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CT Only: Long Night Tramp

Spinward Flow

SOC-14 1K
Long Night Tramp
Ship Type: AT (Merchant-A, Transport)
TL=10 (hybrid LBB5.80 design fitted with LBB2.81 commercial off the shelf standard drives) (LBB5.80, p18)

Tonnage (custom hull): 313 tons (MCr31.3) (LBB5.80, p21-22)
Configuration: 1 (Needle/Wedge, streamlined, MCr6.26) (LBB5.80, p21-23)
Armor: 0

Jump-E (code: 3, 30 tons, MCr50, TL=10, Civilian, Capacitor storage: 5 tons = 180 EP maximum)
Maneuver-E (code: 3, 9 tons, MCr20, TL=10)
Power Plant-E (code: 3, 16 tons, MCr40, TL=10, EP: 10, Surplus EP: +2.8 @ Agility 2, Emergency Agility: 3)
Total Drives: 30+9+16 = 55 tons (+8 tons Laser Fighter = 63 tons total)

Fuel: 124 tons = 93.9+30.1 tons (LBB2.81, p14-15, 23)
  • Jump Fuel = (Tonnage/10) * Parsecs tons
    • 93.9 tons = 3 parsecs @ 313 tons
  • Power Plant and Reactionless Maneuver Fuel = (10Pn * days/28) tons
    • 30.1 tons = 28 days 2 hours @ 3G M-Drive reactionless maneuver within 1000 diameters of gravity wells for 333 tons displacement
Fuel Scoops (MCr0.313)
Fuel Purification Plant: 200 tons capacity (8 tons, MCr0.036, TL=10) (LBB5.80, p27, p36)
Collapsible Fuel Tanks: 100 tons capacity (1 ton, MCr0.05) (LBB A5, p13-14)

Bridge (20 tons, MCr1.565)
Computer: 3 (Code: 3, 3 tons, MCr18, TL=9, EP: 1)
Hardpoints: none
Internal Hangars: 102 tons capacity Ordinary Launch Facilities (102 tons, MCr0.204) (LBB5.80, p32)
  1. Stateroom V-d Box (24 tons, MCr4.5024)
  2. Stateroom V-d Box (24 tons, MCr4.5024)
  3. Stateroom V-d Box (24 tons, MCr4.5024)
  1. Cargo Box (10 tons, MCr0.576)
  2. Cargo Box (10 tons, MCr0.576)
  3. Cargo Box (10 tons, MCr0.576)
External Docking: 687 tons capacity Ordinary Launch Facilities (0 tons, MCr1.374, Long Night Tramp becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)
  1. Laser Fighter (20 tons, MCr43.168)
Crew positions and skills desired: 6 crew, quarters in 2x Stateroom V-d Boxes (Cr31,600 per 4 weeks crew salaries)
  1. Pilot-1 = Cr6000
  2. Ship’s Boat-1 = Cr6000
  3. Navigator-1 = Cr5000
  4. Engineering-2/Engineering-2 = ((4000*1.1)+(4000*1.1))*0.75 = Cr6600
  5. Steward-2/Steward-2 = ((3000*1.2)+(3000*1.2))*0.75 = Cr 5400
  6. Medical-4 = (2000*1.3) = Cr2600
Cargo Hold: 0 tons
Waste Space: 0 tons

Total Cost (starship only, not including sub-craft)
MCr169.102 (100% cost single production)
MCr135.2816 (80% cost volume production) (LBB5.80, p20)



Laser Fighter
Ship Type: FG (Fighter, Gunned)
TL=10 (hybrid LBB5.80 design fitted with LBB2.81 commercial off the shelf standard drives) (LBB5.80, p18)

Tonnage (custom hull): 20 tons (MCr2)
Configuration: 1 (Needle/Wedge, streamlined, integral fuel scoops, MCr0.4) (LBB5.80, p21-23, p34)
Armor: 0

Maneuver-A (code: 6, 1 ton, MCr4, TL=9)
Power Plant-B (code: L, 7 tons, MCr16, TL=9, EP: 4, Surplus EP: +0 @ Agility 5, Emergency Agility: 6)
Total Drives: 1+7 = 8 tons

Fuel: 1 ton (LBB2.81, p17-18) (LBB5.80, p34) (CT Errata, p15)
  • Power Plant and Reactionless Maneuver Fuel = (4EP * days/28) tons
    • 1 ton = 7 days @ 6G M-Drive reactionless maneuver within 1000 diameters of gravity wells for 20 tons displacement
Bridge (4 tons, MCr0.1, includes 2 acceleration couches) (LBB5.80, p34)
Computer: 4 (Code: 4, 4 tons, MCr30, TL=10, EP: 2)
Hardpoints: 1 (LBB5.80, p30)
Weapons: Sandcaster, Pulse Laser, Sandcaster (1 ton, MCr1, EP: 1) (LBB5.80, p34)
Weapon Batteries:
  • 2x Sandcaster (code: 3) (LBB5.80, p25, p29)
  • 1x Pulse Laser (code: 1) (LBB5.80, p25, p29)
External Docking: 180 tons capacity Ordinary Launch Facilities (0 tons, MCr0.36, Laser Fighter becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)

Crew positions minimum skills required: 1 crew
  1. Ship's Boat-1 or Pilot-2 (LBB5.80, p34-35)
Small craft stateroom: 1 single occupancy (2 tons, MCr0.1)
Cargo Hold: 0 tons
Waste Space: 0 tons

Total Cost (laser fighter only, not including sub-craft)
MCr53.96 (100% cost single production)
MCr43.168 (80% cost volume production) (LBB5.80, p20)
 
Stateroom V-c Box
Ship Type: AU (Merchant-A, Unpowered)
TL=10 (LBB5.80 design)
Tonnage (custom hull): 24 tons
Configuration: 4 (Close Structure, partially-streamlined, integral fuel scoops, MCr1.44) (LBB5.80, p21-23, p34)
Armor (code: 0)
Maneuver-none
Power Plant-none
Fuel: none
Bridge: none
Computer: none
Hardpoints: none
Crew positions minimum skills required: none
External Docking: 6x 24 tons = 144 tons capacity Ordinary Launch Facilities (0 tons, MCr0.288, Stateroom V-c Box becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)
Starship staterooms: 4 single occupancy (16 tons, MCr2)
Laboratory: regenerative life support biome (8 tons, MCr1.6) (CT Errata, p12, lab space costs MCr0.2 per ton)
Cargo Hold: 0 tons
Waste Space: 0 tons
Total Cost: MCr5.328 (100% cost single production), MCr4.2624 (80% cost volume production)



Stateroom V-d Box
Ship Type: AU (Merchant-A, Unpowered)
TL=10 (LBB5.80 design)
Tonnage (custom hull): 24 tons
Configuration: 4 (Close Structure, partially-streamlined, integral fuel scoops, MCr1.44) (LBB5.80, p21-23, p34)
Armor (code: 0)
Maneuver-none
Power Plant-none
Fuel: none
Bridge: none
Computer: none
Hardpoints: none
Crew positions minimum skills required: none
External Docking: 6x 24 tons = 144 tons capacity Ordinary Launch Facilities (0 tons, MCr0.288, Stateroom V-d Box becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)
Starship staterooms: 3 single occupancy (12 tons, MCr1.5)
Laboratory: regenerative life support biome (12 tons, MCr2.4) (CT Errata, p12, lab space costs MCr0.2 per ton)
Cargo Hold: 0 tons
Waste Space: 0 tons
Total Cost: MCr5.628 (100% cost single production), MCr4.5024 (80% cost volume production)



Laboratory Module
Ship Type: AU (Merchant-A, Unpowered)
TL=10 (LBB5.80 design)
Tonnage (custom hull): 10 tons
Configuration: 4 (Close Structure, partially-streamlined, integral fuel scoops, MCr0.6) (LBB5.80, p21-23, p34)
Armor (code: 0)
Maneuver-none
Power Plant-none
Fuel: none
Bridge: none
Computer: none
Hardpoints: none
Crew positions minimum skills required: none
External Docking: 6x 10 tons = 60 tons capacity Ordinary Launch Facilities (0 tons, MCr0.12, Laboratory Module becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)
Laboratory (10 tons, MCr2) (CT Errata, p12, lab space costs MCr0.2 per ton)
Total Cost: MCr2.72 (100% cost single production), MCr2.176 (80% cost volume production)



Environment Tank
Ship Type: AU (Merchant-A, Unpowered)
TL=10 (LBB5.80 design)
Tonnage (custom hull): 10 tons
Configuration: 4 (Close Structure, partially-streamlined, integral fuel scoops, MCr0.6) (LBB5.80, p21-23, p34)
Armor (code: 0)
Maneuver-none
Power Plant-none
Fuel: none
Bridge: none
Computer: none
Hardpoints: none
Crew positions minimum skills required: none
External Docking: 6x 10 tons = 60 tons capacity Ordinary Launch Facilities (0 tons, MCr0.12, Environment Tank becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)
Environment Tank: 10 tons capacity (10 tons, MCr1) (CT Errata, p26, environment tanks cost MCr0.1 per ton)
Total Cost: MCr1.72 (100% cost single production), MCr1.376 (80% cost volume production)



Cargo Box
Ship Type: AU (Merchant-A, Unpowered)
TL=10 (LBB5.80 design)
Tonnage (custom hull): 10 tons
Configuration: 4 (Close Structure, partially-streamlined, integral fuel scoops, MCr0.6) (LBB5.80, p21-23, p34)
Armor (code: 0)
Maneuver-none
Power Plant-none
Fuel: none
Bridge: none
Computer: none
Hardpoints: none
Crew positions minimum skills required: none
External Docking: 6x 10 tons = 60 tons capacity Ordinary Launch Facilities (0 tons, MCr0.12, Cargo Box becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)
Cargo Hold: 10 tons (multi-purpose conversion ready, including installation of Mail Vault)
Total Cost: MCr0.72 (100% cost single production), MCr0.576 (80% cost volume production)
 
Code:
Long Night Tramp    AT-3133331-000000-00000-0    MCr135.2816    313 tons
   batteries bearing                                              TL=10.
           batteries                                             Crew=6.
Passengers=0. Low=0. Hangar=102. Cargo=0. Fuel=124(+100). EP=10. Agility=2.
Jump-3, Maneuver-3, Agility-2 @ up to 333 tons total (+20 tons external)
Jump-2, Maneuver-2, Agility-2 @ up to 450 tons total (+137 tons external)
Jump-2, Maneuver-2, Agility-1 @ up to 500 tons total (+187 tons external)
Jump-1, Maneuver-1, Agility-1 @ up to 900 tons total (+587 tons external)
Jump-1, Maneuver-1, Agility-0 @ up to 1000 tons total (+687 tons external)

Laser Fighter       FG-0106L41-030000-10000-0    MCr43.168       20 tons
   batteries bearing            2     1                   TL=10. Bridge.
           batteries            2     1                     Crew=1 or 2.
Passengers=0 or 1. Staterooms=1. Low=0. Cargo=0. Fuel=1. EP=4. Agility=5.
Maneuver-6, Agility-4 @ up to 25 tons total (+5 tons external)
Maneuver-6, Agility-3 @ up to 33 tons total (+13 tons external)
Maneuver-5, Agility-2 @ up to 40 tons total (+20 tons external)
Maneuver-4, Agility-2 @ up to 50 tons total (+30 tons external)
Maneuver-3. Agility-1 @ up to 66 tons total (+46 tons external)
Maneuver-2, Agility-1 @ up to 100 tons total (+80 tons external)
Maneuver-1, Agility-0 @ up to 200 tons total (+180 tons external)

Stateroom V-c Box   AU-0400000-000000-00000-0    MCr4.2624       24 tons
Passengers=0 to 4. Low=0. Lab=8. Cargo=0. Fuel=0. EP=0. Agility=0. Crew=0 to 4. TL=10.

Stateroom V-d Box   AU-0400000-000000-00000-0    MCr4.5024       24 tons
Passengers=0 to 3. Low=0. Lab=12. Cargo=0. Fuel=0. EP=0. Agility=0. Crew=0 to 3. TL=10.

Laboratory Module   AU-0400000-000000-00000-0    MCr2.176        10 tons
Passengers=0. Low=0. Lab=10. Fuel=0. EP=0. Agility=0. Crew=0. TL=10.

Environment Tank    AU-0400000-000000-00000-0    MCr1.376        10 tons
Passengers=0. Low=0. Environment=10. Fuel=0. EP=0. Agility=0. Crew=0. TL=10.

Cargo Box           AU-0400000-000000-00000-0    MCr0.576        10 tons
Passengers=0. Low=0. Cargo=10. Fuel=0. EP=0. Agility=0. Crew=0. TL=10.
Long Night Tramp
Single production (100% cost)
  • Total Cost (starship + 3x stateroom v-d box + 3x cargo box + laser fighter): MCr169.102 + (5.628+4.5024*2) + (0.72+0.576*2) + 53.96 = Cr239,566,800
  • 20% Down Payment: MCr33.8204 + (1.1256+0.90048*2) + (0.144+0.1152*2) + 10.792 = Cr47,913,360
  • Architect Fees (4 weeks): MCr1.69102 + (0.05628) + (0.0072) + 0.5396 = Cr2,294,100
  • Construction Time: 64 weeks (starship), 24 weeks (laser fighter, stateroom module, laboratory module, environment tank, cargo box) (LBB2.81, p22) (LBB A5, p33)
  • Annual Overhaul: Cr169,102 + (5628+4503*2) + (720+576*2) + 53,960 = Cr239,568 (LBB2.81, p8)
  • Bank Financing Monthly Mortgage Payment (Total Cost / 240 for 480 months) = Cr998,195 (LBB2.81, p23)
Volume production (80% single production cost) (LBB5.80, p20)
  • Total Cost (starship + 3x stateroom v-d box + 3x cargo box + laser fighter): MCr135.2816 + (4.5024*3) + (0.576*3) + 43.168 = Cr193,684,800
  • 20% Down Payment: MCr27.05632 + (0.90048*3) + (0.1152*3) + 8.6336 = Cr38,736,960
  • Construction Time: 51 weeks 2 days (starship), 19 weeks 2 days (laser fighter, stateroom module, laboratory module, environment tank, cargo box) (LBB2.81, p22) (LBB A5, p33)
  • Annual Overhaul: Cr135,282 + (4503*3) + (576*3) + 43,168 = Cr193,687 (LBB2.81, p8)
  • Bank Financing Monthly Mortgage Payment (Total Cost / 240 for 480 months) = Cr807,020 (LBB2.81, p23)

Recurring costs:
  • Crew Life Support: Cr0 due to regenerative life support Environmental Control Type V-d (up to 9 persons)
  • Passenger Life Support (middle/high): Cr0 due to regenerative life support Environmental Control Type V-d (up to 9 persons)
  • Passenger Life Support (low): Cr100 per usage of low berth (potentially indefinite duration)
  • Crew Salaries: Cr31,600 per 4 weeks (LBB2.81, p11, p16)
  • Berthing Fees: Cr100 for 6 days, additional Cr100 per additional day after 6 days (LBB2.81, p8)
  • Surface to Orbit Shuttle Costs: Cr10 per cargo ton, Cr20 to 120 per passenger (LBB2.81, p9)
  • Fuel: Cr500 per ton (refined), Cr100 per ton (unrefined), Cr0 (skimmed) (LBB2.81, p7)
  • Sandcaster reloads: Cr400 per canister (3 canisters per launcher plus 12 canisters reserve per turret) = Cr7200 for 18 canisters total loaded laser fighter (LBB2.81, p16-17, p32) (LBB SS3 Revised, p7)
Revenue sources:
  • Interplanetary Charters (12+ hours): Cr1 per hour per ton for laser fighter (Cr20 per hour) or starship (Cr313 per hour) rate without external loading (external loads add Cr1 per hour per ton), minimum 12 hours per charter (LBB2.81, p9)
  • Interstellar Non-charter Passenger Revenue: Cr10,000 per high passenger, Cr8000 per middle passenger, Cr1000 per low passenger, to declared destination(s) per jump (LBB2.81, p9)
  • Interstellar Non-charter Cargo Transport: Cr1000 per ton, to declared destination(s) per jump (LBB2.81, p8-9)
  • Interstellar Charters (2 weeks): Cr9000 per high passage berth, Cr900 per low passage berth, Cr900 per ton of cargo, to declared destination(s) per jump (LBB2.81, p9)
  • Mail Delivery: Cr5,000 revenue per ton upon delivery (Cr25,000 max) (LBB2.81, p9)
  • Imperial subsidies reduce gross revenue receipts by 50% for passengers, cargo and mail (LBB2.81, p7)


Economic break even formula for annualized costs (including life support, berthing fees, crew salaries and annual overhaul costs)

Cost calculation
  • CPD = (LS + CS*13 + CC*(CM/40+0.001) + FC*DPY + BFE) / DPY + BFD
    • CPD = Cost Per Destination (in Cr), round up to nearest integer
    • LS = Life Support (in Cr) per 2 weeks/14 days (Cr0 crew plus Cr0 high passengers) over Days Deployed per year (tempo * DPY)
    • CS = Crew Salaries (in Cr) per 4 weeks (Cr31,600)
    • CC = Construction Cost in credits (Cr239,566,800 single production, Cr193,684,800 volume production)
    • CM = Construction Multiplier (x0 Subsidized, x1 Paid Off or x2 Bank Loan Financing over 480 months)
    • FC = Fuel Cost (in Cr) to refuel per Destination (Cr500 per ton refined, Cr100 per ton unrefined, Cr0 per ton wilderness)
    • BFE = Berthing Fees Extra (additional berthing fees for warehousing the ship at idle during extra crew vacation days annually)
    • DPY = Destinations Per Year
    • BFD = Berthing Fees (in Cr) per Destination (Cr100 for 6 days, Cr100 more per +1 days)
Tables of profit points when allowing 14 days for annual overhaul maintenance within each year (365-14=351 days maximum)
Note: 252 / 365 = 69% (~70% minimum required time on route each year for subsidy contracts)

Single Production (break even profit point in credits per port of call) when returning to home port each year for annual overhaul mainteance
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
24 (6+8 days) = 336 + 15
27,241​
276,790​
526,338​
18 (6+8 days) = 252 + 99
36,754​
369,486​
702,218​
14 (6+8+8 days) = 308 + 43
46,827​
474,625​
902,422​
12 (6+8+8 days) = 264 + 87
54,981​
554,079​
1,053,176​

Volume Production (break even profit point in credits per port of call) when returning to home port each year for annual overhaul mainteance
DPY (tempo) + vacation days
Subsidized CPD (in Cr)​
Paid Off CPD (in Cr)​
Bank Financed CPD (in Cr)​
24 (6+8 days) = 336 + 15
25,329​
227,084​
428,839​
18 (6+8 days) = 252 + 99
34,205​
303,212​
572,219​
14 (6+8+8 days) = 308 + 43
43,549​
389,415​
735,281​
12 (6+8+8 days) = 264 + 87
51,158​
454,668​
858,178​
 
Long Night Tramp
100% manifest maximum revenues



Ticket
  1. (J3/3G/A3, +20 tons external) = 3 parsecs @ 333 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x1
30,000​
27,000​
15,000​
13,500​
Owned Cargo: (3*10)=30 tons x1
30,000​
27,000​
15,000​
13,500​
External Third Party Cargo Charter:
0 tons x1
0​
0​
0​
0​
Total​
60,000
54,000
30,000
27,000



Ticket
  1. (J2/2G/A2, +132 tons external) = 2 parsecs @ 445 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x1
30,000​
27,000​
15,000​
13,500​
Owned Cargo: 102+(3*10)=132 tons x1
132,000​
118,800​
66,000​
59,400​
External Third Party Cargo Charter:
10 tons x1
9000​
9000​
4500​
4500​
Total​
171,000
154,800
85,500
77,400



Ticket
  1. (J2/2G/A1, +182 tons external) = 2 parsecs @ 495 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x1
30,000​
27,000​
15,000​
13,500​
Owned Cargo: 102+(3*10)=132 tons x1
132,000​
118,800​
66,000​
59,400​
External Third Party Cargo Charter:
50 tons x1
45,000​
45,000​
22,500​
22,500​
Total​
207,000
190,800
103,500
95,400



Ticket
  1. (J1/1G/A1, +582 tons external) = 2 parsecs @ 895 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x1
30,000​
27,000​
15,000​
13,500​
Owned Cargo: 102+(3*10)=132 tons x1
132,000​
118,800​
66,000​
59,400​
External Third Party Cargo Charter:
460 tons x1
414,000​
414,000​
207,000​
207,000​
Total​
576,000
559,800
288,000
279,900



Ticket
  1. (J1/1G/A0, +682 tons external) = 2 parsecs @ 995 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x1
30,000​
27,000​
15,000​
13,500​
Owned Cargo: 102+(3*10)=132 tons x1
132,000​
118,800​
66,000​
59,400​
External Third Party Cargo Charter:
560 tons x1
504,000​
504,000​
252,000​
252,000​
Total​
666,000
649,800
333,000
324,900
 
Tickets
  1. (J2/2G/A2, +100 tons collapsible fuel, +122 tons external) = 2 parsecs @ 435 tons combined
  2. (J3/3G/A3, +20 tons external) = 3 parsecs @ 333 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x2
60,000​
54,000​
30,000​
27,000​
Owned Cargo: (3*10)=30 tons x2
60,000​
54,000​
30,000​
27,000​
External Third Party Cargo Charter:
0 tons x1
0​
0​
0​
0​
Total​
120,000
108,000
60,000
54,000



Tickets
  1. (J2/2G/A1, +100 tons collapsible fuel, +182 tons external) = 2 parsecs @ 495 tons combined
  2. (J2/2G/A2, +80 tons external) = 2 parsecs @ 373 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x2
60,000​
54,000​
30,000​
27,000​
Owned Cargo: (3*10)=30 tons x2
60,000​
54,000​
30,000​
27,000​
External Third Party Cargo Charter:
60 tons x2
108,000​
108,000​
54,000​
54,000​
Total​
228,000
216,000
114,000
108,000



Tickets
  1. (J1/1G/A0, +100 tons collapsible fuel, +682 tons external) = 1 parsec @ 995 tons combined
  2. (J1/1G/A1, +580 tons external) = 1 parsec @ 893 tons combined
Revenue
Paid Off or Bank Financed
Non-charter (in Cr)​
Paid Off or Bank Financed
Charter (in Cr)​
Subsidized
Non-charter (in Cr)​
Subsidized
Charter (in Cr)​
High Passengers: 3 x2
60,000​
54,000​
30,000​
27,000​
Owned Cargo: (3*10)=30 tons x2
60,000​
54,000​
30,000​
27,000​
External Third Party Cargo Charter:
560 tons x2
1,008,000​
1,008,000​
504,000​
504,000​
Total​
1,128,000
1,116,000
564,000
558,000
 
Long Night Tramp

Following the success of the Long Night Trader early in the expansion of the Sylean Federation (approximately -650 to -522), Sylean scouts were able to (finally) reach Vland in -495 and contemporary records from those years show that the encounter did not end well. It would take another 15 years before a J2 trade route between Sylea and Vland could be formally established in -480 (a grueling voyage of 32 jumps across 60 parsecs during the Long Night).

The first attempt at a J3 merchant ship that could make the voyage from Sylea to Vland was the Long Night Clipper, but as the first generation of clipper ships were aging out of service, a slightly modified clean sheet variant with an upgraded life support option (relative to the previous generation design) started being offered by LSP shipyards which became known as the Long Night Tramp. The step change improvement in the regenerative life support biome systems modestly reduced the passenger and cargo capacity in the newer design, however those reductions in manifest capacity ironically made it easier for the redesign to serve lower end markets (an inevitability during the Long Night) while still remaining profitable for operators. What the new Long Night Tramp sacrificed in transport capacity, the ship class more than made up for in terms of reputation, enough so that for a few centuries the class became something of a de facto gold standard for luxury life support amenities to be had during interplanetary and interstellar space travel.

Long Night Tramp (Type AT): Constructed using a stylishly sleek streamlined 313 ton aerodynamic hull better optimized for atmospheric maneuvering control authority, the starship class is fitted with TL=10 standard E/E/E drives, producing jump-3 and 3G acceleration with up to 20 tons of external loading (sufficient for the external docking of the ship’s Laser Fighter without a reduction in drive performance throughput). Internal fuel tankage is 124 tons, sufficient for 4 weeks of maneuver endurance and 3 parsecs of jump range before needing to refuel. Fuel scoops have been integrated into the leading edge wing roots of the airframe hull, which feed into an onboard fuel purification plant used to purify unrefined fuel skimmed from gas giants or water oceans into refined fuel for the ship's drive systems. The fuel purification plant also distills out "waste elements" for use by the ship's regenerative biome life support systems. The ship's bridge features sophisticated touchscreen workstations with holographic trideo displays and a fly by light control system integrated through the adjacent model/3 computer.

An internal hangar bay has multiple berths for three Stateroom V-d Boxes (providing both crew quarters and passenger accommodations), each of which has their own integrated Environmental Control Type V-d regenerative life support systems with a designed capacity for 3 persons (a critical prerequisite to interstellar operations during the Long Night when trade routes and supply lines were not yet firmly anchored) plus an additional three Cargo Boxes. This containerized load capacity can be used to facilitate a remarkably wide variety of runabout service deployments within star systems. The hulls and drives of both the starship and associated small craft have been engineered to facilitate external docking with other craft for towing by maneuver drive and/or by jump drive. While up to 687 tons of small craft and/or big craft are docked and being towed externally (including the Laser Fighter or other modules) the starship becomes unstreamlined. Towing external loads in excess of the Laser Fighter’s displacement necessarily reduces drive output performance until the external load can be undocked or jettisoned.

Costs and Revenues: Although relatively expensive to construct (and therefore finance through bank loans) in terms of up front capital expenditure, the Long Night Tramp actually has markedly lower operational overhead costs than is typical of merchant ships in its displacement class, primarily due to the synergies of having a regenerative life support biome and onboard fuel purification plant. However, that hefty investment in construction costs is relatively easy to recoup, especially as a tramp merchant occasionally dealing in speculative goods (when market conditions are favorable). Being able to flexibly shift between small volume but high arbitrage value speculative cargoes over into high volume but low value per chartered ton external loading transport for third parties opens up a tremendous wealth of options in the generation of profits for the savvy (and/or wily) operator to take advantage of as the supply and demand of world markets (and governments) ebb and flow over time.

Although the Long Night Tramp has its origin as an LSP starship design and business model, in the millennia and a half since its debut during the Long Night a wide variety of shipyards not affiliated with LSP have put the class into volume production for clients and governments throughout imperial controlled space (and even beyond). In more modern times, the Long Night Tramp is still thought of by owners of the class as the “one of the best low tech backwater merchant ship classes that (some extra) money can buy” when compared with even older Vilani designs still in service such as the Type-R Fat Trader or the Type-A2 Far Trader, both of which fare better in more permissive and well patrolled trading environments.
 
Laser Fighter: The Long Night Tramp class is designed to be (and delivered from the shipyard as) an unarmed merchant starship, but with an organic laser armed fighter escort that is capable of operating as a sleekly maneuverable mobile screening defense against threats to commerce along the fringes of civilization. The Laser Fighter’s capability to intercept and engage/harass incoming hostile craft at range, forcing them into defensive evasive maneuvering, affords the Long Night Tramp parent ship the opportunity to break off by acceleration from unwanted encounters that the ship would otherwise be unable to escape from. Laser Fighters are armed with a single bore sighted forward pulse laser rigidly mounted on the fighter's centerline along with twin sandcasters for point defense. This weaponry is backed by the best available (for the technology level) model/4 computer and is controlled from a small craft bridge with two workstations. Although designing a small craft fighter that combines a power hungry computer with the power demands of a pulse laser nearly doubles the construction cost of a more modest computer and missiles combination, laser weaponry has the advantage of not being limited by magazine capacity (or the need to replenish expended stocks during extended engagements), leading to the adoption of these more expensive options.

Laser Fighters have a single occupancy small craft stateroom aboard, which enables extended interplanetary voyages to be undertaken (when necessary). Their hulls are also engineered to dock with a wide variety of other craft and unpowered modules so as to tow them through interplanetary space, or to perform “sky crane” logistics support duties at destinations with austere ground support (an unfortunately common condition during the Long Night) when necessary. Laser Fighters are not capable of entering atmosphere (from space) while docked with another craft and thus rely on their parent Long Night Tramp starship’s internal hangar bays for atmospheric entry transfer maneuvers of sub-craft and modules. During deorbit transfers through atmosphere to world surfaces, the Laser Fighter will often times remain on station in orbit operating in an independent High Guard overwatch capacity while loads are marshaled and logistics sorted. In locations that lack highport orbital or ground facilities, this kind of flexible small craft service support can be almost invaluable when making pickups and deliveries.

Crew Manning: The Long Night Tramp relies on a ‘skilled crew" manpower model in which 6 personnel fill the 8 crew positions mandated by necessity and regulations. This requires crew who have above minimum skill levels in 3 of the 5 departments so as to allow a single crew member to fill two crew positions, reducing life support demands in exchange for increased salaries and compensation paid to individual crew members due to their increased workloads.
  • Bridge Crew (2 persons): A starship pilot (pilot-1) and navigator (navigation-1) are both required by regulations for starships in this displacement class. Either the pilot or the navigator will typically also serve as the ship's captain. The starship bridge has one pilot station and one navigator station. (LBB2.81, p16)
  • Small Craft Crew (1 person): A small craft pilot (ship's boat-1) is required to operate the Laser Fighter independently of the starship. (LBB2.81, p16) (LBB5.80, p34)
  • Engineering Department (1 person): The two engineering positions are required to maintain the 63 combined tons of drives between starship and small craft. These two positions can be manned and maintained by a single engineer of sufficient skill (engineering-2) who can fill both positions. The starship bridge has one engineering station for the ship's engineer. (LBB2.81, p16)
  • Service Department (1 person): The stateroom modules’ Environmental Control Type V-d regenerative life support system requires a service crew, which typically is not needed on ships below 1000 tons displacement. Without any ship's troops, three service crew positions per 1000 tons is the standard requirement on larger vessels, so a smaller 313+20=333 ton ship requires a single service crew position. A single skilled steward (steward-2) who handles maintenance, food service and other crew support tasking, can also provide passenger support services for up to 8 high passengers, even though accommodations for only 3 passengers are provided for in the stock design of the class. Aftermarket additions of alternate or additional stateroom boxes can of course change the crew requirements for this department. (LBB5.80, p33) (LBB2.81, p16)
  • Medical Department (1 person): The starship's Environmental Control Type V-d regenerative life support systems require a high skilled medical doctor (medical-4) in order to keep the closed loop cycle life support systems in balance and the crew (and passengers) dependent upon those life support services healthy. Consequently, medical support aboard is extremely high compared to the bare minimum that most spacers are conditioned to expect (where even nurse level skills are considered a luxury), raising crew morale, loyalty and retention rates. (LBB2.81, p20-21) (LBB2.81, p16)
Peculiarities: By FAR, the most consistently peculiar thing about the Long Night Tramp is its Environmental Control Type V-d capacity for its 6 person crew and 3 high passengers. Usually, regenerative life support of this high (some would even say, excessively luxurious) quality is typically only found in the largest of space stations or in domed terrestrial habitats, not in smaller tramp trading vessels or even most yachts. However, the step change improvement this unique feature makes to the quality of life aboard these ships, where the gardens provide both air and water recycling as well as a wide variety of foods available, makes the recruiting of seasoned crew rarely an issue (if anything, turning away hopeful applicants is a more common problem).

SEASONAL FRESH food meals prepared and served daily by the ship's skilled cook (steward), instead of heavily preserved rations, engenders a level crew morale, loyalty and retention over the long term that other ship classes cannot compete with in terms of esprit de corps, which then spills over into the reputation of individual ships among repeat customers and clients. This self(-ish) sufficiency factor also means that crews are not at the mercy of local market prices (and quality) when visiting worlds where life support consumables are an expensive commodity due to scarcity of resources and/or (in)adequate technology (a potential liability in some remote backwater systems). In standard practice, the regenerative life support biomes are usually set up for a single world type habitat with each operating in different phases of that world’s annual cycle, offering some measure of redundancy in the event of accident or mishap while also providing a wider variety of seasonal food selections for both crew and passengers.

While closed loop life support recycling efficiency of gases, liquids and solids is quite high, it is not and cannot ever be 100%. The replacement of losses in chemical reserves necessary for sustaining the regenerative biome life support systems are routinely obtained from the waste byproducts of wilderness fuel skimming getting filtered out by the onboard fuel purification plant, which is more integrated into the ship's life support reserve systems than is typical. Additionally, the life support systems of the Laser Fighter have also been designed to integrate relatively seamlessly with their parent Long Night Tramp and Laboratory Modules for waste purging and consumables reserve replenishment while hard docked, helping to keep the regenerative biome life cycles better balanced over the long duration between annual overhauls.

The habitat species of the regenerative life support biome can be changed during annual overhaul maintenance if desired, although this option is rarely exercised unless crews have allergic reactions to specific biomes beyond the skills of the medical doctor aboard to resolve adequately. Changing the regenerative life support biome to model a species habitat of a world other than that of where the construction and/or maintenance work is being done may incur additional time and cost surcharges, so owners will want to plan for and budget their operations accordingly if exercising this option.
 
Naming: While there are no officially recognized naming conventions for Long Night Tramps and their Laser Fighters, there is a bit of a tradition among crews to give their craft feminine names (in the old Solomani wet navy tradition of "all ships are female"). Curiously, this tradition seems to have a bias towards giving the starships “good girl” names, while the fighters tend to get “bad girl” names, although this isn’t always the case.

Variants: Owing to the sheer number of possible load outs with customized Mixed Cargo Boxes available, it is impossible to make an exhaustive list of all variants in service. The following is but a small sampling of the myriad options.

Yacht (Type YP): Although entirely unintentional, the relatively luxury of the Environmental Control Type V-d regenerative life support system upgrade has made the Long Night Tramp a desirable ship class for those with adequate means (and a need to impress their peers) as a prime candidate for yacht conversions. Replacing the three Cargo Boxes with a fourth Stateroom V-d Box (with a single occupancy double stateroom luxury suite being a commonly requested option) and a Speeder vehicle loaded into the internal hangar bay is the typical preference, increasing the number of passengers who can be accommodated from 3 up to 5-6 and providing a stylish means of rapid personal transport that is enclosed and pressurized (unlike an air/raft). The surcharge for such conversions starts at Cr3,634,400 (minimum, including trade in of the three Cargo Boxes) at shipyards where the Long Night Tramp class and associated modules are already in volume production, but can easily increase for clients who insist on (single production) unique design features to better suit their expensive tastes and expectations. These yacht conversions are usually ordered by megacorporate executives, world nobility or even the "merely rich and famous" and are often used for the purposes of business and/or pleasure rather than for petty commercial transport services.

Safari Ship (Type KP): A few Long Night Tramps in private ownership have been converted into safari tour ships (both commercial and non-commercial). The most common means to achieve this conversion is to swap the Cargo Boxes out for a mix of Environment Tank(s) to contain animals and/or preserve vegetation for retrieval, Laboratory Module(s) for on-site sample survey analysis, additional Stateroom Boxes for use as mobile base camp accommodations that can be deployed to terrestrial environments on a long term basis, Cargo Box(es) outfitted with vehicle berths for local transportation options, along with a wide variety of other expeditionary services that can be delivered to remote and austere locations for later retrieval. Some safari conversions in private hands even include allocating one (or more) of the Environment Tanks as a trophy room to be filled with an owner's most impressive prizes taken during their adventures and travels, where they can be put on display as a statement to be heeded by friends, rivals and enemies alike for the sake a pride and envy. A number of Long Night Tramps have also been donated or otherwise made available to various world universities and converted to Safari Ships for use in academic research sample return expeditions and long(er) term surveys. Due to the modularized nature of these ships and their inherent double jump capability, they have also been used for astronomical surveys, long duration exploration missions and other tasks prioritized by scout services (both officially and unofficially).

Troop Transport (Type TT): Some mercenary companies have been known to acquire additional 6 Stateroom V-d Boxes (docked externally) plus an additional Laser Fighter (also docked externally) allowing them to use the class as a light troop transport capable of mobilizing 2 squads of mechanized infantry, their vehicles and a useful load of consumables (provisions, medical supplies, ammunition, explosives, spares, etc.) necessary for sustained operations in theater. The twin Laser Fighters offer additional aerospace support for these troop deployments and are preferred for their “surgical strike” capacity rather than indiscriminate demolitions. Due to the increased external loading necessary for this configuration, the Long Night Tramp is reduced to a J2/2G performance profile, although with some logistics preparation it is possible to deploy via J1+2 to locations 3 parsecs away without requiring refueling while en route. Mercenary groups utilizing Long Night Tramps as troop transports have been known to represent themselves as civilian merchant ships (or even yachts) engaging in passenger services for third parties to enhance plausible deniability of their contracts, personnel and operations.
 
well, as much as I like Spinward's quite lengthy expositions and deep analysis, sometimes a short interlude can help break up the wall of text. And yes, I am a dad who appreciates dad jokes. especially spacedad jokes!
 
Stateroom V-d Box
Ship Type: AU (Merchant-A, Unpowered)
TL=10 (LBB5.80 design)
Tonnage (custom hull): 24 tons
Configuration: 4 (Close Structure, partially-streamlined, integral fuel scoops, MCr1.44) (LBB5.80, p21-23, p34)
Armor (code: 0)
Maneuver-none
Power Plant-none
Fuel: none
Bridge: none
Computer: none
Hardpoints: none
Crew positions minimum skills required: none
External Docking: 6x 24 tons = 144 tons capacity Ordinary Launch Facilities (0 tons, MCr0.288, Stateroom V-d Box becomes unstreamlined while in use) (LBB5.80, p32) (LBB A5, p14)
Starship staterooms: 3 single occupancy (12 tons, MCr1.5)
Laboratory: regenerative life support biome (12 tons, MCr2.4) (CT Errata, p12, lab space costs MCr0.2 per ton)
Cargo Hold: 0 tons
Waste Space: 0 tons
Total Cost: MCr5.628 (100% cost single production), MCr4.5024 (80% cost volume production)
Code:
Stateroom V-d Box   AU-0400000-000000-00000-0    MCr4.5024       24 tons
Passengers=0 to 3. Low=0. Lab=12. Cargo=0. Fuel=0. EP=0. Agility=0. Crew=0 to 3. TL=10.

Decided to have a bit of fun and try doing a deck plan for the Stateroom V-d Box ... just to see what would come out the other side of the effort.
Well ... I would like to think that it turned out rather interesting ... 🙄

2ZcD5Xz.png

So as you can see, the dimensions are 10 deck squares long by 5 deck squares wide (15m x 7.5m x 3m = 337.5m3 outer dimensions). Note that 24 tons * 14m3 = 336m3 ... so 10x5 = 50 deck squares measures up as being 100.446% of 24 tons, which I feel is a pretty good fit for a 24 ton form factor in a Close Structure (box) configuration.

There is a central longitudinal access corridor down the centerline with airlocks at both ends for pass through connections. At one end of the box, there are lateral extensible airlocks, allowing multiple boxes to be linked together through 3 axis conections (fore/aft, port/starboard, zenith/nadir) in stacks that do not necessarily require "perfect alignment" on the port and starboard sides to achieve a hard dock.

The forward airlock (picture left) includes a grav lift for easy vertical movement between stateroom boxes stacked on top of each other. The starboard extendable airlock is primarily used for EVA transfer connections, while the port side can be used for decontamination in addition to the usual airlock functions.

The port side of the box (picture down) contains the Environmental Control Type V-d regenerative biome life support systems and services, including a galley/laundry room for preparation of meals (sink, counter, stove) along with a washer/dryer setup for cleaning clothes where the resulting greywater can be recovered for recycling. Beyond the pressure door can be found the aquaponics system for the harvesting of fish and leafy greens, followed by the garden of fruit bushes until finally reaching the animal pens where a variety of live animals are kept for the production of meat and eggs (and sometimes even milk). Fresh foodstuffs can be gathered for pretty much every meal on a daily basis, reducing the need for refrigerated storage spaces.

At the aft end of the port side (picture down/right) is where the extendable solar panels and battery reserves are located, enabling the stateroom box to extend its life support endurance in the absence of a hookup to a fusion power plant, such as when deployed to a world surface as a long duration base camp for an expeditionary crew. The aft centerline airlock uses all manual hatches, allowing the airlock to be used for entry/egress in the event of a complete loss of power or other emergency. A maintenance hatch inside the airlock provides access to the batteries and solar panels equipment, reducing the need for EVA to resolve some potential failure conditions, although the outer pressure door will need to be closed in order to pressurize the compartment.

The three identical staterooms along the starboard side each has their own fresher facilities, a locker for personal storage (including a vacc suit in case of emergencies), a desk with computer station and acceleration couch, single occupancy bed, window and privacy screen. Each stateroom is its own pressurized environment cell, hence the need for the pressure door to access each stateroom. The greater than usual number of bulkeads used in the design helps with structural rigidity and reduces the dangers of a decompression cascade in the event of a hull breach.

Starships, such as the Long Night Tramp class, will typically have all of their Stateroom V-d Box regenerative life support systems set for a single world habitat biome, but with each Box set for a different season of the year, so as to provide a greater variety of foodstuffs for consumption by crews and passengers throughout the year between annual overhauls. With sufficient stateroom boxes, a ship can potentially have on tap seasonal food items from every harvest of the year, all year round.
 
If those V-d Box items are common, why does cargo come in 1,5 or 10dTon lots? That box doesn't take 10 dTon containers effectively. Looking at the current loading patterns, those 10 dTon containers are the vast majority of cargoes.
 
For a while, I was honestly considering standardizing on a 25 ton box size for staterooms AND cargo.
Ultimately decided against it because it would have meant going with a 1+1+1+25=28 ton cargo capacity in a 100 ton hangar bay ... rather than doing a 10+10+10=30 ton cargo capacity in a 102 ton hangar bay as seen in this revised design. The "fragmentation" of cargo capacity in this way was insufficiently advantageous for the use case I had in mind.

Alternatively, I could have spent that "leftover 1 ton" in a 25 ton box on either a pair of single occupancy low berths or a single emergency low berth (for, emergencies...). Once again, I decided against that option.
why does cargo come in 1, 5 or 10dTon lots?
Simplest answer I can give you is ... KISS.
K eep
I t
S imple
S tupid

The 1/5/10 ton standardization of cargoes necessarily gives rise to containerization ... and as we all know by now, containerization boosts the flow of trade in goods over long distances. Having dimensional standards that you can put all kinds of "stuffs" into just makes packaging and delivery so much easier, whether that standardization is faring size on a rocket or the dimensions for cube satellites or the specs for ISO containers.

Besides, you have to set the standards SOMEWHERE ... and 1/5/10 is so dirt simple that it's hard to screw up, even for the most intellectually underpowered supercargoes in charge of handling freight.

Of course, there's no such thing as Foolproof.
The best we can do is Foolresistant.
 
Of course, there's no such thing as Foolproof.
The best we can do is Foolresistant.
We had a sales rep that offered the greatest comment ever …

We try to make our produce ‘idiot proof’, but every year the village comes out with a better ‘Idiot’!
 
We had a sales rep that offered the greatest comment ever …

The (eternal) battle against "idiocy" is very much akin to the three laws of thermodynamics.
  1. You can't win.
  2. You can't break even.
  3. You can't get out of the game.
I prefer to live by the dictum of "don't be any more foolish than absolutely necessary" ... and sometimes, it even works! 🤪
 
Oh the irony. :rolleyes:

I was watching news about SpaceX Starship+Booster that was released today on youtube, when I suddenly wondered ... how many displacement tons (14m3 per ton) are required for this interplanetary craft?

9m diameter
69m height (will probably get stretched to 70m with the hot staging modification)

4.52 * 69 / 14 = 313.54 dTons cylinder

Obviously, you'd lose a few dTons out of the Starship cone shape up at the nose, but I was amused by having the "313 tons" number pop out of the calculation for a cylinder after I'd created a 313 ton Long Night Tramp starship.
 
This starship design is being retconned out of existence and "de-canonized" (for whatever that's worth) by the author (me), in favor of a superior design that I will be posting ... Soon™.
 
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