Actually, I was thinking of something different. The assumption always WAS that a ship entered Jumpspace and nothing effected it after that (other than a catastrophic failure that destroyed it). Once you open Pandora's Box that what happens INSIDE a jump bubble can change things OUTSIDE the jump in Normal Space ... one begins to question what other variables can be changed?
Say I build a ship with a 1000 dTon J1 drive and a 100 dTon Hull with a 900 dTon external "fuel bladder" inflated with air (hydrogen gas). Once inside Jumpspace, I deflate the bladder and exit Jumpspace as a 100 dTon craft. What happens if we change VOLUME while in Jumpspace? If VOLUME functions as MASS and ENERGY functions as TIME in Jumpspace, then changing the mass while conserving Kinetic Energy would increase VELOCITY ... would that be JUMP DISTANCE or VELOCITY upon transition back to Normal Space?
- I don't quite follow the Jump Space-normal space equivalence, but this is a question that somebody should ask if Jumpspace and Real space can interact the way T5 says they can.
OK, I see where you're trying to go here.. and I'm not sure this path takes you here.
There's an old CT TNS story about a ship with battle damage losing a chunk of hull while in jump, and suffering a misjump that lasts 40-odd years objective time, so there's a bit of canon in your favor there. Might want to research that for more details.
T5 canon though....
Once you pinch off the jump bubble, that bubble stays there for 168 +/- 10% hours. There's a knack mentioned in the book that some astrogators pick up that makes if
always -10%, but you're still looking at fixed time. The fixed time situation that I think most applies here though is using gravity well interference to force a Short Hop. Hop drives can make a sub-10 parsec jump if the astrogator forces the jump line to cross the 100D limit of something large. You can also do the same trick with J-drives on ships without jump governors.
What's creepy to me there is the jump duration is .... 168 +/- 10% hours.
Yeah, ponder that...
You're hanging out at my home in Carmel, and set up a jump for Pretora, 3 parsecs away, but you either accidentally or deliberately set your course to go
through Monte Ray, the companion star in the system.... so you're gonna precipitate 6300 AU or so from your jump entry, rather than the 3 parsecs that you just burnt fuel for.
If you're "moving" through jump space, then jump duration should be pretty darn close to zero before you hit that wall, right?
......except.... the jump duration is .... 168 +/- 10% hours.
And that right there is some creepy canon.
T5 also has a very clear line: T5.10B2p112: "A course can not be changed once begun." Later that same page, it talks about the above method for getting around not having a jump governor by plotting courses that can not be completed.... and then explicitly says they have the whole duration.
There's also stuff in T5 about jump bubble diameter calculation. I'm gonna focus on coil drives rather than grid drives, but I suspect they'd work out the same. The bubble forms at a set diameter based on the tonnage of the ship entering jump:
D= (Tons * 13.5 )^1/3 *20 (in meters) For example, a functioning jump drive in a 100 ton ship creates a jump bubble with a diameter (=100*13.5 ^1/3 * 20 = 11.05 *20 =) 220 meters. For example, a functioning jump drive in a 2400 ton ship creates a jump bubble with a diameter (=2400 * 13.5 ^1/3 *20 = 32.3 *20 =) 640 meters.
Your 1000 ton ship is going to make a 460 meter diameter jump bubble on entry... and keep it.
What happens if there's other stuff in the field?
Difficulties. Occasionally, a Jump Bubble will enclose nearby debris. If the delicate balance of total ship tonnage is disrupted, the ship may experience a misjump. The Jump Bubble affects each continuous object within it separately. A jump drive operates on the ship tonnage contained within its jump field. The ship with its Jump Drive almost always operates properly; other objects within the bubble suffer Jump Mishaps.
That does raise the question to me of what happens if there's a 100 ton scout nuzzled up to your ship when it jumps: it's going into jump space too, but gets an automatic Mishap roll. Looking at the tables, it implies damage to the jump drive, which kinda reminds me of Jump Inducers. Anway, back to topic.
A misjump due to a drive failure takes 7+Flux days
with exit location as planned... so, in theory, you could have a two day jump rather than 7. There's a mishap roll for damage to the J-drive. (T5.10B2p115)
What I
think is happening is that the time to go from jump entry point to jump exit point is zero.... but it takes time for the jump bubble to decay and return to N-space. In the case of occlusion jumps, you zero-time to the occlusion point and then get stuck and wait around for jump bubble decay ,which would explain why you're still looking at normal jump time even if it's near 0% of the planned/powered jump distance. That also explains the misjump issue above and reaching your destination in 2 days.
I
suppose you could rule that the system you're proposing ("Balloon Jump"?) is a deliberate attempt to force a misjump due to drive mismatch, and take it directly to the misjump table with a note that it's 7 days minus ABS(Flux) and then a damage roll to the jump drive. At high TL, you can even go with Ultimate drives with very high QRebS and hope they make the rolls. Or you could put in several (possibly cheap) J-drive modules, and just switch to a backup as they fail out. Or both.