ones. Possibly from the height?

There’s another briefly-seen segment which may be part of the shop module, where Adama first climbs into his Viper at the end. Notably, it seems to show a second hangar deck running parallel to the main one. There are definitely two series-sized elevator-style doors next to each other.

Distant shots of the elevators show two Vipers sitting comfortably (diagonally!) on one.

Modules fit next to each other, divider to divider, in their units of three. They do not join continuously.

There is a small personnel elevator Adama takes at the beginning and end of the film. It doesn’t appear in wide shots, but it seems to be somewhere in the area of the aircraft elevators. There are monitors mounted in the shaft, where they are all but unreadable as people pass by going up and down. To be fair, I’ve also made strange ergonomic choices for virtual sets.

The closing sequence has Adama in his first Viper being lowered into a launch tube. He starts in a redress of the bottom level of the Viper stack and then lowers past another level to the Viper tube. The Viper itself prevents us from seeing if there’s a same-deck Viper door or if they only way into the tube is from above.

There are a few ways to deal with this.

There’s the zig-zag approach, where Vipers come down the Hotstack, are wheeled across the hangar into the launch bay, where they go down another elevator into the tube, which is most consistent with everything we see on-screen.

There’s the high deck approach, where the Viper did, in fact, start at the bottom level of the Hotstack, and dropped through a previously unseen trap-door into the tube. That would mean the apparent launch tube entrances on the hangar deck weren’t that, but if it weren’t for that niggling detail, I’d say this was probably the intent, given the elevator starts at a level that appears to be the bottom of the Hotstack.

And there’s the overhand approach, which is a more compact version of the zig-zag, where the Vipers go over roof the hangar bay, This has the advantage of preserving the deck-level tube entrances, but is almost totally unsupported by what’s on-screen, adds yet another level to a ceiling height that’s only barely workable and has two independent single-Viper elevator systems that are even more of a pain to get between than the zig-zag.

I was going to diagram all of these out, but it seemed like a lot of work to drive home the one fatal flaw with the launch-tube elevator: There’s a fixed amount of space to play with. The hangar’s ceiling has to be below the hangar deck, and its floor has to be level with (or above) the launch tubes, and that vertical space is not eight Vipers high. It’s barely three Vipers high.

There are also some new wayfinding signs, but they all say “Hangar 04- South,” no matter what. I would assume that “South” is “Aft” and “North” is “Forward.”

Synthesis:

Okay, let’s take what we’ve got and see if we can run with it.

First of all, let’s compare the digital set blueprint with the original, scaled to each other.

As you can see, aside from being wider along the width of the hangar, each individual launch tube is also wider along the length. This makes it easy to accommodate Raptors and the apparently-enormous Viper Mark III, but to fit the exterior arrangement of the launch tubes, it’ll have to go. The Upper Level Repair bay, which is barely visible in the show, is also going to be omitted, since it’ll push the hangar deck far enough outward that the elevators would come out on the runway (or the hangar will be sticking well out of the inner side of the flight pod). There are also no gaps accounting for the control rooms between launch tubes in the later version (which correspond to armor ribs on the exterior). Here’s a version of the standard eight-tube segment from the series Photoshopped into a reasonable approximation of the Hotstack, taking the exterior arrangement of the tubes into account.

If we want to keep the endless vistas, we’ll need to eliminate the middle two elevators. There’s no other way to to take sections of hangar that are 8 Viper-slots wide and make them fit 21+ Hotstacks. That won’t be a problem, because we’ll double-size the inner two remaining elevators to account for the large elevator we see, so gross elevator-capacity remains the same. We can get away with that because we don’t see the inner midsection of the upper deck on-screen, so it could be totally different than the series-era configuration. The space left by the missing elevators also allows us to drop in two shop modules.

“But the same elevator capacity isn’t good enough!” I assume someone complains for rhetorical reasons. “There are a ton more Vipers to worry about, now. We need even more elevators” While it wasn’t on-screen, that’s taken care of by the Hotstack. Doug Drexler implies that the Hotstack extends all the way up to the landing deck, to clear an apparent bottleneck in the landing process:

The Eddie Olmos BSG established a modest number of (three or four) elevators that brought vipers from the landing deck above. The turn over capability was insufficient. Even if you only landed 50 vipers, it would take forever to get them downstairs, inspected, repaired, refueled, re-munitioned, and back on line. Our solution was that back in the good old days, each viper bay had four levels, inspection, minor repairs, avionics, munitions and fueling. Each bay had it’s own independent conveyor system.2Source

So let’s say that along the inner side of the landing deck are small bays, not unlike the launch tube airlocks on the hangar deck, where a Viper can be wheeled in and lowered into the hangar system, without using one of the large elevators. This also accounts for the barely-seen fifth level that Vipers lower down from.

We can also say that the hotstacks under the arms of the flight pod connect to a longer elevator system that allows Vipers to be transferred from one pod to another. Presumably, when the rest of the hotstack system was dismantled post-war, these elevators remained, perhaps behind retractable panels, accounting for the scene in the Miniseries where all the museum Vipers were moved from the starboard flight pod to the port pod, even though the starboard launch and landing decks had been sealed. I always wondered how they pulled that off.

I’m going to just ignore the elevator to the launch tube at the end of the film. While that concept will come in handy for the Pegasus and Valkyrie, in this case, it just changes this from “difficult” to “impossible.” The height just isn’t there.

Height is the biggest limiting factor, here. The space between the level of the launch tubes and the landing deck is about three Vipers high. There’s no way to accommodate a five-level stack, or a three-level launch tube elevator, never mind both.  Since we barely see it and it’s mostly implicit, I cut out the fifth level of the stack, and have the fourth level open onto the deck. I brought the ceiling back down a bit. And we’ll just have the Vipers go from the stack to the launch tube the old fashioned way.

But I digress. We’ve taken care of the center section, but that still leaves two more eight-tube segments, plus the additional storage endcaps I wished into existence last time. I’m also going to get rid of the wider “repair bay” slots that took up the space behind the launch control rooms, since there are no similar gaps in the Hotstacks as seen. The tiny stacks could have stairs or personnel elevators. The tool rooms are also eliminated, since the wall behind the Hotstacks all have tools and worktables set up. I haven’t decided if the eight-tube segments should also have deck-access hotstacks. They could, we wouldn’t have seen them if they were there. As for the storage sections, I imagine they also use stacks to increase storage area. In this case, they’d be less of a magazine and more of a rack. Well, racks are cool. Dry storage boat racks3Source still blow my mind when I see them. The only way I expect to see a boat three floors up is if there was a hurricane.

I’ve also rearranged the storage sections at the end of the hangars to better resemble the area Adama passes through at the end of B&C. I imagine the second elevator-sized door which suggested a parallel hangar deck opens to a pass-through, so ships can be moved from the storage section to the launch area even when the elevators are in use.

Here’s a cross-section of how I envision the hangar bay. It just barely fits in the flight pod (or just barely doesn’t, but it’s a TV vehicle. “Close” is good enough. I’m just glad I didn’t have to rotate anything 36 degrees counterclockwise to get it to fit). Here it is, along with my interpretation of the series version for comparison.

Conclusions and speculation:

The Hotstack increases the capacity of Galactica considerably, though perhaps not by as much as you’d expect. There are deck-level berths for 66 Vipers4I shrank the Mark IIIs in this illustration so they’re the same width as the launch tube, which actually makes them slightly shorter than the Mark II in my layout, and 6 Raptors. Assuming they’re all stacked three high, that’s nearly 200 Vipers and 20 Raptors per pod, or 400 Vipers and 40 Raptors as a low-end total estimate (compared to an estimate of 160 Vipers and 40 Raptors for the series version, which was the high-end estimate). And that’s a conservative estimate. Blood and Chrome seemed to indicate the war-era Colonials had no problems with storing ships outside of their berths, on the hangar deck or even exposed to space on the landing deck, even when they aren’t on the run and undercrewed. If you filled in all that floor space with extra Vipers, you could increase capacity even more, never mind the possibility of top-deck parking. I also have no idea what should go behind the door to the shop modules (indicated by the “?” I put there), so there could be even more ships crammed in back there.

There are aspects of this that make sense (the battlestars, like a lot of science fiction spacecraft, seem to have a lot more room than they need for the amount of crew they had, so tripling the flight crew still wouldn’t make it cramped). The series-era Cylon Basestars had, depending on the model, either 864 or 434 launch slots for Raiders, implying they could carry well over a thousand fighters if they had any internal fighter storage. If the war-era Baseships had a similar number of raiders, the Colonials may have needed to pack a greater number of fighters into their battlestars.

On the other hand, there isn’t a lot of runway space for all those Vipers to land on. The combat landings we saw in nuBSG were very chaotic, and it was a shock that more Vipers didn’t smash into each other skidding to a stop than were shot down.

I’m not sure the ship has the physical deck space to accommodate over two hundred fighters landing at once. The tactics implied by a Hotstack-equipped Battlestar seems to be a far lengthier encounter than anything seen in the parent show (or, for that matter, in B&C). The B&C model makes more sense if it’s built for long battles, where Vipers are constantly landing during an engagement, to be replenished and relaunched because the fight has actually gone on long enough for them to run down on fuel, weapons, or air.

Also, the arrangement of launch tubes and elevators is far more straightforward with the nuBSG approach. Despite the in-universe rationale, it still looks a lot more like B&C was an expansion of the original design, rather than the series version of the ship being stripped-down.

Still, it is what it is, so I’ll try to speculate on why. The Cylon War came as a surprise to the Colonials, and the Battlestars were built quickly, specifically to combat the Cylons. Presumably, it took time for the Cylons to design and construct their own forces, so the first Basestars may have appeared while Galactica and the other Battlestars were still being built, necessitating on-the-fly redesigns of the ships to counter the emerging Cylon tactics (in addition to whatever revisions they were making on their own, being a heavily-computerized society designing their first hand-operated spaceships). I’d propose the Galactica was designed with a hangar system more like what we saw in the series, perhaps with two levels of Viper storage instead of the full hotstack, and the new requirement for a larger fighter wing led to it being widened and expanded while under construction. After the war, when they no longer need so much cannon fodder and could go for quality over quantity, the hangars were rebuilt to a stripped-down version of the original design, which fit in better with the structure of the ship, anyway.

There is some other precedent about the ship being redesigned during construction: the engineering section is very similar to the TOS Galactica design, with four extra nacelles bolted on. Perhaps the TOS version was going to be the next big thing in Colonial spacecraft, but was revamped during design and construction until it came out as the B&C version.

While the hotstack design is great for a lengthy battle or siege, if a Battlestar had to escape in a hurry, if would never be able to recover all of its Vipers within a couple of minutes. Now, you could argue that, during the series, Galactica and Pegasus were in a unique situation, and the Colonial military wouldn’t have intended for their ships to end every single encounter with the enemy by retreating from an overwhelming force. However, the fact that the latter-day Battlestars were even capable of doing so suggests the during the Cylon War, something happened that made planning for hit-and-run attacks and quick withdrawals worth incorporating into Colonial ship designs (consider that Pegasus has only 40 launch tubes per pod, same as Galactica,  but has more than double the landing deck area, implying quickly landing a lot of fighters was a more important goal than quickly launching them). My guess would be that there was a disastrous defeat for the Colonial forces, where a Battlestar had to jump away, leaving its fighter force behind. Or, if you wanted to be really cruel, a Battlestar was destroyed, and one of its sister ships tried to take on her fighters but didn’t have the space and had to deliberately leave them behind in a slower-paced rout. The long-term solution would be switching to a quality-over-quantity doctrine for fighters, but short-term, you might expect to see a “recovery ship” designed to join Battlestar Groups that had the opposite trade-off from Galactica; far more landing space than she needed for the number of Vipers she could carry (the Theseus, from the Diaspora: Shattered Armistice fan-game, would fill this role nicely, having about four times the landing deck area as Galactica, but less internal hangar space). Her role in large-scale engagements would be specifically to give fighters someplace to land just for the duration of an emergency FTL jump.

While I’m here, I’ll put down another thought I had. I mentioned near the beginning of the post that there were two version of Galactica seen during B&C. While I have an opinion about which one is correct, I don’t have an issue with the other version being a design that also existed during the war. In both cases, the major differences between the B&C versions and the series Galactica is a full set of armor plating, and many more large gun batteries. My take is that these guns are less reliable and have a slower rate of fire than the series-era version, so that while the B&C Galactica looks imposing, and can deliver one hell of a salvo, in terms of overall rate of fire she at best matches her future equivalent. Perhaps the Columbia, seen in the flashback sequence in Razor, was the first Battlestar to be refit with a smaller number of more effective batteries (perhaps before the batteries were fully capable of picking up the slack, given she was overwhelmed and destroyed by Cylon missile barrages).

Likewise, given that the Galactica-type5Okay, real dark-horse opinion, here: I consider the nuBSG ship to be Jupiter-class, as asserted by one obscure behind-the-scenes book. I like the idea of Colonial Battlestar classes being named for deities. ships that were still in service in the nuBSG era had patchwork armor just like the series-era Galactica, that clearly wasn’t done because of the decommissioning, but was a standard modification. I say the war-era Battlestars were overbuilt, and much of their armor was later determined to be superfluous (perhaps because the hull underneath most areas provided adequate protection, and/or the newer, faster gun batteries created a flak barrier thick enough that hardly any Cylon missiles were expected to score a hit at all), so it was removed, making the ship faster and more maneuverable.

I think one-on-one, Admiral Adama’s old warhorse Galactica could beat Commander Nash’s brand-new Galactica. Adding in the fighter compliment would change things, since the B&C version has such an advantage in numbers, but ship-to-ship, I think the Galactica was improved over her lifespan, rather than becoming less effective. She could still be a “white elephant” in her latter days, but as it turned out Galactica being too much battlestar as opposed to something leaner probably saved humanity.

References
1 I started drafting this post and making the diagrams long before I finished and posted it, and I cannot for the life of me remember how I deduced the size of the large doors from the regular-sized ones. Possibly from the height?
2 Source
3 Source
4 I shrank the Mark IIIs in this illustration so they’re the same width as the launch tube, which actually makes them slightly shorter than the Mark II
5 Okay, real dark-horse opinion, here: I consider the nuBSG ship to be Jupiter-class, as asserted by one obscure behind-the-scenes book. I like the idea of Colonial Battlestar classes being named for deities.