Revenue per cargo/passenger DTon, after LS, in CT
Paid Shipping: Cr1000/Td
Paid Mail: Cr5000/ton (Full or empty on route)
HPsg: ((Cr10000-Cr2000)/5) Cr1600 (assuming the 1T Baggage is cargo) or Cr2000 if not
MPsg: Cr1500/Td SO
Cr3000/Td DO
LPsg: Cr900/Td
Prices from TTB, pg 52-55
This is post life support, but before all other expenses.
Now, under CT, the maximum passenger run is rather small... max of 21 HP (Pop A to Pop8+), max of 27 MP, and 39 LP, before TL and skill effects. Median from a Size A world is more like 10HP, 14MP, and 21LP.
LP are less viable than cargo... unless the ship wins the low lottery...
So, 10 HP, clearing KCr8 each, is KCr80. KCr60 for MP, instead.
Now, if one assume the ability to make Cr1500/Td for purchased cargoes on spec, the following J2 design can make it High-pop to high-pop; it's tight, but will generally break even after all expenses. Risky, but provided a broker is aboard, it's doable.
300Td Hull. 1J2 PP2 for 2 weeks, with a model 1/bis computer
Fuel Tankage of 63 tons supports 1 jump and 2 Weeks.
There are 36 Large Staterooms, providing for 6 crew, with the remainder for passengers. There are 47 tons of cargo space. Total Cost is MCr120.1. Payments per month are KCr500.417, Salaries per month are KCr24.3, and Fuel costs are KCr31.5 per Jump. Crew consists of 1 Pilot, 1 Navigator, 1 Engineer, 1 Medic, 2 stewards and 0 Gunners.
Operational Cycle is 2 Weeks, with a costs total of KCr267.16233333 and expected revenue of KCr0.257 for an expected profit of KCr-10.162333333per cycle, using refined fuel, and alloting for annual maintenance.
If one allows for pulling Cr500 extra from spec (doable, very much so, under both Bk2 and Bk7 cargo methods), one can make money on this beast. The income is more stable, and hence a better risk than a standard A2, provided it serves a high-pop route. (and there are several such routes in the marches.)
A J3 is much harder to prove, but... Under MT, with much of the fuel load gone, one can make spec on a J3. Again, passengers provide a stable load.
J4 and higher are either taking particularly good runs on large circle routes (which can make a profit of more than KCr 5 per ton) or are paid up front, and struggle to meet expenses.
Charter runs, or "Self-Charter" runs (Call them double jump, out and back for story purposes), can be wonderful money-makers for smaller J2 and J3 ships. Double occupancy MP runs can make excellent monry makers, even if one assumes using the lower of the two world's rolls for both legs... admitedly, not in the rules per se, but a faily obvious way to handle such a call.
Also, the Bk 2 rules (which are not replaced by Bk7) imply that passengers for such ships are space-available passengers.
If we assume an 80 year lifespan, J3 ships CAN make a profit at replacement rate. Even at 60... by savign for a replacement at 1/2 the monthly payment rate, one caan buy a new vessel in just over 20 years... so once you have enough for the second vessel, J2 and J3 200-400 Td vessels can and will make money at replacement rates if purchased outright.
A real-world situation: Many small villages in Alaska form co-ops to purchase planes outright for bringing supplies in and mail in and out. These coops raise the startup money for one plane purchased for cash. The planes have aan expected lifespan of about 20 years (This is counting the crash rates therein). They often can buy a second in 7-10 years fromm the replacement captial fund. They can keep two planes full and flying, and have enough capital to replace either in case of a crash... These are often operated by crews who are on salary, with limited performance bonuses; they fuction in many ways much like Traveller's tramps.
Stebbins-Ambler Air Transport, Inc, was just one such company. They folded due to an inability to maintain the operational aircrafft due to a lack of new spare parts being available for C119's, plus a freakishly bad year. (Both operational planes crashed; no deaths nor injuries, but it took 10 years for the head mechanic to finally get one back up... they bough two more during the time frame, and due to old airframes, had to turn two of the four into parts birds; because of the crash location, crash 2 could not be scrapped to put parts 1 back in service...) I happen to have occasionally rousted for them back in High School.
Yes, it's a marginal existance for th corporate entity... but it provided steady mail, fuel, luxuries, and spare parts service to two villages, for most of a decade, having started with one surplussed plane.
The only reason J2 and J3 don't work is the amount financed... 480 payments of 1/192 the financed amount. (5/4 the financed amount, *1/240th of that). Why Marc didn't do the algebra for the finance terms ahead of time, I don't know. Stating "Minimum down payment of 20%, and monthly payments of 1/192'd of the financed amount" is much more flexible, and mathematically equal for 20% down payments.
So that above J2 design, simply by doubling the down, saves KCr125 (give or take a few hundred, due to rounding) per month, or KCr62 per jump... and now can make a stable and steady profit on a J2 run betgween two pop 8+ worlds.
Then again, I suspect, that, if Marc had known when he penned CT that it would become SO overanalyzed, he'd have done more research....
And, yes, Hans, I count myself amongst the overanalyzing gamers...
Paid Shipping: Cr1000/Td
Paid Mail: Cr5000/ton (Full or empty on route)
HPsg: ((Cr10000-Cr2000)/5) Cr1600 (assuming the 1T Baggage is cargo) or Cr2000 if not
MPsg: Cr1500/Td SO
Cr3000/Td DO
LPsg: Cr900/Td
Prices from TTB, pg 52-55
This is post life support, but before all other expenses.
Now, under CT, the maximum passenger run is rather small... max of 21 HP (Pop A to Pop8+), max of 27 MP, and 39 LP, before TL and skill effects. Median from a Size A world is more like 10HP, 14MP, and 21LP.
LP are less viable than cargo... unless the ship wins the low lottery...
So, 10 HP, clearing KCr8 each, is KCr80. KCr60 for MP, instead.
Now, if one assume the ability to make Cr1500/Td for purchased cargoes on spec, the following J2 design can make it High-pop to high-pop; it's tight, but will generally break even after all expenses. Risky, but provided a broker is aboard, it's doable.
300Td Hull. 1J2 PP2 for 2 weeks, with a model 1/bis computer
Fuel Tankage of 63 tons supports 1 jump and 2 Weeks.
There are 36 Large Staterooms, providing for 6 crew, with the remainder for passengers. There are 47 tons of cargo space. Total Cost is MCr120.1. Payments per month are KCr500.417, Salaries per month are KCr24.3, and Fuel costs are KCr31.5 per Jump. Crew consists of 1 Pilot, 1 Navigator, 1 Engineer, 1 Medic, 2 stewards and 0 Gunners.
Operational Cycle is 2 Weeks, with a costs total of KCr267.16233333 and expected revenue of KCr0.257 for an expected profit of KCr-10.162333333per cycle, using refined fuel, and alloting for annual maintenance.
If one allows for pulling Cr500 extra from spec (doable, very much so, under both Bk2 and Bk7 cargo methods), one can make money on this beast. The income is more stable, and hence a better risk than a standard A2, provided it serves a high-pop route. (and there are several such routes in the marches.)
A J3 is much harder to prove, but... Under MT, with much of the fuel load gone, one can make spec on a J3. Again, passengers provide a stable load.
J4 and higher are either taking particularly good runs on large circle routes (which can make a profit of more than KCr 5 per ton) or are paid up front, and struggle to meet expenses.
Charter runs, or "Self-Charter" runs (Call them double jump, out and back for story purposes), can be wonderful money-makers for smaller J2 and J3 ships. Double occupancy MP runs can make excellent monry makers, even if one assumes using the lower of the two world's rolls for both legs... admitedly, not in the rules per se, but a faily obvious way to handle such a call.
Also, the Bk 2 rules (which are not replaced by Bk7) imply that passengers for such ships are space-available passengers.
If we assume an 80 year lifespan, J3 ships CAN make a profit at replacement rate. Even at 60... by savign for a replacement at 1/2 the monthly payment rate, one caan buy a new vessel in just over 20 years... so once you have enough for the second vessel, J2 and J3 200-400 Td vessels can and will make money at replacement rates if purchased outright.
A real-world situation: Many small villages in Alaska form co-ops to purchase planes outright for bringing supplies in and mail in and out. These coops raise the startup money for one plane purchased for cash. The planes have aan expected lifespan of about 20 years (This is counting the crash rates therein). They often can buy a second in 7-10 years fromm the replacement captial fund. They can keep two planes full and flying, and have enough capital to replace either in case of a crash... These are often operated by crews who are on salary, with limited performance bonuses; they fuction in many ways much like Traveller's tramps.
Stebbins-Ambler Air Transport, Inc, was just one such company. They folded due to an inability to maintain the operational aircrafft due to a lack of new spare parts being available for C119's, plus a freakishly bad year. (Both operational planes crashed; no deaths nor injuries, but it took 10 years for the head mechanic to finally get one back up... they bough two more during the time frame, and due to old airframes, had to turn two of the four into parts birds; because of the crash location, crash 2 could not be scrapped to put parts 1 back in service...) I happen to have occasionally rousted for them back in High School.
Yes, it's a marginal existance for th corporate entity... but it provided steady mail, fuel, luxuries, and spare parts service to two villages, for most of a decade, having started with one surplussed plane.
The only reason J2 and J3 don't work is the amount financed... 480 payments of 1/192 the financed amount. (5/4 the financed amount, *1/240th of that). Why Marc didn't do the algebra for the finance terms ahead of time, I don't know. Stating "Minimum down payment of 20%, and monthly payments of 1/192'd of the financed amount" is much more flexible, and mathematically equal for 20% down payments.
So that above J2 design, simply by doubling the down, saves KCr125 (give or take a few hundred, due to rounding) per month, or KCr62 per jump... and now can make a stable and steady profit on a J2 run betgween two pop 8+ worlds.
Then again, I suspect, that, if Marc had known when he penned CT that it would become SO overanalyzed, he'd have done more research....
And, yes, Hans, I count myself amongst the overanalyzing gamers...