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Modular Freighters: Concept Proposal

The Baker Class Patrol Ship is up in the art gallery.

Still waiting on your input...

Please note these are questions not critiquing. :)

For a ship that might (will) face battle damage, why would one want movable arms for the gravity effect?

If one loses or takes major damage to an arm the entire rotation system is shot because you can not move it into place for start a rotation.

If on the other hand you have fixed sections for rotation, the section still could be rotated (slowly) if needed.

Look at the Earth Alliance ships from B5 that use this system.

Dave Chase
 
Most warship designs from 2300 AD have retractable spin habs.
The second thought was to reduce the ship's profile (target area during combat).
But it is an easy fix on my end.
 
Ship: Modular Cargo Transport
Class: Merchant ship
Type: Alpha Class
Architect: Rigel Stardin
Tech Level: 7

USP
AT-2701111-000000-00000-0 MCr 43.811 203.226 Tons
Bat Bear Crew: 4
Bat TL: 7

Cargo: 120.000 Fuel: 47.032 EP: 2.032 Agility: 1

Architects Fee: MCr 0.438 Cost in Quantity: MCr 35.049

HULL
203.226 tons standard, 2,845.164 cubic meters, Dispersed Structure Configuration

CREW
Pilot, Co-polit, Engineer,

ENGINEERING
Jump-0, 1G Manuever, Power plant-1, 2.032 EP, Agility 1

AVIONICS
Bridge, Model/1 Computer

FUEL
47.032 Tons Fuel

MISCELLANEOUS
6 Acceleration Couches, Fresher, cargo space for consumables, and 120.000 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 44.249 Singly (incl. Architects fees of MCr 0.438), MCr 35.049 in Quantity

CONSTRUCTION TIME
58 Weeks Singly, 46 Weeks in Quantity

Notes:

The design was based on the Space Shuttle and it's fuel main tanks. Under High Guard shipyard the ship only required 2.032 tons of fuel to operate for 28 days. I added 45 tons of fuel because it is Hylox. The rest of the stats were generated by HGS...
 
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Give me a few hours to put my notes in order and I'll have the stats on the Load Master 3000 in order. but I'm post the finalized design here in a moment....
 
Here are the general Stats Using my system:

Command Module: 122 tons
30 Ton Fuel/container rack: 120 tons (94 tons fuel /26 tons empty) 360 tons of cargo= 460
50 ton Fuel/container rack: 100 tons (74 tons fuel/ 26 tons empty) 300 tons cargo. = 400
Reactor/drive: 69 tons.
Rack Coupler: 17 tons
Atomic reactor: 72 tons


Crew: 4 (Pilot, co-pilot, enginneer, and medic.)
Speed: 1Gs
Cost:
Command Module 73.2 Mcr.
Fuel/container racks (includes 12, 30 ton empty containers) 72 Mcr
(includes 6, 50 ton empty contaners) 60 Mcr
Reactor/drive: 41.4 Mcr

30 tons
Sticks Tonnage Days Cargo Fuel St wt Coupler
1 771 10.11 360 94 26 n/a
2 1168 13.35 720 188 52 17
3 1665 14.05 1080 282 78 34
4 2162 14.43 1440 376 104 51
5 2659 14.67 1800 470 130 68
6 3156 14.83 2160 564 156 85
7 3663 14.9 2530 658 182 102
8 4244 14.7 2880 752 208 119
9 4647 15.1 3240 846 234 136
10 5144 15.16 3600 940 260 153

50 ton
Sticks Tonnage Days Cargo Fuel St wt Coupler
1 591 10.39 300 74 26 n/a
2 1008 12.18 600 148 52 17
3 1425 12.93 900 222 78 34
4 1842 13.33 1200 296 104 51
5 2259 13.59 1500 370 130 68
6 2676 13.77 1800 444 156 85
7 3093 13.9 2100 518 182 102
8 3510 13.99 2400 592 208 119
9 3927 14.07 2700 666 234 136
10 4344 14.13 3000 740 260 153

Note:
My ships travel 1 light year per day. So Days is equal to the ammount of time the ship can travel in hyperspace.

Problem:
Technially as you add fuel/container rack the number of days should go down. The problem here is each stick (Fuel/container rack) has to much fuel thus allowing the range to increase as a new stick is added. I still messing around with the fuel for each stick but as you can see on the two charts they have an extremely long range. I want to get it down to around 3 or 4 sticks as the maxium number you can put together before the range starts falling off.
 
Here is the revenue and costs:

Revenue:
Cargo: The ship can carry up to three hundred tons of cargo and return a profit of Cr 300,000 per trip. A single crew of 4 can make 3 trips in a month netting the company 900,000 Crs.

Cost
Fuel: The ship requires 94 tons of fuel for each trip. Refined fuel is preferred, at a cost of Cr 47,000 (500 credits per ton).
Life Support: The cost for recharging life support system is Cr 2,000 per crewmembers.
Maintenance: This amount is Cr 11,460.
Loan Payment: This amount is Cr 55,000 per month based on a 40-year payment plan.

Note:
my last post was cut and paste from a word document the tables looked fine until I posted them and then the forum crunched them together. Sorry...
 
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First off, not said it yet, but cool designs. Like the low tech spin grav and thrust grav options :)

Note:
my last post was cut and paste from a word document the tables looked fine until I posted them and then the forum crunched them together. Sorry...
a single crew of 4 can make 3 trips in a month netting the company 900,000 Crs.

For future reference two tricks to get it right there. First whatever you lay it up in use a monospaced font and spaces only (no tabs). Second when you cut and paste the table info into the forum use the code tags option (the # key in the menu above the composition menu). Should do it up nicely :)
 
I have a design for a modular jump tug posted here http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=19501
in the fleet section. it's essentially the nostromo from the alien movie. Also there are a whole bunch of rules for modular ships using the mongoose traveller stuff, where a percentage of ship is reconfigurable, that might work for the swapable drive idea you seem interested in. Personally that seems too extensive a modification to me, i think of ships as say modifiable per trillion credit squadron rather than having major systems variable. Oh mongoose also has these clamps to carry ships (or pods) as well.

Another to consider is the X-Boat Tender approach, there the "pods" are actual ships, say have 4x95t shuttles, or 2x100t scout courier hulls gutted to be shuttles. Periodically i've played with the 600t subsidized liner for a 30t modular fuel/cargo variant similar to what's been described here.

There are so many rule sets and different design ideologies and campaign issues, but thankfully many post ideas and ships, all are good in my opinion either entire or as jumping points for variants. The more ship designs the better!
 
Far-Trader:

Thanks for the advice and comment. I'll try to remember that when I post another chart.

Maccat:

I haven't set up the business model yet. :)

The basic feature here is you can buy a whole bunch of cargo racks and containers in different systems along a trade route. Set up brokers in each system to gather the cargos. Have 3 or 4 crews running the MCT up and down them every month and each crew making near a million credits a month.

The March Harrier out of Spinward March Campaign book can only make a max of 400,000 cr a month according to 14 day trade cycle.

Players can sign on to this sort of company and make easy money by running the MCT for several months. Along the way, they have time to a short adventure or two during their down time...
 
With apologies to the CT folks, I use the FF&S II rules to design my modular freighters. A TL 15 modular freighter will have a base ship which is some tonnage N with a J6 performance, and using the drive derating rules decrease the jump performance as I add modules to the hull.

For N = 200 there are 14 Dt of Jdrive, that gives us the following points of refrence

Max ship volume for J1 performance is N*3.5 which in this example is 700 Dt
This is obtained by 14/.02=700
The set point for each succeding performance points are:
J2 14/.03 = 466 2/3
J3 14/.04 = 350
J4 14/.05 = 280
J5 14/.06 = 233 1/3
J fuel usage at each point's max jump
J6 = 120
J5 = 117
J4 = 112
J3 = 105
J2 = 94
J1 = 70
and of interest is the 600 dt point, here you get two consecutive J1 on internal tankage or do the same with a 10 Dt fuel bladder at the 700 dt point.

I use this ship type on a 6 world route where the worlds visited are profitable only in one direction, using the J6 to get back to the start of the sequense, selling off the 500 Dt of cargo module at the last world, and picking up a new one at the shipyard every 12 weeks.

I use a grapple mounted in the 500 dt cargo module to grapple the ship rather than having the ship grapple the cargo module. Grapple in cargo module for 200 Dt ship = 10 Dt. grapple in ship for 500 Dt cargo module = 25
Dt.
********************** Ship Design follows****************
The Cargo Star is a Dome configuration with the maneuver drive mounted at the apex of the dome instead of on the flat, the ship is intended for use with a 500 Dt cargo module grappling at the flat surface, reducing it's performance to J-1

Hull:
Advanced composites 2800 m3 volume AV=20 Mcr .183 Mass 183.59
The hull is unstreamlined and is stressed for 2 G's

Engineering:
J-6 drive 196 M3 588 Mt -50.4 MW MCr 58.8
Tl 15 power plant 17.2 M3 34.4 Mt 117.4 MW MCr 3.432
HePLAR 11.35 M3 11.35 Mt -113.5 MW MCr.01 22700 KN thrust 8.258 M3/hr fuel.
Maneuver fuel 32 M3 2.28 Mt * 4 Hours of fuel
PP Fuel 12 M3 .83 Mt * 1 year of fuel
J-Fuel 1680 M3 120 Mt
Fuel pureifier 84 M3 168 Mt -2.1 MW .063 MCr (refine installed tankage in 24 hours)

Environmental:
1 G compensation 4.2 M3 .084 Mt -2.94 MW .21 MCr
Life support IV 17 M3 1.68 Mt -1.1 MW .02MCr *complete air/water reclycling, no need for life support CR2000/ two weeks per person*
5 1/2 staterooms 140 M3 10 Mt .2 MCr
Food storage 12 M3 1.15 Mt MCr .005 (1 year for 5 people)
1 Air lock 6 M3 .4 Mt .01 MCr
Notes: Environmental section is set up for a mission duration of 1 year before the ship needs to take on additional food/ and or perform maintenance on the life support systems. This is taken care of during annual maintenance.

Electronics and controls:
2 full workstations and 3 1/2 workstations provided for the crew of 5
workstations 49 M3 .7 Mt .007 MCr
3 computers mounted CP4 CM.25
Computers 4 M3 .8266Mt -3.56 MW .33 MCr
PEMS 12.5 Sens .1 M3 .1Mt minor power .5MCr
Active Scanner sens 11 .5M3 .5Mt.1MW .2MCr
Laser comm 1000 AU .015 M3 .03 Mt .03 MW .18 MCr
Tight beam radio 500BKM range
.011 M3 .022 Mt .11MW .08 MCr

Crew, one pilot /Navigator
one Electronics operator/tech
Three engineers

Ship's locker 1 M3 .2 Mt

Cargo bay 518 M3 (37 Dt) 518 Mt
1 cargo bay door large .02 Mcr

Performance 1.4 G's loaded, 2.0 G's empty 1 Jump 6 1 year endurance 4 Hours maneuver fuel for total loaded Delta V of 11.2 G turns. May operate on unrefined fuel without misjump risk. There are no provision for hard points.

With a 500 Ton cargo module attached performance drops to .26 G's loaded and Jump 1, 50Dt additional fuel may be dirverted to M-Drive usage adding aproximatley 95 more hours of thrust for total delta V of 49 Gturns.
Loaded performance assumes a cargo mass of 1 Mt per M3, your performance will vary depending on the mass of your cargo.

Ship costs 64.26 MCr, 70.68MCr with design fee and 52.40 MCr in a production run

500 Dt freight module
1 airlock, 1 large hatch, 1 grapple for a 200 Dt ship, 6839 M3 of cargo (488.5 Dt) loaded mass 7154.4 Mt empty mass 315.44 Mt cost .23 MCr, .1806 MCr in production run.
Armour value of the cargo module is 10, there is no provision for life support , heat or lights, and is intended for transport of bulk non perishable, vacuum safe goods or airtight shipping containers with their own envrionmental controls. The cargo module is stressed for 1 G acceleration.
 
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