Hi Aramis,
Could you break the logic for the above out for me? Thanks!
The cost to operate a HG designed vessel as a cargo ship has three major variables: TL, Size of ship, and jump drive. Smaller ships are more expensive to operate per cargo ton carried (even though the ship is cheaper, the minimum bridge tonnage and computer, plus minimum crewing, make bigger ships more effective). Faster ships are more expensive per cargo ton carried (because fewer tons are able to be devoted to cargo and the non-cargo systems cost more). Lower TL ships cost more per cargo ton carried (because the PP is larger, and thus less cargo can be carried, as well as the fact that they're priced per ton).
A Bk5 designed ship cannot make money at Cr1000 per cargo ton until TL13 at 200Td, or 400Td at TL9... because the 200Td TL9 costs Cr1018/Cargo Ton to operate. The minimum cost per cargo ton for J3 is Cr1655 per ton (At TL15, 50KTd, J3 M1 P3); at 100Td, TL12 J3, that's Cr11213/Td....
Now, for Bk2, it's cheaper.. J2 shipping at 3000Td-5000Td hulls can make a profit.
J3 needs 1107 per td at 4000Td.
Note that if that is Cr1000 per parsec, rather than per jump, nothing† moves J3 until TL15 under HG, and that in big (20KTd+) freighters.
Under Bk2 at Cr1000 per parsec, J6 can haul profitably (but only in the 3000Td hull; in CT 2E, only the 2000 and 3000 Td can make J6, while in CT 1E, the 400, 600, 800, 1K also can non-profitably make J6).
But note also - no J2+ merchantmen appeared in Traveller core rules until 1983, with TTB. Under CT core rules, speculation can make up for the difference in op costs and use freight loads to fill out. J3 can only work for passengers and only on subsidy lines except for the "big haulers" of 3000Td - who can potentially speculate for J6 successfully if not on fixed routes.
So, in the end, the Bk2 universe is a VERY and VASTLY different place than the OTU.
†except speculation