Based on my conclusion that the author started with a 400 ton hull I agree with the numbers and the loss of cargo capacity when using docking clamps.PsiTraveller wrote: ↑Mon Jan 20, 2020 2:53 pm4 Docking Clamps for 4 MCr and 20 tons. This means the core unit loses 20 tons of cargo. 20 tons is 5% of your total 400 ton design. The Breakaway hull connectors only take up 8 tons, for 16 Million credits. So there is a cost saving. But you lose 12 tons of cargo in exchange.
My understanding is that a combined 400 ton breakaway hull requires 8 tons of extra bulkheads and connectors for MCr16. The core hull at 200 tons requires 4 tons for the extra bulkheads and connectors with a cost of MCr8. The four other hulls each need 1 ton of extra bulkheads and connectors at a cost of MCr2. If this is more on track then the core hull loses 4 tons of cargo capacity while the pods each lose 1 ton of cargo capability.
Based on the conclusion that Fessor was designed as a 400 ton hull and then broken down into four 49-ton hulls their maneuver drives do not contribute to the combined hull. In order to achieve 2-G with the four pods attached the core hull's MD must be 3-G to compensate for the 1-G drives of the pods.Carrying 4 ships is possible, even 4 ships like the sub units. But the Docking Clamp carried ships would not be hooked up to allow their fuel, power and M-Drives to contribute to the ship like Breakaway units would. Your fuel module ship would have to transfer fuel from itself to the ship in a separate action, not automatically through the breakaway connections.
IIRC CT has a jump drive section that can be mounted on a SDB using the SDB's fuel tankage.I like the idea of a Core unit Jump section with Docking Clamps to carry a 99 ton cargo module. I think this can offer a ship a lot of flexibility and profitability. The part that sucks is that the 99 ton limit means you cannot jump a 100 ton small ship from system to system as a service, you have to the 10 ton clamp to move 100-300 tons at a time. Jump Nets can be used to shift ships though, so that's an option.
In my opinion that both breakaway hulls and docking clamps add flexibility to the ship's design. In the Star Carrier series by Ian Douglas Earth had an Earth probe and an alien vessel that did break up into a number of smaller units which in my opinion are MgT's breakaway hulls. The probe was sent to a colony we had lost on a reconnaissance mission and was attacked and a very large alien ship with serious damage. In order to get the data back to earth the probe broke up into several sections each capable of making an interstellar trip. None of the probe's sections made a direct flight back to Earth. The large alien ship also used breakaway hulls to follow the probe's sections. One of the alien hulls got lucky a tracked one probe section to Earth. In turn the alien ship was attacked and it too broke down into single crew ships in order to get the information back to their base. One hull got away, one hull was damaged so it could not go interstellar, and the rest where destroyed.You seem to be looking at Breakaway Hulls or Docking Clamps to give flexibility to a ship design. What sort of job is the ship needing to do? Is there a time when you think Docking Clamps would be better than a Breakaway ship?
I agree that a single Type I docking clamp is capable of attaching a maximum of 30 tons. However, based on the text for HG 2e grapple arms pages 43-44, other Traveller versions, and the real world two Type I docking clamps can handle a total of 60 tons together.A series 1 Clamp can only hold 30 tons of ship. The Fessor units are 49 tons, or 50 if you redo them and include the 1 ton of connector hull the design left out.