If you are looking for further reading material, check out Conways History of the Ship series. There are two books that cover the massive changes in merchant marine from 1900 to 2000. There's a companion set of books for warships that covers the era of the big gun and then the transition to missiles and aircraft. It's a great source of information that you can use for gaming ideas and ways to fill in conceptual gaps.Having recently read The Box: How the Shipping Container Made the World Smaller and the World Economy Bigger, I would expect the design of the ships, the ports and the containers to go hand in hand.
So, where there is a high volume of shipping between two worlds, ships/ports/containers will evolve to make everything as efficient as possible, with compatible systems and standards.
These ships aren't adventuring from subsector to subsector - they're purely delivering cargo between two or three systems. They're probably ugly and modular - and if they're going from highport to highport, the containers may even be stacked on the outside of the ship and shuttled up and down separately. They might be highly automated.
From a gaming perspective, all this happens in the background. They deliver the bulk goods on the main routes while the more flexible but less efficient Free and Far Traders serve a different market.
When I worked at UPS in college I sometimes worked the air sort. They had a very simple, but very efficient method of moving air containers around - there were wheels set in the floor about 12" apart. It was all level so containers of various sizes (we never did the belly load, just the ones that went on the main deck of DC-10s and such) never "drifted". If you wanted to stop it from moving all together you could retract the wheels into the floor and it wouldn't go anywhere. While it took a little muscle power to overcome inertia, I was able to move 4.000lb containers from loading areas on to the dock scales by myself - but always had to remember inertia is a bitch and I got run over a few times by my own container!Quite, UNREP is quite magically good, but i think the OP is trying to visualise what it would mean.
He is also, I believe, working in a CT context where UNREP is unknown.
I generally make do with Cargo Cranes, which I see as a compact overhead crane, capable of moving containers in and out of the cargo hold:
It's in the same ball-park as large as UNREP, but undefined loading speed.
Yup. Graph paper and circular hulls do not match well. Which is why right-angles and non-streamlined holds rule the day for cargo vessels.If you want to be streamlined, there will be non-square surfaces.
If you don't, just make a square box for a hull.
For small ships, it shouldn't, not all worlds would have a highport.
For big ships, I can agree.
Why? A docking bay would be so much easier and safer. Space stations aren't nearly as constrained by space as they have no drives, it's just a floating hull. Another 1000 Dt for a bay is cheap.
Enter the dock to unload or load for a few hours, exit and dock externally for parking. Not many bays would be needed for a small highport.
My guess is that for those larger ships, they would use exterior docking cradles with some kind of an airlock system to connect the ship to the station. A 20kDton docking bay would likely be more for 200 heavy fighters or a mix of heavy fighters and other SDBs so that maintenance can be done.Yup. Graph paper and circular hulls do not match well. Which is why right-angles and non-streamlined holds rule the day for cargo vessels.
The original question was related specifically to space-only vessels. Being able to land completely changes the scenario and opens up more possibilities.
Yes, stations should have space to burn as it's cheap to expand in a zero-g environment not really constrained by dimensions. Docking bays work for small ships, but any ship berthed in one ties it up. Ships just docking to load/unload and then moving out of the space for the next one also means you have a super-effecient process that's happening on the station. While some places might be hyper-effecient, most are going to be average (or worse). So your model would nee to account for the range of possibilities. Not every port is as good and fast as the next one, and that's never been the case.
Since you need to double your tonnage for the size of ship you want, even stations will get to the point it's not economical to keep adding them. For small ships its ok, but I can't imagine having a 20,000 dton docking bay.
Cargo Carrier (3,000 tons), High Guard Update 2022 page: 223.While we were given ships up to 500k dtons, the largest merchant (off top of my head) is the 1,800 ton Leviathan. I'd have to check the latest MGT ship book to see if they added some more.
I was thinking of something like that - docking arms that extended out and accessed vertical hatches in the dorsal deck (or even ventral - one can do all sides after all). Still sealed though as I think most containers that are just in transit will be kept out of vacuum so that they can be cheaper. Obviously one CAN make them airtight - but you'd have to recertify them all the time and that gets expensive.My guess is that for those larger ships, they would use exterior docking cradles with some kind of an airlock system to connect the ship to the station. A 20kDton docking bay would likely be more for 200 heavy fighters or a mix of heavy fighters and other SDBs so that maintenance can be done.
I will have to go look at those. Seems like a rather large gap - 3,000 to 200,000. The 200,000 sized freighter seems at odds with how shipping works. It's TOO big to be practical. The newer container ships (those that hold 20,000+ TEU) are still finding themselves in a questionable economic situation. I had read an economic paper that was modeling container shipping - the new super-sized ships is showing a very small impact on profits. Though that's an economics paper and so far we need more actual empirical data from years of operations to know whether or not they'll have a fully positive impact.Cargo Carrier (3,000 tons), High Guard Update 2022 page: 223.
Freighter (200,000 tons), High Guard Update 2022 page: 274.
But yes there is a bit more on the military side for larger ships.
Yeah, huge gap. I would venture to say that most extremely large space-only cargo vessels would also be mostly automated with only 1-10 actual living crew on board. Also, all large vessels such as this would be owned by businesses that also rent Starport space. Within that rented Startport space would be fuel and fuel purifiers, so they'd only be paying 100Cr/Dton of fuel instead of 500. So, if that huge 200kDton J-1 ship needs refueled, they will only be paying 2MCr instead of 10MCr every 2 weeks. The big boys have a lot of advantages over Us Tramp Traders.I will have to go look at those. Seems like a rather large gap - 3,000 to 200,000. The 200,000 sized freighter seems at odds with how shipping works. It's TOO big to be practical. The newer container ships (those that hold 20,000+ TEU) are still finding themselves in a questionable economic situation. I had read an economic paper that was modeling container shipping - the new super-sized ships is showing a very small impact on profits. Though that's an economics paper and so far we need more actual empirical data from years of operations to know whether or not they'll have a fully positive impact.
It's similar to how SeaLand built it's fast 30kt container ships for transatlantic trade and found that the added cost to shave days off your transit times were not embraced by shippers. They were happier with lower rates and slower times. SeaLand ended up selling their fast ships to the USN who appreciated a 30kt replenishment vessel and is relatively price-insensitive to fuel costs.
In practice, most efficient designs I've come up with all use an external cargo mount. As long as you apply enough engineering to move your desired load, your actual ship volume becomes somewhat irrelevant. Basically the ship is just a central support covered in a skin of containers.I was thinking about how to make a space-only freighter ad efficient as possible to load and unload. But also taking into account that to fully use all available cargo space you have to store your freight basically container to container. And if you do that, how do you that with limited dock space at a station?
I think first some caveats:
1) containers are going to be the top choice of moving cargo. Its efficient and allows for it to move from warehouse to warehouse before you have to crack the seals. So that's just like containers today (also allows them to be on truck and rail, or their 52nd century equivalent).
2) containers will be standard size. Large freight lines will most likely standardize on 5 and 10dton sized ones. They are well sized to move most items and are a good match as we've seen from terrestrial modern equivalents.
3) smaller freighters would handle the 5 ton ones, and maybe for smaller locations you'd get as small as 3 dton. That's reasonable sized to allow smaller ships to easily handle them.
4) space docks are going to have limited space to allow a ship to remove cargo if they need to get containers at the back. A good load master will load it in the order it would come off, but new cargo to be loaded can potentially fill up any spaces you just removed. So how to be able to access older cargo as you make your route (assuming you aren't point to point)?
5) stations will have limited surface space to allow for physical docks. So ship forms that are longer than they are wider, and load from the nose seem the best suited for space-only loads.
Right now the most efficient design I'm coming up with is a ship that stores containers in a rotary like mechanism, with the cargo in the outer rim and the center where crew, engineering and fuel are stored. Think of it like a ferris wheel, except cargo containers instead of people pods. Since traveller only counts internal hull displacement, the fact that you have a large circular portion with empty space in the middle, you don't lose any displacement volume to such a design - just what you have enclosed in the hull area.
This is kind of equivalent of a container ship, taking into account you are in space and your cargo can't be exposed to vacuum (cheaper to buy regular containers than always using vacuum rated ones-plus zero g can make a mess of stored cargo).
Gaming wise few, if any, go to this level of detail. 40 tons cargo always magically fills the space and nobody cares about how it's stored or loaded/unloaded - it's just a number.
What got me thinking was the practicality of a design, and that drives how ships are built and how they look. And that drives deck plans and, if you get to it, how boarding and other actions may play out. Especially if you are using miniatures and like to game at that level.
So if anyone else was trying to design a ship that would have to follow real world limitations and operational limitations, how would you make it?
It would be an interesting thing to research and model. Makes sense for any large vessel to have fuel refining gear onboard to buy cheaper Lhyd, but if they invested in their own fuel tankage system they could buy (or even get their own raw gas to refine). Game numbers are good to really economically model it in a fair cost/loss/profit/savings. If they were a volume buyer expect discounts from the normal fees charged.Yeah, huge gap. I would venture to say that most extremely large space-only cargo vessels would also be mostly automated with only 1-10 actual living crew on board. Also, all large vessels such as this would be owned by businesses that also rent Starport space. Within that rented Startport space would be fuel and fuel purifiers, so they'd only be paying 100Cr/Dton of fuel instead of 500. So, if that huge 200kDton J-1 ship needs refueled, they will only be paying 2MCr instead of 10MCr every 2 weeks. The big boys have a lot of advantages over Us Tramp Traders.
It's interesting. The one burning question I'd love to really figure out is are space-rated containers economical to build and transport? Its like the difference between a 48ft standard truck container and a 48ft ocean going one. Ocean going ones are much more expensive, but they have to be for their environment. Regular containers don't do well on ocean voyages, but they are cheap.Dunno if anyone actually looked at 2300. But it has a container ship. A freighter that is basically a long spine that you clamp 25 or 50 dton containers to. Seems like a reasonable way to go for fast unloading.
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