phavoc said:
... intended consequences:
... would greatly change ship design for ships that travelled regular trade corridors and had no need to go out into the wilds.
Read my prior post - change yes, greatly no. :wink:
phavoc said:
...All of the space allocated to jump fuel could be re-tasked towards something else.
Sorry - re-read page 141 of the Core Rulebook about Jump Travel.
The Jump fuel is for the 'Jump bubble'.
The
only time extra Power Plant fuel is needed is if the Jump Drive rating is higher than the Manoeuvres'.
phavoc said:
... And the cost associated with a larger power-plant than required could be saved or put back into a bigger jump drive to extend ranges.
Extending cargo capacity - Jump range extensions would probably still reduce cargo (though, I haven't run numbers for capital sized ships). My prior post gave examples of this. Of course that
only works when Jump rating is higher than Manoeuvres.
phavoc said:
Now one thing I'm still not clear on is exactly WHERE the energy is stored prior to the jump. Ships designed under existing rules already must have onboard capacitors sufficient to store the energy prior to being fed to the jump drive, unless somehow the drive itself is also the capacitor... As someone said before, you could simply install capacitors instead of larger fuel tanks/power plants to give your ship extended jump range.
High Guard spells out the tonnage (and Energy Points) related to the Jump Capacitors. It also provides cost and tonnage for adding additional capacitors. (This is in relation to the Black Globes).
Adding capacitors to avoid higher rating Power Plant? Since Jump drives have enough capacitors already - there would be no need to add more, except to compensate for leakage... (and that costs tonnage, MCr and would need more P.P. fuel - offseting a good % of savings).
Capacitors leak charge - likely discharging fast enough that slowly charging more at a lower power rating is a loosing proposition. I.e., by the time the extra capacitors are charged the original ones are discharged by an equal amount.
So, in effect - a certain rating P.P. could only charge up X amount of capacitors in any given time span. This would be a reasonable explanation for requiring higher rated P.P. in the first place.
It also means that charging the capacitors planet side is probably useless (100 dia rule) which means the P.P. providing power won't be near a fuel source - meaning a higher cost (fuel must be shipped) for the initial source power. So, while more cargo could be carried (in certain situations), it would be done at a higher cost.
Of course, you could ignore the Jump Bubble IYTU and eliminate this problem. Or provide for smaller Power Plants (note HG TL mods already do and Core antimatter P.P. eliminate extra P.P. fuel). Or whatever...