PsiTraveller
Cosmic Mongoose
Caveat: I do not have the final version of Highguard so I will be double checking the tonnages when it comes out. The Jump Drive and M-Drive numbers will not change.
This design is intended to maximize the profit from a ship and offer flexibility to a ship in terms of cargo carried or things transported.
The Far Trader is a 200 Ton Jump 2 ship with 64 tons of Cargo. It is a common ship for players and Tramp Traders. With a few modifications the 200 Ton ship can be made to carry far more cargo than would normally be possible.
The first step is to increase the Jump size of the Engines. Increasing engine tonnage allows for more tonnage to be moved for minimal cost. At Jump 2 the tonnage ratio is 20:1. For every ton of Jump engine increase you can carry 20 more tons of cargo. So increasing the Jump engine by 5 tons allows for 100 more tons of cargo to be moved at Jump 2, and 200 more tons at Jump 1.
Secondly we will be increasing the M-Drive by 2 Tons. This will increase the Thrust to 2 in general use, and will allow a Thrust 1 when fully loaded.
Cost so Far:
5 tons Jump Drive: 7.5 MCr
2 Tons M-Drive: 2 MCr
Cargo Space lost: 7 tons (57 tons internal storage left)
To increase carry capacity racking mounts for External Cargo will be used. These cost 1000 Credits per ton and take up no space. We will install 100 tons worth for 0.1 MCr.
Fuel is needed to move the ship so we will install 20 tons of Demountable Fuel Tanks inside the cargo hold. This will allow the ship to Jump 2 with a full load of External Cargo. 300 tons of volume at Jump 2 needs 60 tons of fuel total, so we need an additional 20 tons. This costs 20 000 Credits, 0.02 MCr
Cargo space left is 37 Tons.
Two tons of Jump Net will be purchased and mounted. This will cost 0.6 MCr. This is not really needed, but I am tricking out the ship completely to show the possibilities.
Cargo space left is 35 tons (internal).
Drop Tank Collar: We want the capacity to move 300 Tons Jump 2 and that needs 60 Tons of fuel. This is 0.24 Tons and will cost 0.25 MCr
Cargo drops to 34.76. Call it 34 to make the math easy.
So at a cost of 10.47 MCr extra what do we have?
The Far Trader at 200 tons can Jump 3 at 200 Tons and has 34 tons of cargo space that will bring in an income of 102 000 Credits per jump. This is pretty much the same as the 64 Tons at Jump 2.
At Jump 2 range the ship can add 100 tons of external cargo and earn 134 * 1600 = 214 400 Credits per Jump, more than doubling the old income.
The ship can move 234 tons of cargo at Jump 1 if the Cargo net is used and the external cargo mounts are not used. This would bring in an income of 234 000 Credits per Jump. This is more than the original Far Trader earned per Jump.
The extra mortgage payment for the upgrades is 43 625 per month for the 40 year term. This represents 28 tons of cargo per month at J2, leaving the extra 172 tons per month increased capacity as profit.
The external cargo mounts also offers players an option for their ship. If they wanted to cross a rift to get to a new main they could mount the external cargo with fuel pods, Jump into empty space, refuel their tanks and Jump again. When they are not using external cargo the mounts do not reduce the Thrust of their ship.
Using a Drop Tank would allow a full cargo load to be moved across a Rift by allowing the internally stored fuel to be used after the Drop Tanks are used in the source system.
This design is intended to maximize the profit from a ship and offer flexibility to a ship in terms of cargo carried or things transported.
The Far Trader is a 200 Ton Jump 2 ship with 64 tons of Cargo. It is a common ship for players and Tramp Traders. With a few modifications the 200 Ton ship can be made to carry far more cargo than would normally be possible.
The first step is to increase the Jump size of the Engines. Increasing engine tonnage allows for more tonnage to be moved for minimal cost. At Jump 2 the tonnage ratio is 20:1. For every ton of Jump engine increase you can carry 20 more tons of cargo. So increasing the Jump engine by 5 tons allows for 100 more tons of cargo to be moved at Jump 2, and 200 more tons at Jump 1.
Secondly we will be increasing the M-Drive by 2 Tons. This will increase the Thrust to 2 in general use, and will allow a Thrust 1 when fully loaded.
Cost so Far:
5 tons Jump Drive: 7.5 MCr
2 Tons M-Drive: 2 MCr
Cargo Space lost: 7 tons (57 tons internal storage left)
To increase carry capacity racking mounts for External Cargo will be used. These cost 1000 Credits per ton and take up no space. We will install 100 tons worth for 0.1 MCr.
Fuel is needed to move the ship so we will install 20 tons of Demountable Fuel Tanks inside the cargo hold. This will allow the ship to Jump 2 with a full load of External Cargo. 300 tons of volume at Jump 2 needs 60 tons of fuel total, so we need an additional 20 tons. This costs 20 000 Credits, 0.02 MCr
Cargo space left is 37 Tons.
Two tons of Jump Net will be purchased and mounted. This will cost 0.6 MCr. This is not really needed, but I am tricking out the ship completely to show the possibilities.
Cargo space left is 35 tons (internal).
Drop Tank Collar: We want the capacity to move 300 Tons Jump 2 and that needs 60 Tons of fuel. This is 0.24 Tons and will cost 0.25 MCr
Cargo drops to 34.76. Call it 34 to make the math easy.
So at a cost of 10.47 MCr extra what do we have?
The Far Trader at 200 tons can Jump 3 at 200 Tons and has 34 tons of cargo space that will bring in an income of 102 000 Credits per jump. This is pretty much the same as the 64 Tons at Jump 2.
At Jump 2 range the ship can add 100 tons of external cargo and earn 134 * 1600 = 214 400 Credits per Jump, more than doubling the old income.
The ship can move 234 tons of cargo at Jump 1 if the Cargo net is used and the external cargo mounts are not used. This would bring in an income of 234 000 Credits per Jump. This is more than the original Far Trader earned per Jump.
The extra mortgage payment for the upgrades is 43 625 per month for the 40 year term. This represents 28 tons of cargo per month at J2, leaving the extra 172 tons per month increased capacity as profit.
The external cargo mounts also offers players an option for their ship. If they wanted to cross a rift to get to a new main they could mount the external cargo with fuel pods, Jump into empty space, refuel their tanks and Jump again. When they are not using external cargo the mounts do not reduce the Thrust of their ship.
Using a Drop Tank would allow a full cargo load to be moved across a Rift by allowing the internally stored fuel to be used after the Drop Tanks are used in the source system.