Do you need a docking clamp for a module?

Sageryne

Cosmic Mongoose
Hi,

I have a few questions for the collected wisdom of the forum. This is my first time designing a ship with a modular hull.

First question:

Does the mothership require a docking clamp (page 57) to connect to the module (Modular Hulls page 44, High Guard Update 2022)?

Looking at the Modular Cutter example in High Guard (page 144 - 147), the design does not used any sort of docking clamp.

Is the cost of the connection included in the additional cost for the mothership (equal to the percentage which is modular) and the additional cost for the module?

In my specific case, I am building a 150 dTon ship, of which 50 dTons is a swappable module (kind of like a modular cutter, but bigger and with jump drives). The costs for a streamlined 150 dTon hull is MCr 9. The cost for making 33.33% of the ship modular is MCr 3, making the total ship hull cost 9 + 3 = MCr 12. Each 50 dTon modules then also has an additional cost of MCr 0.025 x 50 dTon = MCr 1.25.

Second question:

How quick and easy is it to disconnect from one module and connect to another? Is that a routine task (able to be done under fire, for example), or is does it have to be done in a shipyard?

Third question:

Can the mothership fly without a module attached?

Thanks

- Kerry

traveller_modular_cutter_by_biomass_dd22v7v-fullview.jpg
 
The modular hull pays for the attach points and hull coverage of any module. Allocate the tonnage for the module on the main ship and you are done. Example: The cutter pays the modular hull cost - each module ignores it.

The Broadsword in CT carried spare modules. It does not need a shipyard, and it doesn't take weeks, but I do not have anything to reference for actual time needed.

The mothership can fly without a module, since the cost of hull for the modular section is paid on the main ship. That space is merely unusable - or you could rule IYTU that it can hold cargo.
 
Agreed with Arkathan. As for time, I'd take inspiration from real life - the Boxer AFV can swap modules within an hour under field conditions, so call it 1Dx10 minutes with no shipyard required: quick and easy for anything shy of live-fire.

If you're wondering about how these compare with docking clamps: they're significantly more expensive and less versatile (one specific tonnage of module instead of a range), but they maintain streamlining and they're better protected, making them better for smaller or combat-capable ships.
 
Thank you for the quick replies. That was what I thought, but I feel better having confirmed I interpreted the rules correctly.

- K
 
1. Since modularization is an internal hull feature, it wouldn't need a docking clamp.

2. You can, of course, lift it with a docking clamp.

3. It's uncertain, whether it would be vacuum proof.

4. Or, has integral life support.

5. As to time required for attaching and releasing, especially in terms of tonnage, I doubt that's ever been really addressed.

6. I'd say release should be one round, especially, considering, we have assault module variants, and you don't have to sync up with internal plumbing.

7. Attaching, could be connected to mechanics, and/or, engineering, skills.
 
The Broadsword in CT carried spare modules. It does not need a shipyard, and it doesn't take weeks, but I do not have anything to reference for actual time needed.
CT Adventure:7 Broadsword

"Deployment: The major drawback of the modular cutter design in the Broadsword class is the problem of timely deployment of modules. Each cutter can be launched in a matter of minutes. However, the handling of individual modules is hampered by the fact that the only access to them is through the cutter wells. In order to change a module, the following procedure must be followed.
Assume that a fuel skim module is currently installed in a cutter and that a passenger module is stored within the ship. The cutter leaves the well and detaches the fuel skim module, leaving it lying free in space. It then reenters the cutter well and attaches the passenger module. The cutter leaves the well and detaches the passenger module; it then reattaches the fuel skimmer and reenters the cutter well, finally depositing the fuel skimmer within the interior of the ship. At this point, the cutter can leave the well and attach the passenger module for needed operations.
The procedure can become quite a shuffling match, and the ship captain must give a lot of attention to the exact placement of modules for use in any current mission.
Having the modules in the correct positions can become of overriding importance.
The times required for performance of basic cutter procedures are shown in the following chart.

Enter cutter well- five minutes.
Leave cutter well- five minutes.
Detach module in free space- two minutes.
Attach module in free space- five minutes.
Detach module in cutter well- two minutes.
Attach module in cutter well- two minutes.
Move cutter from orbit to world surface- twenty minutes.
Move cutter from world surface to orbit- twenty minutes.

As can be seen, the procedure can take about 37 minutes to complete."
 
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It sort of implies that the Broadsword was badly designed.

I've sort of come across the same issue, and the short answer is:


Screenshot+2021-06-18+at+22.07.50.png
 
Well, you do have two of them, and no one SAYS you have to carry four modules.

Operations go a lot quicker if there's one fuel module and two combat related ones.

Starting with both cutters loaded with combat modules and one fuel module in storage plus an empty module bay.

1) Cutter one stores its combat module (2 minutes)

2) Both cutters undock. (5 minutes)

3) Cutter one docks where cutter 2 was (5 minutes). Cutter 2 can dock where Cutter 1 was at the same time. No extra time.

4) Cutter one installs the fuel module (2 minutes).

5) Cutter one undocks and heads off (5 minutes to departure).

19 minutes, no loose modules in space at all. If both cutters stay docked, 14 minutes to swap a module.

Potentially, squadrons of Broadswords could manage module swapping almost as quickly without needing many empty module bays.
 
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