Condottiere
Emperor Mongoose
Breakaway hull.
Self delivery.
Self delivery.
Sort of like a LASH barge?Another option.. detachable 'hulls' for each portion of cargo hold. Costs 1% of your cargo tonnage for the attachment gear, but then when you reach a atarport, each piece detaches and unloads/loads seperately as if they were independant ships.
Thats way too high a cost of course but it gives an alternate
From the Cargo Loading rates thread:
Cargo Loading rates?
We recently ran into a scenario where it was important to know how long it took for a speculative cargo lot to arrive and then how long it took to load the cargo onto the ship. I could not find anything that discusses this. Does anyone know if/where something like this is addressed? The only...forum.mongoosepublishing.com
For a Type A Starport:
Loading times of five minutes per ton are the norm – though specially equipped industrial hangers can reduce this to one minute per ton.
That should work especially on the big routes for LIFO.
I wonder if just making the entire cargo deck open like a gull wing door would avoid needing things on the outside and keep the ease of loading unloading both at dock and in open space.
Well, that's the core problem. We are trying to solve a low details problem with imaginary technology. We don't know the parameters of anti gravity technology. We don't know the structural and technological requirements of jump space worthy containers.I don't understand the loading/unloading rate of 'five minutes per dTon'. Imagine a megafreighter with a fully enclosed cargo bay 72 meters wide, 72 meters tall, and 290 meters long. The megafreighter is TL 9, so it has a 1-G Maneuver drive, and inertial compensators which can null-out up to 1-G of acceleration along its' long axis. The megafreighter is full of standardized cargo containers which are fastened together in a manner similar to our seafreight containers in use today; and it docks, nose in, to a dedicated cargo dock with a 72x72 passage for cargo and ~300 meters or more of linear space available.
Once the docking is secure, the cargo area is clear, and appropriate documents are signed and authenticated --
Set all 'deck plates' in the cargo area (to include the walls and ceiling) to negative 0.01 G, and to (for only a single combat round) compensate for 0.1 G of acceleration. For six seconds, the entire payload accelerates at 1 m/s, and ends up trundling out the front of the ship at 6 m/s; the whole hold is empty in less than 36 seconds.
The cargo area also sets the grav plates to 'compensate' for 0.1G axial acceleration (but in the opposite direction) and stops the whole shebang in one combat round.
At that point the entire outer surface of the cargo is accessible by cargo-handling equipment.
That's a clever way of doing things. I had not thought of trying to move containers horizontally using grav plating. I haven't seen that specifically anywhere, but when you are already magically manipulating gravity I suppose it's reasonable.I don't understand the loading/unloading rate of 'five minutes per dTon'. Imagine a megafreighter with a fully enclosed cargo bay 72 meters wide, 72 meters tall, and 290 meters long. The megafreighter is TL 9, so it has a 1-G Maneuver drive, and inertial compensators which can null-out up to 1-G of acceleration along its' long axis. The megafreighter is full of standardized cargo containers which are fastened together in a manner similar to our seafreight containers in use today; and it docks, nose in, to a dedicated cargo dock with a 72x72 passage for cargo and ~300 meters or more of linear space available.
Once the docking is secure, the cargo area is clear, and appropriate documents are signed and authenticated --
Set all 'deck plates' in the cargo area (to include the walls and ceiling) to negative 0.01 G, and to (for only a single combat round) compensate for 0.1 G of acceleration. For six seconds, the entire payload accelerates at 1 m/s, and ends up trundling out the front of the ship at 6 m/s; the whole hold is empty in less than 36 seconds.
The cargo area also sets the grav plates to 'compensate' for 0.1G axial acceleration (but in the opposite direction) and stops the whole shebang in one combat round.
At that point the entire outer surface of the cargo is accessible by cargo-handling equipment.
I would have to agree with the handwaviam on the exact details of how a 53rd century UNREP system works just based on it's description. It moves a non-specified quantity of items by general volume per hour. It states that it moves basically everything. This implies to Me that Our understanding of 21st century UNREP technology has no bering on how 53rd century UNREP systems work, because you are correct. By Our understanding of current UNREP technologies, it makes no sense. It also shows that none of the artists who build deckplans have any idea of how to move cargo with current UNREP systems. lolGullwing doors would make for faster access, and in a 3-d environment you'd be able to put access on all sides. The limitation there is in a vacuum you'd have to make every load sealed against vacuum as well (depending on cargo) zero-g. So that gets us back to either space-worthy containers or else something down the middle. I had done some container write-ups before and come up with a one-time lining for a container to maintain vacuum integrity - opening it up would rip the seal. But I figured that was a relatively cheap way to use a standard container not meant for vacuum in a vacuum environment. That would offer you more way to access your load as long as the loads would accept that limitation.
Moving cargo around in-transit is possible - but also means you'd have to either have the space available (i.e. not running fully loaded) or else you leave the space available at all times to do that. Then if you used some sort of overhead system and played the tetris game in-transit you'd be able to move cargo around while in jump. You'd have to figure out your ship design to determine just how much wastage space would need to be reserved to do it. Assuming your loading/moving machinery was capable of it, your super-cargo could just program in the parameters and let the system do all the grunt work. Even if it took 3-5 days to do so you'd have more than enough time while in jump. There'd be additional wear and tear (i.e. maintenance costs that every merchant hates). Game-wise it's covered, but merchants skimp on maintenance as much as they can as it's credits not going into their pockets. That's been a truism since merchants were first created.
I'd think the UNREP system wouldn't work - mostly because that's not what its meant for. Yah, you can move stuff, but it's really meant to move from Ship A to Ship B - and not vice-versa. If you look at UNREP systems today you'll see that in every case the loading of ship A (the origin of the supplies) doesn't use UNREP to load itself. And the amounts moved while underway (excluding pumped fuel) are not huge. Ships don't resupply large quantities of anything other than fuel (Sacramento class AOE were replaced by Supply class... terrible name for the class if you ask me!). In space you don't have the same challenges you do with weather and waves, so I'd think it'd be more of extensible bridges from the supply ship to the receiving ship, and then just float/roll the pallets of equipment. Warships would not be loading 10Dton sized containers, but rather 1/2/3 dtons or even palletized cargo in 1/2dton increments. They are warships after all, not cargo ships. Plus I don't recall ever having seen a deckplan with the idea of placing cargo bays and reloading areas where you'd actually expect to see them to facillitate it. Real naval vessels don't do it either aside from the locations where you attach your fuel and lines for winching the loads across.
Again, most of this has nothing to do with the game. It's just providing background with an eye towards the details. Probably gonna be lots of handwavium and moving on the pew-pew or the talky-talky part that most games are all about.
It is part of the 'Inertial compensator' function of grav plating. At higher TLs the grav plates can completely negate 6+ Gs of acceleration or random buffeting; but the implications of the ability to 'bias' the inertial compensators like this is (like many things in sci-fi) completely over looked. Another one is valves for handling fluids simply cease to be a thing when gravitics is reliable and cheap enough.That's a clever way of doing things. I had not thought of trying to move containers horizontally using grav plating. I haven't seen that specifically anywhere, but when you are already magically manipulating gravity I suppose it's reasonable.
Modern sea-freight containers lock together to form rigid structures; there are simple mechanical 'locks' facing each direction at all the corners. They are manually activated, and keep containers immobile in rough seas -- but they need to be released before cranes can move them. It is the very much the same concept as shrink-wrapping pallets. I think that by the time we are routinely using gravitics technology, we will be packing for cargo to be handled by gravitics technology; and sufficient packing material inside the container is probably part of that.You'd still want to maintain a grav field fir cargo within the containers though - for most loads at least. They won't be secured to the floor/wall/ceiling like a perfect box. Most would still be palletizing for easier moment and loading/unloading. Making it zero g would be... messy for many loads. Though one could shrink wrap items to the pallet to maintain load consistency and togetherness and that would solve some problems.
If there is no room on the dock, then the mega-freighter is not unloading because there is nowhere to unload to. Note that the dock might choose some other orientation to accelerate the cargo; steering it around to an appropriate warehouse or processing area. This sort of stuff truly seems trivial at TL 9; and if I am paying 25000 Cr for 4.5m^2 of floor space it damn well better be worth it.The unloading part might be a bit of a challenge to move them lime that though - your dock would need at least that much space already emptied and then would have to process them to free up space to reload. There's efficient and then there is TOO efficient.
I chose these numbers out of the air; I figured a single cargo bay with 100k dTons of containers. If each cargo container is 3m wide and 3m tall, then the block of containers is 24 wide & tall; and 72m length gives ~25000 dTons -- so the cargo is four 25k cubes linked together end-to-end.How would you handle stacked units? It sounds like your idea would have the forward portion of the ship capable of loading 4 to 5 containers wide and high?
I do not envision mega-freighters using docking bays at all; they are simply too big. And every minute not spent in J-space is a minute of time wasted not-making-money -- so waiting for a docking bay, maneuvering into it, waiting for the doors to seal, and all that is simply avoided. The mega-freighter just docks to the exterior of the highport in those odd cases where it is not docking directly to a dedicated cargo-handling port 100d trailing of a major fuel source.My initial thought for megafreighters is much longer and not as tall, under the assumption that stations want to accomodate ships of all sizes without wasting docking bays when a megafreighter isnt there.
The subsidized merchant, and some other common tramp freighter designs IIRC, use double-height cargo decks, so containers up to 6m tall are possible. I tend to think that containers would be big, and tramps would tend to handle uncontainerized cargo -- while mega-freighters are likely to ignore any cargo of less than 100 dTons, and are almost certainly not going to be built to handle 1 dTon containers since they are optimized for bigger stuff.So the smallest container is 3 long x 1.5 wide x 1.5 tall.
One floor is 3m tall, so, 1 dton of container(s) is 3 long x 3 tall x 1.5 wide.
A starport which is designed to handle cargo will be designed to be able to move the cargo between ship and warehouse without excessive changes in the configuration of the cargo. Since it is not unusual for a few worlds in each subsector to need to handle millions of dTons per day, 15m wide corridors will be common, and probably a bit small for cargo handling purposes.Under my earlier discussion, im assuming that the small world stops on the way will need to be able to use 500 dtons. So the smallest block a megafreighter will use is 500 dtons. These are for class b starports, so they cant handle much height.
So 6 m tall (2) 15m wide (10) 75m long (25).
These class be starports also probably cant accomodate 75m long at once except at a final warehouse, so its probably broken further into 15m long chunks. Any corridors they need to go into to get to final warehouse wont accomodate 15m wide, so it may further be broken into 3m wide chunks.
It's good that you have a standard which works and makes in-universe sense for you; having this sort of background detail worked out helps make the universe a bit more 'real' to the players, even if they never encounter it directly. That said, I tend to think that standard freight loads will not be much bigger in their largest dimension than they are in their smallest -- if nothing else than to minimize the cross-section of the freighters, warehouses, and cargo handling equipment.I agree completely on the mechanical locks at the corners of each container, although id assume they are operable from a distance, so that the 3m width doesnt impact unloading.
So that means the smallest you're actually unloading is 100 dtons at a time, 6m tall x 15m wide x 15m long.
But, by having remote locking mechanisms, you can change the size of the unloading chunk based on yhe starport you're at.
500 dtons is 6x15x75.
1000 dtons is either 12x15x75 or 6x30x75.
That means 4000 is a natural block as well at 12x30x75.
That means my 10k freighter, ptobably isnt 10k. Its, whatever size gets 8k cargo hold, for 2 4000 dton blocks, with a cargo hold 12x30x150.
Then the megafreighter is 12 times that, 96k cargo hold, with 24 4000 dton blocks, 24x60x450.
Hurrah! Ive figured out the dimensions of my megafreighter, as well as the tonnage, instead of using an atbitrary 10k and 100k dtons!
Yeah, I have definitely chosen some non-optimal options. I have 510 dTons of J-fuel (enough for a 1 parsec jump; I am building at TL 15 and took 'decreased fuel' three times) in a dedicated tank. I then have two separate 510 dTon capacity fuel/cargo tanks -- so I can fill them with fuel for J-3, or use one for tetris cargo & J-2, or use both for tetris cargo and J-1. That added flexibility costs me ~50.5 dTons.Hum. So you have 3 cubes, that are.. lengthwise? So 24x24x72?
I dont like the height and width being so high for a standard block, i just dont see smaller starports being able to accomodate that easily, but i get the overall goal. And since my standard block is 500 tons instead of 1000 (and then my standard chunk for a freighter is 4 such blocks fit into a 2000 ton rectangle)t, its reasonable to have a different view.
Id personally do 4 cubes in a square, so 24x48x48, rather than 3 long (assuming we ignore my previous concern about height/width), but thats based on my 500/2000 standard block/chunk design.
My 12000 is J2, and has 440 tons of tetris space plus 8000 tons of actual expected cargo space in a line 12x30x300. So 66-70% effeciency. Implies ~1200 tons of stuff that isn't directly cargo space or jump fuel.
Yours is 6500, J3, has .. 933 tons of tetris space if i understand correctly (i don't like the layout though, inspection without the ability to move it isnt worth it for me. Instead i would take that space and clump it big enough that i could move something if needed. Minor nitpick), and 3000 tons of actual cargo, in a line 24x24x72. So 45-60% effeciency. Implies 700 tons of things that arent directly cargo or jump fuel.
I think you could reduce extra space you've added. Ive only added like 6% of my cargo hold for tetris space, youve added almost 30%. You could almost fit a full block instead.
My ship is almost twice the size, so lots of perctage based equipment will be bigger, so 700->1200 seems reasonable.
So maybe mine doesnt have as much waste as i was afraid of.
Edit: no its 600, not 700 for yours. And since J3 is a big chunk of that, it isnt doubling going to my ship (only J2). Maybe i do have too much extra 'luxuries'.