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Author Topic: Jumpship Carrying Capacity  (Read 1474 times)

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Novelltigger

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Jumpship Carrying Capacity
« on: March 14, 2013, 08:19:04 AM »

Does anyone know where i can get the information of the amount of weight a Jumpship can transport? Say i create a jumpship to move sections of a new space station from the factory to another system. How do i figure out the additional mass the jumpship can safely move?

Thanks All
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Dread Moores

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Re: Jumpship Carrying Capacity
« Reply #1 on: March 14, 2013, 08:31:49 AM »

Wouldn't that simply be determined by the Jumpship's cargo space? If so, that information can be found in the Jumpship's relevant TRO entry (or possibly the record sheet).
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JPArbiter

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Re: Jumpship Carrying Capacity
« Reply #2 on: March 14, 2013, 10:05:11 AM »

you can find that information in the jumpship construction rules in Strategic Operations
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Novelltigger

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Re: Jumpship Carrying Capacity
« Reply #3 on: March 14, 2013, 03:29:43 PM »

Thanks JP, but thats not what im looking for. That only deals with the construction of a jumpship and the KF drive. What i am looking for is the total additional mass a jump ship can move.  Take a Potemkin Troop carrier for instance. It has the capabilities of moving 25 dropships. But it doesnt say the size of the dropship. Is it 12 Behemoth (which takes two collars) at an additional weight of 1.2 million tons or 25 Confederate at an additional weight of 22,800 tons. I am looking to build a jumpship that can transport say a damaged warship or SDS from one system to another.

A Invader Jumpship is 152k tons. It has 3 dropship collars. If it can carry three of the largets Dropships (Mammoth 52k tons) thats allows it to move its own weight in additional mass. So in theroy it could attach a derelict Merchant jumpship to itself as long as the KF field expands to it and jump to another system.

Thats the information im looking for. Can a warship transport a smaller damaged one back to a shipyard for repairs?

Thanks
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Knightmare

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Re: Jumpship Carrying Capacity
« Reply #4 on: March 14, 2013, 04:10:58 PM »

Thats the information im looking for. Can a warship transport a smaller damaged one back to a shipyard for repairs?

The short answer is yes.

However, there is a caveat. The ship being transported must not have a K-F core. Two K-F Cores next to one another, even inert, equals KA-BOOM.

In practice, a YardShip—with internal bay—was the optimal choice if there was no other choice, but only after the damaged ship was stripped of its K-F Core, and the Core was chemically dissolved into something benign. However, there were significant dangers involved. A YardShip playing home to a damaged vessel could not move under thrust, which made them excellent targets. Before the Succession Wars, this practice was common for damaged WarShips, but not JumpShips. JumpShips were typically just stripped of their goodies. After all, they were a dime a dozen back in the day...

If it was a super-special JumpShip, then the two repair choices are: YardShip, since YardShips had the on-board manufacturing equipment to build/rebuild a K-F Core, or a friendly JumpShip shepherds a replacement "container" core to the damaged vessel, which is then stripped for replacement parts.

As far as the exact tonnage a JumpShip can move, you're really asking how far your can reasonably expand the ship's Hyperspace Bubble—think Ryan Cartel and Ice transport. Sadly, Strategic Ops doesn't have rules for that operation (as far as I can tell), but IO might provide them. Again, expanding the bubble with a Docking Collar/K-F Boom can only be accomplished if the target vessel does not have a K-F Core. 
 
« Last Edit: March 14, 2013, 08:03:20 PM by Knightmare »
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CJvR

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Re: Jumpship Carrying Capacity
« Reply #5 on: March 14, 2013, 07:35:20 PM »

IIRC the limit is 100.000 tons / DC and one DC / 50.000 ton of JS.

However the carried mass must be fitted with a KF boom like a DS or bad things will happen!!!

A Warship can't hyperspace tow another ship, mostly because the cores will destroy each other but also because a WS isn't fitted with KF booms. A yardship can carry a KF-less ship in an internal bay - but considering the cost of the KF drive the rest of the ship is a rounding error so it would be more effective to salvage what works and use that to kick start a new ship in a proper yard rather than having yardships running around replacing cores.

While the Ryans did move massive tonnages it should be noted that it was ice, if it came out of hyperspace with a few % distortion so what? Moving something more delicate will be an entirely different matter.
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Novelltigger

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Re: Jumpship Carrying Capacity
« Reply #6 on: March 18, 2013, 10:59:22 AM »

CJvR. "IIRC the limit is 100.000 tons / DC and one DC / 50.000 ton of JS."  Can you give me the reference for this. 

Thanks all, I knew about the KF-Core limit but was looking to build a specialized jumpship to move sections of a space station and how many Jumpships i would need to move a 2.5M ton space station.
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CJvR

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Re: Jumpship Carrying Capacity
« Reply #7 on: March 18, 2013, 01:21:45 PM »

CJvR. "IIRC the limit is 100.000 tons / DC and one DC / 50.000 ton of JS."  Can you give me the reference for this. 

Thanks all, I knew about the KF-Core limit but was looking to build a specialized jumpship to move sections of a space station and how many Jumpships i would need to move a 2.5M ton space station.
p 304 TO & p 154 SO, for docking bays 334 TO

If you want to move 2.5 MT of SS you will need at least 25 DC - but even cut down to 100 kt sections the SS wouldn't have the required KF Boom to travel like DSs. You want to move it in one piece you need a yards ship with a docking bay capable of holding 2.5 MT. Each 50kt of bay capacity cost 1 DC.
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Novelltigger

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Re: Jumpship Carrying Capacity
« Reply #8 on: March 18, 2013, 04:22:33 PM »

Thank You, for all the info.
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JPArbiter

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Re: Jumpship Carrying Capacity
« Reply #9 on: March 19, 2013, 04:48:56 PM »

I believe the stint about dropship construction in total warfare mentions that a FTL capable ship does not in fact carry it's attendant dropships under thrust, as even relatively slow maneuvers would rip the ships from their docking collars catastrophically.

will double check at my next convenience.

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JPArbiter

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Re: Jumpship Carrying Capacity
« Reply #10 on: March 19, 2013, 05:01:25 PM »

Was wrong and right.  Strategic Operations pp 126

Quote
Incidentally, this interior arrangement is why few WarShips will
carry DropShips under thrust. DropShips are built to make transits
from jump points to planets anyway, and depending on how
they dock to a WarShip, their decks may end up at very odd angles
when the WarShip is accelerating. Not to mention the risk of tearing
off at the docking collar—DropShips are tough, but not all of
them are meant to dangle from their docking collars
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Dragon Cat

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Re: Jumpship Carrying Capacity
« Reply #11 on: March 20, 2013, 01:40:06 AM »

I know it's a little off topic but given that DropShips get torn to shreds attacked to Docking Collars under thrust it's surprising they never created a WarShip based on the old Dreadnaught armoured crazily big guns fore n aft and big engines

The idea you transport DropShips old school in your ships protect them defence fire

All your eggs in one basket but maybe more effective than running a gauntlet in a DropShip... Or would it
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

JPArbiter

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Re: Jumpship Carrying Capacity
« Reply #12 on: March 20, 2013, 10:31:39 AM »

is it harder to shoot one great bi armored nut to try and crack the shell inside, or multiple  small evasive targets that can shoot back and overlap fields of fire?

the Potemkin is an excellent vessel for transporting a Divisions worth of troops to an active battlefield and escorting them, but in an era where warship classifacations mattered beyond "great big sexy capital weapons boat" I would prefer warship escorts attatched to a dropship floatillas as opposed to a intra system dropship carrier.

if you are going to have a Warship carrying dropships you may as well do what the Robinson and Kyushu do and have them deploy those forces directly.
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Dragon Cat

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Re: Jumpship Carrying Capacity
« Reply #13 on: March 20, 2013, 05:30:56 PM »

That's true I hadn't thought of the Robinson or Kyushu in a way the do the same job eliminating DropShips but by utilising BattleMech technology and capabilities to its full
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Really, as long as there is an unbroken line of people calling themselves "Clan Nova Cat," it doesn't really matter to me if they're still using Iron Wombs or not. They may be dead as a faction, but as a people they still exist. It's not uncommon in the real world, after all.

Novelltigger

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Re: Jumpship Carrying Capacity
« Reply #14 on: March 22, 2013, 09:13:14 AM »

Here is the reason why i was asking about the Carrying Capacity. Image a couple of squadron of these running in front of your fleet, instead of fighters & dropships.

AeroTech 2 Vessel Technical Readout

Class/Model/Name:    Patriot Drone 
Tech: Mixed Tech / 3058
Vessel Type: Monitor (JumpShip Transportable)
Rules: Level 3, Standard design
   
Mass: 100,000 tons
Length: 559 meters
Power Plant: Standard (C)
Safe Thrust: 7
Maximum Thrust: 11
Armor Type: Clan Lamellor Ferro-carbide

Armament:
4 NL45 (C)
64 ER Large Laser (C)
64 ER Medium Laser (C)
56 ER Small Laser (C)
108 ER PPC (C)
5 AR10 Launcher (C)


Overview:
The Patriot Drone was conceived after the Hellenic Republic received a dozen M-3 Drones shipped back from the Terran Hegemony for study and reverse engineering. It took the engineers, scientist, and technicians over a year to crack the drone systems and that only happened when they also received a memory core from the Hegemony with all the technical schematics of the Terran Hegemony's whole SDS systems.

The Patriot Drone's primary mission is to provide fighter and missile defense for the Hellenic Republic Fleets or Planetary systems. Its secondary mission is to penetrate the opposition's warship formations and cause havoc with its Naval Lasers and Killer Whale Missiles.



Capabilities:
Built from the ground up with a reinforced structure to keep it together when it reached its maximum acceleration of 5.5G's, the Patriot Drone hull is brisling with massed energy weapons ports.   It was decided to go with all energy weapons with the exception of the capital missiles to help negate any ammunition feed issues caused by any vibration from the ships massive engines.

Variants:
There is an all missile version being tested.

Deployment
The Patriot Drone's used for Planetary systems always operate in a squadron of 6 and the patrol all of the systems jump points. When assigned to the fleets they are transported like a dropship by a Salamis (Drone Carrier/Control) Warship.   Their integrated docking collar allows them to mate up like a normal dropship and provides the means for the Drone Carrier to extend its KF Field around the ship.


--------------------------------------------------------------------------------
Class/Model/Name: Patriot Drone 
Mass: 100,000 tons
Equipment:             Mass
Power Plant: Standard 42,000.00
Structural Integrity: 65 6,500.00
Safe Thrust: 7   
Maximum Thrust: 11   
Heat Sinks: 3,000 Double 2,666.00
Fuel & Fuel Pumps:   20,000.00
Bridge & Controls:   250.00
Fire Control Computers:   1,109.00
Armor Factor: 250 Lamellor Ferro-carbide (C) 130.00

--------------------------------------------------------------------------------
      Armor Value
      (Capital Scale)         
  Fore:  49       
  Fore Left / Right:   41 / 41       
  Aft Left / Right:  41 / 41       
  Aft:  37       

--------------------------------------------------------------------------------
Equipment & Options:               
DropShip Capacity: 1 Docking Hardpoints 1,000
Crew and Passengers:     

--------------------------------------------------------------------------------
Weapons & Equipment: Loc SRV MRV LRV ERV Heat Mass
4 NL45 (C) Nose 18 18 18 18 280 3,600.00
4 ER Large Laser (C) Nose 4(40) 4(40) 4(40) 4(40) 48 16.00
4 ER Large Laser (C) Nose 4(40) 4(40) 4(40) 4(40) 48 16.00
4 ER Medium Laser (C) Nose 3(28) 3(28) -- -- 20 4.00
4 ER Medium Laser (C) Nose 3(28) 3(28) -- -- 20 4.00
4 ER Small Laser (C) Nose 2(20) -- -- -- 8 2.00
4 ER Small Laser (C) Nose 2(20) -- -- -- 8 2.00
4 ER PPC (C) Nose 6(60) 6(60) 6(60) -- 60 24.00
4 ER PPC (C) Nose 6(60) 6(60) 6(60) -- 60 24.00
5 AR10 (25 KW, 25 WS, 25 B) Nose * * * * 100 4,250.00
4 ER Large Laser (C) FL/R 4(40) 4(40) 4(40) 4(40) 96 32.00
4 ER Large Laser (C) FL/R 4(40) 4(40) 4(40) 4(40) 96 32.00
4 ER Medium Laser (C) FL/R 3(28) 3(28) -- -- 40 8.00
4 ER Medium Laser (C) FL/R 3(28) 3(28) -- -- 40 8.00
4 ER Small Laser (C) FL/R 2(20) -- -- -- 16 4.00
4 ER Small Laser (C) FL/R 2(20) -- -- -- 16 4.00
4 ER PPC (C) FL/R 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) FL/R 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) FL/R 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) FL/R 6(60) 6(60) 6(60) -- 120 48.00
4 ER Large Laser (C) L/RBS 4(40) 4(40) 4(40) 4(40) 96 32.00
4 ER Large Laser (C) L/RBS 4(40) 4(40) 4(40) 4(40) 96 32.00
4 ER Medium Laser (C) L/RBS 3(28) 3(28) -- -- 40 8.00
4 ER Medium Laser (C) L/RBS 3(28) 3(28) -- -- 40 8.00
4 ER Small Laser (C) L/RBS 2(20) -- -- -- 16 4.00
4 ER PPC (C) L/RBS 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) L/RBS 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) L/RBS 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) L/RBS 6(60) 6(60) 6(60) -- 120 48.00
4 ER Large Laser (C) AL/R 4(40) 4(40) 4(40) 4(40) 96 32.00
4 ER Large Laser (C) AL/R 4(40) 4(40) 4(40) 4(40) 96 32.00
4 ER Medium Laser (C) AL/R 3(28) 3(28) -- -- 40 8.00
4 ER Medium Laser (C) AL/R 3(28) 3(28) -- -- 40 8.00
4 ER Small Laser (C) AL/R 2(20) -- -- -- 16 4.00
4 ER Small Laser (C) AL/R 2(20) -- -- -- 16 4.00
4 ER PPC (C) AL/R 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) AL/R 6(60) 6(60) 6(60) -- 120 48.00
4 ER PPC (C) AL/R 6(60) 6(60) 6(60) -- 120 48.00
4 ER Large Laser (C) Aft 4(40) 4(40) 4(40) 4(40) 48 16.00
4 ER Large Laser (C) Aft 4(40) 4(40) 4(40) 4(40) 48 16.00
4 ER Medium Laser (C) Aft 3(28) 3(28) -- -- 20 4.00
4 ER Medium Laser (C) Aft 3(28) 3(28) -- -- 20 4.00
4 ER Small Laser (C) Aft 2(20) -- -- -- 8 2.00
4 ER Small Laser (C) Aft 2(20) -- -- -- 8 2.00
4 ER PPC (C) Aft 6(60) 6(60) 6(60) -- 60 24.00
4 ER PPC (C) Aft 6(60) 6(60) 6(60) -- 60 24.00
4 ER PPC (C) Aft 6(60) 6(60) 6(60) -- 60 24.00
1 SDS Self-Destruct             10,000.00
1 SDS-DC             6,000.00
1 Automatic Maintenance Systems             705.00
1 Additional Fire Control Systems             394.00
TOTALS:           3,200 100,000.00
Tons Left:             .00

--------------------------------------------------------------------------------
Calculated Factors:
Total Cost: 291,032,000 C-Bills
Battle Value: 114,192
Cost per BV: 2,548.62
Weapon Value: 46,448 (Ratio = .41)
Damage Factors:    SRDmg = 3,087; MRDmg = 2,304; LRDmg = 908; ERDmg = 111
Maintenance Point Value:    MPV = 222,548 (52,480 Structure, 84,000 Life Support, 86,068 Weapons)
Support Points: SP = 0 (0% of MPV)
BattleForce2: (Not applicable)
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