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All Warships Should Have Drop Tanks

The CT disposable fuel tanks are not reusable, and don't specifically in the CT rules affect misjump. (Bk5 '81, p27). Such tanks may be retained and reused if retained, but not if dropped. KCr10+KCr1/ton

A5: TCS, p14 increases fragility of disposable tanks, reduces cost: KCr10 for tank fittings at construction or KCr1/ton after as retrofit, but reduces cost of tanks to just KCr1/ton. Specifies construction time of 10 weeks, and mount time of a couple minutes.

Note that in Bk5 '79, p. 32, a special high capacity accumulator must be installed (TL12, MCr0.5, no tonnage) to use disposable fuel tanks

Note that normal jumps in CT, per bk5, take not more than 40 minutes to use the fuel. The combat round is 20 minutes; a ship normally takes 2 turns to charge the jump drive, and at the end of charging, the ship jumps. Ships with powerful enough power plants may jump in 1 turn... Power can come from any source, so long as the EP spent are twice that as produced by the smallest powerplant of the same rating as the drive. (Bk5, p39)

MT:
demountable tanks: fixed to hull, reusable, requires yard to remove. Cost as a hull of same size, plus Cr35 per kL. (KCr0.4725 per Td). Can't be dropped before jump.
Drop Tanks: "disposable tanks"... implied non-reusable, dropped before jump. No provision for jumping with them on. KCr10+ Cr75/kL.

Neither affects misjump

TNE:
I can't check easily

T4: I can't check easily

MGT: drop tanks are not routinely reusable when dropped (TL12-13: Damaged by the ship jumping on 7- on 2d6; TL14+ tanks survive being dropped) and affect misjump chance. Misjump chance increased by (15-TL) when dropping them. Drop tanks take increased change of being hit.

Tank cost: KCr2 per ton (MCr0.1 per 50 Tons tankage)
Fittings cost: MCr1 per 50tons of tankage (KCr20/ton of tankage)

MGT-HG p43-44.


T5: due to the jump rules, dropped tanks are destroyed by the ship jumping.
 
The phrasing I couldn't remember (and failed to check when I was at home.... grrr...) was from mongoose, but may have said either 'disposable' or 'not reusable' or something to that effect.

Of course, that doesn't speak to the actual condition of the tank at all, just its relative value to the guy dropping it, which was my point. However, working from your excellent summary we can state clearly:

CT: Prior to A5, we can assume safely that a minimal amount of retrieval and refurbishment allows dropped tanks to be reused by someone. They obviously are not reusable by the ship that is now several light years away from the tank.

Also: Without an increase in risk for Drop tanks, CT more or less implies that the ability to use Drop Tanks is a significant strategic advantage, and if taken into consideration in Naval Doctrine (not necessarily Imperial Navy...), can be a significant force multiplier tactically as well.

After A5 (whatever that is...) very little changes. Increased risk of tank 'loss' to jump damage is offset by cheaper overall cost.

Bk 5 (book 5?) would strongly imply that a drop tank doctrine could be supplanted/augmented by a 'ship to ship fuel' doctrine, much like our own 'Air to Air' refueling now, only specific to jump.

MT: Same, essentially, as CT, only we can also suggest that a large number f military ships will have the ability to mount 'demountable tanks', which may or may not share a mounting point with drop tanks, increasing flexibility.

TNE/T4: No information, natch.

MGT: (mega, not mong, yes?): Reusability is higher after TL14, which increases the likelihood of use by large, organized forces (military or commercial), however the likelihood of misjump means they are unlikely to be used by commercial powers before TL 15 (misjump penalty of 0 according to your post), militaries will factor the increased danger with their strategic needs, losing 10% of a fleet before a battle is offset if it means they lose 20% fewer ships in the battle... but drop tanks would not be the only way of jumping most naval ships prior to TL 15 for anyone... no one wants to lose ships during training and garrison operations. The only non-hybrid Droptank naval ships would be some sort of reserve force, relegated to SDB duties until/unless a major front opens in their sector.

T5: Obviously, destroyed tanks will not be restored or refurbished, thus increasing their cost to use.

However: I think it was that 'M' in front of the cost, regardless of the decimal point or the 'per 50 tons', presuming the cost is reasonably similar in MongT, that made me think they were ridiculously overpriced. 2k per ton seems generally okay.




I swear I'll get the Jargon around here... one day. :confused:
 
MT is commonly MegaTraveller (has been for years so its got precedence), while MGT has come to be the default for MonGoose Traveller (I know, not a lot of sense but... )

I find it easier as MgT cos that works for Mongoose Traveller, MongTrav, and MongT quite nicely. But then that's just me :)

Best regards,

Ewan
 
MT is commonly MegaTraveller (has been for years so its got precedence), while MGT has come to be the default for MonGoose Traveller (I know, not a lot of sense but... )

I'll also occasionally use "RTT" for the Mongoose version; it stands for "Rikki-Tikki Traveller". Not meant derisively, but an allusion to Kipling's Rikki-Tikki-Tavi, who was a mongoose. Rikki-Tikki-Tavi also had a "philosophy" which resonates with me, personally, and seems to be the way some PC parties have operated in the past: "Run and find out!".
 
disposable, T4 and GT

T4 does not use drop tank, only colapsibles and dismountable.

GurpT use them, but they use hard points, are limited in capacity by the number of hard points used and type of coupling used, block line of sight, need a main tankage to back fill and are made as sub-hull at the full price. As to them been one use disposable, it is explicitely the case when Cheap quality hull construction option (50% price) is used. Those tanks are considered to be (usually) too heavily damaged to be reusable even when recovered. Obviously, it implies that a "real hull", like the one of the jump tanker, could be reused. At that point, disposable tanks or jump tankers are not cheap enough to totally upset the economic of shipping, they merely expand the options.

Selandia
 
So, thinking the military options through a little bit.

For my dollar, I'm not sure I can justify equipping the fleet with drop tanks as a standard operational model.

First, by doctrine, I don't think any fleet action is going in to a system with the expectation of "losing" the battle. That is, with the expectation that the fleet will have to immediately jump back out to safety.

Can it happen? Sure. But does it normally? No, I don't think so. I should say not normally enough that the contingency of preparing for that for every operation is worth the costs involved.

When a fleet jumps in, it's not like a fighter bomber making a stealth insertion attack on some specific target, slipping in to the trench to hit the exhaust port and sneak out. Those kinds of missions are certainly possible, but I think unlikely.

Rather operations are more sending overwhelming forces in to a system with the intent to make some kind of beachhead and thus interdict that system from the enemy. So, I visualize the fleet jumping in and making a direct approach on the fuel resources, and then making their attack on other resources.

Because once the fleet jumps in, barring dumb luck, it's not like the system can react. The system has what forces is has available, and there's no cavalry coming. Any possible help triggered by this action is 2 weeks away. So, the attacking fleet has 2 weeks to crack the defense surrounding (say) the gas giant. (Clearly if they have to skim water on a defended planet, it's a completely different operation, but that operation would be planned for approriately).

Odds are high that when the fleet commits to this action, they have the intelligence on what defenses are guarding that gas giant, and plan accordingly. If they pop in and there happens to be a large battle fleet waiting for them, then that's a massive intelligence failure, and you can file that under "Bridge too far".

That situation CAN happen, but it doesn't solely for the reasons that operations do their damnedest to NOT let it happen. Wars are operational in nature, the battles are secondary. The great stories are of the last ditch defenses thwarting a crushing assault. Nobody goes to battle expecting to lose, and do their best not too.

So, I don't think the doctrine of drop tanks "just in case" makes much sense.

There's the premise of a deep penetration ship, where its equipped with higher rated jump drive, but can only normally fuel a smaller jump. When using the tanks, the ship can travel farther (or enter the system with some reserve), but again as a doctrine, it seems wasteful to design that capability in to the entire fleet. You're wasting money on drives and power plants that you simply are not normally using. Better to build more ships and come to stay than a fewer ships designed to hit and run.

Next, there's the fleet train. If you're going to follow a hit and run (or runaway) doctrine, then when they arrive at their ultimate destination, they'll be out of fuel. That destination needs to have a friendly, static fuel supply, or a fleet train available to supply those ships.

Also, the "hit and run away" tactic will, overall, slow down the fleet. When an attack fleet with a "run away" doctrine lands, the fleet train is sitting, and waiting, for notification as to where to go next. The fleet will need to X-Boat (or whatever) a message back to the fleet train to let them know how the battle went. If the battle was successful, they can jump in to the target system. If it was not, they need to jump in to the "run away" system to meet the fleet.

If the fleet basically "knows they're going to win", the fleet train can jump soon after the attack fleet (like a day to keep them out of the main engagement), and not wait for the results of whether it's successful or not. Granted, this is potentially risky, but, as doctrine, with decent intelligence, I think fleets mostly go in to battle with confidence. The strategic end result is assumed (i.e. fleet will arrive and gain space superiority), the details may not be (i.e. at what cost, what ships damaged). They may not be able to take the world, per se, with heavy defenses, but they can at least maintain space superiority. When the outcome is less certain, the fleet train can wait for word.

This assumes that the fleet simply doesn't jump back where it came from. And that's the other rub.

How do you get the tanks to the ships? If the jump off point for the attack is a star system with an adequately equipped starport, then that's just peachy. Fleet arrives, gets equipped and fueled, powers up, drops them, and proceeds with the attack.

If the launch point is NOT so equipped, then the ships have to get to the launch point either with the drop tanks, or have the drop tanks carried and installed in the remote system.

Let's consider something like the AHL cruisers. 60K tons, J-5. That means 30K tons devoted to fuel for J5 (for HG, pretty sure, 50%). When you bolt tanks on to that ship, for a J5 jump, you now have a 90K tons ship, with 60K tons of fuel. Assuming that "a jump drive is a jump drive is a jump drive" and it's ultimate jump number is simply a ratio of drive tonnage to volume (that is, specifically, that a J-5 Drive for a 60K ton ship can drive a 90K ton ship AT ALL, much less at a lesser capacity), then a J5 drive for a 60K ton hull is 3600 tons, which is equivalent to a J3 drive for a 90K ton ship. With the drop tanks equipped, the AHL has fuel for 6 jumps, so it can make 2 J-3 jumps in a row. It would need to proceed at this slower pace to the jump off point for the attack. Naturally, there is no requirement that the drop tanks must supplement the entire on board jump capacity. You could simply bolt on another J1 worth of tankage to give the fleet a "get out of jail free" card, they just likely can't go back to where they came from and the fleet train will have to hunt them down and bring them home.

If the jump drive can not be used like this, then the drop tanks need to be shipped and equipped at the launch point. That implies that large, empty holes in space are flown to the launch point where maintenance crews somehow bolt them to the ships, then the ships fuel up. For the AHL class, that's 30K tons of empty space that has to be shipped to support the cruiser. I'm assuming that they can not be manufactured in the launching system. That is, I assume that the fleet train can't bring "drop tank kits" and assemble them. They may be able to install the tanks, without a starport, but not assemble them.

Now, if a starport is simply required for the mounting of drop tanks, then that means that the only systems suitable for launching such an attack are those systems with adequate starports. That can certainly limit the deployment options.

For those times when an attack is deigned risky enough to warrant a "get in/get out" strategy, those can be handled sans drop tanks via forward deployment of the fleet train. Clearly those attacks aren't particularly spontaneous, and require more planning and, more specifically, more staging, which means more time. Bringing fuel ships up to top off the attack fleet before they jump in, and then meeting them when (if) they jump out. Implicitly, if the ships are not intended to be equipped with a full external fuel load, that is, that they will be entering a system with partial tanks, and will (likely) not be able to come back to where it came from, then there is need for this fleet train and operations to potentially create deep space service points to service the fleet even if you have drop tanks. If you're going too tool up that kind of capacity, you can then use it in lieu of drop tanks at all (by staging early, and within range).

Now it could be argued that if the cost of facilitating drop tanks is simply the plumbing and fittings on the ship, then its probably fair to say that the added cost of these fittings is incidental to the overall fleet cost. This provides drop tank capability to the fleet, and offers the flexibility to deploy with them should they ever come up. However, building ships with overcapacity jump drives and infrastructure on the off chance that they'll use a drop tank seems like a waste of money for little used capability.

So, drop tanks can be practical, and useful in specific operations. But as an overall fleet doctrine, I don't think it makes sense.
 
Note that normal jumps in CT, per bk5, take not more than 40 minutes to use the fuel. The combat round is 20 minutes; a ship normally takes 2 turns to charge the jump drive, and at the end of charging, the ship jumps. Ships with powerful enough power plants may jump in 1 turn... Power can come from any source, so long as the EP spent are twice that as produced by the smallest powerplant of the same rating as the drive. (Bk5, p39)

Any hydraulics engineers handy want to comment on what size pipe(s) and at what pressure, and what kind of pumps, would enable handling of 92,500 Gallons/sec? For a 40 min duration, that's the rate needed to move the fuel for a 100K ton ship at J6, or 60K tons of fuel. It's stated that Niagra Falls is 150K GPS, and this is almost 2/3rds that. So, that seems like "a lot".

According to another site, Hoover dam has gates with pipes 68" in diameter, and they push 28,424 GPS. When blocked, it says the gates hold back 243 PSI (so I don't know if that means 28K GPS @ 243 PSI or not). So, I guess, a ship would need 3 of those things (or equivalent). *gulp*

So now, for say and AHL size ship, I'm imagining a 50 foot cube (roughly) with a 4-5 foot diameter "pipe" fitting as one of two tanks that would mount to the ship.

Sometimes it helps to understand the scale of what's going on here, is all.
 
It certainly is a discrepancy. Thanks for clearing that up.


That's going to mess with a lot of intricate discussion some of us did a while back on the discovery date of Black Globes and (in that connection) construction dates for Kokiraks.

I assume you mean backdate (or whatever the proper word is) them to TL14. I think it is immensely difficult. Substituting a factor T for a factor Q is not a problem, except for the increased power energy point requirement. But the killer is the power plant. The minimum factor for the power plant is 6 (maneuver 6), but the minimum realistic one is 7 (actually, 6+; 1200 EP plus whatever the weapons, screens and computer need). That requires a power plant with a minimum size of 14% of the ship's tonnage. More if you want the proto-Kokirrak to have any sort of secondary energy armament.

I admit that it's just possible to imagine a TL14 design that has PP 6 by assuming that it didn't have enough agility to take full advantage of its maneuver drive and almost no secondary energy weapons. That way the power plant (12%) plus power plant fuel (6%) will take up a total of 18% of the ship tonnage. By installing a factor 10 TL15 power plant (10%) and partitioning off part of the cargo space to provide another 4% fuel tankage, you get a new combination that takes up 20%. You also get 2% of the old engine room that you can use for something new. Or you could put half the extra tankage in the engine room and the other half in the cargo space.

But is it a plausible upgrade? Not in my opinion. The thing to remember is that the original hull remains the same and upgrades don't affect the major interior partitions, and that retrofitting components is expensive. Replacing a factor Q with a factor T and accepting a lower agility might make sense; ripping out power plants is a different matter. Building a new TL15 design and retiring the TL14 design from front-line service makes the most sense.


The AHLs start getting phased out after about 60 years and the Atlantics may not have begun being built until 1020. The Chrysanthemum design goes back for over a century, but that doesn't mean that the first ones are still in action 100 years later. Just that they were still being built more recently than that.


Hans

First, T20 TA7 Fighting Ships, Set in 993 has the Atlantic class (pg27), as a "Brand spanking new class, just coming off the designers boards". So I date the Atlantic to 990.
Also the Chrysanthemum and Fer de Lance are on pages 38 and 39. Dating them to the same time period. The Chrysanthemum text says it has been in service for over 40 years (950).

Secondly, Reverse engineering the Kokirraks is fairly simple:
Armor 12 13%
Jump-3 34%
Mn-6 17%
Bridge 2%
PN-A 10%
Total 76%

Power Plant A at TL15 is 10%, So at 2% we get a TL14 PN of 5.
Ah Ha you say, wont work.

So I reduce the Maneuver drive to 4g. at 11%, and add the extra 6% to PN for a PN of 8.
Total %: 76%

TL14 Kokirraks DN
BB S4348H4-CXXXXX-XXXQX-0
Total EP 16000

1100 ep for Meson Q,
Total Tonnage used: 163,000
Remaining Tonnage: 37,000

100 ton bays: 20= 2000 tons
50 ton bays: 100= 5000 tons
730 hp= 730 tons
Total weapons tonnage: 7730 tons
Remaining tonnage 29,270

Cram in screens and crew, an I have a TL14 Kokkiraks, that gets a real nice upgrade to TL15.

Now compare this to the other cannon TL14 designs:
Perisher (TA7) 400kton J-4 4g
Tiananmen (TA7) 350kton J4, 5g
Uzshu (HP5) 100kton J4, 5g
 
Oh, and before you come up with reasons why it wont work, I'm just saying that a TL14 Kokirraks that was upgraded to TL15, Like the Atlantic and Azhanti classes, and the Inkaluur class Battleship from Far Trader MAY be plausible.

Oh, and several of the designs from TA 7 were said to be upgades of older ships, such as the above mentioned Tiananmen class.
 
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According to another site, Hoover dam has gates with pipes 68" in diameter, and they push 28,424 GPS. When blocked, it says the gates hold back 243 PSI (so I don't know if that means 28K GPS @ 243 PSI or not). So, I guess, a ship would need 3 of those things (or equivalent). *gulp*.

Yep, thats about right... UGLY. But 68" is only 2m or so. And 243psi is only 16.5 atm or so... give a dozen hoses instead, and cut the pressure...
 
Unless of course you shut the valves to the other fuel tanks. Then, you only use the fuel in the tank that is feeding the fuel. ;)

In MT the jump fuel was not 0.1xmxJn as in other versions. In one MT journal, as an answer on Q&A, was specified that any jump used the same amount of fuel, depending only on the jump drive size, due to the calibrating of the coils.

Even so, I think it's impractical to have all fleet with drop tanks because, as they are droped, the posibility that you have them on at the right time is quite low, and the expense quite hight.
 
First, T20 TA7 Fighting Ships, Set in 993 has the Atlantic class (pg27), as a "Brand spanking new class, just coming off the designers boards". So I date the Atlantic to 990.

Also the Chrysanthemum and Fer de Lance are on pages 38 and 39. Dating them to the same time period. The Chrysanthemum text says it has been in service for over 40 years (950).
Well, that certainly supports your arguments with a vengeance. This is all new information to me, since I never saw TA7 nor heard about any of the historical information before. I'd like to let it sink in before I pass any judgement.

Frankly, my knee-jerk reaction is that the authors were wrong to claim that various TL 15 ships were first built as TL14 designs, implying that they were later upgraded, and also implying that putting some TL15 components in a TL14 hull makes it a TL15 design.

It's unfortunate (from my point of view) that TL14 hulls are made of the same material that TL15 hulls are made of. It would be trivially easy to show that you can't upgrade a TL13 ship to TL14. From 14 to 15 one has to look at features below the level of the design system. Every component that goes into a TL14 design is made at TL14, and ripping out the major components and replacing them with TL15 components don't change all the minor components sumultaneously.

Still, I usually have a negative reaction to new ideas at first, only to (in some cases) come around when I've reflected upon them.

I will point out that the description of the Atlantics specifically states that "An upgrade program to enhance the class was considered, but decided against...", which means that not only does the text not mention the massive upgrade from TL14 Atlantics to TL15 Atlantics (an extremely curious omission in the case of the Kokirraks -- you'd think that was something worth mentioning), but it specifically states that it wasn't upgraded. So if the Atlantics were brand spanking new in 993, then either they were brand spanking new TL15 designs in 993 or they're still TL14 designs in 1107. Of course, one can resolve this discrepancy either way.

Secondly, Reverse engineering the Kokirraks is fairly simple:
But is it plausible?

Power Plant A at TL15 is 10%, So at 2% we get a TL14 PN of 5.
Ah Ha you say, wont work.

So I reduce the Maneuver drive to 4g. at 11%, and add the extra 6% to PN for a PN of 8.
So now your upgrade involves replacing the maneuver drive too. I can't find my TCS, so I can't remember what the cost of the work itself is, but the cost of the new drive alone is MCr17,000. Then there's the cost of the new power plant, MCr48,000. All instead of reducing some of the secondary armament to use 100 EP less to accomodate the new spinal (Assuming, of course, that the original design used every EP available and didn't have 100 spare ones lying around). Hmm... paying MCr67,000 to upgrade an obsolescent design or building one spanking new TL15 design for every two TL 14 Kokirraks that wasn't upgraded? That's not really a tough decision to make, IMO.

Also, the original description doesn't mention any variant Kokirraks, implying that every single (surviving) TL14 Kokirrak was upgraded. Not impossible, but definitely not plausible either. Notice how some of the Azhantis did get a TL15 spinal but the class is still listed in FS as TL14.

Total %: 76%
And the engine section the same size still. That's a point in your favor.

TL14 Kokirraks DN
BB S4348H4-CXXXXX-XXXQX-0
Total EP 16000

1100 ep for Meson Q,
Total Tonnage used: 163,000
Remaining Tonnage: 37,000

100 ton bays: 20= 2000 tons
50 ton bays: 100= 5000 tons
730 hp= 730 tons
Total weapons tonnage: 7730 tons
Remaining tonnage 29,270

Cram in screens and crew, an I have a TL14 Kokkiraks, that gets a real nice upgrade to TL15.
The total weapons tonnage would be 2050, since the weapons that were replaced by the TL15 single particle accelerators (3T turrets) has to have been TL14 particle accelerator barbettes (5T turrets). You can't replace a 1T turret with a 3T turret, since the hull doesn't change. Going the other way is possible, but you waste the 2T per turret, of course. I wonder if the design in FS allows for 660T of waste space?

The EP requirements actually fit fairly nicely; unless I made a mistake somewhere, they come to a total of 15,039 EP. If I had been the designer, I would have used 300 barbettes instead of 330 and a factor 7.5 power plant, but I'm miserly that way. I think saving 2000 T worth of power plant and 2000 T worth of fuel tankage -- not to mention MCr6,000 -- is worth having a few less particle accelerator barbettes and a few more lasers or missiles. But no doubt the designer was used to rounding up.

So my main objection is still the massive cost of the upgrade (plus the fact that it isn't mentioned in the original description).


Hans
 
In MT the jump fuel was not 0.1xmxJn as in other versions. In one MT journal, as an answer on Q&A, was specified that any jump used the same amount of fuel, depending only on the jump drive size, due to the calibrating of the coils.

Even so, I think it's impractical to have all fleet with drop tanks because, as they are droped, the posibility that you have them on at the right time is quite low, and the expense quite hight.

I have been postulating a hybrid ship, one with on board fuel sufficient for small jumps, but with larger engines and the ability to mount drop tanks for longer jumps.

Looking at the difficulties in logistics involved with keeping drop tanks available and fueled for major deployments and declaring it is impractical is to ignore the fact that any movement of men and material around is logistically intensive. Need I point out that canned goods were invented specifically to allow armies to travel farther and faster by reducing the need for foraging? The additional logistics of ensuring a standardized design of drop tanks are available an in place for any major deployment is no more difficult than ensuring an adequet supply of food, ammuntion and spare parts are on hand, an is probably easier than casualty replacement.

That said: Service and logistics ships supporting the fleet are much less likely to rely on drop tanks to move around. They are a strategic rather than tactical asset, and jump capability and flexibility is a strategic factor, as explained in my earlier post.
 
In MT the jump fuel was not 0.1xmxJn as in other versions.

From the actual rule book:
"JD Fuel volume TL' 9-16: X5 (67.5 kiloliters per jump unit)"

So, 100 ton ship for J1 required 2 Jump Units. = 10 DTons = 0.1xmxJn

Whoever wrote about the total fuel usage in the Journal forgot about jump governors which were introduced in CT and carried into MT via the Star Ship Operator's Manuel...
 
MT works out to
J1 10%
J2 15%
J3 20%
J4 25%
J5 30%
J6 35%

Which has allowed me to, in the past, build 3j4 designs... It also pushed way down the cost per ton for longer-leg merchant shipping.
 
MT works out to
J1 10%
J2 15%
J3 20%
J4 25%
J5 30%
J6 35%

Which has allowed me to, in the past, build 3j4 designs... It also pushed way down the cost per ton for longer-leg merchant shipping.

Thanks, I had forgotten about the progression curve. It DID allow for more viable cargo ships at higher J#s. Kinda a pity that MGT didn't follow that.
 
Thanks, I had forgotten about the progression curve. It DID allow for more viable cargo ships at higher J#s. Kinda a pity that MGT didn't follow that.

Here's the thing: Bk2 & MGT TMB JDrive is a 5T +Jn*2.5% progression, and MGT doesn't express it as a percent of hull, but as a multiplier,

If we applied the same 5*Tjd to MGT CRB drives, we'd get
J1 25T+12.5%
J2 25T+25%
J3 25T+37.5%
J4 25T+50%
J5 25T+62.5%
J6 25T+75%

But using the 5% +Jn*5% hull, yeah, that would work really nice for making longer ranged shipping.
 
From the actual rule book:
"JD Fuel volume TL' 9-16: X5 (67.5 kiloliters per jump unit)"

So, 100 ton ship for J1 required 2 Jump Units. = 10 DTons = 0.1xmxJn

Whoever wrote about the total fuel usage in the Journal forgot about jump governors which were introduced in CT and carried into MT via the Star Ship Operator's Manuel...

I'm not sure now, but I think I remember the answers to the FAQ on MT journal were writen by Marc Miller or Loren K Wisman (sorry, I have not the journals on hand now, I'll try to confirm it)
 
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