far-trader
SOC-14 10K
Same way (in MTU at least) that you know (as per your SOP in 2 below) when to go to jump precipitation stations. It's not an unknown. In MTU the jump calculation must be precise, both in time and the other three dimensions. The only way you don't come out exactly where and when you should it's because something went badly wrong (misjump). The "random" emergent time and location are simple metagame functions to cover the fact that the two ends of a jump are not exactly 1 parsec multiples apart.*Originally posted by Lochlaber:
I do have a question here though. How do you file a flight plan with the destination if the fastest way to communicate from the point of launch to the target destination is to carry it with you? Second even if you could file a flight plan ahead of time, how do you arrive on time when Jump mechanics specify 168 hours +/- 10%.
* This also means fleet jumps are trivial in MTU, all it takes is the computers talking to each other and a decision made on when everyone should jump.
Unless you keep your crews on about a 34hour station watch for jump precipitation
So in MTU you can file a flight plan, well in advance and as long as you stick to your scheduled jump insertion you'll not only be expected but they'll know precisely where and when to expect you. Of course the facilities to file such a specific flight plan will only be found on some links. Such as XBoat routes. Or you could file the flight plan forward with another starship outbound to the same destination. It'd be an expected courtesy in many places.
Other differences from MTU and YTU
1. All ships entering a system outside of standard traffic pattern are presumed hostile until identified otherwise. Traffic patterns exist for all mapped systems, even if they aren't enforced everywhere. Nobody is likely to be looking in some backwater system with an E class starport but you can bet the rules are strongly enforced in the subsector capital. All B class or better systems will monitor and enforce the rules, and most C class systems and even some D class systems will too.
2. Many commercial ships and all military ships go to general quarters (action stations, battle stations) right before jump emergence which is a known quantity. A misjump resulting in an early precipitation may catch the crew by surprise, and everybody will get very nervous if the precipitation time comes and passes and you're still in jump-space.
3. If a ship emerges from jump in close proximity to another ship it'll probably be because one of the ships has strayed from the accepted traffic pattern and can be presumed hostile if not in distress. See 1 above. It is only under very rare circumstances that a ship will emerge from jump in close proximity to another ship if everybody is following procedure. Of course in times of war all that goes out the airlock.
The rest is pretty much my take too, with a few small exceptions and one statement I wouldn't touch here with a 10ft network cable. Even saying that almost feels likes too much.