{ temporary topic derail }
Knowing what I know (now) about the CT Beltstrike fuel consumption formula, along with a few other various bits of various and sundry knowledges relevant to CT ... if *I* were to redesign the Type-S Scout/Courier
with that greater understanding NOW I would make some very small tweaks to the design, which would yield the following:
Type-S2 Scout/Courier
100 tons standard starship hull (MCr2) (LBB2.81, p22)
Atmospheric Streamlining, includes fuel scoops (MCr1) (LBB2.81, p15)
0 tons for Armor: 0 (TL=9, Composite Laminates, bulkhead thickness=20cm)
10 tons for LBB2.81 standard Jump-A drive (code: 2, TL=9, Scout, Jump Capacitor EP limit=36) (MCr10) (LBB2.81, p22)
1 ton for LBB2.81 standard Maneuver-A drive (code: 2, TL=9, Scout, Agility=2 requires EP=2) (MCr4) (LBB2.81, p22)
4 tons for LBB2.81 standard Power Plant-A drive (code: 2, TL=9, Scout, EP=2) (MCr8) (LBB2.81, p22)
41 tons of total fuel: 100 tons @ J2 = 20 tons jump fuel + 20 tons power plant fuel
20 tons for bridge (200 ton rating, MCr1)
2 tons for model/2 computer (TL=7, CPU=3, Storage=6, EP=0) (MCr9) (LBB2.81, p22)
- Standard software package (MCr2 budget for programs) (LBB2.81, p41)
- Maneuver (Space=1, MCr0.1)
- Jump-1 (Space=1, MCr0.1)
- Jump-2 (Space=2, MCr0.3)
- Navigation (Space=1, MCr0.4)
- Generate (Space=1, MCr0.8)
- Library (Space=1, MCr0.3)
- 0.1+0.1+0.3+0.4+0.8+0.3 = MCr2
1 ton for hardpoint + dual turret: no weapons installed at construction (MCr0.6) (LBB2.81, p23)
* External Docking: 100 tons capacity (MCr0.2)
16 tons for 4x single occupancy starship staterooms (MCr2) (LBB2.81, p23)
5 tons for cargo hold (4 ton air/raft berth + 1 ton life support consumables reserves ... or ... 5 ton mail vault conversion ready) (MCr0)
0+10+1+4+41+20+2+1+16+5 = 100 tons
2+1+10+4+8+1+9+.6+.2+2+0 = MCr37.8 single production (100% construction cost) /
MCr34.02 volume production (90% construction cost)
For those who like to track changes against the LBB2.77/81 baseline assumptions:
- Fuel tankage increased by +1 ton from 40 tons to 41 tons
- Computer upgraded from model/1bis to model/2, allowing the Generate program to be included in the standard software package
- 3 ton cargo hold + 4 air/raft berth consolidated/shrunk to 5 ton multi-purpose cargo hold
- Bridge "upgraded" to manage 200 tons of total displacement, plus exterior hull "strengthened" to enable external docking of up to 100 tons of sub-craft for maneuver and/or jump towing to increase mission tasking flexibility
Basically, I added a "tow hitch" to the class.
The computer model upgrade may, at first blush, seem like something of an extravagance ... until you realize that a model/1bis computer installation cannot afford the Generate program as part of the basic software package.
LBB2.81, p40:
Generate creates a flight plan which will govern the use of the jump program. The navigator or pilot can input specific co-ordinates into the computer concerning a destination, and the generate program will create a flight plan to take the ship there. In cases where a generate program is not available, starports have single-use flight plans (in self-erasing cassettes) available for all worlds within jump range for Cr10,000 per jump number. The generate program may be used independently and produces the required flight plan, which is then used by the computer when jump is performed.
Since a (stock, original) Type-S Scout/Courier is capable of Jump-2, but does not come with a Generate program as part of its standard package of software (LBB2.81, p41) because it CAN'T ... obtaining the Generate program has to be an "aftermarket upgrade" rather than a stock feature of the craft. This means that every time a (stock, original) Type-S Scout/Courier wants to jump, until a Generate program can be obtained ... there is an additional charge of Cr10,000 (J1) or Cr20,000 (J2) to obtain a jump cassette.
Simple mathematics will show that the "price" of a mere
40x J2 jump cassettes will equal the +MCr0.8 cost to obtain a Generate program.
Likewise, a (mere)
250x J2 jump cassettes will equal the +MCr5 construction cost price differential between a model/1bis (MCr4) and a model/2 computer (MCr9) installation at the time of construction. Volume production (90% construction cost) actually lowers this to
225x J2 jump cassettes equivalency (+MCr4.5).
Now ... ask yourself ...

How many times do you expect a 100 ton Scout/Courier to jump during a "nominal" operational lifespan in service of 40 years before being unloaded onto the surplus market?
- 250 / 40 = 6.25 jumps per year over 40 years
If you're expecting to have your Scout/Couriers jump "more than 6.25 times per year" on average during 40 years of operational service ... then upgrading from the model/1bis to the model/2 computer is actually
a life cycle cost savings relative to the alternative of not having a Generate program natively installed as part of the standard software package during construction.
Yes, the construction cost is
slightly higher going with the model/2 than the model/1bis ... but you wind up recouping that in terms of
overhead expenses avoided on every jump the craft needs to make. It's either pay (some) more NOW at construction or pay (a lot!) more LATER when actually operating the craft. In other words, the life cycle costs are LOWER with the model/2 than with the model/1bis ...
And that's assuming jump cassettes are even "available" everywhere you go (see: type E-X starports, especially in low tech star systems).
The fuel tankage upgrade from 40 to 41 tons may seem like a
"cute, but what's your point?" modification ... until you realize that with the CT Beltstrike fuel consumption formula in play, that extra +1 ton of internal fuel capacity makes J2+2 range a realistic possibility in actual operational practice. That "extra 1 ton" of fuel is enough for "over a week" of 2G continuous acceleration after making a J2+2 transit.
Likewise, that "extra 1 ton" of fuel capacity is enough for a J2+2 (origin > destination 1 > destination 2) through an intermediate location where refueling (starport, wilderness, whatever) is simply Not Available™ for whatever reason. This makes it possible to make "round trips" before needing to refuel.
If we assume that each "jump week" consumes 0.05 tons of fuel for Basic Power (see calculation in post
#736 of this thread), that would leave a fuel margin of 0.9 tons of endurance for normal space operations after 2 jumps. Depending on EP demand ...
- 2 EP demand (continuous) = 0.9 / 0.75 * 7 days = 08d 09h 36m
- 1 EP demand (continuous) = 0.9 / 0.40 * 7 days = 15d 18h 00m
- 0 EP demand (continuous) = 0.9 / 0.05 * 7 days = 126d 0h 0m
Just don't take any "fuel tank hits" while you're pulling this maneuver, because you're going to lose your reserve margin REALLY QUICKLY™ if that happens!
Oh and ... side note ... jump cassettes for destinations 4 parsecs away would cost Cr40,000 per J2+2 jump, so ... even more reason to upgrade to a model/2 computer with a Generate program installed natively during construction.
Dropping the (dedicated) air/raft berth and replacing it with a "multi-modal" cargo hold ... which can accommodate
EITHER an air/raft + life support consumable reserves (for longer duration exploration duty)
OR a mail vault (for x-mail courier duty) ... just makes
way too much sense to me. I figure that all you need are IISS "standard modules" that can be loaded into the 5 ton cargo hold space in order to "hot swap" mission duty tasking (Scout OR Courier) and you're "good to go" from a service perspective.
Note that 1 ton of cargo hold space is sufficient for 150 person/weeks of life support reserves (Cr150,000 cost to buy). With a 4 person occupancy of the starship, that's sufficient for a mission duration of 150/4=+37.5 weeks above and beyond the "standard" 4 person/weeks of life support endurance that a starship stateroom is capable of providing ... so maximum endurance of 39.5 weeks with a "full crew" of 4 persons aboard on an exploratory mission basis as far as life support goes (fuel endurance is a different issue).
Alternatively, the 5 ton cargo hold could have an additional 1x single occupancy stateroom installed instead of an air/raft berth, enabling VIP (or priority prisoner) passenger transport options.
Basically, you can "do more" with a 5 ton cargo hold than you can do with a 3 ton cargo hold + a 4 ton air/raft berth, in terms of options when it comes time for flexible outfitting for specific missions and assignments, as odd as that may sound.
The "external docking" modification makes it possible to take advantage of the 24 ton Box modular transport system that I've been working up in this thread, allowing the Type-S2 Scout/Courier to operate as a J1/1G transport with up to 4x24=96 tons of external load capacity ... which "could come in handy" in a wide variety of "second order/backup" operational tasking options, in which the Type-S2 Scout/Courier is "the only craft in the neighborhood" capable of hauling that kind of tonnage due to local logistics constraints (emergency or otherwise).
Note that a J1/1G "external transport" option makes the (redesigned) class work exceptionally well as a micro-jumper courier transport, in addition to all of the other potential capabilities built into the basic design parameters of the (updated) class.
{ we now return you to your regularly scheduled topic on Pondering Starship Evolution, already in progress ... } 