Quick Jump Turnaround

Personally I'd say, if you have the fuel, the only delay is the time it takes for the astrogator to plot, and the engineer to make the jump check
 
As a spin-off of a thought experiment on world evacuations for high-pop worlds (result: it probably takes years), I tried to build the most efficient mass transport that I could.

It involved a million-ton ship with modular payload modules (with cold-berthed passengers pre-loaded during the weeks between departures) that were swapped at each end to save time, and drop tanks (from memory, there are high reliability drop tanks available at TL15 but don't @ me on that!) pre-loaded with fuel, all serviced by tugs and tenders to keep the prime hauler moving.

However, with about 1.1 million frozen passengers aboard and a ship costing more than a third of a trillion credits from the loaded hull (and probably nudging half a trillion when you count the two sets of modules used for fast turnarounds and the drop tanks) on the line I presumed that they would still perform a full day of jump drive maintenance at each end (the relevant bit for this thread!)

Edit: I just checked and, presuming that the driver was some world-destroying threat, and that the navy might see a use in gigafreighter heavy lift capacity, I even built a 2 million ton version. I'm no ship build specialist so I'm sure that someone here could come up with more efficient than 3.3 million passengers in a 2MTon hull! Weirdly, it wasn't much more expensive than the 1 MTon version so I messed up one of them, for sure.
Ask @Terry Mixon to show you his million-ton Warmonger-class Tender. Sounds like you built the same kind of thing, but Terry is an expert, or way more expert than Me anyhow. lol
 
MegaTraveller Imperial Encyclopedia page 86:

"If haste is called for, a ship may refuel immediately and rejump right away. This allows the ship to make one jump per week but makes no provision for cargo, passengers, or local stops."
 
MegaTraveller Imperial Encyclopedia page 86:

"If haste is called for, a ship may refuel immediately and rejump right away. This allows the ship to make one jump per week but makes no provision for cargo, passengers, or local stops."
Right that is for refueling and then jumping, I don't think that was in question. But if you do not need to refuel to jump how quickly can you do that? Is there, or should there be, a cooldown period for the jump engines?
 
MegaTraveller Imperial Encyclopedia page 86:

"If haste is called for, a ship may refuel immediately and rejump right away. This allows the ship to make one jump per week but makes no provision for cargo, passengers, or local stops."
Just out of curiosity... What type of refueling takes zero time? If you can make 4 jumps per month that means zero time for refueling.
 
If you have a J2 drive and enough fuel for a Jump 2 but you only do a jump 1 there would be enough fuel in the tank to jump again.

EDIT: Sorry you were not responding to me.
 
Spolier for Marc Miller's Agent of the Imperium: This is a plot point in the novel. Jonathan Bland cuts several weeks off of his travel time over a great distance by having the ship(s) transporting him refuel and immediately rejump without the regular travel-to-mainworld, sitrep, travel-to-jump-point. And that's the Father of the Third Imperium, so it's as canonical as it gets!
 
Just out of curiosity... What type of refueling takes zero time? If you can make 4 jumps per month that means zero time for refueling.
I remember speculation on the Traveller Mailing List in the 90s and 00s about this. When you do the initial jump, the ship is "squirted" into Jump space on a trajectory that precipitates it back into realspace at the destination; the week in jump space is the "cooldown" time for the drives. Why couldn't you have, say, fuel bladders in your cargo hold, and then pump more fuel into your tanks immediately after jump, while in jumpspace, so you could do another as soon as you arrived?

I'll be honest, I don't remember the results of the discussion. I'll have to sift through my text file archive after work!
 
@Endie and @MasterGwydion

The civilian model of the 1,000,000-ton Warmonger in my universe is called the Hercules. If comes from J1 to J6 and carries 50,000-ton pods externally. It is available in the design document in my signature, as are the Type V 50,000-ton pods for it.

A Mongoose 2e design. The J6 Hercules-Class Merchant Tender is a civilian version of the Warmonger-Class Battle Tender designed to haul a mixture of 4 Type V 50,000-Ton cargo/fuel, low berth, and passenger pods (200,000 tons total). At need, it can also carry Type V 50,000-Ton Marine Transport pods and Navy Passenger Pods under contract. Also comes in J5 (10 pods, 500,000 tons total), J4 (20 pods, 1,000,000 tons total), J3 (35 pods, 1,750,000 tons total), J2 (61 pods, 3,050,000 tons total), and J1 (134 pods, 6,700,000 tons total).

The low berth pods (I call the AutoBerth pods as they use my robotic AutoBerths) can move 141,234 passengers each. They are self-mobile and can land to pick up passenger. Each AutoBerth has a robotic medic and can put the passengers in as fast as they board.

A Mongoose 2e design. This TL12 pod can house 141,234 passengers in cold sleep. Each Autoberth Cluster (3 passengers) has a robotic medic. It can move itself from a station or planet to a ship and back again.

So, the J1 version can handle 18,925,356 passengers for colonization or evacuation. The J1 Hercules costs TCr1.2 and each AutoBerth pod costs BCr10. 134 of them is TCr1.34 so a fully loaded J1 Hercules would cost you TCr2.54.

Expensive, but it would get the job done.
 
The engines cant cooldown while they are running. So they continue to run while in jump space.

From the Starship Operators Manual:
About 90% of a jump’s fuel is consumed during jump entry, primarily to create the jump field, with the remainder used to maintain it during jump travel. If a ship runs out of power mid-jump or the jump field system is otherwise rendered inoperative, the ship will not be immediately endangered, but the longer this situation lasts, the higher the risk of jump intrusions – see page 92 – or outright jump bubble collapse.
 
The engines cant cooldown while they are running. So they continue to run while in jump space.

From the Starship Operators Manual:
About 90% of a jump’s fuel is consumed during jump entry, primarily to create the jump field, with the remainder used to maintain it during jump travel. If a ship runs out of power mid-jump or the jump field system is otherwise rendered inoperative, the ship will not be immediately endangered, but the longer this situation lasts, the higher the risk of jump intrusions – see page 92 – or outright jump bubble collapse.
High Guard Update 2022 states this about powering a jump drive on page 17.

Note that this Power requirement is only needed when the ship actually initiates a jump – at all other times, the jump drive remains inert.
 
Spolier for Marc Miller's Agent of the Imperium: This is a plot point in the novel. Jonathan Bland cuts several weeks off of his travel time over a great distance by having the ship(s) transporting him refuel and immediately rejump without the regular travel-to-mainworld, sitrep, travel-to-jump-point. And that's the Father of the Third Imperium, so it's as canonical as it gets!
Sorry, but Novels are not Canonical. Also it still takes time to travel to the Gas Giant/planet to take on more fuel. You re-enter normal space at a minimum of 100D from any celestial body. Then you have to travel to that body, scoop fuel, refine or not, then travel back out to the 100D point to jump, so it is never immediately.
 
I disagree. You’re conflating jump field maintainance on the hull with jump initiation putting the ship into jumpspace. Those are two separate things. The jump drive itself is offline once the ship is in jumpspace.
I will post this once again with the relivent part highlighted.

From the Starship Operators Manual:
About 90% of a jump’s fuel is consumed during jump entry, primarily to create the jump field, with the remainder used to maintain it during jump travel. If a ship runs out of power mid-jump or the jump field system is otherwise rendered inoperative, the ship will not be immediately endangered, but the longer this situation lasts, the higher the risk of jump intrusions – see page 92 – or outright jump bubble collapse.

You cannot maintain with out the engines still running.

Although I suppose that the "If a ship runs out of power mid-jump" could mean that the remaining 10% of the fuel was still converted to energy and stored in the power system or capacitors. So I can see it both ways and that would shift my view a bit.
 
I will post this once again with the relivent part highlighted.

From the Starship Operators Manual:
About 90% of a jump’s fuel is consumed during jump entry, primarily to create the jump field, with the remainder used to maintain it during jump travel. If a ship runs out of power mid-jump or the jump field system is otherwise rendered inoperative, the ship will not be immediately endangered, but the longer this situation lasts, the higher the risk of jump intrusions – see page 92 – or outright jump bubble collapse.

You cannot maintain with out the engines still running.

Although I suppose that the "If a ship runs out of power mid-jump" could mean that the remaining 10% of the fuel was still converted to energy and stored in the power system or capacitors. So I can see it both ways and that would shift my view a bit.
I’ve always considered that last part as something done with the hull and power system, somehow, not the jump drive. The jump drive does not remain running.

In any case, High Guard would have to be considered the go to on this if there were a conflict, though I don’t think there is.
 
The jump drive doesn't draw power once it drops down the rabbit hole.

Jump capacitors are infamous for not being able to hold a charge over the long term.

I haven't gotten around to reading my copy of the Starship Operator's Guide, but my advice would be, beware of copy paste, which doesn't correspond to current spacecraft design concepts.
 
I’ve always considered that last part as something done with the hull and power system, somehow, not the jump drive. The jump drive does not remain running.

In any case, High Guard would have to be considered the go to on this if there were a conflict, though I don’t think there is.
I think it is another case of Mongoose's lack of quality control.

One says that if the power goes out bad things may happen. The other says that the jump drive is off and uses no power once you are in jumpspace.

My guess would be two different authors with one not reading the previous author's work.
 
GDW changed the jump drive paradigm three times, and not everything was compatible with the MWM Jump Space article.

DGP took incredible liberties with their interpretation of all things starship, if you compare their pronouncements in DGP MT SOM there are yet more inconsistencies with the MWM article on jump travel.

The T4 authors then introduced more inconsistencies with yet another interpretation.

Now we come to Mongoose, which uses a blend of everything wrong and inconsistent ever written about jump travel. They even reprinted MWM's Jump space article which is inconsistent with MgT crb and HG, and then we come to the MgT SOM, which reads like it is written by authors who introduced T5 concepts rather than use MgT core rules.

Mess doesn't adequately describe it.
 
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