Of course, I have always assumed that at least part of the cargo space is reserved for the needs of the crew and ship. For the crew you'd have food, water, personal expendables like toiletries and uniform items, medical supplies and so on. For the ship, you'd have spare parts and equipment of many kinds for maintenance, repairs and damage control. I haven't ever gotten as detailed with it as Highball, but I have made a few specific considerations...
- As far as actual content goes, I assume no ship would ever leave port without everything needed to maintain airtight integrity and life support. Hull patching kits, replacement air filters, compressor and pump parts, whatever. Also important is your KF drive, without which you are stuck wherever you were when it broke; while ships can't carry spare drive cores, they should certainly have spares for power and peripheral systems, including extra sails and sail lines.
- It is important to remember that when you're talking about "spare parts", one ton is a very variable thing. Speaking from my Navy experience, one ton could represent a single large item such as a pump, or it could be a collection of smaller items, such as a score of valves or circuit breakers, or a billion little rubber O-rings. Most ships would also carry a certain amount of bulk material such as piping, spools of cables and sheet metal, which would be used in performing repairs and damage control. Ships typically need and carry many more of the smaller items than large ones, so by the time you're done accounting for and consolidating all the little things, even just a few hundred tons of spare parts actually represents a lot of stuff.
- For warships, I usually ascribe an amount of cargo space for supporting the small craft and fighters equivalent to the mass of the bays. For example, a squadron of six fighters would need 900 tons for fuel, ammo and spare parts to keep them flying. I don't write it down separately, but I do allow for it in my head during the design process.
- Warships and jumpships carry dropships, and I assume that they act as mother ships for the dropships' needs. The dropship crews use the mother ship's grav deck, and since most non-cargo dropships have limited cargo space, part of the mother ship's cargo space provides supplies and support for the dropships as well.
- On transports like the Carrack or Volga, I usually assume that a certain round amount of cargo is the actual cargo being shipped, while the odd leftover amount is dedicated to the ship itself. For example, if a transport has 109 kt cargo capacity, I mentally divide that into a 100 kt shipment plus 9 kt to support the ship and crew.
- In the interest of simplicity, I also assume that the CBT universe has perfected some kind of semi-universal cargo system, similar to today's standardized pallets and ISO containers.
Like Medron, I think that warships mainly use/used their cargo space to carry and support military forces, particularly the leading waves of invasions. I don't think the canon states this, but it makes sense to me that the Star League probably used its warships for such "front line" military transport purposes instead of jumpships; after all, the "rules" protecting jumpships didn't enter play until the Succession Wars, and I know I wouldn't want to risk losing my troops by putting them aboard soft targets.
In my own stories, I have also assumed that warships can be used to securely move certain valuable or highly important cargoes, such as shipments of precious metals, the Davion crown jewels, or "state secret" items like the forbidden personal Remembrance of Nicholas Kerensky, in which it is revealed that "Nikki" was actually a cross dressing gamer who accidentally started the Clans when his/her LARP campaign got out of control. Better yet, imagine this pirate conversation: "Good news and bad news, boss. The good news is that I found out when and where the Fedrats are sending a dropship full of gold. The bad news is that it's being carried on an Avalon." There's you the start of a CBT:RPG campaign...
Anyway, on my own designs, I tend to specialize my ships more than the canon does, so my fighting and heavy transport capabilities are more separated. I usually assume 5% minimum cargo for my own combatant designs, more if it's something like a carrier or assault ship; realistically, that should be enough to support any ship for a significant time, plus some space left over. As I said previously, many people don't realize just how big these numbers really are when you put them in real terms. 7K tons = 100 M1A2 Abrams MBT's, or in CBT terms, a heavy tank regiment. The smallest ship I currently have designed for the Astral Republic's navy is a 420 kt corvette with 22 kt of cargo; even when loaded for endurance, it could still move that whole regiment easily.
Keep the thoughts going, guys.
_________________ Be careful what you wish for. I might let you have it.
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