How long to work on a ship?

Putraack

Banded Mongoose
Let's say our Travellers have a ship and they want to make some adjustments.
Rip out some staterooms and turn it into extra fuel tankage, for instance.
Upgrade the sensors.
Change the weapons in one of the turrets.

Elsewhere, I've seen the rule borrowed from Trillion Credit Squadron* in Classic Traveller "Cost is 10% of the removed pieces, and 110% of the new components", but I haven't found anything about how long it will take to get this done-- days in the shipyard?

I no longer own TCS, thus the question.
 
Let's say our Travellers have a ship and they want to make some adjustments.
Rip out some staterooms and turn it into extra fuel tankage, for instance.
Upgrade the sensors.
Change the weapons in one of the turrets.

Elsewhere, I've seen the rule borrowed from Trillion Credit Squadron* in Classic Traveller "Cost is 10% of the removed pieces, and 110% of the new components", but I haven't found anything about how long it will take to get this done-- days in the shipyard?

I no longer own TCS, thus the question.
High Guard page 72

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However, I would count 'ripping out a stateroom for more fuel tankage' as a Major Refit.
But that does beg the question, just exactly what it 6 tons [or 12 tons for two staterooms] of fuel going to buy you? It won't give you enough tankage for a J-1 unless you're in a 100 ton Scout.
 
Technically, it would be minor.

Despite the usual aesthetic in stuffing fuel in every nook and cranny, see where the bulkheads are positioned.
 
However, I would count 'ripping out a stateroom for more fuel tankage' as a Major Refit.
It isn't, the rules specifically state what is a major refit, increasing fuel tankage at the cost of internal cargo or staterooms falls under the minor refit category.
But that does beg the question, just exactly what it 6 tons [or 12 tons for two staterooms] of fuel going to buy you? It won't give you enough tankage for a J-1 unless you're in a 100 ton Scout.
More power plant fuel for longer duration?
 
IMTU most walls and such can be moved and reconfigured, especially with quarters and common areas. These are capabilities built into all Naval craft and most civilian ships. With “dry dock” they can even reconfigure bulkheads floors, etcetera. Cost is mCR 0.5 per twenty dtons and takes 1hr per dton.
 
Thanks. I'm still working from a 2016 High Guard book, that information isn't in there. Or at least, I've never been able to find it.

Is the "time to construct" still 1MCr per day in the more recent book?
 
Two aspects:

1. Requiring extra effort to work around other existing components.

2. Taking advantage of existing structure.
 
Do not forget the benefits of automation and robots on construction either. I think it higher tech levels manufacturing times should be a3 to a quarter of lower tech levels. So a tech level 10 construction may take a year. At tech level 12 maybe 3 to 6 months at tech level 15, 30 to 45 days. This is per 1000 tons IMTU something like the third imperium can throw nearly unlimited resources and crews at construction24-7 and something like a Tigress can be constructed in, at most, six months.
 
Do not forget the benefits of automation and robots on construction either. I think it higher tech levels manufacturing times should be a3 to a quarter of lower tech levels. So a tech level 10 construction may take a year. At tech level 12 maybe 3 to 6 months at tech level 15, 30 to 45 days. This is per 1000 tons IMTU something like the third imperium can throw nearly unlimited resources and crews at construction24-7 and something like a Tigress can be constructed in, at most, six months.
That is what the Construction Time reduction in the tables represents. 1MCr/ship/day at TL-12 and 2MCr/ship/day at TL-16 resulting in a 50% reduction in construction time.
 
With standardized modules you can "convert" from different specialties in hours as long as a module is available. For MTU a lot of "yachts" are actually ships carrying a Luxury module. Helps celebrities travel in both comfort and anonymously. Who knows if that Freighter is pure cargo or purely luxury modules for a wealthy person travelling incognito. Could be a science vessel, a liner or fuel tanker or maybe a hospital ship. Anything at all.
 
With standardized modules you can "convert" from different specialties in hours as long as a module is available. For MTU a lot of "yachts" are actually ships carrying a Luxury module. Helps celebrities travel in both comfort and anonymously. Who knows if that Freighter is pure cargo or purely luxury modules for a wealthy person travelling incognito. Could be a science vessel, a liner or fuel tanker or maybe a hospital ship. Anything at all.
The Type R Subsidized Merchant is mentioned as one of the most popular platforms for customization in one of the 2e books. In my current Traveller series the crew has a heavily modified Type R kitted out as a Scout Trader running around the Periphery areas of Jewell subsector and environs in the Hard Times.
 
Some changes can be done without it counting as a refit - turrets are modular and their weapons are designed to be swapped. A lab of one type should be able to be changed to be of a different type, or a med bay, without needing to change any walls and likely can use the same standard plumbing and power connections. They're four ton components, so possibly you could swap them with Staterooms and Libraries too, without it requiring a shipyard or more than ship's maintenance crew to do the work.

The Subsidised Liner is well set up for this type of modification, being mostly Staterooms.

If Bulkheads aren't being altered, changing around interior rooms should be fairly simple, especially if it's removing them to make larger spaces. Three standard staterooms makes two High ones. More work than swapping a lab, of course.

However, keep in mind even interior spacecraft walls are airtight. It's normally not just a matter of putting up drywall and moving doors. It's just an easier job than altering Bulkheads (which I would class as Major refits always).
 
A lab of one type should be able to be changed to be of a different type, or a med bay, without needing to change any walls and likely can use the same standard plumbing and power connections.
I was thinking of this one recently wondering if anyone had converted a lab ship to a hospital ship. Seems like a natural conversion. Another conversion could be to a Seeker gaining advantages from the improved sensors and maybe a lab for analysis if you have the right training you would have improved chances of finding ores.
However, keep in mind even interior spacecraft walls are airtight. It's normally not just a matter of putting up drywall and moving doors. It's just an easier job than altering Bulkheads (which I would class as Major refits always).
Not every internal wall is going to be pressure tight. A Free/Far Traders crew/passenger quarters might all be one air tight section with no internal walls more than nominally air tight. If the stateroom next to yours loses air yours is too. Now on a real liner the crew and passenger quarters might be separate air tight regions with the high/luxury separate from "common" staterooms in case of hijacking. A warship might well be more compartmentalized with reinforced hulls and militarized hulls providing for that.
 
My understanding is that standard staterooms can be set to individual passenger preferences, such as gravity and atmosphere. That would pretty much require each box to be pressure tight. Even just adjusting the gravity is going to affect the local air pressure.

But I take the point that some ships might set up differently.
 
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