@Skroomit
- A good question, and a good refit... although I personally don't like it. It's overkill for something that is designed to only haul minerals, but I only ever build dedicated mineral haulers to alleviate the need to use my big freighters. Even then I hardly build much or any of either as I typically rely on Civilian Shipping for 90% of my installation moving needs and Mass Drivers for my CMCs, so typically a 5-10,000 Ton Freighter or two will do. At that point I just fold the freighter into an Orbital Miner and be done with it, since with a little extra work I can use the same design as a Salvager by just swapping modules.
- That all having been said, this game I'm doing now is a Conventional Start with no Starport and no Shipyards. When I built my shipyards the first one was a Commercial Yard which I got to 30,000 Tons to build my Pre-Cryo Colony Ship, so that refit wouldn't fit. My second yard was naval, but only 3,000 and it was for my Geo/Grav Survey Ship. I've just expanded the slipways on my existing yards and built up another two, one Naval and one Commercial, and I am in the process of expanding these new yards to 9,000 Tons for the Naval and 90,000 Tons for the Commercial. Sometime after I had finished converting all 1,500 of my Conventional Industry, and right about towards the end of expanding my TN Industry I began to have CMCs popping up like nuts. My Mass Driver was still queued up and I had to wait for my Starport first for Role-Play reasons, so I built some Haulers for the interim. They got about 10 years of use, so not too bad, and I'm in the process of replacing them right now.
These are the designs that will do so:
Longhaul Class Freighter:
Longhaul class Freighter 90,000 tons 728 Crew 3,391.6 BP TCS 1,800 TH 7,680 EM 0
4266 km/s Armour 3-178 Shields 0-0 HTK 153 Sensors 1/1/0/0 DCR 52 PPV 0
MSP 1,153 Max Repair 320.0000 MSP
Cargo 30,000 Cargo Shuttle Multiplier 10
Commander Control Rating 2 BRG AUX
Intended Deployment Time: 12 months
T8000/1280MP "Longhaul" Starship Drive (6) Power 7680.0 Fuel Use 3.09% Signature 1280.00 Explosion 5%
Fuel Capacity 2,085,000 Litres Range 134.8 billion km (365 days at full power)
Mk. I Navigational Computer [Planetary Detection Module] (1) GPS 1000 Range 14.2m km Resolution 500
Mk. I Navigational Computer [Surface Scanner Module] (1) GPS 2 Range 1.8m km MCR 160.6k km Resolution 1
Mk. I Sensor Calibration Module [TH] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
Mk. I Sensor Calibration Module [EM] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
This design is classed as a Commercial Vessel for maintenance purposes
- This will be my primary intrasystem mule. It can move six units of Infrastructure, or one 25,000 Ton Installation with 5,000 Tons to spare. A good ship for the kinds of odd jobs I intend to have it do.
Jumphaul Class:
Jumphaul class Jump Freighter 90,000 tons 600 Crew 2,812.4 BP TCS 1,800 TH 3,840 EM 0
2133 km/s JR 2-25(C) Armour 3-178 Shields 0-0 HTK 121 Sensors 1/1/0/0 DCR 50 PPV 0
MSP 905 Max Repair 396.8 MSP
Cargo 25,000 Cargo Shuttle Multiplier 10
Captain Control Rating 2 BRG ENG
Intended Deployment Time: 15 months
Liveman Drive Max Ship Size 90000 tons Distance 25k km Squadron Size 2
T8000/1280MP "Longhaul" Starship Drive (3) Power 3840.0 Fuel Use 3.09% Signature 1280.00 Explosion 5%
Fuel Capacity 1,285,000 Litres Range 83.1 billion km (450 days at full power)
Mk. I Navigational Computer [Planetary Detection Module] (1) GPS 1000 Range 14.2m km Resolution 500
Mk. I Navigational Computer [Surface Scanner Module] (1) GPS 2 Range 1.8m km MCR 160.6k km Resolution 1
Mk. I Sensor Calibration Module [TH] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
Mk. I Sensor Calibration Module [EM] (1) Sensitivity 1 Detect Sig Strength 1000: 7.9m km
This design is classed as a Commercial Vessel for maintenance purposes
- Serves as a Jump Tender for the Longhaul, but has shorter range overall. A good ship for shunting things that are just a jump or so away. Paired with a tanker or a forward staging area, it can go a lot farther.