Pretty sure that's canon except for very early jump tech.Now, one thing I do differently than canon is you can jump to nothing.
Pretty sure that's canon except for very early jump tech.Now, one thing I do differently than canon is you can jump to nothing.
Then there's the bit about bigger ships (or objects) "stepping on" the jump origin point to drag the jumping ship back to the starting point a week after departure, at any time during that week......except.... the jump duration is .... 168 +/- 10% hours.
And that right there is some creepy canon.
I was unaware of that rule.Then there's the bit about bigger ships (or objects) "stepping on" the jump origin point to drag the jumping ship back to the starting point a week after departure, at any time during that week.
Justifies huge dreadnoughts. Also allows sending a 1-bit (yes/no) message across theXboxXboat network at up to Jump-28 speed (if no error-correction is included) by recalling the Xboat that's just about to arrive somewhere. On phone so can't link easily, but I discuss this on the ansible thread.
I also allow any length of jump up to the maximum distance permitted by the drive. That is, you can jump in-system from say an inner planet to an outer one so long as you are out of a gravity well. In addition, I allow jumps between systems where the aim point is not the primary planet (eg., to other points using expanded systems filled out), so long as the crew has sufficient experience (2 or better skills in navigation and piloting) and more than the basic navigation program. They can do it if they want without that, but the misjump probability increases.Pretty sure that's canon except for very early jump tech.
Is there anything after '77 where this isn't canon, except for pre-standard-TL drives in T5?I also allow any length of jump up to the maximum distance permitted by the drive
There's nothing, if I recall, about jumping to non-standard locations having die modifiers like I use. I do that because I assume the standard stuff, and basic training / skill in this is a jump between known and documented locations, that is, the primary planet.Is there anything after '77 where this isn't canon, except for pre-standard-TL drives in T5?
Jump blockage, T5.1, Book 2, p. 120.
Straight reading of text indicates that it can only happen at the moment of jump initiation. It's in an extended parenthetical, so it might have been something tweaked between 5.0 and 5.1.
Blockage. The presence of an object (or the 100 D sphere of that object) on a jumpline. Blockage occurs if the object is larger than the ship in jump
Thank you! So that trick doesn't work any more.T5.09, single file, p333:
Jumping into empty space is allowed by canon - see A3 Twilight's Peak and The Traveller Adventure. You don't need a planetary body et al at the destination.
Zero inertia meaning absolutely no velocity or inherited motion. Dead stop. Pops into normal space and will not go anywhere until acceleration is applied or some large object exerts gravitational influence.Zero inertia relative to what? From what you have written it appears to mean zero inertia relative to the planet you are heading for.
Yea, that never made much sense to me. JTAS 24 suggests that commercial ships do that, but military ships do not, in terms of general practice.Also, why we're supposed to transit at a dead stop.
But velocity is relative to ... something.Zero inertia meaning absolutely no velocity or inherited motion.
Zero to everything. So you may have to jump ahead of the target planet and start accelerating to match course and avoid being passed or run over.Yea, that never made much sense to me. JTAS 24 suggests that commercial ships do that, but military ships do not, in terms of general practice.
But velocity is relative to ... something.
My velocity relative to the Earth is zero. My velocity relative to the Sun is 30km/s. My velocity relative to the star at Alpha Centuri is "I don't no, but unlikely zero".
You're suggesting the jump "extra magically" (since there's implied jump magic) resets your velocity to zero relative to...what? The primary?
Zero to everything. ...
So the rest of the universe is in motion around you... the galaxy is moving away from you at 552km/sZero inertia meaning absolutely no velocity or inherited motion. Dead stop. Pops into normal space and will not go anywhere until acceleration is applied or some large object exerts gravitational influence.
The MASS that you are 100 diameters from.You're suggesting the jump "extra magically" (since there's implied jump magic) resets your velocity to zero relative to...what? The primary?
If you just so happen to be 100D from a mass.The MASS that you are 100 diameters from.
Personally, I would prefer to place the ship in a stable orbit at 100 diameters. Your inertia is balanced to local gravity placing you in a stable orbit.The MASS that you are 100 diameters from.