Aim for the center of the mass and you will be (if I have understood the rules).If you just so happen to be 100D from a mass.
Aim for the center of the mass and you will be (if I have understood the rules).If you just so happen to be 100D from a mass.
I suppose there could be a "absolute zero" or "jump space zero" velocity that all jumps exit you at regardless of your input velocity, or that you have to match that jump space velocity prior to jump (or risk misjump). Game mechanically, you have to work out the "absolute speed" of the various bodies in the system and ships will have to cancel those out before they can do much in the new system.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.
In this version, your previous vector is not just cancelled out but you get a new vector that perfectly places you in a stable orbit. This feels a little bit too magical to me, personally. The advantage of this version is that the game mechanics are easy/obvious.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.
You compensate by jumping ahead of the point the planet and all it’s motions will be at and it’s more matching course.So the rest of the universe is in motion around you... the galaxy is moving away from you at 552km/s
a 1g ship will take 15 hours to catch up.
Theoretically jump is impossible, and is defined per need for decentralized orgs for adventuring purposes. Do what your game needs, we are already in the realm of aesthetics and plot tech.THAT is physically and mathematically impossible.
Lol, you still have to be moving at 552km/s otherwise it will go past you at 552km/sYou compensate by jumping ahead of the point the planet and all it’s motions will be at and it’s more matching course.
I suppose it comes down to do we want to play science fiction or science fantasy - that is, have an "in universe physics" explanation rather than an "it just does"?Theoretically jump is impossible, and is defined per need for decentralized orgs for adventuring purposes. Do what your game needs, we are already in the realm of aesthetics and plot tech.
And for game play simplicity, it has the nominal vector magnitude it entered jump with (but maybe not direction, depending...)I stick with the simplest version of jump - a ship moves to the 100D limit and jumps. One week later it arrives at its destination, regardless of the position of "real universe" objects. If the destination is within 100D of a sizable object then jump precipitation occurs at the object's 100D boundary.
What part of my saying jump ahead and accel to match course several times now was not clear?Lol, you still have to be moving at 552km/s otherwise it will go past you at 552km/s
Such is the price of emo consistency. Other schema involves even more calc/play pain. Is it worth the setting wrinkles or hard feel? <shrug>"You compensate by jumping ahead of the point the planet and all it’s motions will be at and it’s more matching course."
Even if you jump ahead and match course it will still take you 15 hours to do so.
You jump to a point that is 15 hours of 1g acceleration distant and then start accelerating, by the time you achieve 552k/s the galaxy and you are in the same frame.
Back of my hand, 15 hours at 1g is around 15 million meters"You compensate by jumping ahead of the point the planet and all it’s motions will be at and it’s more matching course."
Even if you jump ahead and match course it will still take you 15 hours to do so.
You jump to a point that is 15 hours of 1g acceleration distant and then start accelerating, by the time you achieve 552k/s the galaxy and you are in the same frame.
That's not the problem.Back of my hand, 15 hours at 1g is around 15 million meters
The 100D limit for a size 8 is around 13 million meters...
An interesting observation. I've been mainly thinking about conservation of momentum, not energy. By jumping several parsecs you are removing a certain amount of energy from one system and adding it to another, which yes, requires some handwavium. (So did the jump drive).I was playing around with orbital energy (for something else) and suspect that SOME magic HANDWAVIUM is going to be involved or the conservation of energy as you jump 6 parsecs rim ward or coreward (changing GALACTIC orbit) will make most jumps fatal events as you slam into a planet at hypervelocities (or it hits you) or you are flung off into deep space by the energy imbalance between your total energy (potential and kinetic) and the orbital energy of your new position. I am not sure 30 days fuel is enough to deal with the change in energy/velocity.
What about the change in energy from the center of the universe? Sure the distance change is small, but the MASS is huge. And the change at JUMP is instantaneous.
(I have not done the actual math, nor will I … but based on planetary orbits it could be a BIG issue if one wanted to maintain realistic Conservation of Energy.)
Depends on where you're jumping inThat's not the problem.
Sure, you may have moved 15M meters in 15 hours, but now your target (which is going "galactic velocity") has moved 30M.
From a dead stop, chasing after something going 552km/s, it's about 30hr. The problem then, of course, is that you're going 1000km/s, so you need to slow down. Which you would do earlier, further complicating the math, and making the trip even longer.
I prefer the idea that it dies reset to 0 relative to the masses where you exit. (if jumping into deepspace it would be the nearest stars etc. based on gravitational effects…probably tidal forces) Avoids the jump at 0.9 c super missile.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?
Pay the ferry man his due.I prefer the idea that it dies reset to 0 relative to the masses where you exit. (if jumping into deepspace it would be the nearest stars etc. based on gravitational effects…probably tidal forces) Avoids the jump at 0.9 c super missile.
Another idea is that the relative velocity at entrance to major masses becomes the relative velocity to the major masses at exit…and then (to stop the c-missiles) very high relative velocities 0.001c and up, are dangerous for jump like 100D or less)
As for the energy difference…I think that’s the role of the jump fuel…providing a bunch of extra energy (excess can be “lost to jumpspace”) and somehow can bleed back into normal space as needed.(scattered nearby the entire jumpline?)