The Planet<->L1 Jump Point transport time is <12 hours with a Sloth, which is far superior for perishables over Zenith/Nadir based transit. Colonies which only have a Zenith/Nadir visit do not economically merit a second Voyager jumpship, so they have a to live with ~1 month transits. That's better than no visit at all, but you clearly aren't shipping milk. A 1 month transits to/from colonies is not bad compared to oceanic transits centuries ago.
Ah, yeah, if you're going straight to the Lagrange point then that's the least latency and that extra transit time from the Sloth basically doesn't matter. Reliable L1 jumping would practically revolutionize logistics. I guess I'm just not entirely convinced it works like the way described in the Sloth article? So i've thus far been conservative in my assumptions w.r.t. Lagrange Jumping.
My understanding of the jumping process from Strat Ops is this:
1. Recharge the K-F Drive via desired method
2. Calculate Jump Point Coordinate Stuff: Control Roll, Pass/Fail but with Margin-of-success Benefits
*logically would be done concurrently during recharge, though the copy I got says "Once a jump-capable unit is at a jump point and has a fully charged drive..." which seems... not right?
3. Program K-F Drive: Control Roll, Just affects how long the jump preparation takes.
4. Jump Initializes: 10 minute process
5. Jump Arrival: Another Control Roll, with MoS from Step 2 applied as a bonus.
My understanding from your Sloth article is that the intent is to brute force safety in Step 2 by calculating the coordinates multiple times (Rolling the Dice) with multiple Navigators and then picking the result with the best MoS so that the probability of jump failure is minimized in Step 5. If my understanding is wrong here please skip the rest of this section and correct me.
I have a few questions about the practicality of that for a few reasons:
1. In Strat Ops on Jumping, it includes the following note:
"However, routes plotted to or from other non-standard and transient points are only valid for 20 minutes." I think L1 Lagrange points are Non-standard jump points by my understanding. If that is the case, toiling away for 40 hrs would yield mostly solutions that are outdated for the L1 point by the time the Jumpship is fully charged.
2. Are the crew able to "pick and choose" their control rolls? That is, do they know the relative "goodness" of each estimate they make beyond "Successful Calculation" / "Unsuccessful Calculation" results, and always able to exactly know that Ed's current calculation attempt is excellent and will guarantee a safe transit while Bob's current calculation is a bit iffy and has about a 1-in-12 chance of resulting in some KF drive damage, even though both have "successfully" calculated jump coordinates? If they do know this, why wouldn't/couldn't they wait until they get lucky with the absolute best calculation possible (12's for maximum MoS) so they can guarantee a safe jump in these circumstances?
3. Can multiple Navigators calculate in parallel on the same ship? The Sloth article appears to assume it can. For nonstandard jumps, the Navigator must use a Jumpship's navigation computer. If that single nav computer can run in parallel for multiple Navigators doing the same calculations for the same nonstandard jump point, is there a reason why that 1 Navigator couldn't also run the calculations in parallel as well for the same net result of multiple sets of calculations to choose from?
Having basically just Strat Ops to work off of, I have no idea if other sources shed more light on this. Maybe it's a solved problem? But the only discussions I've seen on the practicality of Zenith/Nadir->L1 Point transit are yours in the logistics threads and... well, now this thread, I guess.
Would be really nice if someone like Cray could shine some light on this...
CO says that Hydrogen is 15K Cbills/ton, and then notes that it's free if you have access to a modest source of water. One of the virtues of using L1 jump points is that you typically have access to water.
The H2 tons is much higher---those rates are for _station_keeping_. Thus, you're looking about 10-40 tons/burn-day, or 100-400tons for a charge. (...which, when you do the math is absurdly many orders of magnitude more power than what you can collect with a solar sail at a jump point...). Thus, the 4000 tons in a Sloth or Way station can charge 40 (!) Voyagers, and there is capacious cargo for additional liquid fuel storage.
There's an additional useful element here---stations can be much smaller on a fuel basis. By keeping everything at 100K tons or less, a Voyager yardship (much rarer) is universal.
Ah, so I wasn't too far off with my guess (this time). So you're planning to utilize the essentially free water to split water to make hydrogen.
If I were still running campaigns, I'd probably allow a discount, but not a fully free Hydrogen, under the reasoning that though
fuel costs are free, capital costs and operational costs needed for the machinery (and qualified personnel accompaniment) to split, compress, chill & safely handle hydrogen (Hydrogen Embrittlement is a bugger) from standard liquid water containers to the fuel tanks, plus technicians to run all the equipment safely (Loose hydrogen on a Jumpship may be something of a health hazard.) In this theory, self-supplied DIY Hydrogen
may be cheaper than industry-supplied but won't be free due to other non-avioidable costs.
An alternative theory is that, if capital & operation costs (in addition to free fuel) are also negligible, then the overall cost of hydrogen are
also negligible for any location with a water supply. It follows that 15,000 figure is not a natural price and must be held up that high by some sort of monopoly or cartel. The corollary that the most effective way to make money with privately-owned Dropships is to not bother with the transport business at all and act as a semi-mobile Hydrogen Synthesis Plant by a body of water Planetside- that is, until the Hydrogen market inevitably collapses... but by then it's probably a great time to re-enter the transportation business now that one of your major source of costs has just plummeted.
Anyways, yeah, if your hydrogen fuel cost is effectively free, then one of the major benefits of recharge stations is moot and the the overall value proposition of Recharge Stations is significantly reduced. I'm still opting for the conservative approach (Theory 1) that Jumpship Fuel is a nontrivial cost of doing business, in this case 15k C-Bills/ton.
I think you are plausibly right about recharge stations, with a twist: the grav deck is on the jumpship. A jumpship with some extra life support and a grav deck should be able to support the crew on a small recharge station like this:
Now that's a novel approach. Very interesting, and looks useful for your low capital cost Circuits; though I think the Whittle Networks will still use full-featured recharge stations with 1500m Gravity Decks.
So, for an additional 28M cost, the jumpships can operate every 6.5 days instead of 7.5, if a control roll of 4 to avoid frying the KF-drive is doable. Is a control roll of 4 reasonable? The relevant Time of War skill doesn't seem to be mentioned.
Direct connection via cable gives a -2 bonus to the roll (Strat Ops pg88); That 4 to-succeed becomes a 2 and automatically succeeds.
Separately, I believe the calculation above about the cost of a yardship is off--it's much more expensive.
Yeah... I Erred by an order of magnitude (my test cases were actually 2.1 billion and 2.45 billion, respectively).
Still, that's far more accessible than a Newgrange. Plus, if you're optimizing for common Dropships in the Inner Sphere rather than these custom networks with 100,000 ton Dropships, a 20kton-capacity Yardship can be had for under 750 million C-Bills (I swear this time it's right)
Let's see if I can get a few Yardships posted Thursday on a new thread; they're only tangentially related to the Whittle Network.