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Example of Craft Design - Step By Step

aramis

Administrator
Administrator
Baronet
First off, let me say that the steps I use ARE NOT sysnonymous with the steps listed in the design sequence. I'm going to refer to the version off of DTRPG, as I have that close.

The first step is to decide upon a basic idea of what is needed. So...

I'm not happy with the extant merchant vessels... so Here's what I'm going to do: Small (100Td) J1 merchant on-the-cheap. It needs to have room for a typcial crew and as many passengers, and should eb able to make a profit on non-spec at full capacity. Due to the size, capacity shouldn't be an issue; it WILL fill. We need it fairly low-tech, too... So TL12 it is.

So, now we have out idea...

Step Two: Develop the hull.
I want it to be CHEAP... so Please turn to pages 62-63 (PDF pages 66-67; hereafter it will be book pages/pdf page-in-file).

100 Td is on Step 1 table 4, 1st line. So we copy it.
Config and streamlining are on table 5 (page 64/68)
We fill in x1 for the missing entries... disks are efficient, and when made into airframes startlingly cheap! (it is heavy, but hey!)

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Hull 100 1350.00 40.0 0.134 0
Disk 6 x1 x0.9 x1.2
Airframe AF x1 x1 x0.5
Armor Type G x1 x.25 x1.0
Armor 40 x1 x33 x33
================== ===== ====== =======
Hull 100Td 6AF 40G 1350.0 297. 2.6532</pre>[/QUOTE]Now, i also figure out Control Points for the section (Which work out to 10*TL*MCr), and these I round up to an integer: 319.

step 3: make it go
Next, I'll put the drives in. It needs M1 and J1. (Page 65/69)
First I figure out if my design can meet the requirements with the given TL. It can, according to the JDrive table.

So, it gets a J1 of 2 Jump units, and an M1 drive of 2 units. It also needs avionics, which are in this step, since it' may need to fly NOE around starports... and it allows for "less than legal" landing fields, too...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
2 J Units J1 27 54 6 0
2 ThrusterUn. M1 27 70 1.4 140
TL12 Avionics 0.1 0.03 .0014 0.2 NOE=160
================== ====== ======= ======== =====
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2
CP=889</pre>[/QUOTE]More later...
 
First off, let me say that the steps I use ARE NOT sysnonymous with the steps listed in the design sequence. I'm going to refer to the version off of DTRPG, as I have that close.

The first step is to decide upon a basic idea of what is needed. So...

I'm not happy with the extant merchant vessels... so Here's what I'm going to do: Small (100Td) J1 merchant on-the-cheap. It needs to have room for a typcial crew and as many passengers, and should eb able to make a profit on non-spec at full capacity. Due to the size, capacity shouldn't be an issue; it WILL fill. We need it fairly low-tech, too... So TL12 it is.

So, now we have out idea...

Step Two: Develop the hull.
I want it to be CHEAP... so Please turn to pages 62-63 (PDF pages 66-67; hereafter it will be book pages/pdf page-in-file).

100 Td is on Step 1 table 4, 1st line. So we copy it.
Config and streamlining are on table 5 (page 64/68)
We fill in x1 for the missing entries... disks are efficient, and when made into airframes startlingly cheap! (it is heavy, but hey!)

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Hull 100 1350.00 40.0 0.134 0
Disk 6 x1 x0.9 x1.2
Airframe AF x1 x1 x0.5
Armor Type G x1 x.25 x1.0
Armor 40 x1 x33 x33
================== ===== ====== =======
Hull 100Td 6AF 40G 1350.0 297. 2.6532</pre>[/QUOTE]Now, i also figure out Control Points for the section (Which work out to 10*TL*MCr), and these I round up to an integer: 319.

step 3: make it go
Next, I'll put the drives in. It needs M1 and J1. (Page 65/69)
First I figure out if my design can meet the requirements with the given TL. It can, according to the JDrive table.

So, it gets a J1 of 2 Jump units, and an M1 drive of 2 units. It also needs avionics, which are in this step, since it' may need to fly NOE around starports... and it allows for "less than legal" landing fields, too...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
2 J Units J1 27 54 6 0
2 ThrusterUn. M1 27 70 1.4 140
TL12 Avionics 0.1 0.03 .0014 0.2 NOE=160
================== ====== ======= ======== =====
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2
CP=889</pre>[/QUOTE]More later...
 
First off, let me say that the steps I use ARE NOT sysnonymous with the steps listed in the design sequence. I'm going to refer to the version off of DTRPG, as I have that close.

The first step is to decide upon a basic idea of what is needed. So...

I'm not happy with the extant merchant vessels... so Here's what I'm going to do: Small (100Td) J1 merchant on-the-cheap. It needs to have room for a typcial crew and as many passengers, and should eb able to make a profit on non-spec at full capacity. Due to the size, capacity shouldn't be an issue; it WILL fill. We need it fairly low-tech, too... So TL12 it is.

So, now we have out idea...

Step Two: Develop the hull.
I want it to be CHEAP... so Please turn to pages 62-63 (PDF pages 66-67; hereafter it will be book pages/pdf page-in-file).

100 Td is on Step 1 table 4, 1st line. So we copy it.
Config and streamlining are on table 5 (page 64/68)
We fill in x1 for the missing entries... disks are efficient, and when made into airframes startlingly cheap! (it is heavy, but hey!)

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Hull 100 1350.00 40.0 0.134 0
Disk 6 x1 x0.9 x1.2
Airframe AF x1 x1 x0.5
Armor Type G x1 x.25 x1.0
Armor 40 x1 x33 x33
================== ===== ====== =======
Hull 100Td 6AF 40G 1350.0 297. 2.6532</pre>[/QUOTE]Now, i also figure out Control Points for the section (Which work out to 10*TL*MCr), and these I round up to an integer: 319.

step 3: make it go
Next, I'll put the drives in. It needs M1 and J1. (Page 65/69)
First I figure out if my design can meet the requirements with the given TL. It can, according to the JDrive table.

So, it gets a J1 of 2 Jump units, and an M1 drive of 2 units. It also needs avionics, which are in this step, since it' may need to fly NOE around starports... and it allows for "less than legal" landing fields, too...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
2 J Units J1 27 54 6 0
2 ThrusterUn. M1 27 70 1.4 140
TL12 Avionics 0.1 0.03 .0014 0.2 NOE=160
================== ====== ======= ======== =====
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2
CP=889</pre>[/QUOTE]More later...
 
We can get it to go. We have the hull. Now, we need to make certain it will fulfill mission requirements. For that, ie, make a profit, mail is worth the 8 tons lost. Yes, 8 tons. You see, we need to add a turret: 1 ton. 5 tons of cargo space lost to mail. 2 tons (half a stateroom) for the gunner.

So, we proceed to Armaments.

Me, I'm a fan of small ships having a single mixed turret. But that's not explicitly allowed. So, one cheap laser, coming up! Please turn to page 73/77 to find the relevant table, in step 6, table 11.

we'll install the cheapest laser we can: a PLaser7. In the short run, a missile turret would be cheaper... if you count the PP requirements.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Pulse TL7 Las PLas7 13.5 5 0.5 250
CP=60</pre>[/QUOTE]Now, we are left needing to see where we are going, and to talk to ground control. Electronics, Commo, Sensors...

Let's do comms first, since they are earlier in the book. Page 67/71. Now, realistically, all we NEED are continental comms; however, Far Orbit is a much safer bet, you can at least then contact ground based control before entering local space (and thus, by COACC, local law!) Laser, Maser, and Meson have little civilian applicability, but laser-comm is nice for short-range and private talks, to we'll think about it. Nope... not making a smuggler.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
FORadComm-12 0.014 0.007 0.09 0.007
CP=11</pre>[/QUOTE]Likewise, we need adequate sensors, but not really long ones. Enough to know if we're being attacked. EMS Active and Passive arrays are good for this. Interplanetary passives should work. Look at the EMS kits on page 70/74.

Actives, too, need to be considered. Since we won't be firing past regional, we don't need more than Regional sensors... Aw, heck, lets get real... civillian ships aren't likely to hit at regional anyway... so we'll chop them to the VDist range, enough for terminal maneuvers, and light combat. Weak enough that many skippers will up them. (We'll cover variants LATER).
All these tables show is weight. THe vairous other factors are derived from that.

Anything else in the electronics section is not needed for a cheapy merchant, and so no jammers, masking, etc.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
IntPln PEMS-12 0.03 0.015 0.3 0.15
VDist AEMS-12 0.016 0.008 0.16 0.008
=======================================================
0.046 0.023 0.46 0.158
CP=56</pre>[/QUOTE]More to come...
 
We can get it to go. We have the hull. Now, we need to make certain it will fulfill mission requirements. For that, ie, make a profit, mail is worth the 8 tons lost. Yes, 8 tons. You see, we need to add a turret: 1 ton. 5 tons of cargo space lost to mail. 2 tons (half a stateroom) for the gunner.

So, we proceed to Armaments.

Me, I'm a fan of small ships having a single mixed turret. But that's not explicitly allowed. So, one cheap laser, coming up! Please turn to page 73/77 to find the relevant table, in step 6, table 11.

we'll install the cheapest laser we can: a PLaser7. In the short run, a missile turret would be cheaper... if you count the PP requirements.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Pulse TL7 Las PLas7 13.5 5 0.5 250
CP=60</pre>[/QUOTE]Now, we are left needing to see where we are going, and to talk to ground control. Electronics, Commo, Sensors...

Let's do comms first, since they are earlier in the book. Page 67/71. Now, realistically, all we NEED are continental comms; however, Far Orbit is a much safer bet, you can at least then contact ground based control before entering local space (and thus, by COACC, local law!) Laser, Maser, and Meson have little civilian applicability, but laser-comm is nice for short-range and private talks, to we'll think about it. Nope... not making a smuggler.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
FORadComm-12 0.014 0.007 0.09 0.007
CP=11</pre>[/QUOTE]Likewise, we need adequate sensors, but not really long ones. Enough to know if we're being attacked. EMS Active and Passive arrays are good for this. Interplanetary passives should work. Look at the EMS kits on page 70/74.

Actives, too, need to be considered. Since we won't be firing past regional, we don't need more than Regional sensors... Aw, heck, lets get real... civillian ships aren't likely to hit at regional anyway... so we'll chop them to the VDist range, enough for terminal maneuvers, and light combat. Weak enough that many skippers will up them. (We'll cover variants LATER).
All these tables show is weight. THe vairous other factors are derived from that.

Anything else in the electronics section is not needed for a cheapy merchant, and so no jammers, masking, etc.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
IntPln PEMS-12 0.03 0.015 0.3 0.15
VDist AEMS-12 0.016 0.008 0.16 0.008
=======================================================
0.046 0.023 0.46 0.158
CP=56</pre>[/QUOTE]More to come...
 
We can get it to go. We have the hull. Now, we need to make certain it will fulfill mission requirements. For that, ie, make a profit, mail is worth the 8 tons lost. Yes, 8 tons. You see, we need to add a turret: 1 ton. 5 tons of cargo space lost to mail. 2 tons (half a stateroom) for the gunner.

So, we proceed to Armaments.

Me, I'm a fan of small ships having a single mixed turret. But that's not explicitly allowed. So, one cheap laser, coming up! Please turn to page 73/77 to find the relevant table, in step 6, table 11.

we'll install the cheapest laser we can: a PLaser7. In the short run, a missile turret would be cheaper... if you count the PP requirements.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Pulse TL7 Las PLas7 13.5 5 0.5 250
CP=60</pre>[/QUOTE]Now, we are left needing to see where we are going, and to talk to ground control. Electronics, Commo, Sensors...

Let's do comms first, since they are earlier in the book. Page 67/71. Now, realistically, all we NEED are continental comms; however, Far Orbit is a much safer bet, you can at least then contact ground based control before entering local space (and thus, by COACC, local law!) Laser, Maser, and Meson have little civilian applicability, but laser-comm is nice for short-range and private talks, to we'll think about it. Nope... not making a smuggler.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
FORadComm-12 0.014 0.007 0.09 0.007
CP=11</pre>[/QUOTE]Likewise, we need adequate sensors, but not really long ones. Enough to know if we're being attacked. EMS Active and Passive arrays are good for this. Interplanetary passives should work. Look at the EMS kits on page 70/74.

Actives, too, need to be considered. Since we won't be firing past regional, we don't need more than Regional sensors... Aw, heck, lets get real... civillian ships aren't likely to hit at regional anyway... so we'll chop them to the VDist range, enough for terminal maneuvers, and light combat. Weak enough that many skippers will up them. (We'll cover variants LATER).
All these tables show is weight. THe vairous other factors are derived from that.

Anything else in the electronics section is not needed for a cheapy merchant, and so no jammers, masking, etc.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
IntPln PEMS-12 0.03 0.015 0.3 0.15
VDist AEMS-12 0.016 0.008 0.16 0.008
=======================================================
0.046 0.023 0.46 0.158
CP=56</pre>[/QUOTE]More to come...
 
Just for the sake of sanity, I usually at this point put in the Life Support section, page 81/85

I'm usually quite lazy, and put the whole kit and kaboodle inside the LS kit. WHy? Maintenance, for one. Simplicity, for another. I'm likely to come back and refigure in order to save a MCr or two, and a couple KL.

The entries are not cumulative; if you put ExLS on a craft, but not BEnv nor BLS, it has toilets and water recycling, but is not sealed!

Also, in this section we will add ONE Airlock... Because I like the idea of ships backing in to the port, we'll decide now that it is centerline-aft.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Basic Enviro BEnv 6.75 6.75 0.0135 1.35
Basic LS BLS 67.5 67.5 0.405 1.35
Extended LS ELS 4.05 4.05 0.27 2.7
Art.Grav.Plt AGP 13.5 27.0 0.675 67.5
Inertial Comp IC 13.5 27. 0.3375 27.
AL 3. 0.2 0.005 0.002
=======================================================
108.3 132.5 1.706 99.902
cp=205</pre>[/QUOTE]Why do I do this NOW? First, to have an upper bound on MW Needs. Second, to decide if I need to go back and shrink the coverage of the LS and/or AG/IC. And I think I will pull 15% of the hull for fuel... but not right now. We'll wait until we get to the revisions and variations stage.

so let's review the subtotals so far:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0
============================================================
1039.04 568.56 12.8106 490.267 1531</pre>[/QUOTE]We can see we need at least 500 MW of power. If we chop the AG and IC, we could probably tweak down to 450... at the cost of mainenance and repair access.

So, we turn to power plants, page 64/68
We'll figure for 495MW... no agility to speak of, but enough to fly and shoot.

we look at the Fusion TL 12 entry. 2 MW/KL base. We know that, since it's more than 14 Kl, in all likelyhood, that we can take the x3 output for large fusion plants, so 495/6=82.5. we need roughly 82 units, at 0.25KL per unit for TL 12. 82/4=20.5KL. Yes, we get the x3...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
TL12 FusPP x82 20.5 328 16.4 (492) 1968</pre>[/QUOTE]Well, more later...
 
Just for the sake of sanity, I usually at this point put in the Life Support section, page 81/85

I'm usually quite lazy, and put the whole kit and kaboodle inside the LS kit. WHy? Maintenance, for one. Simplicity, for another. I'm likely to come back and refigure in order to save a MCr or two, and a couple KL.

The entries are not cumulative; if you put ExLS on a craft, but not BEnv nor BLS, it has toilets and water recycling, but is not sealed!

Also, in this section we will add ONE Airlock... Because I like the idea of ships backing in to the port, we'll decide now that it is centerline-aft.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Basic Enviro BEnv 6.75 6.75 0.0135 1.35
Basic LS BLS 67.5 67.5 0.405 1.35
Extended LS ELS 4.05 4.05 0.27 2.7
Art.Grav.Plt AGP 13.5 27.0 0.675 67.5
Inertial Comp IC 13.5 27. 0.3375 27.
AL 3. 0.2 0.005 0.002
=======================================================
108.3 132.5 1.706 99.902
cp=205</pre>[/QUOTE]Why do I do this NOW? First, to have an upper bound on MW Needs. Second, to decide if I need to go back and shrink the coverage of the LS and/or AG/IC. And I think I will pull 15% of the hull for fuel... but not right now. We'll wait until we get to the revisions and variations stage.

so let's review the subtotals so far:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0
============================================================
1039.04 568.56 12.8106 490.267 1531</pre>[/QUOTE]We can see we need at least 500 MW of power. If we chop the AG and IC, we could probably tweak down to 450... at the cost of mainenance and repair access.

So, we turn to power plants, page 64/68
We'll figure for 495MW... no agility to speak of, but enough to fly and shoot.

we look at the Fusion TL 12 entry. 2 MW/KL base. We know that, since it's more than 14 Kl, in all likelyhood, that we can take the x3 output for large fusion plants, so 495/6=82.5. we need roughly 82 units, at 0.25KL per unit for TL 12. 82/4=20.5KL. Yes, we get the x3...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
TL12 FusPP x82 20.5 328 16.4 (492) 1968</pre>[/QUOTE]Well, more later...
 
Just for the sake of sanity, I usually at this point put in the Life Support section, page 81/85

I'm usually quite lazy, and put the whole kit and kaboodle inside the LS kit. WHy? Maintenance, for one. Simplicity, for another. I'm likely to come back and refigure in order to save a MCr or two, and a couple KL.

The entries are not cumulative; if you put ExLS on a craft, but not BEnv nor BLS, it has toilets and water recycling, but is not sealed!

Also, in this section we will add ONE Airlock... Because I like the idea of ships backing in to the port, we'll decide now that it is centerline-aft.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW
Basic Enviro BEnv 6.75 6.75 0.0135 1.35
Basic LS BLS 67.5 67.5 0.405 1.35
Extended LS ELS 4.05 4.05 0.27 2.7
Art.Grav.Plt AGP 13.5 27.0 0.675 67.5
Inertial Comp IC 13.5 27. 0.3375 27.
AL 3. 0.2 0.005 0.002
=======================================================
108.3 132.5 1.706 99.902
cp=205</pre>[/QUOTE]Why do I do this NOW? First, to have an upper bound on MW Needs. Second, to decide if I need to go back and shrink the coverage of the LS and/or AG/IC. And I think I will pull 15% of the hull for fuel... but not right now. We'll wait until we get to the revisions and variations stage.

so let's review the subtotals so far:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0
============================================================
1039.04 568.56 12.8106 490.267 1531</pre>[/QUOTE]We can see we need at least 500 MW of power. If we chop the AG and IC, we could probably tweak down to 450... at the cost of mainenance and repair access.

So, we turn to power plants, page 64/68
We'll figure for 495MW... no agility to speak of, but enough to fly and shoot.

we look at the Fusion TL 12 entry. 2 MW/KL base. We know that, since it's more than 14 Kl, in all likelyhood, that we can take the x3 output for large fusion plants, so 495/6=82.5. we need roughly 82 units, at 0.25KL per unit for TL 12. 82/4=20.5KL. Yes, we get the x3...

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
TL12 FusPP x82 20.5 328 16.4 (492) 1968</pre>[/QUOTE]Well, more later...
 
OK, next step is to calculate the fuel rates. 24 hours x 28 days gives the "Mandated" month of duration. Or 672 * rate * units of PP. 0.005*82*672H=275.52 KL. We'll skimp just a skoshe, and use 275.5. We lose just under 3 minutes of fuel.

Ok, so to recap the sections now:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
=============================================================
(743.04) 916.967 29.2106 (1.733) 3499
=============================================================</pre>[/QUOTE]Next, we need a computer and controls.
this is a trade off bit. A better computer means far fewer control panels, and fewer panels means much better income. So, I choose a 1/bis, rather than a 1, for the base computer. Better space efficiency, as we need 3500 CP... Since it flys, it needs a second, and in space, a third. 3x1/bis... so we divide 3500 by 15, and get 233.333 CP. So we look at panels. At tl12, our best are the Star-trek like Dynamic Linked... and we need 134 of them.

Why not just go with a large Holotank? becuase, one needs at least half the CP through panels. I don't remember WHERE it said this, but it is an excellent rule of thumb. I've always used the CP Multiplier for HUDs...because when I reverse engineered, so did DGP and/or GDW.

Also, I assume 1 comtrol panel is about 1 square meter of surface space. So a number of these line the engineering walls, and the bridge is one large set of dynamic panels. Also, note that one panel and the HUD will cover the turret!


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
Model 1/bis x3 6 1.5 2.7 0.009 (x15)
2 HUD's (plt, gnr) 1 0.4 0.04 0.01 (100)
134 DynLnkCP 2.68 1.34 0.67 1.34 (134)
===============================================================
Controls and Comps 9.68 3.24 2.41 1.359 (3510)</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
=============================================================
(733.36) 920.207 31.6206 (0.374) (11)
=============================================================</pre>[/QUOTE]Note: we still have surplus power: THIS IS ESSENTIAL, as staterooms will eat some of this. We still have plenty of space, and she floats in water.

Crew: I keep fractions, since this tells me how many 40 hour weeks I can tie up PC's... <Grin>Page 82/86
Cb: Bridge crew (T/C)/750=(3499/15)/750=233.2666/750=0.311 ~= 1
Ce: Engineering: ((P+L)/C)/400=((1968+889)/15)/400=(2857/15)/400=190.4666/400=0.476 ~= 1
L is locomotion CP.
Cm: Maintenance = ((H+A)/C)/400=((319+1)/15)/400=(320/15)/400=21.333/400=0.05333 = 0
H is hull CP, A is displacement/100.
Cg = ((W+F)/C)/10=((60+0)/15)/10=(60/15)/10=4/10=0.4=0 BUT, since we need a gunner for mail runs, we'll add 1
Cf= 0, since no craft are carried.
Ct= 0, since no troops are needed, so I selected 1 for the factor, and it rounds down, anyway!
So, we have a crew of 3, meaning no Cc needed.
We need a steward and a medic, for passenger concerns.
Crew of 4-5 (5 with gunner)

So, we next need to house these 5. Crew will live in small stareooms. (I could really be cheap and make it bunks, or hotbunk the SSR's, but that's NOT good for morale).


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
5 Sm Staterooms 135 10 0.2 0.01
3 Lg SR 162 12 1.2 0.015
=============================================================
Accom 5SSR 3LSR 297 22 1.4 0.025</pre>[/QUOTE]and the subtotals"
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
Accom 5SSR 3LSR 297 22 1.4 0.025
=============================================================
(436.36) 942.207 33.0206 (0.349) (11)
=============================================================</pre>[/QUOTE]So, monthly payments are: Cr137,586 or Cr68,793 per jump.
32 tons of cargo, plus 4.36 Kl of ship's locker and spare electronics space (I'm defining that for flavor.)

Normal carriage is
5 tons of mail allowance for KCr25,
27tons of Cargo, for KCr25
3 HP, for KCr 30
for a total inflow of KCr80

She spends
KCr69 Payment
KCr1.4 Annual Maintenance set-aside
KCr16 LS recharges
KCr1.25 Salaries, minimum. possibly up to 7 times that. See breakdown
Monthly salaries
- Skipper gets KCr0.5 for skills pilot & navigator
- Engineer gets KCr0.5
- Medic gets KCr 0.5 for medical-1
- Steward gets KCr0.5 for steward-1
- Gunner gets KCr0.5 for gunner 1

So, she expects to fill on her route (and is QUITE likely to), and gets KCr80, and has a shortfall of about KCr7 per jump. This will need to be made up for by speculation; on a good route, one can make KCr2 per ton fairly easily on the average jump, using the MT tables, and always using a broker 3+.
She's small enough to do it, too. Now, if she's on a well populated main, she'll do better to have two more LSR, rather than the 8 tons of cargo, as that's KCr2 per ton rather than KCr1... and she'd ballance out the shortfall.

But that's part of modifications... not tonight...
 
OK, next step is to calculate the fuel rates. 24 hours x 28 days gives the "Mandated" month of duration. Or 672 * rate * units of PP. 0.005*82*672H=275.52 KL. We'll skimp just a skoshe, and use 275.5. We lose just under 3 minutes of fuel.

Ok, so to recap the sections now:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
=============================================================
(743.04) 916.967 29.2106 (1.733) 3499
=============================================================</pre>[/QUOTE]Next, we need a computer and controls.
this is a trade off bit. A better computer means far fewer control panels, and fewer panels means much better income. So, I choose a 1/bis, rather than a 1, for the base computer. Better space efficiency, as we need 3500 CP... Since it flys, it needs a second, and in space, a third. 3x1/bis... so we divide 3500 by 15, and get 233.333 CP. So we look at panels. At tl12, our best are the Star-trek like Dynamic Linked... and we need 134 of them.

Why not just go with a large Holotank? becuase, one needs at least half the CP through panels. I don't remember WHERE it said this, but it is an excellent rule of thumb. I've always used the CP Multiplier for HUDs...because when I reverse engineered, so did DGP and/or GDW.

Also, I assume 1 comtrol panel is about 1 square meter of surface space. So a number of these line the engineering walls, and the bridge is one large set of dynamic panels. Also, note that one panel and the HUD will cover the turret!


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
Model 1/bis x3 6 1.5 2.7 0.009 (x15)
2 HUD's (plt, gnr) 1 0.4 0.04 0.01 (100)
134 DynLnkCP 2.68 1.34 0.67 1.34 (134)
===============================================================
Controls and Comps 9.68 3.24 2.41 1.359 (3510)</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
=============================================================
(733.36) 920.207 31.6206 (0.374) (11)
=============================================================</pre>[/QUOTE]Note: we still have surplus power: THIS IS ESSENTIAL, as staterooms will eat some of this. We still have plenty of space, and she floats in water.

Crew: I keep fractions, since this tells me how many 40 hour weeks I can tie up PC's... <Grin>Page 82/86
Cb: Bridge crew (T/C)/750=(3499/15)/750=233.2666/750=0.311 ~= 1
Ce: Engineering: ((P+L)/C)/400=((1968+889)/15)/400=(2857/15)/400=190.4666/400=0.476 ~= 1
L is locomotion CP.
Cm: Maintenance = ((H+A)/C)/400=((319+1)/15)/400=(320/15)/400=21.333/400=0.05333 = 0
H is hull CP, A is displacement/100.
Cg = ((W+F)/C)/10=((60+0)/15)/10=(60/15)/10=4/10=0.4=0 BUT, since we need a gunner for mail runs, we'll add 1
Cf= 0, since no craft are carried.
Ct= 0, since no troops are needed, so I selected 1 for the factor, and it rounds down, anyway!
So, we have a crew of 3, meaning no Cc needed.
We need a steward and a medic, for passenger concerns.
Crew of 4-5 (5 with gunner)

So, we next need to house these 5. Crew will live in small stareooms. (I could really be cheap and make it bunks, or hotbunk the SSR's, but that's NOT good for morale).


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
5 Sm Staterooms 135 10 0.2 0.01
3 Lg SR 162 12 1.2 0.015
=============================================================
Accom 5SSR 3LSR 297 22 1.4 0.025</pre>[/QUOTE]and the subtotals"
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
Accom 5SSR 3LSR 297 22 1.4 0.025
=============================================================
(436.36) 942.207 33.0206 (0.349) (11)
=============================================================</pre>[/QUOTE]So, monthly payments are: Cr137,586 or Cr68,793 per jump.
32 tons of cargo, plus 4.36 Kl of ship's locker and spare electronics space (I'm defining that for flavor.)

Normal carriage is
5 tons of mail allowance for KCr25,
27tons of Cargo, for KCr25
3 HP, for KCr 30
for a total inflow of KCr80

She spends
KCr69 Payment
KCr1.4 Annual Maintenance set-aside
KCr16 LS recharges
KCr1.25 Salaries, minimum. possibly up to 7 times that. See breakdown
Monthly salaries
- Skipper gets KCr0.5 for skills pilot & navigator
- Engineer gets KCr0.5
- Medic gets KCr 0.5 for medical-1
- Steward gets KCr0.5 for steward-1
- Gunner gets KCr0.5 for gunner 1

So, she expects to fill on her route (and is QUITE likely to), and gets KCr80, and has a shortfall of about KCr7 per jump. This will need to be made up for by speculation; on a good route, one can make KCr2 per ton fairly easily on the average jump, using the MT tables, and always using a broker 3+.
She's small enough to do it, too. Now, if she's on a well populated main, she'll do better to have two more LSR, rather than the 8 tons of cargo, as that's KCr2 per ton rather than KCr1... and she'd ballance out the shortfall.

But that's part of modifications... not tonight...
 
OK, next step is to calculate the fuel rates. 24 hours x 28 days gives the "Mandated" month of duration. Or 672 * rate * units of PP. 0.005*82*672H=275.52 KL. We'll skimp just a skoshe, and use 275.5. We lose just under 3 minutes of fuel.

Ok, so to recap the sections now:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
=============================================================
(743.04) 916.967 29.2106 (1.733) 3499
=============================================================</pre>[/QUOTE]Next, we need a computer and controls.
this is a trade off bit. A better computer means far fewer control panels, and fewer panels means much better income. So, I choose a 1/bis, rather than a 1, for the base computer. Better space efficiency, as we need 3500 CP... Since it flys, it needs a second, and in space, a third. 3x1/bis... so we divide 3500 by 15, and get 233.333 CP. So we look at panels. At tl12, our best are the Star-trek like Dynamic Linked... and we need 134 of them.

Why not just go with a large Holotank? becuase, one needs at least half the CP through panels. I don't remember WHERE it said this, but it is an excellent rule of thumb. I've always used the CP Multiplier for HUDs...because when I reverse engineered, so did DGP and/or GDW.

Also, I assume 1 comtrol panel is about 1 square meter of surface space. So a number of these line the engineering walls, and the bridge is one large set of dynamic panels. Also, note that one panel and the HUD will cover the turret!


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
Model 1/bis x3 6 1.5 2.7 0.009 (x15)
2 HUD's (plt, gnr) 1 0.4 0.04 0.01 (100)
134 DynLnkCP 2.68 1.34 0.67 1.34 (134)
===============================================================
Controls and Comps 9.68 3.24 2.41 1.359 (3510)</pre>[/QUOTE]</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
=============================================================
(733.36) 920.207 31.6206 (0.374) (11)
=============================================================</pre>[/QUOTE]Note: we still have surplus power: THIS IS ESSENTIAL, as staterooms will eat some of this. We still have plenty of space, and she floats in water.

Crew: I keep fractions, since this tells me how many 40 hour weeks I can tie up PC's... <Grin>Page 82/86
Cb: Bridge crew (T/C)/750=(3499/15)/750=233.2666/750=0.311 ~= 1
Ce: Engineering: ((P+L)/C)/400=((1968+889)/15)/400=(2857/15)/400=190.4666/400=0.476 ~= 1
L is locomotion CP.
Cm: Maintenance = ((H+A)/C)/400=((319+1)/15)/400=(320/15)/400=21.333/400=0.05333 = 0
H is hull CP, A is displacement/100.
Cg = ((W+F)/C)/10=((60+0)/15)/10=(60/15)/10=4/10=0.4=0 BUT, since we need a gunner for mail runs, we'll add 1
Cf= 0, since no craft are carried.
Ct= 0, since no troops are needed, so I selected 1 for the factor, and it rounds down, anyway!
So, we have a crew of 3, meaning no Cc needed.
We need a steward and a medic, for passenger concerns.
Crew of 4-5 (5 with gunner)

So, we next need to house these 5. Crew will live in small stareooms. (I could really be cheap and make it bunks, or hotbunk the SSR's, but that's NOT good for morale).


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
5 Sm Staterooms 135 10 0.2 0.01
3 Lg SR 162 12 1.2 0.015
=============================================================
Accom 5SSR 3LSR 297 22 1.4 0.025</pre>[/QUOTE]and the subtotals"
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Pulse TL7 Las PLas7 13.5 5 0.5 250 60
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 275.5 20.407 0 0 0
TL12 FusPP x82 20.5 328 16.4 (492) 1968
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
Accom 5SSR 3LSR 297 22 1.4 0.025
=============================================================
(436.36) 942.207 33.0206 (0.349) (11)
=============================================================</pre>[/QUOTE]So, monthly payments are: Cr137,586 or Cr68,793 per jump.
32 tons of cargo, plus 4.36 Kl of ship's locker and spare electronics space (I'm defining that for flavor.)

Normal carriage is
5 tons of mail allowance for KCr25,
27tons of Cargo, for KCr25
3 HP, for KCr 30
for a total inflow of KCr80

She spends
KCr69 Payment
KCr1.4 Annual Maintenance set-aside
KCr16 LS recharges
KCr1.25 Salaries, minimum. possibly up to 7 times that. See breakdown
Monthly salaries
- Skipper gets KCr0.5 for skills pilot & navigator
- Engineer gets KCr0.5
- Medic gets KCr 0.5 for medical-1
- Steward gets KCr0.5 for steward-1
- Gunner gets KCr0.5 for gunner 1

So, she expects to fill on her route (and is QUITE likely to), and gets KCr80, and has a shortfall of about KCr7 per jump. This will need to be made up for by speculation; on a good route, one can make KCr2 per ton fairly easily on the average jump, using the MT tables, and always using a broker 3+.
She's small enough to do it, too. Now, if she's on a well populated main, she'll do better to have two more LSR, rather than the 8 tons of cargo, as that's KCr2 per ton rather than KCr1... and she'd ballance out the shortfall.

But that's part of modifications... not tonight...
 
Ok, just another quick thought or two:

zero: I forgot to add to the expenses for fuel: 273 Kl per jump KCr9.555 for refined fuel or KCr2 for unrefined.

one: I'm going to need to strip the AG, IC, BLS, ELS for the fuel tankage. Now that we know how much there is, we can do that. since the fuel is 410.5 KL, that whole section gets refigured to be based off of 939.5 KL instead of 1350 Kl... or costs and masses about x.70 the above.

two: We can't afford the loss of KCr20 for not carrying mail, but we CAN switch out to a missile rack... and halve the PP! (and then also its fuel, but that adds back some cost for LS, if we chipped it down.).. which saves a bit. The problem is, tho, that we'l be right at about 13.5 Kl, the breakpoint for x3 scale efficiency. So, we'll NEED to keep 13.5 Kl, to keep scale efficiency (below that it is x2, not x3). so we'l save about MCr6 there,

Even if she only makes KCr1.5 per jump on her cargo tonnage, if she keeps a mail route, she's likely to make money. Not a lot, but steady. She'll have some bad trips, and proably a few great ones.

She can, in a pinch, be run by a single man (the fractional ammounts of required bits add up to less than 1.5, so 1 man could put in 60 hours a week).

The nummbers say a lot, and she's still rough.
 
Ok, just another quick thought or two:

zero: I forgot to add to the expenses for fuel: 273 Kl per jump KCr9.555 for refined fuel or KCr2 for unrefined.

one: I'm going to need to strip the AG, IC, BLS, ELS for the fuel tankage. Now that we know how much there is, we can do that. since the fuel is 410.5 KL, that whole section gets refigured to be based off of 939.5 KL instead of 1350 Kl... or costs and masses about x.70 the above.

two: We can't afford the loss of KCr20 for not carrying mail, but we CAN switch out to a missile rack... and halve the PP! (and then also its fuel, but that adds back some cost for LS, if we chipped it down.).. which saves a bit. The problem is, tho, that we'l be right at about 13.5 Kl, the breakpoint for x3 scale efficiency. So, we'll NEED to keep 13.5 Kl, to keep scale efficiency (below that it is x2, not x3). so we'l save about MCr6 there,

Even if she only makes KCr1.5 per jump on her cargo tonnage, if she keeps a mail route, she's likely to make money. Not a lot, but steady. She'll have some bad trips, and proably a few great ones.

She can, in a pinch, be run by a single man (the fractional ammounts of required bits add up to less than 1.5, so 1 man could put in 60 hours a week).

The nummbers say a lot, and she's still rough.
 
Ok, just another quick thought or two:

zero: I forgot to add to the expenses for fuel: 273 Kl per jump KCr9.555 for refined fuel or KCr2 for unrefined.

one: I'm going to need to strip the AG, IC, BLS, ELS for the fuel tankage. Now that we know how much there is, we can do that. since the fuel is 410.5 KL, that whole section gets refigured to be based off of 939.5 KL instead of 1350 Kl... or costs and masses about x.70 the above.

two: We can't afford the loss of KCr20 for not carrying mail, but we CAN switch out to a missile rack... and halve the PP! (and then also its fuel, but that adds back some cost for LS, if we chipped it down.).. which saves a bit. The problem is, tho, that we'l be right at about 13.5 Kl, the breakpoint for x3 scale efficiency. So, we'll NEED to keep 13.5 Kl, to keep scale efficiency (below that it is x2, not x3). so we'l save about MCr6 there,

Even if she only makes KCr1.5 per jump on her cargo tonnage, if she keeps a mail route, she's likely to make money. Not a lot, but steady. She'll have some bad trips, and proably a few great ones.

She can, in a pinch, be run by a single man (the fractional ammounts of required bits add up to less than 1.5, so 1 man could put in 60 hours a week).

The nummbers say a lot, and she's still rough.
 
OK, time to relly change out the armament and power plant. Ao, back to page 64/68...
we need right about 250 MW. But, we also need at least 14 KL for the times3 output.
250/6=41.666 so 42 units. 42/4=10.5... not big enough. So, we fiat and say, 14 KL plant. 14x 4 units per KL. is 56 units.

I'm also swapping out for a single missile turret. I KNOW most in service will go to tripples, or double and a sand, or single and double sand... but the Stock Light Freighter is not heavily armed to start.

Also, I'm going to reduce the PP Fuel load, to match the PP. 52x0.005x24x28=174.72 Kl.


And, because of the reduced PP, we'll be able to reduce the control panels.
So, I run the totals, then I'll go refigure the controls section... because it now has surplus control systems
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Missile Turret-7 13.5 3 0.75 1 90
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 174.72 12.942 0 0 0
TL12 FusPP x56 14 224 11.2 (336) 1344
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
Accom 5SSR 3LSR 297 22 1.4 0.025 0
=============================================================
(543.64) 829.012 28.0706 (93.349) (605)
=============================================================</pre>[/QUOTE]I need to generate 194 CP...and cause of my house rule on panels, I'll need to have 97 panels, and I'll loose three from the HUD's. (which leaves them there for some extra sensors). Mind you, the ship needs MASSIVE more panels to mount the tripple turret... so I'm NOT adding those.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
Model 1/bis x3 6 1.5 2.7 0.009 (x15)
2 HUD's (plt, gnr) 1 0.4 0.04 0.01 (100)
97 DynLnkCP 1.94 0.97 0.485 0.097 (97)
===============================================================
Controls and Comps 8.94 2.87 3.225 0.116 (2955)</pre>[/QUOTE]This gives us the following ship totals
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Missile Turret-7 13.5 3 0.75 1 90
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 174.72 12.942 0 0 0
TL12 FusPP x56 14 224 11.2 (336) 1344
Controls and Comps 8.94 2.87 3.225 0.116 (2955)
Accom 5SSR 3LSR 297 22 1.4 0.025 0
=============================================================
(544.38) 828.372 29.6956 (94.592) (50)
=============================================================
40Td Cargo. 540.</pre>[/QUOTE]Which means the ship's locker and avionics spare bay totals some 4.38 KL Or, roughly, a walk in closet, about 1.5m wide, 2m tall, 1.4m deep.

This also changes the finances a touch.
outgo drops considerably. Fuel costs drop to 88 KL PPF and stil 135 JF, for 223 KL of fuel. Cr1561 unrefined; 7805 refined.

Annual Payment also drops to Cr123,732 per month, or 62K set aside per jump. Maintenance set-aside is Cr1184.

Roughly, then
KCr1.6 Fuel Unref
KCr62 Pymt Share
KCr1.2 Maint Share
KCr1.5 Salaries minimum, half month
KCr16 LS
somwhere around KCr82 plus docking and broker fees, per jump

Income will be:
KCr25 for 5 tons mail
KCr35 for 35 tons regular cargo
KCr30 for 3 HP.
KCr 90 per jump.

Now, the fun part: that's 8 KCr slop. That slop is usually going to be eaten by empty tonnage (1-4 tons). Spec Trade can make this very profitable.

Tomorow, the design rating!
 
OK, time to relly change out the armament and power plant. Ao, back to page 64/68...
we need right about 250 MW. But, we also need at least 14 KL for the times3 output.
250/6=41.666 so 42 units. 42/4=10.5... not big enough. So, we fiat and say, 14 KL plant. 14x 4 units per KL. is 56 units.

I'm also swapping out for a single missile turret. I KNOW most in service will go to tripples, or double and a sand, or single and double sand... but the Stock Light Freighter is not heavily armed to start.

Also, I'm going to reduce the PP Fuel load, to match the PP. 52x0.005x24x28=174.72 Kl.


And, because of the reduced PP, we'll be able to reduce the control panels.
So, I run the totals, then I'll go refigure the controls section... because it now has surplus control systems
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Missile Turret-7 13.5 3 0.75 1 90
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 174.72 12.942 0 0 0
TL12 FusPP x56 14 224 11.2 (336) 1344
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
Accom 5SSR 3LSR 297 22 1.4 0.025 0
=============================================================
(543.64) 829.012 28.0706 (93.349) (605)
=============================================================</pre>[/QUOTE]I need to generate 194 CP...and cause of my house rule on panels, I'll need to have 97 panels, and I'll loose three from the HUD's. (which leaves them there for some extra sensors). Mind you, the ship needs MASSIVE more panels to mount the tripple turret... so I'm NOT adding those.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
Model 1/bis x3 6 1.5 2.7 0.009 (x15)
2 HUD's (plt, gnr) 1 0.4 0.04 0.01 (100)
97 DynLnkCP 1.94 0.97 0.485 0.097 (97)
===============================================================
Controls and Comps 8.94 2.87 3.225 0.116 (2955)</pre>[/QUOTE]This gives us the following ship totals
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Missile Turret-7 13.5 3 0.75 1 90
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 174.72 12.942 0 0 0
TL12 FusPP x56 14 224 11.2 (336) 1344
Controls and Comps 8.94 2.87 3.225 0.116 (2955)
Accom 5SSR 3LSR 297 22 1.4 0.025 0
=============================================================
(544.38) 828.372 29.6956 (94.592) (50)
=============================================================
40Td Cargo. 540.</pre>[/QUOTE]Which means the ship's locker and avionics spare bay totals some 4.38 KL Or, roughly, a walk in closet, about 1.5m wide, 2m tall, 1.4m deep.

This also changes the finances a touch.
outgo drops considerably. Fuel costs drop to 88 KL PPF and stil 135 JF, for 223 KL of fuel. Cr1561 unrefined; 7805 refined.

Annual Payment also drops to Cr123,732 per month, or 62K set aside per jump. Maintenance set-aside is Cr1184.

Roughly, then
KCr1.6 Fuel Unref
KCr62 Pymt Share
KCr1.2 Maint Share
KCr1.5 Salaries minimum, half month
KCr16 LS
somwhere around KCr82 plus docking and broker fees, per jump

Income will be:
KCr25 for 5 tons mail
KCr35 for 35 tons regular cargo
KCr30 for 3 HP.
KCr 90 per jump.

Now, the fun part: that's 8 KCr slop. That slop is usually going to be eaten by empty tonnage (1-4 tons). Spec Trade can make this very profitable.

Tomorow, the design rating!
 
OK, time to relly change out the armament and power plant. Ao, back to page 64/68...
we need right about 250 MW. But, we also need at least 14 KL for the times3 output.
250/6=41.666 so 42 units. 42/4=10.5... not big enough. So, we fiat and say, 14 KL plant. 14x 4 units per KL. is 56 units.

I'm also swapping out for a single missile turret. I KNOW most in service will go to tripples, or double and a sand, or single and double sand... but the Stock Light Freighter is not heavily armed to start.

Also, I'm going to reduce the PP Fuel load, to match the PP. 52x0.005x24x28=174.72 Kl.


And, because of the reduced PP, we'll be able to reduce the control panels.
So, I run the totals, then I'll go refigure the controls section... because it now has surplus control systems
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Missile Turret-7 13.5 3 0.75 1 90
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 174.72 12.942 0 0 0
TL12 FusPP x56 14 224 11.2 (336) 1344
Controls and Comps 9.68 3.24 2.41 1.359 (3510)
Accom 5SSR 3LSR 297 22 1.4 0.025 0
=============================================================
(543.64) 829.012 28.0706 (93.349) (605)
=============================================================</pre>[/QUOTE]I need to generate 194 CP...and cause of my house rule on panels, I'll need to have 97 panels, and I'll loose three from the HUD's. (which leaves them there for some extra sensors). Mind you, the ship needs MASSIVE more panels to mount the tripple turret... so I'm NOT adding those.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ITEM UCP KL Wt MCr MW CP
Model 1/bis x3 6 1.5 2.7 0.009 (x15)
2 HUD's (plt, gnr) 1 0.4 0.04 0.01 (100)
97 DynLnkCP 1.94 0.97 0.485 0.097 (97)
===============================================================
Controls and Comps 8.94 2.87 3.225 0.116 (2955)</pre>[/QUOTE]This gives us the following ship totals
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">subtotals KL Wt MCr MW CP
Hull 100Td 6AF 40G (1350.0) 297. 2.6532 0 319
Loco M1 J1 NOE=160 54.1 124.03 7.4014 140.2 889
FORadComm-12 0.014 0.007 0.09 0.007 2
Sensors-12 0.046 0.023 0.46 0.158 56
Missile Turret-7 13.5 3 0.75 1 90
BEnv BLS ELS AG IC 108.3 132.5 1.706 99.902 205
JFuel 135.0 10 0 0 0
PP Fuel 174.72 12.942 0 0 0
TL12 FusPP x56 14 224 11.2 (336) 1344
Controls and Comps 8.94 2.87 3.225 0.116 (2955)
Accom 5SSR 3LSR 297 22 1.4 0.025 0
=============================================================
(544.38) 828.372 29.6956 (94.592) (50)
=============================================================
40Td Cargo. 540.</pre>[/QUOTE]Which means the ship's locker and avionics spare bay totals some 4.38 KL Or, roughly, a walk in closet, about 1.5m wide, 2m tall, 1.4m deep.

This also changes the finances a touch.
outgo drops considerably. Fuel costs drop to 88 KL PPF and stil 135 JF, for 223 KL of fuel. Cr1561 unrefined; 7805 refined.

Annual Payment also drops to Cr123,732 per month, or 62K set aside per jump. Maintenance set-aside is Cr1184.

Roughly, then
KCr1.6 Fuel Unref
KCr62 Pymt Share
KCr1.2 Maint Share
KCr1.5 Salaries minimum, half month
KCr16 LS
somwhere around KCr82 plus docking and broker fees, per jump

Income will be:
KCr25 for 5 tons mail
KCr35 for 35 tons regular cargo
KCr30 for 3 HP.
KCr 90 per jump.

Now, the fun part: that's 8 KCr slop. That slop is usually going to be eaten by empty tonnage (1-4 tons). Spec Trade can make this very profitable.

Tomorow, the design rating!
 
Oh, and the crew requirements will drop fractionally. The original laser armed version had a crew total of 1.24...

So, I figure that's about 50 person hours per week total. So, the crew has a LOT of free time, provided 2 or more are carried. One man can make it...
 
Oh, and the crew requirements will drop fractionally. The original laser armed version had a crew total of 1.24...

So, I figure that's about 50 person hours per week total. So, the crew has a LOT of free time, provided 2 or more are carried. One man can make it...
 
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