PsiTraveller
Cosmic Mongoose
You can take a Drop Tank through with you if you want.
1st edition: The jump performance for the ship is calculated assuming that the drop tanks are not attached unless the jump is to be carried out without jettisoning the drop tanks. In this case, the jump
performance should be calculated in a similar manner to the effective M–Drive rating. pg 44
2nd edition: March Version: pg 39 "The jump capability of the ship does not need to be recalculated, unless it jumps with the drop tanks attached"
So you can take it with you, you just have to calculate the tonnage effect on Jump range. So a J4 ship could take 1400 tons Jump 2 for 280 tons of fuel. This allows a J4 ship to J2 hop and refuel at each stop and then leave the Drop Tank behind and do a Jump 4 when it wants. Because sometimes you want the extra range.
Sorry for the confusion about the example you gave. You wrote (in reference to my example) " A 1000 ton ship, J4 with 20 ton fuel in its 420 ton internal tank and a 400 ton loaded drop tank has enough fuel for one (1) jump. It will need to refuel the internal tank (the drop tank has been dropped) at the destination to jump again. If the internal was filled at the last system, it could jump again when prepped for another jump."
So your example has 420 tons internal fuel and a 400 ton Drop Tank, and I missed the last section about being filled at the last system which makes me look like a doofus. We agree on the use of Drop Tanks.
You can Jump with Drop Tanks attached, and not use the Drop Tank Collars that launch the Drop Tanks off the ship. You do not have to add the tonnage in the design, you just have to take the tonnage into account when you Jump. So the J2 jumps with tanks attached are a useful way of hauling a Drop Tank to the desired system. This is especially true if you are bringing a TL 14 Drop Tank along because it will survive the Jump separation. You will need a crew behind in the old system to grab it.
Adding Larger engines is an excellent way of taking advantage of situations where you need to move a little bit more material. It is awesome for a ship that is engaged in salvage or piracy and the movement of ships.
Let's look at the 1000 ton ship we've been discussing. In 2nd edition the engine size for a Jump 4 is 10 percent of the total tonnage moved, plus 5 tons. So the engine size would be 105 tons. But suppose you size the engine to be 125 tons. You can now move 1200 tons of material for the addition of 20 tons of extra Jump engine.
Next you add 2 tons of Jump Net from page 42 and that lets you net up 200 tons of captured ship, or cargo containers, or fuel pods and take them with you. Heck you could bring 200 tons of cargo containers and at Jump 4 they would be worth 1.4 million Credits in shipping fees. That would quickly pay back the 35 million in extra engine costs.
If you are a pirate and capture a 200 Free Trader, overpower the crew and capture the ship you could Net the ship and steal it and grab 45 million credits worth of ship.
For Trading vessels the use of external cargo mounts can also take advantage of oversized engines for extra income.
Docking Clamps also work for this.
Oversizing the engines can help in many situations. If you can grab a ship and carry it away with you you do not need to divide you crew into different ships. This can reduce the risk of prisoners retaking a ship and overpowering a skeleton crew.
1st edition: The jump performance for the ship is calculated assuming that the drop tanks are not attached unless the jump is to be carried out without jettisoning the drop tanks. In this case, the jump
performance should be calculated in a similar manner to the effective M–Drive rating. pg 44
2nd edition: March Version: pg 39 "The jump capability of the ship does not need to be recalculated, unless it jumps with the drop tanks attached"
So you can take it with you, you just have to calculate the tonnage effect on Jump range. So a J4 ship could take 1400 tons Jump 2 for 280 tons of fuel. This allows a J4 ship to J2 hop and refuel at each stop and then leave the Drop Tank behind and do a Jump 4 when it wants. Because sometimes you want the extra range.
Sorry for the confusion about the example you gave. You wrote (in reference to my example) " A 1000 ton ship, J4 with 20 ton fuel in its 420 ton internal tank and a 400 ton loaded drop tank has enough fuel for one (1) jump. It will need to refuel the internal tank (the drop tank has been dropped) at the destination to jump again. If the internal was filled at the last system, it could jump again when prepped for another jump."
So your example has 420 tons internal fuel and a 400 ton Drop Tank, and I missed the last section about being filled at the last system which makes me look like a doofus. We agree on the use of Drop Tanks.
You can Jump with Drop Tanks attached, and not use the Drop Tank Collars that launch the Drop Tanks off the ship. You do not have to add the tonnage in the design, you just have to take the tonnage into account when you Jump. So the J2 jumps with tanks attached are a useful way of hauling a Drop Tank to the desired system. This is especially true if you are bringing a TL 14 Drop Tank along because it will survive the Jump separation. You will need a crew behind in the old system to grab it.
Adding Larger engines is an excellent way of taking advantage of situations where you need to move a little bit more material. It is awesome for a ship that is engaged in salvage or piracy and the movement of ships.
Let's look at the 1000 ton ship we've been discussing. In 2nd edition the engine size for a Jump 4 is 10 percent of the total tonnage moved, plus 5 tons. So the engine size would be 105 tons. But suppose you size the engine to be 125 tons. You can now move 1200 tons of material for the addition of 20 tons of extra Jump engine.
Next you add 2 tons of Jump Net from page 42 and that lets you net up 200 tons of captured ship, or cargo containers, or fuel pods and take them with you. Heck you could bring 200 tons of cargo containers and at Jump 4 they would be worth 1.4 million Credits in shipping fees. That would quickly pay back the 35 million in extra engine costs.
If you are a pirate and capture a 200 Free Trader, overpower the crew and capture the ship you could Net the ship and steal it and grab 45 million credits worth of ship.
For Trading vessels the use of external cargo mounts can also take advantage of oversized engines for extra income.
Docking Clamps also work for this.
Oversizing the engines can help in many situations. If you can grab a ship and carry it away with you you do not need to divide you crew into different ships. This can reduce the risk of prisoners retaking a ship and overpowering a skeleton crew.