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[Traveller] 400 dTon Modular Jump Cutter

In reference to streamlining and such, have you considered having some sort of expandable or sliding shroud over the cargo sections, or having the access corridor to the bridge be extending, like a crane boom, to accommodate the number of modules carried?

I prefer my small ships (under 1kdt) to be able to maneuver in an atmosphere and to land for loading and unloading.

I do like the microtug for space operations. How about the next updated and enlarged version keep a 50t Mod Cutter attached to it in its 20dton pieces/parts? Would make the ship so much more versatile for small operations or the boonies (boonies being any region of space that doesn't get regular traffic, includes the outer parts of systems where speculators and out-settlements are, and smaller systems in the backwater or on the edge.)

Overall it is great. Already one of my players wants to convert one into a makeshift carrier for sale to, um, convert as a small craft transport for sale to another buyer... :oo:

And am always looking to see who or what is curled up where in your drawings. Can't wait to see you put sandboxes in an Aslan ship...:rofl:
 
I like this design it's nice and adaptable. It would be a great vehicle for the sort of folks who never know what they may need for the next job.
 
In reference to streamlining and such, have you considered having some sort of expandable or sliding shroud over the cargo sections, or having the access corridor to the bridge be extending, like a crane boom, to accommodate the number of modules carried?

I prefer my small ships (under 1kdt) to be able to maneuver in an atmosphere and to land for loading and unloading.

I do like the microtug for space operations. How about the next updated and enlarged version keep a 50t Mod Cutter attached to it in its 20dton pieces/parts? Would make the ship so much more versatile for small operations or the boonies (boonies being any region of space that doesn't get regular traffic, includes the outer parts of systems where speculators and out-settlements are, and smaller systems in the backwater or on the edge.)

Overall it is great. Already one of my players wants to convert one into a makeshift carrier for sale to, um, convert as a small craft transport for sale to another buyer... :oo:

And am always looking to see who or what is curled up where in your drawings. Can't wait to see you put sandboxes in an Aslan ship...:rofl:

Wow - some food for thought there. I did think of streamlining the ship but in this case I figure that those Highports have the space dockers and gear to get ships quickly loaded and unloaded. A bit like how here a container is removed from a cargo vessel, attached to a truck that delivers it to it's destination. That would be done by streamlined modular cutters from space to surface (and vice versa). I see the 30Dton module as a standard - so even really big ships would carry them - but in the hundreds (and no, I am not drawing a mega-freighter - the 200Dton one I am currently working on is doing my head in as it is:) )

I will add your notes to my notepad for future reference though.

As far as Aslan ships go - I am thinking about that now. I already have that 600Dton Clan transport but will redo it using this style of deckplan first as a trial then have a go at a few others. I want it to be different to the 'human' ships though - more curves and so on. Been working on a stateroom but having a few issues with fitting things in.
 
Glad to be of some help to your fertile imagination.

As to the interior of Aslan ships, bundle services and "wet armor"(fuel and other liquids) around crew spaces will allow you to go to a more curvy feel.

Good luck.
 
You might consider an atmospheric operations version for se where there aren't high ports....

A quick addition of streamlined shrouds over the cargo modules, and addition of Aerofins For aerodynamic control and presto, a slight reduction in cargo space, but it can operate orbit to surface without assistance and increase it's cargo load by using simple containers instead of boats and cutters for landing operations.

I'm not sure which system you are using, but the changes wouldn't be major numbers wise

On the subject of modules....

when I was working on modules for star ships I built them as a small craft, without bridge computers or drives..including only the smallest power plant that would give a power rating of one and fuel...this makes them self sufficient and allows for life support so they are independent from the Carrier vessel.

By adding workshops, staterooms etc..you can quickly build modules ranging from 10 to 100 tons for a wide variety of uses.

And if your version allows for the use of docking clamps I use Mongoose Traveller High Guard ) you can treat each module as an independent vessel, meaning that as long as they have their own power supply, computers, and crew they can mount weapons....sooo you can build very heavily armed modular space craft that can separate and maneuver on their own if you add basic drives. :D ;)
 
I am not using any particular system as a base for the deckplans although GURPS and B5: High Guard are obviously the basis. GURPS builds the modules how you suggest - with their own gravity, power etc (where needed) so in effect a mini-ship. You can also do that with High Guard but not quite as granular.

One thing about making this jump cutter a dispersed structure is that is it cheap to build.
 
Nice to see I was on the right track with the modules :D

I'm not as familiar with the other systems as I am Mongoose, they all use a fairly similar system but the differences can be ..interesting.

If your looking for a cheaper vessel than a standard/streamlined hull, then yep..the distributed hull makes the most sense. it has some drawbacks, however with a few cutters, and boats, carried it will work fairly well.
 
Serious case of brain flatulence here, but I just had this idea for a streamlined version of this...

What if... Since the cutter modules are already streamlined, and most have that convenient hatch on either end, maybe the ship control cab can be just attached to the front unit and the control cables be retractable, thus instead of any retracting shielding or telescoping passage, you just had some big chunk of memory metal controls or something like that. Stiffness of the neck would be supplied by the modules being tied to each other.

Just a thought. Weird but you never know what fertile weirdness will occur when you're feverish.

Though the more I think about the basic design, I like the central spine corridor, as it gives such wonderful places to hang all sorts of neat stuff from it (like fighters, bombs, bags of ore or whatever.
 
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