phavoc said:
Has anyone re-built some of the core ships in min/max configurations to compare to the standard ones?
I haven't seen the need for "exactly the same, but slightly better".
Taking full advantage of the system, we can make e.g. this:
Designed for the cheapest available jump drive it is a 100 Dt J-2/M-2 light utility ship for the reasonable price of MCr 24.
With high automation (Virtual Crew + Expert + Repair Drones) it can be flown by a single pilot.
It is built around a modular 70 dT bay (10.5 m × 31.5m × 3m [7 × 21 squares]), with drives to the sides and a tiny bridge/crew compartment in front. The bay is accessed by a cargo hatch in the aft and the crew compartment has an air-lock to the side. Normally 20 Dt jump fuel is carried in the modular bay, leaving 50 Dt free for staterooms, barracks, cargo, or whatever. Standard modules are 10 [7 × 3 sq.] or 20 Dt [7 × 6 sq.] and include 10 Dt fuel, 10 Dt (2 state) habitat, 20 Dt (4 state) habitat, 10 Dt VIP habitat (lux. suite), and 20 Dt barracks.
The small 1 Dt modules with external access (dorsal/ventral) can carry e.g. an escape capsule, autodoc, docking clamp, sensors, drones, or even a turret.
It can also carry payload externally turning it into an unstreamlined up to 200 Dt ship with J-1/M-1 performance. It can carry up to 50 Dt drop tanks, up to two 30 Dt small craft, and/or up to 100 Dt external cargo for a total of max 100 Dt external payload.
It is cheap, flexible, and useless in combat. As a utility ship it beats both the Scout and the Free Trader, and perhaps the Yacht. Note that the basic airframe is half the cost of a Free Trader. As shown it is just about profitable as a bare 50 Dt freighter.
A streamlined 200 Dt J-1/M-1 version with the same drives and a longer 170 Dt modular bay using the same modules is available for MCr 34.