Ship Design Philosophy

Spaceships: Hulls and Options

70. Anyone awake and moving consumes a kilobux of life support.

71. However, you don't double dip with stables, since that's a hard quarter kilobux per tonne, in which you can squeeze in two humans, being self contained.

72. Could you live in a stable? Our Lord and Saviour was born in a manger.

73. A half tonne of biosphere eliminates the life support costs of a passenger (how about crew?).

74. It doesn't mention if it also eliminates the life support cost of the default accompanying stateroom.

75. Actually, both spaceships need to be equipped with UNREP equipment.

76. Rate of transfer would be dependent on the smaller UNREP equipment.
 
Spaceships: The Alert Status (Star Trek)

Starships have a lot of operational protocols that the officers of Starfleet are expected to enact efficiently and none more important than the myriad of colour-coded alert statuses.

Yellow, Red, Blue Alerts all have specific uses and more functionality than just an alarm system.

https://www.youtube.com/watch?v=nRL5lvD8K-k
 
Spaceships: Hulls and Options

77. Not accounting for hull tonnage and mortgage repayments, but including early fusion power plant, it would take ten and a half years of continuous occupation to break even with a biosphere per person.

78. Great for generation ships, probably less so for those who tend to stick to fortnightly cycles of jumping, surfing to the next starport, and pubcrawling, until it's time to ship out.
 
Inspiration: Imperial Star Destroyer - the main protector

The Imperial Star Destroyer is a heavy combat spaceship, one of the most recognizable characters in the Star Wars galaxy far, far away and a symbol of the military power of the Galactic Empire.

When creating the video, the idea of a classic propaganda video was pursued, whatever the Imperials would show in their galanet. The format is purely humorous, any similarities with reality are purely coincidental.

Enjoy watching!

https://www.youtube.com/watch?v=LYicx40lWsM



Imperial Leader and Best Empire.
 
Starships: Engineering, Jump Drives and Minimums, as they pertain to Project Cutrate

I've been putting the finishing touches on the Flea Trader Confederation Cutter Cutrate class; originally I wanted to make this a cheap corsair [Cut(pi)rate], but I thought it would be more suited to this, after all, the option for this exists for the Free Booter Cutthroat class.

The Flea Trader has been a long standing concept for me, that evolves as the Traveller starship design sequence changes, and I think I've polished the specifications sufficiently to be within canon in most cases.

Since engineering is the most expensive ticket item, at least for small commercial starships, I've always been wrestling with how to bring the price down; the ten tonne minimum gets in the way, since you could make a viable hundred parsec tonne budget variant at seven point seven tonnes, seven and three quarters with some leeway.

The other approach is to develop a jump drive that can be more commercially viable, rather than just be used for a specific niche, as when more starships use it, the more replacement parts are available (if you assume jump drive components need not be interchangeable with other models) as they can be used by a greater variety of operators, which presumably was one of the rationales behind the Alphabet drives.

The actual cheapest jump drive would be a one shot variant, but regardless how skilled an engineer you have onboard, you can't overcome that accelerating depreciation.

The point has always been to provide, not necessarily cheap, but affordable means of transportation, that's dead easy to operate, and paying the mortgage doesn't become an existential crisis.
 
Inspiration: Lost In Space

15772711277793.jpg


Entry of dispersed structure configured hull into a gas giant atmosphere for refuelling.

Season two is more action packed and less boring than the first, and covers a lot of tropes you'd encounter in Traveller adventures.

Sets are really well made.
 
Starships: Confederation Cutter Cutrate Class

Ninety nine point five tonne technological level nine self sealing, unstreamlined, naturally armoured and gravitated light ferrous nickel planetoid [note one] hull with forty four point seven seven five hull points, costing 298'500 bux.

Two and a half tonne dual cockpit acts as primary bridge [note two] at fifteen kilobux, with free basic sensors, and a technological level seven factor five onboard computer at thirty kilobux; total 45 kilobux.

Software package includes a library, jump one, and manoeuvre zero; total 100 kilobux

The option exists for three separate firmpoints, to which can be attached either a fixedly mounted virtual weapon system, or a technological level seven single turret [note three], at respectively one hundred kilobux and two hundred kilobux each; the default has a single mounted fixture, for but not with a [presumably] sandcaster weapon system; can be retrofitted, plus labour and yard time.

Nine factored one budgeted gravitic based energy inefficient manoeuvre drive modules, constructed at technological level nine; each module weighing one hundred kilogrammes and rated at a ten tonne thrust, costing 150 kilobux and requiring one point three power points; for a total weight of nine hundred kilogrammes, with a ninety tonne thrust performance requiring eleven point seven power points, at a cost of 1.35 megabux.

Combined with a modular nine pack anti-gravity factored one lifters [note four], constructed at technological level nine; each module weighing eighty kilogrammes and rated at a ten tonne lift, costing 160 kilobux and requiring one power point each; for a total weight of seven hundred twenty kilogrammes, with a ninety tonne lift performance requiring nine power points, at a costing of 1.44 megabux.

The power plant consists of three budgeted early fusion reactor modules, constructed at technological level eight; weighing in at one tonne each, costing 375 kilobux, and producing eight power points per round [note five]; for a total weight of three tonnes, with an output of twenty four power points, and costing 1.125 megabux.

The power plant is connected to a half a tonne of solar panelling [note six], whose output can either be shunted to the power plant, and/or the onboard [high efficiency] batteries, costing 50 kilobux.

One factored one budgeted increased size jump drive, constructed at technological level nine rated at two hundred parsec tonnes; totaling ten point five five tonnes costing 9.675 megabux [note seven].

You can tow along an interplanetary cargo net with a default volume of fourteen hundred cubic metres [note eight], available at technological level eight, costing 100 kilobux, which would basically half the engineering performance if completely full.

Jump bubble diameter is 223.737 metres, based on a fourteen hundred cubic metre volume.

For landing gear, half a tonne ferrous nickel lump is divided into three equal cones, distributed equally around the base of the sphere and welded to it, acting as a de facto landing tripod. If that's not an option, adding a half tonne hump anywhere on the hull would create enough ballast. Or attaching it to a rope and trailing it along.

There are four fuel tanks, the first two specifically meant to feed the power plant, are one tonne each. The other two, are hybrid cargo fuel containers, sized at ten and a half tonnes for a net total volume of ten tonnes each, costing a premium of 50 kilobux each, totalling 100 kilobux.

One tonne fuel processor, capable of processing twenty tonnes per day, costing 50 kilobux.

There are two ingresses, the freebie [note nine] two tonne airlock, and a cargo hatch [note ten].

Accomodations are a ten tonne stable, with suitable light partitions to separate the added in bunks, and fixtures such as a seat toilet toilet, wash basin, and shower attached to the plumbing, sufficient for twenty human sized [note eleven] crew, costing 25 kilobux; with a self contained life support system that costs a net 2.5 kilobux per month [note twelve].

Cargo can be squeezed into the remaining 24.93 tonnes.

Total cost is 14.3585 megabux [note thirteen].


Notes:

one hollowed out equally (if you didn't just pour liquid nickel iron in a mold], and laser polished to a spherical shaped brilliant billiard ball.

two though it's unclear if two pilots would be mandatory; in any event, being a cockpit, it can be sealed off from the rest of the vessel, with a default life support for the two crewmembers for twenty four hours.

three at a nominal 200 kilobux per turret; upto three different weapon systems can be attached without additional cost; in theory, if firmpointed turrets are limited to single weapon systems, they don't require so much volume, nor cost as much.

four two disadvantages [orbital range] plus two technological advantages [size reduction, size reduction] cancel each other out and translate into eighty percent size reduction; combined, this ensures that the cutrater can leave any planetary object with a gravitational pull of less than one ppoint eight standard gravities; technological level limitations still apply at a hard factor one per, two if combined while within one and a quarter megametres from the surface, and possibly 0.909 gees further afield, if you think the additional nine energy points expenditure is worth it.

five budgeted increased size; regardless how you crunch the numbers, there's no cheaper technological level nine alternative.

six power plantless hulls have solar panels calculated on basic systems and thrust factor one energy requirements, which is basically thirty power points per hundred tonnes, so at technological level eight based early fusion reactors, that would three hundred kilogrammes, short of the minimum five hundred kilogrammes minimum.

seven five tonne increased size overhead costing 843.75 kilobux requiring one power point per ten parsec tonnes, five tonne increased size core costing 843.75 kilobux, five hundred fifty kilogrammes increased size capacitors costing 1.2375 megabux; totaling ten point five five tonnes costing 9.675 megabux.

eight it has a default diameter of thirteen point eight eight metres, so it's well within the jump bubble, so it gets dragged down the rabbit hole, despite High Guard saying that a ship cannot perform a jump while this net is deployed, as no discernible difference is mentioned between it and the jump net, and the characteristics of the jump net is a legacy of a pre bubble time.

nine seems inconsistently applied in Traveller, so the additional two tonnes and 100 kilobux is accounted for as you couldn't make it part of the overhead of any other ship component.

ten should be large enough for whatever expected cargo sized pallets or containers are the norm.

eleven you could subdivide it into three three tonne staterooms, with a shared one tonne fresher; panelling, fittings and furnishings are calculated separately.

twelve that's about one person per square.

thirteen not accounting for additional fittings and furnishings, nor the ten percent discount for mass production.
 
In summary:
Hull 19.9/298.5
Bridge 2.5/45
Software -/100
Engineering 15.17/13.59 1.62/2.79 3/1.125 10.55/9.675
Fuel 23/100
Airlock 2/-
Stables 10/25
Fuel processor 1/50
Cargo net 1/100
Solar panelling 0.5/50


You'll note that from a total production cost of 14.3585 megabux, engineering took the lion's share of 13.59 megabux, or nearly ninety five percent.
 
Cockpits are limited to 50 tons or less, so you have to go with a small (3t) or standard-sized bridge (6t).
 
I think they've doubled down on it.

Or whoever is designing spaceships there is pretty reckless.

My original design concept was a catamaran with fifty tonne hulls, then I noticed the Arladu, so I upscaled it.
 
Starships: Accomodations, and Extended Bunkerage

You could flood a lot of the volume assigned to accomodations and common spaces with water, and after you jump, pump that water into the now empty fuel tanks and have it processed.

Of course, areas assigned to be flooded would need to be insulated, possibly you have to install Multi Environmental Space to ensure this.

Of course, it's not a one to one ratio of volume flooded to actual water tonnage, since you have to factor in other stuff that also take up volume, such as the crew.

In theory, you could also do this for spaceships, but fusion reactors take quite a while to burn up that much fuel capacity, so probably less practical.
 
Starships: Confederation Cutter Cutrate Class

If I were to militarize the Cutrate, I would be handicapped in that I'd be stuck with three firmpoints, and all the limitations that apply.

As an aside, I was going to go for the Cutrater moniker, a throwback to the old warship classification of first to sixth rate, and the rest being unrated; I believe the Charles Stuart regime came up with this scheme as a salary scale for serving onboard varied armed ships in the Royal service.

The only two weapon types that transcend the range castration are missiles and torpedoes, and it's unclear as to how Traveller defines what is a rack, especially in relation to smallcraft; for all we know, they could be external pylons making these one shot weapons, that need to be externally accessed to reload them.

In either case, five tonnes for a barbette seems to be way oversized for that capability.

In terms of bang for buck, that would be a thirty five tonne hull, with a ratio of seventeen and half tonnes per firmpoint, compared to thirty three to one for the Cutrate. There are other factors involved that mitigate this, specifically being the maximum size for a cockpitted hull, at a ninety seven percent discount.

We know that you could stuff two torpedo launch containers into a one tonne hardpoint. Despite a firmpointed single turret being a tonne, you probably could only stuff one torpedo launch container into or on one, much like the previous edition.

Missiles and torpedoes give a wide range of options, both offensive and defensive, though the costs will eventually add up, compared to a energized weapon system. However, since it's fire and forget, the gunner doesn't need to be that skilled.

The other two weapon systems are that unaffected by range castration are sandcasters and laser drills, one which at the moment is mostly defensive, and the other widely inaccurate.

However, it's somewhat unclear to me how many ground based heavy weapons you can install on a smallcraft: I'm thinking specifically of the gauss cannon with one dice of damage.
 
Spaceships: Hulls and Options

77. Launch tubes can send out spacecraft every thirty six seconds, while it takes docking spaces one to three minutes for hulls less than two kilotonnes, and one to six minutes for anything larger, though apparently during this time the hosting vessel can neither thrust nor make attack rolls.

78. I'm pretty sure the hosting vessel can fire off its guns, especially if they're aimed away from the departing spacecraft.

79. Acceleration might complicate this, especially if the pilot is feeling jiggy, but not necessarily prevent this.

80. Especially if there is no manoeuvring or evasion, and the docking space opens up to the rear, in line with the engines.

81. A full hangar requires two to twelve minutes for a smaller spacecraft to enter or depart, though it's not mentioned if the host vessel can make attack rolls or thrust about.

82. Since attempting to enter a docking space is trying to thread the needle, it probably does take along to enter than to leave, whereas with a full hangar, does some leeway.

83. Launch tubes force a certain homogeneity on the spacecraft it launches, whether in terms of tonnage or hull configuration.

84. Let's say that if the spacecraft launched is half or less than the designed specification of the launch tube, hull configuration nor tonnage of the launched spacecraft doesn't matter.

85. Anything larger, than it has to be more or less a similar configuration to the spacecraft the launch tube was designed to launch.

86. It's probably easier to modify docking spaces, than to rip out launch tubes.

87. You can almost certainly use recovery decks to launch spacecraft, pretty much the same way a full hangar does, but it's either launch or land, not both.
 
Spaceships: Accommodations, Life Support and How Astronauts Make Oxygen in Space from Their Bodies

Sending 1 lb of cargo into space costs about $10,000! So how do space agencies afford to send supplies like oxygen, water, and food to their astronauts? Before they found a more efficient solution, they’d pack all the water into space with them in their rockets. The water took up a lot of room that could’ve otherwise been used for other supplies. That, and the added weight wasted fuel. So short answer: nope, it doesn’t go with the crew from the get-go.

That means they deliver it, right? That’d be too risky…and expensive! There’s no 100% guarantee that something bad won’t happen to the cargo ship at launch or on the way to the International Space Station. If the cargo doesn’t get to the station, then the next delivery will have to wait a very long time. That’s not an option since it’s dangerous for the astronauts. Ok, so let’s break it down item by item.

TIMESTAMPS:
Water 1:30
How the Water Treatment System works 2:20
Oxygen 3:15
Food 4:30
What do they do with their trash? 6:05
Where does space debris come from? 6:47
From the ISS to Mars! 7:38
Waste recycling 8:07

SUMMARY:
- The primary source of water for the crew is… the astronauts themselves! Whether it’s drops of sweat, condensation from breathing, or going to the toilet, all this water gets processed through complex filtering systems.
- Thanks to this complex system, it’s possible to produce a little over 4 lb of oxygen per day. That’s only enough for 2 people. The ISS crew usually consists of 6. To make up the difference, oxygen is delivered from Earth.
- What about the food? Here, the ISS is entirely dependent on supplies delivered from Earth. All those freeze-dried packets of astronaut food go along with the crew when they head to the station, or separate cargo is sent.
- According to NASA, astronauts dine on fruits, nuts, chicken, beef, seafood, candy, and even brownies! They also have coffee, tea, juices, and lemonade.
- In 2015, members of the 44th ISS crew ate lettuce that was fully grown on board! The seeds had been sent from Earth.
- Just like you and me, astronauts have garbage too. You’d think they could just chuck it out into the endless void of space, but that would be littering! Whenever they get a delivery, the cargo ship is docked to the station.
- Just like you and me, astronauts have garbage too. Whenever they get a delivery, the cargo ship is docked to the station. The astronauts get what they need from it, and then they load this ship with their trash.
- The cool thing about the International Space Station becoming more and more self-sufficient is that it’s almost like a trial for larger missions in the future.

https://www.youtube.com/watch?v=wZJ8EWJP0tE
 
Starships: Recovery Deck and How to Land on the Battlestar Galactica

Spacedock breaks down the landing system of the Jupiter Class Battlestar.

https://www.youtube.com/watch?v=OC03TssDqRk



【妄想3DCG】コスモファルコン着艦シークエンス

https://www.youtube.com/watch?v=RyXptxpCaD8



f83bb65cd9a90f0fab52f1528b4cac7d.jpg


Carousel.
 
Starships: Confederation Cost Cutter Class

Ninety nine point five tonne technological level nine self sealing, unstreamlined, naturally armoured and gravitated light ferrous nickel planetoid [note one] hull with forty four point seven seven five hull points, costing 298'500 bux.

Two and a half tonne dual cockpit acts as primary bridge [note two] at fifteen kilobux, with free basic sensors, and a technological level seven factor five onboard computer at thirty kilobux; total 45 kilobux.

Software package includes a library, jump control one, and manoeuvre zero; total 100 kilobux

The option exists for three separate firmpoints, to which can be attached either a fixedly mounted virtual weapon system, or a technological level seven single turret [note three], at respectively one hundred kilobux and two hundred kilobux each; the default has a single mounted fixture, for but not with a [presumably] sandcaster weapon system; can be retrofitted, plus labour and yard time.

Nine factored one budgeted gravitic based energy inefficient manoeuvre drive modules, constructed at technological level nine; each module weighing one hundred kilogrammes and rated at a ten tonne thrust, costing 150 kilobux and requiring one point three power points; for a total weight of nine hundred kilogrammes, with a ninety tonne thrust performance requiring eleven point seven power points, at a cost of 1.35 megabux.

Combined with a modular nine pack anti-gravity factored one lifters [note four], constructed at technological level nine; each module weighing eighty kilogrammes and rated at a ten tonne lift, costing 160 kilobux and requiring one power point each; for a total weight of seven hundred twenty kilogrammes, with a ninety tonne lift performance requiring nine power points, at a costing of 1.44 megabux.

The power plant consists of four budgeted early fusion reactor modules, constructed at technological level eight; weighing in at one tonne each, costing 375 kilobux, and producing eight power points per round [note five]; for a total weight of three tonnes, with an output of thirty two power points, and costing 1.5 megabux.

The power plant is connected to a half a tonne of solar panelling [note six], whose output can either be shunted to the power plant, and/or the onboard [high efficiency] batteries, costing 50 kilobux.

One factored one budgeted increased size jump drive, constructed at technological level nine rated at two hundred parsec tonnes; totaling ten point five five tonnes costing 9.675 megabux [note seven].

You can tow along an interplanetary cargo net with a default volume of fourteen hundred cubic metres [note eight], available at technological level eight, costing 100 kilobux, which would basically half the engineering performance if completely full.

Jump bubble diameter is 223.737 metres, based on a fourteen hundred cubic metre volume.

For landing gear, half a tonne ferrous nickel lump is divided into three equal cones, distributed equally around the base of the sphere and welded to it, acting as a de facto landing tripod. If that's not an option, adding a half tonne hump anywhere on the hull would create enough ballast. Or attaching it to a rope and trailing it along.

There are four fuel tanks, the first two specifically meant to feed the power plant, are one tonne each. The other two, are hybrid cargo fuel containers, sized at ten and a half tonnes for a net total volume of ten tonnes each, costing a premium of 50 kilobux each.

One tonne fuel processor, capable of processing twenty tonnes per day, costing 50 kilobux.

There are two ingresses, the freebie [note nine] two tonne airlock, and a cargo hatch [note ten].

One tonne allocated for the ship's locker.

Accommodations are a ten tonne stable, with suitable light partitions to separate the added in bunks, and fixtures such as a seat toilet toilet, wash basin, and shower attached to the plumbing, sufficient for twenty human sized [note eleven] crew, costing 25 kilobux; with a self contained life support system that costs a net 2.5 kilobux per month [note twelve].

Cargo can be squeezed into the remaining 22.93 tonnes.

Total cost is 14.6835 megabux [note thirteen].

Adjusted costs due to discounts include ten percent (13.21515 megabux} for a standard ship design, and twenty percent for low automation (10.57212 megabux) [note fourteen]

Maintenance 28.964712328767123287671232876712 bux per day; well, 29.97 bux.

Power budget would be nineteen point nine points for basic ship systems [note fifteen], eleven point seven points for the manoeuvre drive, nine points for the gravitational lifters, and ten points for the monojump drive.

Crew requirement is for a pilot[/astrogator] and engineer[/copilot]; though presumably, one pilot would be sufficient, though would be operating at minus one shipboard task dice modifier checks after one week.


Notes:

one hollowed out equally (if you didn't just pour liquid nickel iron in a mold], and laser polished to a spherical shaped brilliant billiard ball.

two though it's unclear if two pilots would be mandatory; in any event, being a cockpit, it can be sealed off from the rest of the vessel, with a default life support for the two crewmembers for twenty four hours.

three at a nominal 200 kilobux per turret; upto three different weapon systems can be attached without additional cost; in theory, if firmpointed turrets are limited to single weapon systems, they don't require so much volume, nor cost as much.

four two disadvantages [orbital range] plus two technological advantages [size reduction, size reduction] cancel each other out and translate into eighty percent size reduction; combined, this ensures that the cutrater can leave any planetary object with a gravitational pull of less than one ppoint eight standard gravities; technological level limitations still apply at a hard factor one per, two if combined while within one and a quarter megametres from the surface, and possibly 0.909 gees further afield, if you think the additional nine energy points expenditure is worth it.

five budgeted increased size; regardless how you crunch the numbers, there's no cheaper technological level nine alternative.

six power plantless hulls have solar panels calculated on basic systems and thrust factor one energy requirements, which is basically thirty power points per hundred tonnes, so at technological level eight based early fusion reactors, that would three hundred kilogrammes, short of the minimum five hundred kilogrammes minimum.

seven five tonne increased size overhead costing 843.75 kilobux requiring one power point per ten parsec tonnes, five tonne increased size core costing 843.75 kilobux, five hundred fifty kilogrammes increased size capacitors costing 1.2375 megabux; totaling ten point five five tonnes costing 9.675 megabux.

eight it has a default diameter of thirteen point eight eight metres, so it's well within the jump bubble, so it gets dragged down the rabbit hole, despite High Guard saying that a ship cannot perform a jump while this net is deployed, as no discernible difference is mentioned between it and the jump net, and the characteristics of the jump net is a legacy of a pre bubble time.

nine seems inconsistently applied in Traveller, so the additional two tonnes and 100 kilobux is accounted for as you couldn't make it part of the overhead of any other ship component.

ten should be large enough for whatever expected cargo sized pallets or containers are the norm.

eleven you could subdivide it into three three tonne staterooms, with a shared one tonne fresher; panelling, fittings and furnishings are calculated separately.

twelve that's about one person per square.

thirteen not accounting for additional fittings and furnishings, nor the ten percent discount for mass production.

fourteen Traveller Companion: in this case, a holistic approach, rather than nitpicking; also, there's no way the crew intensive variant is feasible.

fifteen minimum 9.75 points with full thrust zero point nine gee 11.7 points equals 21.45 points; takeoff power requirement would be 30.45 points.
 
Spaceships: Engineering, Waste Heat, and Boffins find metal conductor which does not heat

by NICK FARRELL on03 DECEMBER 2019

Breaks the Wiedemann-Franz Law

Boffins at Berkeley Lab's Materials Sciences Division have found a metal which can conduct electricity without conducting heat - an incredibly useful property that defies our current understanding of how conductors work.

The metal, found in 2017, contradicts something called the Wiedemann-Franz Law, which basically states that good conductors of electricity will also be proportionally good conductors of heat, which is why things like motors and appliances get so hot when you use them regularly.

However, the Berkeley team found that metallic vanadium dioxide (VO2) does not do that. VO2 also has the strange ability to switch from a see-through insulator to a conductive metal at the temperature of 67 degrees Celsius (152 degrees Fahrenheit).

The boffins were astounded at the VO2's ability to play fast and footloose with the Wiedemann-Franz Law.

Junqiao Wu from Berkeley Lab's Materials Sciences Division said it was a totally unexpected finding.

"It shows a drastic breakdown of a textbook law that has been known to be robust for conventional conductors. This discovery is of fundamental importance for understanding the basic electronic behaviour of novel conductors." Not only does this unexpected property change what we know about conductors, but it could also be incredibly useful - the metal could one day be used to convert wasted heat from engines and appliances back into electricity, or even create better window coverings that keep buildings cool", Wu said,

https://www.fudzilla.com/news/49895-boffins-find-metal-conductor-which-does-not-heat



But there are several other very important differences
Between human beings and animals that you should know about

(I'd appreciate your input)

Sweat baby, sweat baby ...

... only God knows where we stuck it
Hieroglyphics, let me be Pacific: I wanna be down in your South Seas
But I got this notion that the motion of your ocean means "Small Craft Advisory"
 
Starships: Accommodations and the Economics of Interstellar Travelling

Now that I think I've designed the cheapest viable starship in Traveller, with the exception of when a tonne jump drive and jump torpedoes were canon, it's time to consider the primary obstacle to interstellar travel for the masses, cost of passage.

For emigrants, legal or otherwise, the formula would be a question of available resources and desperation.

For tourists, it would be the percentage of their annual wage, and since it tends to be group orientated, whether nuclear family or significant other, for multiple berths inclusive provision for the return leg.

We have to find the equilibrium price that an average interstellar tourister is willing to pay for two berths, and how how low can a shipping company sell these tickets, while still getting a net profit.

I rather doubt that anyone in the Traveller universe willingly takes the low berth option, and parents would certainly be leery of it for their offspring.

That leaves basic passage, which really is dependent upon how much discomfort you're willing to endure for the next fortnight.

When I fly, price of the ticket and reliability of the airline tend to be paramount, though I only have to tolerate it for less than twenty four hours, from the time I get up, till the time I drop into the next bed at my destination (assuming I'm not still pumped with adrenaline).

The Core book mentions basic passage is twenty two hundred bux for one parsec with four travellers stuffed into one four tonne stateroom or two tonnes per passenger if none are available, and besides overhead, you still have to pay stateroom and per capita life support costs fifteen hundred bux per basic passage.

Not accounting for overhead, fuel, taxation and labour, that's a gross profit of seven hundred bux.

There's of course the transatlantic slaver method, which I suspect most people would assume overcrowding the onboard stables, but I suspect it's more likely utilizing emergency low berths which take up one tonne, operate at hundred bux per month and have room for four; you can keep them on ice indefinitely, and very little supervision.

If travellers opt for the default low berth option, operators make a gross profit of six hundred bux.

So now you have established that starship operators expect a gross profit of six to seven hundred bux per economy class passenger.
 
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