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Drop Tanks

CosmicGamer

SOC-14 1K
Could someone please explain drop tanks to me.
Who: Is there a specific skilled person needed to transfer fuel from the tanks?
Who and What: Is there a specific skilled person needed to mount the tanks to the ship? Is there a specific type of ship that delivers and mounts them, or is it done in a shipyard?
What: What is the cost of jump tanks?
What: Do drop tanks typically include the fuel or are they provided empty and you have to go fill them up? Are they interconnected with ships systems so that you can fill them in a similar way that you would a ships normal fuel storage (skimming, or landing in water) or do they need to be filled via an outside receptacle at a fueling depot or by a tanker or refueling vessel?
Where: What path does the fuel take when transferred; the complete path from tanks to final utilization? For example, can unprocessed fuel be sent through on ship processors? Is it somehow scanned to determine what type of fuel, perhaps to ensure it is not contaminated (tampered with to cause malfunction of drives)?
When: At what point in time when heading out to the jump limit and prior to jumping is fuel transferred?
How: How long is the transfer? A certain amount per min or hour? Does it vary based on size assuming larger ships and tanks have more connections for transferring fuel? Or better yet, how long from the start of transfer till tanks are dropped and ship is ready to jump?

If possible, give a reference to what Mongoose book and page it's on. On second thought, give any references. I'm sure I'm not the only one interested.
 
My take, and from memory...

Is there a specific skilled person needed to transfer fuel from the tanks?

Automated, operate exactly the same as regular fuel until jettisoned and that is just a part of the procedure.

Is there a specific skilled person needed to mount the tanks to the ship? Is there a specific type of ship that delivers and mounts them, or is it done in a shipyard?

In my opinion, and vague recollection, yes you need a starport facility for mounting them. Possibly a shipyard or boatyard but I seem to recall it worded simply as Starport, possibly class C or better iirc.

What is the cost of jump tanks?

CT HG is Cr10,000 plus Cr1,000 per ton of fuel, from memory again.

Do drop tanks typically include the fuel or are they provided empty and you have to go fill them up?

Empty. In my opinion. Then filled by the Starport or Tender.

Are they interconnected with ships systems so that you can fill them in a similar way that you would a ships normal fuel storage (skimming, or landing in water) or do they need to be filled via an outside receptacle at a fueling depot or by a tanker or refueling vessel?

Yes, they are fully plumbed hardpoints* treated exactly the same as internal fuel tanks while attached. Some rule sets require noting if they are the same configuration as the hull (streamlined for example) and limit operations depending on that. Personally the CT HG feel is they are only partially streamlined no matter what the ship hull configuration is so you would be limited to GG skimming and no atmospheric landings for dipping. I believe they would normally be filled thorough the ship's normal fueling hookups and not have dedicated fueling hookups of their own.

* not that kind of hardpoint (weapon), though in my opinion it should be :)

What path does the fuel take when transferred; the complete path from tanks to final utilization? For example, can unprocessed fuel be sent through on ship processors? Is it somehow scanned to determine what type of fuel, perhaps to ensure it is not contaminated (tampered with to cause malfunction of drives)?

Ship Fuel Intakes -> Fuel Purifiers -> Internal Fuel Tanks <-> Drop Fuel Tanks

...and Internal Fuel Tanks -> Drives

At what point in time when heading out to the jump limit and prior to jumping is fuel transferred?

Immediately prior to jump. In my opinion (and recollection that I can't seem to track down) the jump capacitors are not designed to hold the charge for more than a space combat turn or two, just long enough for the minimum powerplant requirement to activate the drive. Holding the charge longer than that risks damage to the capacitors and misjump or worse.

How long is the transfer? A certain amount per min or hour? Does it vary based on size assuming larger ships and tanks have more connections for transferring fuel? Or better yet, how long from the start of transfer till tanks are dropped and ship is ready to jump?

One turn. Or less. The connections will be sized appropriately to permit this flow rate.

If possible, give a reference to what Mongoose book and page it's on. On second thought, give any references. I'm sure I'm not the only one interested.

Will have to hunt up references later :) Repeating my caveat above, this is all from memory, and a bit rushed :)
 
Is there a specific skilled person needed to mount the tanks to the ship? Is there a specific type of ship that delivers and mounts them, or is it done in a shipyard?

In my opinion, and vague recollection, yes you need a starport facility for mounting them. Possibly a shipyard or boatyard but I seem to recall it worded simply as Starport, possibly class C or better iirc.

If Tukera wants to jump from Rhylanor to Regina in two jumps, using drop tanks, they will have to be mounted in a system with a Class C starport (most likely Echiste, five parsecs from both Regina and Rhylanor).

At what point in time when heading out to the jump limit and prior to jumping is fuel transferred?

Immediately prior to jump. In my opinion (and recollection that I can't seem to track down) the jump capacitors are not designed to hold the charge for more than a space combat turn or two, just long enough for the minimum powerplant requirement to activate the drive. Holding the charge longer than that risks damage to the capacitors and misjump or worse.

HG combat rules. Once you initiate jump, you have two combat rounds to fille the capacitors with the required power. If you do it in one combat round, you can jump at the end of that; if you do it in two, you can jump at the end of the second round; if you don't do it in two rounds, you have to abort the jump.


Hans
 
Could someone please explain drop tanks to me.
Who: Is there a specific skilled person needed to transfer fuel from the tanks?
Who and What: Is there a specific skilled person needed to mount the tanks to the ship? Is there a specific type of ship that delivers and mounts them, or is it done in a shipyard?
What: What is the cost of jump tanks?
What: Do drop tanks typically include the fuel or are they provided empty and you have to go fill them up? Are they interconnected with ships systems so that you can fill them in a similar way that you would a ships normal fuel storage (skimming, or landing in water) or do they need to be filled via an outside receptacle at a fueling depot or by a tanker or refueling vessel?
Where: What path does the fuel take when transferred; the complete path from tanks to final utilization? For example, can unprocessed fuel be sent through on ship processors? Is it somehow scanned to determine what type of fuel, perhaps to ensure it is not contaminated (tampered with to cause malfunction of drives)?
When: At what point in time when heading out to the jump limit and prior to jumping is fuel transferred?
How: How long is the transfer? A certain amount per min or hour? Does it vary based on size assuming larger ships and tanks have more connections for transferring fuel? Or better yet, how long from the start of transfer till tanks are dropped and ship is ready to jump?

If possible, give a reference to what Mongoose book and page it's on. On second thought, give any references. I'm sure I'm not the only one interested.

Mongoose, I know zip to zilch about. I'm a CT player. Drop tanks emerge from CT Book 5 (High Guard):

"Disposable fuel tanks may be added to the ship to increase its [the ship's] range. These L-Hyd Tanks are fitted to the outside of the ship, and drop away before jump. The result is more interior space available for cargo and passengers. Such tanks must be replaced each time they are used, so they are practical only on runs to civilized areas, or to increase fuel capacity to allow several jumps. L-Hyd tanks are installed outside the hull, and increase the total tonnage of the ship; drives are reduced in their efficiency based on the total tonnage of the ship. With tanks retained, efficiency is decreased, and jump capability is reduced; when the tanks drop away, tonnage is reduced, and the drive efficiency is increased. L-Hyd Tanks cost Cr10,000, plus Cr1,000 per ton of fuel carried."

Ships jump by consuming a vary large quantity of hydrogen fuel in a very short time. How they do that varies: in CT, the power plant is still required for power, and there's no clear explanation of what the jump-consumed hydrogen is doing (I always envisioned it being collapsed into a little singularity); in MT, the jump drive requires no external power and is instead some sort of uber-powerplant quickly delivering massive amounts of power to the jump grid on the hull.

The drop tanks deliver that fuel, but they increase your ship's size, therefore reducing jump range if you decide to keep them through the jump (bigger ship + same size drives = reduced jump range). In that guise they're just the same as your inboard fuel tank, except they're destroyed more easily in combat. You buy the fuel to fill them same as your regular fuel. The more common technique is to draw the fuel from them immediately prior to jump, jettison them, and then jump - which leaves you able to do your normal jump range and with your inboard fuel tanks still full and ready to use after you emerge from that first jump.

Tricky part there is that your jump drive needs to be designed to give you that little bit of time needed to jettison the drop tanks. Jump drives ordinarly throw you into jump space immediately; any little delay and the drives go boom and obliterate your ship, unless they've got the kind of capacitors that will tolerate the brief delay. Thus we have the occasional discussion of who has drop tanks and where they're available. In canon, General Shipyards had a devil of a time getting the things to work right - possibly complicated by sabotage from agents employed by competitors. So, you can't just mount drop tanks on your free trader or subsidized merchant and then go hopping about - not without some retrofitting to allow the plant to handle it, I think. (Depends on how you interpret Adventure 5.) However, any ship specifically designed to use drop tanks is assumed to have the necessary type of drive to use them.

CT has no special rule about who does the work of mounting the tanks to the ship, just that it's done at the shipyard: "they are practical only on runs to civilized areas." (I don't pay much attention to who loads my cargo either, so long as it gets loaded.) One presumes the Navy has the necessary skills and tools to carry the things out to their warships in the "field", in the cargo hold of a handy freighter, and then mount them in the field, but that isn't specifically stated. The things aren't reusable, one of the odd bits of canon.

CT has no special rule about needing a specific skill to use them - or by extension a specific person with the skill. Barring such, one presumes any competent ship's engineer knows what buttons to push.

CT has no special rule about filling the drop tanks. In fact, they do not affect streamlining, so you could scoop if you wish.

CT does not describe the fuel purification process. It's not clear whether the fuel is being purified as it's loaded into the fuel tanks or en route from the fuel tank to the power plant/drive. Ergo, it's not relevant to the game mechanic and can be ignored - however its done, the only relevant fact is that purified fuel is arriving at the plant/drive.

CT does not describe the fuel consumption process involved in use of the jump drives beyond some hints that imply it's a quick process occurring immediately before jump and that any delays or interruptions can be very, very bad for your health. CT does say it takes a bit of time to power the jump drives: under High Guard, two turns (40 minutes) power from a power plant whose rating is at least equal to the jump range being attempted, or one turn if your power plant rating is twice the jump range being attempted - and if your plant can't generate the needed power in two turns, you don't go anywhere. However, since the jump drive draws on that power AND consumes fuel, it's not clear when in that process the jump drive is sucking up fuel or how long that takes. One thing is that if some damage makes it impossible for your plant to deliver that second turn's power, you don't go boom, so it's likely that the fuel consumption process takes less than 20 minutes.

MegaTraveller handles things similarly but not quite the same. In MegaTrav, the drop tanks are only added when needed and drop away prior to jump, so have no effect on jump range. There's no carrying them around. (If you want something you can carry around, you mount exterior demountable tanks.) And in MegaTraveller, the jump drive consumes the fuel to generate power; it doesn't draw power from the power plant. I don't know MegaTrav well enough and don't own enough of the books to know if there's a boom-boom problem; I think it's just a case of the jump being aborted unless something happens at the same instant you're activating the jump field, so if something happened to prevent the tanks from being jettisoned, the jump would just be aborted.
 
Actually, CT does, in a roundabout way, specify the fuel is purified prior to going anywhere near the plant... purifiers are installed based upon tankage, and how long to purify that tankage.
 
You've already gotten some good CT answers, but let's see what I can find for you in the MgT version of HG, since you specified that as a preferred source. It doesn't really have much to say, though...

What: What is the cost of jump tanks?
The tank itself costs 0.1MCr per 50 tons of fuel capacity, plus the ship needs to fit couplings for the tank at a cost of 1MCr and 2 tons of space per 50 tons of drop tank capacity.

When: At what point in time when heading out to the jump limit and prior to jumping is fuel transferred?
How: How long is the transfer? A certain amount per min or hour? Does it vary based on size assuming larger ships and tanks have more connections for transferring fuel? Or better yet, how long from the start of transfer till tanks are dropped and ship is ready to jump?

Fuel is transferred and the tanks are blown clear of the ship immediately prior to jump. In MgT, the tanks can be recovered and reused on a 2d6 roll of 8+, otherwise they have been destroyed by the ship's jump bubble or warped by the jettsoning charges; if they're close enough for the jump bubble to trash them, that rather strongly implies that they're dumped within the last few seconds before jumping. (At TL14+, they've got things down well enough that drop tanks survive automatically.) Additionally, MgT imposes a penalty of (15-TL) to the misjump roll, again implying that they're being drained at the last possible moment and making the engineer's job harder.

Note also that, per MgT core p.141, firing the jump drive takes only 10-60 seconds rather than the 20-40 minutes mentioned in the previous CT-based answers. There's an additional 10-60 minutes for the astrogator to plot the jump, putting the overall process on par with CT times, but MgT explicitly gives an extremely short time for the actual drive activation. (We won't question the plumbing that would be required, even without drop tanks, for a J-6 ship to move fuel making up 60% of its total hull volume from point A to B in under a minute...)

All of the above is based on MgT HG, p.43-44 unless otherwise specified. Your other questions aren't addressed directly in MgT that I'm aware of, but the CT answers already given all match my assumptions.
 
The plumbing would be a couple 0.5m+ diameter hoses per 10Td of fuel transfered. And quite possibly a mechanical pressurization system involving explosives.
 
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