Just curious what you came up with as the net cost per dTon of refined fuel given all this.
Hi Whartung,
I'm not sure what specifically you're looking for in the over all picture of things, but I did a search on the net for any possible previous posts of mine on this, and found the following:
5 Jovian Diver class boats with a 3.3 G acceleration carrying 220 dtons of fuel tanks.
2 Automated 145 dton Plecostomus fuel skimmers
1 Refinery class 400 dton hull with jump-1, fuel tankage enough for 7 jumps, and a .3 G maneuver drive.
I went so far as to find threads that I started, and had to go back to 2004 to find things, but these are the relevant threads:
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=1716
http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=3469
Posts 1 and 25 contain the bulk information of what I was planning on running for the scenario I had envisioned, as far as the planetary information (orbits etc) went.
While I no longer have the spread sheet that I had originally used for my analysis - it shouldn't be too hard to figure it out again from scratch. All of the information I used for this were contained within GURPS TRAVELLER FAR TRADER, GURPS TRAVELLER STARPORTS, and GURPS TRAVELLER STARSHIPS.
All of the information from Wages (GURPS TRAVELLER 2nd edition) to vehicles required to transport and pump fuel, to underground fuel tanks, etc - are available in the books I mentioned above. Then I had a couple of NPC's I built to handle the initial stock offering, and rolled to see if the Ianica Fuel Corporation could raise the necessary capital to build the fleet of roughly 8 craft.
What Follows below is a reprint from an earlier post from 2004. In rereading it now, I realize I made a couple of minor errors. I took into account the need for maintenance on the five Jovian Oiler class hulls, but neglected to take into account the base station needing maintenance as well as the two automated Plecostomus class ships. So, I goofed there.
The spreadsheet I had created a long time ago and nearly three computers later - contained the wages for the personnel necessary to run the operation at the ground level, as well as the costs for the vehicle fleet (ground tankers) etc. It also included a buffer of 1.5 MCr for unallocated expenses (based on my previous posts to the threads).
So, the trick would be to retrace my steps to rebuild this again. Question is - would it be worth it for you?
(As a side note: One of the things I regret CT not doing that GURPS TRAVELLER did do, was the creation of other "furnishings" or specialized "things" that could have been included - things like:
Brigs, Swimming pools, Ship's galley, conference rooms, theaters, battlesuit morgue, as well as specialized sensors to increase sensor ranges etc.
Begin Oldie post information:
5 Jovian Diver class boats with a 3.3 G acceleration carrying 220 dtons of fuel tanks.
2 Automated 145 dton Plecostomus fuel skimmers
1 Refinery class 400 dton hull with jump-1, fuel tankage enough for 7 jumps, and a .3 G maneuver drive.
Jovian Dancers are unstreamlined ships that can make the 3.5 AU run between the mainworld and its gas giant in just under 72 hours. Fuel transfers from the Refinery class hull can be done in under 2 hours for one ship. Fuel Refinery holds can be filled by 1 Pleco skimmer in under 24 hours.
All in all, this little arrangement can fulfill the needs of a single mainworld for up to 853 dtons of fuel per week. This is based on using only 4 hulls per week - with the fifth hull or crew being used for time off rotations. The reason for 5 hulls is because the yearly maintenance will take 4 weeks per hull or 20 weeks total.
Any ships that desire to do their own "wilderness" refueling operations will have to spend roughly 5 days in transit to the local gas giant at only 1 G acceleration. For some, it might be worth it. For others, a loss of 5 days transit in order to save money will cost them money.