Morning PST Condottiere, Reynard, and phavoc,
Condottiere said:
It's not a question of wasting fuel, more of opportunity cost, that space could be used more productively.
I agree that the amount of
space required to store the fuel is wasting space that could be used to carry more passengers, cargo, reloads for missile racks/sandcasters, or something else.
Reynard said:
A fraction of a cargo space will make or break a small craft's efficiency?
On the other hand, be brave and actually have a fractional fuel capacity. It's called Traveller Rule Zero. It's that simple. I have fractional cargo holds when there's a decimal d-ton left over and even have built ships with decimal dton fuel loads when the design does a fraction somewhere else and I just think they now have the legendary automobile fuel reserve. The Traveller Universe won't collapse if you fudge.
An extra 0.5 d-ton a space can hold 6 missiles, 10 sand canisters, or one torpedo for combat. That 0.5 d-tons of space could be used to add a little bit more armor.
Any space not assigned to a specific purpose is cargo space and there are no rules saying a spacecraft must have 1 d-ton of cargo space or that fractional amounts above or below 1 d-ton are rounded.
The rules in HG 2e p. 17 clearly state that "Other power plants require fuel tankage equal to 10% of their size
(rounding up, minimum of 1 ton). This provides enough fuel for the power plant for a month (four weeks)."
Any fuel calculations below 1 d-ton are rounded to one d-ton and there does not appear to be any rounding requirements for fuel tonnage > one d-ton.
Per AndrewW in the post in this thread from Fri Nov 11, 2016 11:48 am referring that the Gazelle's internal fuel tankage is not enough to use her jump drive to full potential without using drop tanks. "Not a house rule, carrying the full fuel required for a jump is not required. Only requirement is the minimum of 1 ton for the power plant, so
allowing a ship to carry less then 1 ton of power plant fuel would be a house rule."
With AndrewW's reply small craft using < 1 d-ton of fuel appear to be broken designs under HG 2e which re-writes eight years of ships designed using CRB 1e and HG 1e that allowed small craft to have fractional power plant fuel tankage below 1 d-ton.
Having all spacecraft designs with a minimum of one d-ton of power plant fuel makes accounting less complicated than the rules in CRB 1e and HG 1e,
phavoc said:
Endurance should be based on the human occupants, not the machinery. We already have craft that be aloft/afloat far longer than their human crew.
A crewmember who has spent the last 24hrs in a spacesuit in the cockpit of a small craft is going to be difficult for most crew to endure. You wouldn't be deploying crew for more than 12-14hrs at a stretch. Small craft that have full flight decks can be deployed for longer periods (24hrs would not be too hard for the crew, though perhaps not daily).
So the fuel requirements should match the expected crew capabilities. Craft with cockpits only would not have a need for more than 24-36hrs of fuel (to cover emergencies), and craft with flight decks wouldn't need more than 72hrs (or 120hrs for extended deployments). Anything additional could be added via external tankage, though you'd pay a penalty in crew capabilities.
I agree pretty much with what phovac mentioned above which what I was trying to say. A light fighter's endurance works out to be Cockpit Life Support 24 hours + Vacc Suit Life Support 8 hrs = 32 hours. Adding emergence life support to the vacc suit extends the endurance to 18 hours giving a total time of 42 hours.
I really wished HG 2e had kept HG 1e power plant fuel rules for small craft.