Spinward Flow
SOC-14 5K
Okay ... this is a most unexpected and unanticipated result. 
So I wanted to give my 24 ton Fighter design a concealable pop turret in order to make it a Type-FQ (Fighter, Decoy).
The TL=9 with model/3 computer version had a 1 ton cargo hold of "leftover space" that could be repurposed as the +1 ton required for a pop turret (just eliminate the cargo hold). So no real difficulty in making the modification there.
But the TL=A with model/4 computer version had no such tonnage margin available within it ... so ... what to do?
Obvious answer ... +1 ton of small craft hull and "redo" the whole thing as a 25 ton Fighter instead of a 24 ton Fighter.
But ... if it's a "decoy" of a 25 ton small craft ... what 25 ton small craft would it be masquerading as?
20 ton Launch =
20 ton Gig =
30 ton Ship's Boat =
40 ton Pinnace =
50 ton Modular Cutter =
Point being that any 25 ton small craft is going to need to have a different "class name" than any of the above (for disambiguation purposes, if nothing else, go figure, eh?
) ... but what among the wet navy nautical small craft naming types is left over to play with?
Behold ... the Jolly Boat (Type-QT) ... now a 25 ton small craft.
Jolly Boat (Type-QT, TL=9)
25 ton small craft hull, configuration: 1 (MCr3, integral fuel scoops)
0 tons for Armor: 0 (TL=9, Composite Laminates, bulkhead thickness=18cm)
1 ton for LBB2.81 standard Maneuver-A (Agility=6 requires 1.5 EP) (MCr4)
4 tons for LBB2.81 standard Power Plant-A (EP=2) (MCr8)
1 ton for fuel
• Basic Power + 0.00 EP= 0.0125 tons of fuel consumption per 7d (560d 00h 00m endurance)
• Basic Power + 1.5 EP = 0.5375 tons of fuel consumption per 7d (13d 00h 33m endurance)
5 tons for bridge (2 crew acceleration couches, life support endurance: 12-24 hours) (MCr0.125)
0 tons for no computer (MCr0)
0 tons for 1x hardpoint: no fire control tonnage reserved, no turret, no weapons (MCr0.1) (LBB2.81, p23)
* External Docking: 0 tons capacity (MCr0)
2 tons for 1x Small Craft Cabin (MCr0.05, 2 person/weeks life support endurance)
12 tons for cargo hold: multi-purpose refit ready (MCr0)
= 0+1+4+1+5+0+0+2+12 = 25 tons
= 3+4+8+0.125+0.1+0.05 = MCr15.275
• 6G, Agility=6
By way of cross-comparison with a 30 ton Ship's Boat ... the Ship's Boat costs MCr16 (volume production) to construct (LBB2.81, p18) with a 13.7 ton cargo hold that can reconfigured with whatever fittings are desired. The 25 ton Jolly Boat (shown above) costs MCr15.275 (single production) / MCr12.22 (volume production @ 80%) with a 12 ton cargo hold that can be reconfigured with whatever fittings are desired.
However, the Ship's Boat does not come with a Small Craft Cabin as standard equipment, while the Jolly Boat does, making it possible for the Jolly Boat to undertake interplanetary voyages shuttling cargoes and/or passengers. The 12 ton cargo hold can be refitted with 6x Small Craft Cabins to enable interplanetary passenger services (on the order of "business jet" type volumes of service per small craft).
It is possible to arm the (stock) Jolly Boat hull design with armament, but doing so requires the installation of a computer (consuming tonnage), a turret (consuming tonnage for fire control) and potentially an upgrade to the power plant installed if wanting to energize weapons that consume EP (lasers, etc.) ... all of which will rapidly "devour" the tonnage allocated to the cargo hold, quickly diminishing the transport capacity of the small craft. In the absence of a pilot/gunner on the crew roster, a pilot AND a gunner will be required crew, which ought to/will require a second Small Craft Cabin for single occupancy in commercial operations, further reducing the (usable) revenue tonnage fraction remaining for long haul transport services (up to and including interplanetary range operations).
So rather than the Fighter Escort (Type-FE) small craft of my Rule of Man merchant series of starship classes relying on a Fighter Provincial (Type-FP) basic hull that would have been (originally) developed for system defense ... I can have the Fighter Decoy (Type-FQ) small craft of my Rule of Man merchant series of starship classes be an evolutionary development of the Jolly Boat (Type-QT) group of commercial small craft instead.
So I wanted to give my 24 ton Fighter design a concealable pop turret in order to make it a Type-FQ (Fighter, Decoy).
The TL=9 with model/3 computer version had a 1 ton cargo hold of "leftover space" that could be repurposed as the +1 ton required for a pop turret (just eliminate the cargo hold). So no real difficulty in making the modification there.
But the TL=A with model/4 computer version had no such tonnage margin available within it ... so ... what to do?
Obvious answer ... +1 ton of small craft hull and "redo" the whole thing as a 25 ton Fighter instead of a 24 ton Fighter.
But ... if it's a "decoy" of a 25 ton small craft ... what 25 ton small craft would it be masquerading as?
20 ton Launch =
20 ton Gig =
30 ton Ship's Boat =
40 ton Pinnace =
50 ton Modular Cutter =
Point being that any 25 ton small craft is going to need to have a different "class name" than any of the above (for disambiguation purposes, if nothing else, go figure, eh?
Behold ... the Jolly Boat (Type-QT) ... now a 25 ton small craft.
Jolly Boat (Type-QT, TL=9)
25 ton small craft hull, configuration: 1 (MCr3, integral fuel scoops)
0 tons for Armor: 0 (TL=9, Composite Laminates, bulkhead thickness=18cm)
1 ton for LBB2.81 standard Maneuver-A (Agility=6 requires 1.5 EP) (MCr4)
4 tons for LBB2.81 standard Power Plant-A (EP=2) (MCr8)
1 ton for fuel
• Basic Power + 0.00 EP= 0.0125 tons of fuel consumption per 7d (560d 00h 00m endurance)
• Basic Power + 1.5 EP = 0.5375 tons of fuel consumption per 7d (13d 00h 33m endurance)
5 tons for bridge (2 crew acceleration couches, life support endurance: 12-24 hours) (MCr0.125)
0 tons for no computer (MCr0)
0 tons for 1x hardpoint: no fire control tonnage reserved, no turret, no weapons (MCr0.1) (LBB2.81, p23)
* External Docking: 0 tons capacity (MCr0)
2 tons for 1x Small Craft Cabin (MCr0.05, 2 person/weeks life support endurance)
12 tons for cargo hold: multi-purpose refit ready (MCr0)
= 0+1+4+1+5+0+0+2+12 = 25 tons
= 3+4+8+0.125+0.1+0.05 = MCr15.275
• 6G, Agility=6
By way of cross-comparison with a 30 ton Ship's Boat ... the Ship's Boat costs MCr16 (volume production) to construct (LBB2.81, p18) with a 13.7 ton cargo hold that can reconfigured with whatever fittings are desired. The 25 ton Jolly Boat (shown above) costs MCr15.275 (single production) / MCr12.22 (volume production @ 80%) with a 12 ton cargo hold that can be reconfigured with whatever fittings are desired.
However, the Ship's Boat does not come with a Small Craft Cabin as standard equipment, while the Jolly Boat does, making it possible for the Jolly Boat to undertake interplanetary voyages shuttling cargoes and/or passengers. The 12 ton cargo hold can be refitted with 6x Small Craft Cabins to enable interplanetary passenger services (on the order of "business jet" type volumes of service per small craft).
It is possible to arm the (stock) Jolly Boat hull design with armament, but doing so requires the installation of a computer (consuming tonnage), a turret (consuming tonnage for fire control) and potentially an upgrade to the power plant installed if wanting to energize weapons that consume EP (lasers, etc.) ... all of which will rapidly "devour" the tonnage allocated to the cargo hold, quickly diminishing the transport capacity of the small craft. In the absence of a pilot/gunner on the crew roster, a pilot AND a gunner will be required crew, which ought to/will require a second Small Craft Cabin for single occupancy in commercial operations, further reducing the (usable) revenue tonnage fraction remaining for long haul transport services (up to and including interplanetary range operations).
So rather than the Fighter Escort (Type-FE) small craft of my Rule of Man merchant series of starship classes relying on a Fighter Provincial (Type-FP) basic hull that would have been (originally) developed for system defense ... I can have the Fighter Decoy (Type-FQ) small craft of my Rule of Man merchant series of starship classes be an evolutionary development of the Jolly Boat (Type-QT) group of commercial small craft instead.