This is an example of what I posted in another thread:
It has been designed with MgT CB system (not the megafreighter told about in the post, it should fit in a MgT small ship universe) to keep it simple. The only extra added from MgT HG is the docking clamps, as I found them quite important here. To think about the true megafreighter, it should be scaled up.
Star Class Jump Frame:
Crew is 3 pilots, Navigator, 3 engineers, medic and 1 gunner.
Weaponry is mostly to be legally labeled as armed in order to carry mail runs. It may also be used to avoid debris/meteor damage.
It carries no jump fuel, depending on fuel barges for it. It needs 1 full fuel barge plus 20 tons of fuel on another per parsec jumped. Its own fuel is a reserve, also depending on fuel barges for regular use.
The luxuries for the crew are a rarity, and are to ease life for a crew not expected to land for quite a time, due to operative schedules of those ships (aside that there were 2 tons left, not enough for anything worth it).
For the true megafreighters, I envision them as pure skeletical jump frames where "smaller" (I'd say up to 1000 dton) barges able to land could be attached. For regular routes, the jump frame just arrives to orbit and the barges dettach and land to be unloaded, while similar barges already waiting loaded in the world attach themselves to it and it's ready to go away again. That way all interface is "self contained" by the company and the loading/unloading could be done dirtside, so shortening the time the jump frame must be in orgit to th time for itself to refuel and for the barges to dock/undock.
To save in ship crew, the barges could be crewed by people in the world and make the roud trip or even be robotic (no crew at all), and each one being a self-contained boat.
Even some of them could be passenger carring, so slowing the time for passenger boarding and, if swaping jump frame, you'd be able to go a whole route in the same barge even if the barge itself has to swap frame several times along the route.
It has been designed with MgT CB system (not the megafreighter told about in the post, it should fit in a MgT small ship universe) to keep it simple. The only extra added from MgT HG is the docking clamps, as I found them quite important here. To think about the true megafreighter, it should be scaled up.
Star Class Jump Frame:
Item | Notes | Tons | Cost(MCr) |
2000 tons distributed hull | Hull:40 Structure:40 | . | 180 |
Jump Drive=U | Jump=4 | 100 | 190 |
Maneover Drive=K | Maneover=1 | 19 | 40 |
Power Plant=U | Power=4 | 58 | 152 |
Bridge | . | 40 | 10 |
Computer | Model 3 (bis) | 0 | 3 |
Electronics | Basic Civilian (-2) | 1 | 0.05 |
Fuel | PP 2 weeks | 38 | . |
Weapons | 1 HP with triple PLaser Turrets | 1 | 2.5 |
Crew Staterooms | 9 | 36 | 4.5 |
Extras | Ship Locker | 0 | 0 |
. | Escape pods x 9 | 4.5 | 0.9 |
. | Luxuries | 2 | 0.2 |
. | Repair Drones | 20 | 4 |
. | Clamps for 8 200 ton barges | 80 | 16 |
. | 8 x 200 ton Barges | 1600 | Barges’ |
Software | Maneover | 0 | 0 |
. | Jump Control/4 | 0 | 0.04 |
. | Auto-Repair/2 | 0 | 10 |
. | Fire Control/1 | 0 | 2 |
. | Library | 0 | 0 |
Cargo | . | 0.5 | 0 |
Totals | . | 2000 | 560.1505 |
Crew is 3 pilots, Navigator, 3 engineers, medic and 1 gunner.
Weaponry is mostly to be legally labeled as armed in order to carry mail runs. It may also be used to avoid debris/meteor damage.
It carries no jump fuel, depending on fuel barges for it. It needs 1 full fuel barge plus 20 tons of fuel on another per parsec jumped. Its own fuel is a reserve, also depending on fuel barges for regular use.
The luxuries for the crew are a rarity, and are to ease life for a crew not expected to land for quite a time, due to operative schedules of those ships (aside that there were 2 tons left, not enough for anything worth it).
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