paltrysum said:
Condottiere said:
The two knowns are that you can't use the fuel in a bladder for the immediate jump, and that transferring it to the main fuel tank would cause instability to the point of a misjump, since the volume changes while in hyperspace.
Condottiere makes the key point: bladders are just for fuel transfer into the main tank. Bladders are for storage only and cannot be used as the conduit that a starship fuel tank or drop tank can.
BigDogsRunning said:
Are we assuming a jump bubble? Or, are we assuming a Lanthanum grid?
There seem to be elements that point in each direction. The Jump Net seems to point at the Lanthanum grid model of Jump, and other references point at a hydrogen filled Jump Bubble.
If it's a jump bubble, why can't fuel from a fuel bladder, either internal or external be used to fill the jump bubble. Apparently you can use drop tanks to fill the bubble, then drop them, then enter jump.
If it's a Lanthanum grid, as implied by the Jump Net, why can't you pull the net in as you deflate the fuel bladder by rapidly burning fuel to charge your Zuchai crystals, to energize your Lanthanum grid, to initiate the jump?
I'm just unclear on why you can't use a fuel bladder to fuel a jump, but you can use a drop tank. Is it a plumbing issue? I'm not satisfied by "that's what it says in the rulebook" I'm looking to actually examine it a little bit.
The key word is "seems." There's nothing concrete that indicates that a jump net is conducive to the lanthanum grid model. We can throw that out anyway since MgT2 specifically subscribes to the idea of an LHyd bubble. The bladder doesn't work for the bubble regardless because the rules say so. You can extrapolate from the rules and try to make your own argument work, but if you want to adhere to the rules as written, you need to
interpolate instead of extrapolate. Bladders don't work like drop tanks or internal tanks in the rule set. Why? We can only speculate since it isn't specifically stated, but I would assume that there is machinery in either the fuel tank or drop tank that serves as a conduit for fuel during the engagement of a jump drive. This machinery is not present in the bladder since it's essentially just a polymer balloon or something.
The long and the short of it is you can do it however you want in your game, but if you want to play it as written, bladders are not fuel tanks (or drop tanks). So to answer one of your questions: Yes, it's the plumbing.
Also for a far trader specifically, the economics of a jump-4 drive make it prohibitive. It costs MCr15 more for the drive with nominal increases in the power plant as well. It's already difficult for travellers to make their mortgage without the additions to the ship's sticker price for a drive that probably won't get used to its fullest extent most of the time. Better to put in a bladder and just make two jump-2s. Metaphor: Those old guys you see driving their 2018 Porsche Carrera on the highway going 60mph—they aren't utilizing the engine they paid for.
With regards to Mongoose 2e, as I indicated, I got my answer early on from Annatar Giftbringer,
the fuel/cargo container from the Deep Space Explorers Handbook. Thanks again.
I just had more questions:
As Condottiere says, why would "transferring it to the main fuel tank would cause instability to the point of a misjump, since the volume changes while in hyperspace."
Why would your volume reduction once in jump affect your jump? Everything else seems to say that once you're in jump, nothing you do can really have any effect on the Jump. Curiously, in spite of being completely isolated from the regular universe, you can be bumped out of jump from the outside, by intersecting a gravity well, but you can't do anything to collapse the Jump Bubble from the inside. If you get smaller inside an already established Jump Bubble, why should that matter?
For that matter, if you really needed to, for some bizarre reason, why couldn't you drop your drop tanks once already inside the Jump Bubble, if you're willing to lose them. You seem to stand a greater chance of misjump by interference from the drop tanks mass being too close you your jump entry point. According to various writings (not sure what is canon for Mongoose, since apparently that is a thing now), it will impact the Jump Bubble and be destroyed, or pass through and be destroyed, depending on which interpretation you take.
Getting fuel out of the bladder is easier than pumping out of a fixed fuel tank, you just constrict the bladder. It's a big balloon. You just start reeling in the restraining net and sploosh, all your LHyd goes squirting out the giant nozzle into the power plant, or through a giant heater/vaporizer to inflate your Jump Bubble.
The Jump Net seems to directly contradict the Jump Bubble paradigm. If the Jump Bubble is generated by your Jump Drive, not a hull carried grid, and carries everything inside it along, then you don't need special field cables to extend your vessels Jump Field. Why not just a cargo net, and be done with it? The only canon I've seen describing the Jump Bubble in any detail is the short description in T5, which describes a 200+ foot diameter jump bubble for a 100 ton ship. (there is a formula to calculate how large the Jump Bubble is)
If you're going to use bladders to make 2 J-2's, why not use another few tons, looks like about 13 for a 200 ton ship, and now be able to take a bunch of cargo J-1, or a little bit of cargo J-4, or anything in between, allowing the ship to take jobs requiring fast delivery of cargo and passengers. What are the economics of long legged ships? It's hard to make a go with a ship purpose designed for Jump4, but what if you've got more flexibility to take more cargo for shorter trips. It looks like longer jumps pay quite a bit more, and even, or perhaps especially, on the mains, you're going to find people who want to get their cargoes to planets 3 and 4 parsecs away. You know, right before the corporate Mega-Freighter arrives with 20000 tons of whatever you've arrived early to sell?
Lastly, regarding the economics of a more flexible design. If the Free Trader is seemingly designed to be barely able to generate enough income to pay for itself, why is the Free Trader used at all? Wouldn't someone change the design up to make it more competitive? Seems like the first thing most crews do with their Free Traders is start modifying them. If you know that your competitor just left with a hold full of advanced electronics bound for a world 3 parsecs away, where there is a good sale price, and they have to make 2 jumps to get there, and you only need one. Who wins?
