esampson
SOC-13
or "Bootlegger Reverse, Mr. Sulu"
(I'm busting this out of the jump occlusion thread because it also has a lot of relevance to the thread on astrogation and what it is that the navigator does)
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I would assume astrogation between such an extreme differential for a 1G ship would work something like this:
The navigator would pick a point about 4,064,256 km out from his ultimate destination that is directly along the new vector path (i.e. assuming vectors remain unchanged he would ram into his goal at 555 km/s a little over 2 hours after arrival) assuming that point isn't occluded by the 100D limit of a star. If it is then he will pick a point close to that, though farther out that isn't occluded, but for now lets assume that the biggest problem our navigator has to overcome is extreme velocity.
He would then pick a point about the same distance away from his departure point (planet or station or wherever he is taking off from) in the direction of the vector differential. Again, if that point is occluded by the 100D limit of a star he's going to have to do some work, but that's why he gets paid the big bucks. He can alter the two distances until he finds one that works or at least is reasonably close, but once again let's assume the only big problem the navigator has to overcome is the large vector differential.
Neither of those distances are so great that there is any real chance of coming within 100D of another planet (it's about 1/10th of the closest Earth has even been to Mars in recorded history) except in extremely unusual circumstances so all the astrogator has to worry about is being within 100D of a satellite, running into things along the way, or that the jumpline itself is occluded. Nearly all of these things can be dealt with by either minor course changes or else altering the jump points so that they are no longer 'even' (one is now significantly further out than the other).
To reach the first jump point would take about 8 hours. During this entire time the ship is moving along the vector differential so it is essentially decreasing the differential to 227.5 km/s. Of course to everyone else on the ship it would simply seem like they are flying away from the planet to a random point in empty space, but again, this is why the navigator gets paid. The ship jumps and spends a week in j-space and when it precipitates out into r-space it starts up its engines again. For the next 8 hours it would look to passengers on the ship like the ship is approaching the final destination point backwards, firing its engines to slow down.
So 16 hours of maneuvering, about 7 of which would be essential anyway just to get to your 100D limits if you were taking off and landing on Earth sized planets, and that's the worst case scenario of pretty much the highest velocity differential around and a ship that is only a 1G ship.
Of course I haven't calculated in proper safety margins to deal with scatter and the fact that a jump isn't exactly 168 hours, but then I'm not really a navigator and I don't get paid for that.
(I'm busting this out of the jump occlusion thread because it also has a lot of relevance to the thread on astrogation and what it is that the navigator does)
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555 km/s would take a bit under 16 hours to cancel out at 1G, or 8 hours to cancel out at 2G, and this is your largest case. My guess is that a good astrogator would take a course out that would result in a minimal velocity difference when he reaches the jump point. Remember that the jump point does not need to be within a line between the departure planet and the arrival point. It is quite possible for the scout to be flying almost directly away from his arrival point as long as he ends up with a clear jumpline.. . . I don't know if you're accounting for the relative motion of the source world and destination world. Doing a little cocktail napkin math, I estimate that a scout leaving an earth-sized orbit 3 world for another earth-sized orbit 3 world could experience up to a 40% increase in relative speed that would have to be accounted for. That is perhaps enough to handwave away under the calculations a astrogator makes, but it could add to other things, like travelling from a larger planet to a smaller planet.
Last, I did a little looking up on relative motion of stars. Turns out they can be significant. Barnard's Star has a radial velocity of 111 kps, and a traverse velocity of 90 kps, giving a true motion of 140 kps. Now if you have a scout travelling at say, 160 kps at the 100 diameter point, that's a more significant fraction. The nearby star with the largest true velocity (relative to the Sun) is Wolf 424 (at 4 parsecs away) which moves at 555 kps, so it can vary by quite a bit.
I would assume astrogation between such an extreme differential for a 1G ship would work something like this:
The navigator would pick a point about 4,064,256 km out from his ultimate destination that is directly along the new vector path (i.e. assuming vectors remain unchanged he would ram into his goal at 555 km/s a little over 2 hours after arrival) assuming that point isn't occluded by the 100D limit of a star. If it is then he will pick a point close to that, though farther out that isn't occluded, but for now lets assume that the biggest problem our navigator has to overcome is extreme velocity.
He would then pick a point about the same distance away from his departure point (planet or station or wherever he is taking off from) in the direction of the vector differential. Again, if that point is occluded by the 100D limit of a star he's going to have to do some work, but that's why he gets paid the big bucks. He can alter the two distances until he finds one that works or at least is reasonably close, but once again let's assume the only big problem the navigator has to overcome is the large vector differential.
Neither of those distances are so great that there is any real chance of coming within 100D of another planet (it's about 1/10th of the closest Earth has even been to Mars in recorded history) except in extremely unusual circumstances so all the astrogator has to worry about is being within 100D of a satellite, running into things along the way, or that the jumpline itself is occluded. Nearly all of these things can be dealt with by either minor course changes or else altering the jump points so that they are no longer 'even' (one is now significantly further out than the other).
To reach the first jump point would take about 8 hours. During this entire time the ship is moving along the vector differential so it is essentially decreasing the differential to 227.5 km/s. Of course to everyone else on the ship it would simply seem like they are flying away from the planet to a random point in empty space, but again, this is why the navigator gets paid. The ship jumps and spends a week in j-space and when it precipitates out into r-space it starts up its engines again. For the next 8 hours it would look to passengers on the ship like the ship is approaching the final destination point backwards, firing its engines to slow down.
So 16 hours of maneuvering, about 7 of which would be essential anyway just to get to your 100D limits if you were taking off and landing on Earth sized planets, and that's the worst case scenario of pretty much the highest velocity differential around and a ship that is only a 1G ship.
Of course I haven't calculated in proper safety margins to deal with scatter and the fact that a jump isn't exactly 168 hours, but then I'm not really a navigator and I don't get paid for that.