Sub Merchant and Sub Liner

Being internal, you'd assume that the module would be wired into the ship's power grid, especially if powered components are installed there.

So, if there is a separate power plant installed on the module, you would assume it would also be tied into the ship's power grid, if it was designed from spacecraft power plants.

That doesn't mean you couldn't have designed the module to run on a separate grid, based on the installed power plant, and isolated from the main power grid.

But, that's not detailed in the text.
 
Once more I will state.
A jump engine not in jump space is a waste of money.
A manuever drive in jump space is a waste of money.

What costs free traders and other ethically challenged merchants is the lack of infrastructure.

A shipping line can afford to have offices and personnel at the starport preparing passengers and cargo for the next ship to arrive. The ship arrives, unloads, refuels and loads cargo and passengers and is on its way, no week on the ground scrabbling around warehouses and bars.
 
Once more I will state.
A jump engine not in jump space is a waste of money.
A manuever drive in jump space is a waste of money.

What costs free traders and other ethically challenged merchants is the lack of infrastructure.

A shipping line can afford to have offices and personnel at the starport preparing passengers and cargo for the next ship to arrive. The ship arrives, unloads, refuels and loads cargo and passengers and is on its way, no week on the ground scrabbling around warehouses and bars.
and probably a rotation of crew as well, at least every few jumps
 
Two ships, four crews. The crews on layover arrange passengers and cargo for when the ship arrives.

The ship jumps every eight to nine days rather than twice a month.
 
Two ships, four crews. The crews on layover arrange passengers and cargo for when the ship arrives.

The ship jumps every eight to nine days rather than twice a month.
That's actually pretty generous crewing options. Today's merchanters server onboard for months at a time before they get a break. In a Traveller setting I'd think you'd see something similar - crews spending months onboard and then swapping out for their time off. Freighter crews spend more time in port than cruise liner crews (today's crews at least). Cruise ship personnel are uber busy when they arrive in port - quick resupply and they are back out to sea. A freighter might spend a few days in port while they get unloaded and then reloaded - depending on the cargo type and how fast it can be unloaded/loaded.
 
The rules don’t currently support powering something in a docking clamp. I think it should, and that there should be an airlock in it, but that isn’t the case at the moment.

The UNREP system could be on the other end. It’s a good point and I will adjust that.

Cargo isn’t guaranteed to be able to be in zeroG conditions, so it probably does need gravity and that means it needs a power plant. The hull needs power. Thats the way the rules are written.

The vacuum bubble around the ship in jump will leach heat. Maybe enough to matter. Another reason it needs power.

These merchant tenders are for companies that can fill loads consistently. They could be lower tech I’m sure, though. Those aren’t the ships I made, though.

Designs are always something that can be tweaked for different needs. These are for higher end clientele.

I will make the economy pods, though. Then everyone can use something.
Yeah, the rules kind of fail in that area because they aren't designed as such. Really these containers are just starship-grade hull materials and they should have some batteries and deck plating to put some G in the container when it's being moved and in zero-G. Without people in there you'd not need any life support.

I'd expect most cargo's to be carried under at least low-G because it means your packaging and such would always be under G, and less likely for loads to shift around.

Heating elements are uber basic, and since you have starship-grade hull plating, that should be pretty well insulated. Like the LED lighting that should be easy to implement and simple to power from the ship. Some battery capability for powering things when it's not connected to a ship would be needed (like keeping the G load on your hull plating while it's being transferred). Batteries are pretty powerful in Traveller, so a small amount of units should give you 7-10 days of minimal load without too much displacement.

I'd make the containers as boring as they are today - boring rectangles that stack easy enough and have lots of 90 degree angles. For liquid loads I'd put the circular container within the frame because that, too, lends itself to easy handling without needing special equipment. That's something to consider too - when they aren't in active use they'll be stored, and if they are a common use item amongst your ports then you'd always have extra's lying around waiting to be filled (hence making them cheap so you aren't tying up lots of capital).

The size issue is a perennial question - assuming a ship is always able to fill them. That's something that has plagued modern container ship lines since containerization became a thing. They started building more and more ships that were bigger and bigger - until they got to the mega freighters of today and got hit with economic slumps. When their carrying capacity drops below a certain level it becomes a loss vs. a profit. I don't see Traveller as being any different. You'll have economic waves, and the better run shipping lines will try to operate in that sweet spot of not too much demand, not too much supply to keep their revenues steady. Your design, with the ability to add more tonnage, gives you some flexibility with demand load factors. Have you run any numbers to see what your break-even load factors might be? I do that sometimes on a design just to see if I captured it correctly. For ships that are supposed to be workhorses the modeling has to make sense (to me at least) in order to justify their existence. Only so many 'cool' factor ships should be flying around outside the norms.
 
Here is the bare bones cargo pod. It still has power because that's the rules but everything else has been trimmed to minimal costs.

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And here is the self-mobile variant that more established lines on a schedule might use. it is KCr135 more expensive, so not a big stretch.

1747755572761.png
 
I'm wondering about what effect the rapid churn jumping might have on wear and tear on the drive? Obviously very much YTU territory, but there's definitely canon fluff about J-Drives needing a lot of checks after a jump, and some cooldown - though that does seem to be less than a day's work.

But the usual week of rest may be important for the long term durability of the drive. At the very least, you would think that pushing the drives like that is going to have *some* maintenance overhead.
 
I think we all, on occasion, wonder about that.

Tends to be subsumed under maintenance.

The exception might be, when we do something that actually damages the drives, like overclocking, or misjumping.
 
I'm wondering about what effect the rapid churn jumping might have on wear and tear on the drive? Obviously very much YTU territory, but there's definitely canon fluff about J-Drives needing a lot of checks after a jump, and some cooldown - though that does seem to be less than a day's work.

But the usual week of rest may be important for the long term durability of the drive. At the very least, you would think that pushing the drives like that is going to have *some* maintenance overhead.
My thought is that the time coming in, refueling, and heading back out should be enough for the checks. If there is a problem, well, that will take longer.
 
My thought is that the time coming in, refueling, and heading back out should be enough for the checks. If there is a problem, well, that will take longer.
It would likely only be an issue on ships carrying fuel for double jumps. They can recycle and jump again fairly quickly. By RAW, really quickly. IMTU, I bump the base time increment up by one making jumping take longer. They can still choose to go slower, bumping it one further increment.
 
It would likely only be an issue on ships carrying fuel for double jumps. They can recycle and jump again fairly quickly. By RAW, really quickly. IMTU, I bump the base time increment up by one making jumping take longer. They can still choose to go slower, bumping it one further increment.
A thrust 1 ship can make orbit in ~6 hours if they don’t screw up the jump. That’s a dozen hours of travel and whatever time is spent in orbit refueling, loading and unloading cargo and passengers, and so forth.

With my merchant tenders—especially if a line has a presence there—it won’t take long at all to swap pods. It will be even quicker with the self-mobile pods with thrust 0 and a robotic pilot brain turning each into a drone ship. I can see the latter being swapped out before refueling is complete.

That wouldn’t let a ship get 4 jumps per maintenance period, but it could get them to over 3.5. I’m thinking more like 3.71. Time is money.

One could even load unrefined fuel as long as it could be refined in six hours. Lines like that would be obsessive about anything that delayed the process. There could be good roleplaying in that.

EDIT: Looking at the current rules, I don’t see anything about minimum time between jumps. The interwebz mentions 16 hours for minimum cursory inspections and maintainance. That number still works out fine. Six in, four in orbit, and sox out. Weirdly, it’s right at the 3.71 jumps per 4-week maintenance period I mentioned earlier.
 
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A thrust 1 ship can make orbit in ~6 hours if they don’t screw up the jump. That’s a dozen hours of travel and whatever time is spent in orbit refueling, loading and unloading cargo and passengers, and so forth.

With my merchant tenders—especially if a line has a presence there—it won’t take long at all to swap pods. It will be even quicker with the self-mobile pods with thrust 0 and a robotic pilot brain turning each into a drone ship. I can see the latter being swapped out before refueling is complete.

That wouldn’t let a ship get 4 jumps per maintenance period, but it could get them to over 3.5. I’m thinking more like 3.7. Time is money.

One could even load unrefined fuel as long as it could be refined in six hours. Lines like that would be obsessive about anything that delayed the process. There could be good roleplaying in that.
Delays are inherent when you cannot accurately predict how long you spend in jump space.

The trick is providing enough time on either end to pad your schedule so that even if you arrive as late as possible, you do not screw up the schedule for your next jump.
 
Delays are inherent when you cannot accurately predict how long you spend in jump space.
True but working to have everything ready to go minimizes that. The book calls for 148 hours plus 6D. Thats a maximum of 184. The average ends up being 169 hours.

So, as short as 6.1 days to a max of 7.67 days. There will be slips of being 2/3 of a day late to almost a day early. The averages will still carry the process.
 
True but working to have everything ready to go minimizes that. The book calls for 148 hours plus 6D. Thats a maximum of 184. The average ends up being 169 hours.

So, as short as 6.1 days to a max of 7.67 days. There will be slips of being 2/3 of a day late to almost a day early. The averages will still carry the process.
The system should be designed to avoid delays from being later than average as well as being earlier than average. If you shipping containers are waiting for you beyond the 100D limit, they will be waiting there a maximum of a day and a half.
 
The system should be designed to avoid delays from being later than average as well as being earlier than average. If you shipping containers are waiting for you beyond the 100D limit, they will be waiting there a maximum of a day and a half.
Setting up a station for that beyond the 100D limit is an expensive proposition. If the ship needs the maintenance time anyway, I see no reason why they wouldn’t come in.

16 hours per jump for that. They’d still get 3.71 jumps on average every 4 weeks. They’d lose 48 hours that were going to be lost anyways. I don’t see them going to the expense.
 
Keep in mind that schedules are best guesses due to the inherent timing of jumps. Freighters will have to have enough leeway on both sides of the jump to run late and still keep to their schedule. Shippers need to have a fixed deadline upon which to base their shipping on in order to keep their schedule, and (within reason) those cargo vessels are held hostage to that deadline. A ship that makes port 15hrs early won't necessarily be able to depart 15hrs early - the cargo has to be there, the port has to have room to receive them, crews have to be available to service them, etc. There's a whole host of secondary things that have to be available in order for that ship to be turned around.

And if that ship is on a regularly scheduled route, then that routing will take into account the maximum time delays possible and schedule around that in order to have a schedule.
 
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