Sup-7s description of demountable tanks implies it. It is mentioned in Adventure 4 as well. (I believe.) I have never seen a problem with jumping to an empty hex. The only problem is there is no fuel source to refuel with. But if you bring your own fuel... Now finding something in an empty hex without a stellar body to anchor it to, you better know where you are going. Hence the calibration points. They are mentioned in Rebellion SOurcebook, Gateway to Destiny, and 1248, so you don't need to have the Big Red BOok to use the concept.
One key point is that, because of bulk, it is extremely expensive to ship fuel. And putting a second jump point in is even more expensive. (About three to four times as expensive.) Remember a tanker has to get in and back out again. For a jump 2 refuel point it is only 40% of the ships volume to go there and come back out. For a Jump 3 point it is 60% and for a J4 point 80%. Keeping a Jump-4 or higher route open is going to actually require intervening jump points. (And a secret Jump-6 route is actually going to require, at a minimum it be a Jump-3 route.)
To give you an example, a Jump ship (Supp-9) would require 3000 tons of jump fuel (Its normal load) to carry 2000 T of Fuel into a jump-4 point, then it would require to refuel so it can make the jump 4 back out. (2000 T.) Ooops.
For the higher corridors, your tanker is going to have to use Drop Tanks and have enough internal fuel to jump back out just to carry a semi useful load. (And it is going to have to be large.)
Equipping your ships with droptanks instead makes more economic sense. Especially if you are jumping from a freindly base so the tanks can be recovered and reused.
For Jump-2 and Jump-3 routes, you will need 3 tankers to supply the second point. One to actually make the delivery, one to provide enough fuel for the tanker to get to the second point and one to provide the fuel for it to get back.
(And we still haven't put all that much fuel at the first point.)
Economically Calibration points don't make much sense. Militarily they make tons of sense, but building a Rift Courier actually makes more sense. (More flexibility.) After all if the enemy locates your Calibration point and uses a warship with droptanks it can destroy your base and start stranding ships.
Originally posted by Aramis:
The TTA explicitly states you can jump to the empty hexes in those certain spots, and then puts a calibration point station at one of them (which would imply that, if one is willing to pay KCr 2.5 per Td, one could buy fuel there. (That extra KCr2 is for the shipping cost and deadhead leg on the fuel transport).
It doesn't say you can jump to all of them. (It just strongly implies that, by allowing it on all the empty hexes surrounding the spinward main.)
Not all Refs allow it. Not all refs have the big red book, either.