I just want to chip in with 'cargo cranes and loading belts are pointless when gravitics are available'. Standard gravitics are in common usage at TL 9; by TL 10 they can be expected to be pervasive. If the cargo deck is the same width as the loading / unloading door, then a simple 0.025 G of appropriately angled artificially-oriented gravity will clear the entire cargo bay in seconds -- and (without specific clarification & mechanics to the contrary) that absolutely should be standard procedure. I tend to think of cargo-handling equipment as a simple tool; a simple force multiplier -- at TL 4 it takes a person a 'full shift' to move one dTon of bulk 'product' 3m horizontally; at each higher TL, the tools available make that time shorter and the distance moved longer.
Also, if you are calculating for officer / crew / ships-troops / passenger comfort and sanity, then Biosphere should count. For that matter, 'Life Support' costs and 'Supply Points' need some attention. Do space station 'Residential Zones' require life support supplies (and the monthly costs for people AND / or staterooms), or are they self sufficient as long a power is supplied? This is super important for space-habitats, O'Neill cylinders, and gargantuan highports like the one at Mora. Do military ships need the same number of 'Supply Points' every day if they have Biosphere completely negating 'Life support costs' for every person on board? What is required to relieve the need for 'life support costs' for empty staterooms? Does turning off LS in the stateroom suffice, or does it just reduce costs -- or have no effect at all on costs?
A cargo crane makes the work easier. Let's say you are stacking one crate on another. Reduce the gravity or reverse the gravity to lift one crate and you lift the other. Also, alignment of said crate is easier with a mechanical hands-on approach.I just want to chip in with 'cargo cranes and loading belts are pointless when gravitics are available'. Standard gravitics are in common usage at TL 9; by TL 10 they can be expected to be pervasive. If the cargo deck is the same width as the loading / unloading door, then a simple 0.025 G of appropriately angled artificially-oriented gravity will clear the entire cargo bay in seconds -- and (without specific clarification & mechanics to the contrary) that absolutely should be standard procedure. I tend to think of cargo-handling equipment as a simple tool; a simple force multiplier -- at TL 4 it takes a person a 'full shift' to move one dTon of bulk 'product' 3m horizontally; at each higher TL, the tools available make that time shorter and the distance moved longer.
Also, if you are calculating for officer / crew / ships-troops / passenger comfort and sanity, then Biosphere should count. For that matter, 'Life Support' costs and 'Supply Points' need some attention. Do space station 'Residential Zones' require life support supplies (and the monthly costs for people AND / or staterooms), or are they self sufficient as long a power is supplied? This is super important for space-habitats, O'Neill cylinders, and gargantuan highports like the one at Mora. Do military ships need the same number of 'Supply Points' every day if they have Biosphere completely negating 'Life support costs' for every person on board? What is required to relieve the need for 'life support costs' for empty staterooms? Does turning off LS in the stateroom suffice, or does it just reduce costs -- or have no effect at all on costs?
A cargo crane makes the work easier. Let's say you are stacking one crate on another. Reduce the gravity or reverse the gravity to lift one crate and you lift the other. Also, alignment of said crate is easier with a mechanical hands-on approach.
Loading belts extend beyond your grav plates. Using creative gravitics to make your cargo fall out risks damage and log-jams. Like the Three Stooges all trying to go through a door at the same time, albeit with less eye-gouging.
Yes, biosphere SHOULD count, because even if it is only an algae vat and a garden hidden away, fresh food beats space-food.
Space station residential zones should cost as much as a ship.
Until better rules come out, simulate the reduction of SU's from a biosphere by the same percentage that the bioshere reduces the combined cost of maintenance and cabin/person life support.
When I get a chance, I will make a toggle on my spreadsheet that will let the biosphere, gaming, library and entertainment sections have a visible effect on a calculated moral.
The latest iteration of the ship spreadsheet calculates how many supply units (in tons) are needed and how long they will last. Ignore allocating that tonnage at your peril.And this, boys and girls, is why Logistics Ships are just as important as battleships in your Trillion Credit Squadron
I tried looking up 'how often does a USN carrier need to be resupplied' and just came up with generic links to 'underway replenishment'. I assumed no one would be interested in The History of Resupply at Sea so I didn't link any of it.
Here are the facts as I understand them and as I use them in Traveller:
1. Ships with thousands of personnel consume several tons of supplies a day'
2. Those ships can contain several tons of supplies but there definite limits to how long a ship can proceed without replenishment;
3. Every single officer and most Chiefs know generally how long that is for the ship and precisely how long that is for their department'
4. Unless you resupply by shuttle or you create a hull-to-hull connection with the logistics ship, any resupply will include Zero G physics at some point
5. Zero G physics will markedly increase the resupply time
6. Fresh food is better than packaged food
7. Fresh food is far, FAR bulkier and much less efficient of space than packaged food
8. Everybody prefers fresh food pretty much every time
Therefore it is not unreasonable to presume UNREP operations will take AT LEAST an entire watch of time at least once a week. This usually is a 'most hands stand to' situation as each department must be available to take delivery and sign for each pallet /cargo container of their ordered supplies and then get those supplies off the landing stage as quickly as possible and stowed in the proper areas of their department.
Classified, but every couple of weeks at most. The tenders make ONE stop at the carrier, top off fuel for the planes, and resupply provisions. The carrier resupplies the escorts.I tried looking up 'how often does a USN carrier need to be resupplied' and just came up with generic links to 'underway replenishment'. I assumed no one would be
What you are saying is only true at TL8.5, when gravitics are still primitive and not widely used. Folks who use cranes every day provide feedback to folks who design cranes and folks who build cranes -- the same will also be true for any new tool that comes into wide use. Gravitics operations will be pretty much a solved problem before the end of TL 10. How do you wrap a sling around a cardboard box with multiple refrigerators in it? You don't -- you put the box on a pallet, or in a crate, or use some other piece of materiel which is designed to be handled by the crane.A cargo crane makes the work easier. Let's say you are stacking one crate on another. Reduce the gravity or reverse the gravity to lift one crate and you lift the other. Also, alignment of said crate is easier with a mechanical hands-on approach.
Loading belts extend beyond your grav plates. Using creative gravitics to make your cargo fall out risks damage and log-jams. Like the Three Stooges all trying to go through a door at the same time, albeit with less eye-gouging.
I think 'Residential Zones' should be both larger and more expensive than a ship -- folks are expected to be able to be born, grow up, live, work, raise a family, and die in a space habitat. That should mean there is a way to be self-supporting in space; and that 'whatever it is' should be built into the residential zones. Right now I am just figuring that half of the 'supply points' a ship uses are nutrition; but that is a clumsy kluge -- almost as bad as basing 'Supply Points used per day' off the tonnage of the hull.Yes, biosphere SHOULD count, because even if it is only an algae vat and a garden hidden away, fresh food beats space-food.
Space station residential zones should cost as much as a ship.
Until better rules come out, simulate the reduction of SU's from a biosphere by the same percentage that the bioshere reduces the combined cost of maintenance and cabin/person life support.
When I get a chance, I will make a toggle on my spreadsheet that will let the biosphere, gaming, library and entertainment sections have a visible effect on a calculated moral.
I look at it as the equivalent of the crane may be enhanced gravitc controls. The standard ones are just that. Standard.What you are saying is only true at TL8.5, when gravitics are still primitive and not widely used. Folks who use cranes every day provide feedback to folks who design cranes and folks who build cranes -- the same will also be true for any new tool that comes into wide use. Gravitics operations will be pretty much a solved problem before the end of TL 10. How do you wrap a sling around a cardboard box with multiple refrigerators in it? You don't -- you put the box on a pallet, or in a crate, or use some other piece of materiel which is designed to be handled by the crane.
In today's (not-yet-TL 7) cargo handling ports it is not at all unusual to see stuff packed in sea freight containers which can easily lock to the neighboring containers; and those 'twist locks' on the corners are sufficiently strong to suspend several metric tonnes from. So it is not too much of a stretch to imagine an entire cargo of space-freight containers locked together strongly and securely. As long as the forces between the containers do not exceed the multi-tonne force limit of the twist-locks (and all gravitics in Mongoose Traveller 2e is explicitly defined as affecting a volume, not a mass) then there is little problem.
I think 'Residential Zones' should be both larger and more expensive than a ship -- folks are expected to be able to be born, grow up, live, work, raise a family, and die in a space habitat. That should mean there is a way to be self-supporting in space; and that 'whatever it is' should be built into the residential zones. Right now I am just figuring that half of the 'supply points' a ship uses are nutrition; but that is a clumsy kluge -- almost as bad as basing 'Supply Points used per day' off the tonnage of the hull.
I really cannot recommend this video nearly enough:I look at it as the equivalent of the crane may be enhanced gravitc controls. The standard ones are just that. Standard.
Residential zones - different cultures may see things differently. For example, sleep crates, or the size of "affordable" apartments in NYC.
With sufficient common space sheltered from weather, some may come to be conditioned to accept less space.
Now, with life support, the biosphere handles the O2 cycle and food, which is half of the costs. Upkeep/maintenance/filters/food the biosphere doesn't produce is on the stateroom costs.
Won't argue about supply units being a kludge, but it is a simple system that is easy to apply towards the niche group of Naval military Traveller campaigns.
(For myself, I won't even think about stepping on a ship for a pleasure cruise, so I'm not going to pretend to be indentured to a ship in a game... )
As places like Collace use arcologies, this is very educational.I really cannot recommend this video nearly enough:
The video is predicated on the idea of inexpensive, skilled robotic labor & cheap. plentiful energy from fusion -- both things that Traveller has in abundance at TL 8+. In the example arcology people are 'jam-packed' into about 215 dTons per person; which includes food, water, sewage treatment, etc.
And the discussed arcologies are a template for space habitats; although I consider his '100 levels with 5 hectares per level' to be extremely small. It is the disconnect between these future (but very possible in the real world) arcologies and 'residential zones' that bothers me. The arcologies are explicitly self-sufficient; but a 5000 person 'Medium Residential Zone' requires 5 MCr and 20 dTons of 'Supply Points' every day. Scaling one of these 'arcologies' up to the equivalent of a 10 million person O'Neil Cylinder incurs staggering (and completely unsustainable) costs.As places like Collace use arcologies, this is very educational.
Yeah... so part of my problem is in trying to get things to match what's in High Guard, which, in my opinion, gives too much space to people on spaceships and not anywhere enough on space stations. But that also depends on what the space station is for and what it should emulate: The quarters for an Antarctic outpost or an offshore drilling operation are very different from those of a small settlement. And a cruise ship is something else entirely (though from what I understand, crews have it a lot more cramped than even the budget passenger staterooms and crews are onboard for the season, not the outing).And the discussed arcologies are a template for space habitats; although I consider his '100 levels with 5 hectares per level' to be extremely small. It is the disconnect between these future (but very possible in the real world) arcologies and 'residential zones' that bothers me. The arcologies are explicitly self-sufficient; but a 5000 person 'Medium Residential Zone' requires 5 MCr and 20 dTons of 'Supply Points' every day. Scaling one of these 'arcologies' up to the equivalent of a 10 million person O'Neil Cylinder incurs staggering (and completely unsustainable) costs.
It seems deeply incongruous; Traveller should have no problems with TL 8 space habitats. But here we are.
Ah, yes, but the Count of Louzy's coffee beans are certified to have passed through the digestive systems of a pair of creatures certified to be from completely different ecosystems. care for a taste? That'll be Cr499 for those 30 ml, please.and High class might spend Cr500 per meal (but I doubt they are having 3 "sybaritic feasts" per day).
Why does My Little Pony have an ice cream cone on it's head? Never mind. Yeah, those sets don't intersect, but I'm not sure how to draw a 'pick two' option - unless you add a third dimension.In the end, it tends to come down what's most convenient, and/or cheapest.
If money isn't an object, the most effective and aesthetically pleasing.
I suppose I could spend some time, thinking about the most convenient way to transfer stuff from one spacecraft to another, but I'd say breakaway hulls.
Maybe do the same diagram with the antonyms; and instead of a unicorn we get a 'You are here' marker. It is possible to step out of that area by crossing over one of the edges (not corners).In the end, it tends to come down what's most convenient, and/or cheapest.
If money isn't an object, the most effective and aesthetically pleasing.
I suppose I could spend some time, thinking about the most convenient way to transfer stuff from one spacecraft to another, but I'd say breakaway hulls.