Right off the top, I'd better declare that most of my decisions are strictly IMTU, based on my interpretation of canon.
I may be completely wrong in my assumptions. Adjust your salt doseage accordingly.
The model I'm proposing only works on well-travelled mains and probably requires the resources of a megacorp, or two.
Originally posted by kaladorn:
I'm lazy, what's the acronym?
"Lighter Aboard SHip". Here's a
sample design for Traveller.
Trans-shipment would occur at several places. It would occur at the truck to atmospheric interface point (the Down Port) and at the interface to interstellar point (the High Port). So all cargo destined for the world would inevitably be transhipped from some form of lander to some form of ground transport (rail is also a good option) at the Down Port.
Yes, but not all cargo arriving insystem needs to make a dirtside stop. I'll bet there's lots of wheeling and dealing going on near the 100D, especially in heavily developed systems. You're not going to drop that 30 ton shipment of mining vac suits dirtside only to turn around and boost them back out to the planetoid belt, are you? If not, where do you unload them? The highport makes the most sense. In the same way, a lot of bulk traffic never makes it beyond warehouses in certain terran seaports.
Um, not really.
The 100D limit is not one place. It's a huge space out beyond 100D, and even right at 100D, its a huge orbit. So, if I move something into that orbit, now instead of me coming out somewhere at 100D (and I expect the exact location will vary because the relative star geometries change and the planet that the High Port is over revolves around its primary) and having to fly a distance of 100D to the planet, I may (if I'm unlucky) have to fly 200D (100D to the planet and 100D further to the High Port).
Okay, we have to make some assumptions about how this kind of trade works in our TUs. If we're thinking like a shipping company and not like a merchant, travelling dirtside just isn't your problem, in the same way that the owner of a seagoing LASH is not going to concern himself about which tractor-trailers are going to show up portside. Presumably, the LASH company is going to leave it up to Consolidated Fast Freight to arrange for those trucks to be there. Gurps Traveller: Far Trader explicitly states that LASH operations happen as close to the 100D limit as possible to ensure that the freight keeps moving.
So let's say you have a high port which is really a 1Mdtn vessel in "orbit" at 100Ds around a planet. Even if you precipitate out of jump at the opposite end of this ellipse, you could simply decelerate retrograde and allow the highport to "catch up" with you, as opposed to travelling ~ 200D. This would result in maybe a single day's delay. Consider also that any LASH operation is going to deal with extremely accurate charts and jump calculations. They may even have pre-plotted jump courses for every world on a main which would include jump shadowing, orbital eccentricities, relative locations of the high port, etc. When it absolutely has to be there on time, you're going to get very precise about these kind of things. About the only thing you can't control is how "long" you're in j-space. I haven't seen canon say anyhing about how precisely you can plot your emergence so, IMTU, a big shipping company can drop cargo on a dime.
This kind of system only makes sense in a 'jump gate' universe where the emergence points are fixed. In Traveller, you could appear anywhere orbit-wise wrt the target planet due to movement around the primary and other aspects of jump space physics possibly. So the 100D limit isn't a point, it's a damn big circle,
Well, it's not
that big considering the velocities possible with reactionless thrusters and the virtually unlimited fuel available to Traveller ships. And your example of having tankers meet the LASH carriers makes things at least as complicated. The LASHC will have to contact system control on injump. Tankers will have to be dispatched and match velocities; transshipment cutters/shuttles, etc. will have to do the same. All of these would have to converge on a moving target in space--requiring an awful lot of coordination.
But if the highport were out there, the LASHC simply "catches up" to the highport by accelerating or retrograde deceleration and all of those tankers, cutters, etc. are dispatched from one location.
Well, it works that way IMTU. You may make different assumptions about how jump works.
and putting the High Port out there would be an advantage for about half your traffic, no benefit or loss to a few ships, and a penalty for the other half (just based on geometry).
Again, the assumption that I'm making is that there's the same separation between interstellar and insystem transportation as exists between overland and oversea shipping
in large, heavily-trafficked systems. The same company may handle both but will treat each as a distinct stage. Frontier areas will be organized much closer to the "tramp freighter" concept and transshipment will be more dirtside-centric.
Yes, but within them will be other standardized containers which *will* see atmospheric entry and which will be trans-shipped onto trucks, etc. for further distribution.
I was trying to make that point. Sorry if I wasn't clear. This is one of the reasons why I propose the cutter module as a standard shipping package. It's already designed for atmospheric reentry. If a certain module can open clamshell-style to envelop smaller modular containers, you have a completely standardized shipping system which can extend from sea-level to 100D almost seamlessly.
~ C