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Jump Tapes -- where does the concept first appear?

This subject tends to make me wonder about the Traveller equivalent of WiFi at starports both orbital and dirtside.

It would seem that with information networks being far advanced to our real-world standards, that such data could easily be downloaded by a navigator when a ship is in port.

The concept of purchasing a 'hard-copy' of a navigation course would a bit outdated but would a standard practice to back-up such aboard a vessel as a matter of protocol.

Sure they HAVE WiFi ... but then you need to deal with all of those pop up advertisements the whole time you are in jump space. :)
 
It's not the data that's the issue.

It is solving a multi-dimensional n-body problem.

A ship computer with the generate program can do this, or you need a cassette with the solution already pre-determined but of finite temporal usability.
 
Regarding the term "tape", I do not recall the exact wording out of CT - this stupid "new" Lenovo doesn't have a CD/DVD drive on it.

But, if you recall on Star Trek T.O.S., they had those small 2 to 3 inch square data repositories and they called them tapes. I still refer to recording something with my DVR as "taping". Somehow, "DVR'ing" strikes me as wrong, although my wife calls it "copying"...I guess that's about as accurate as anything else...:)
 
Regarding the term "tape", I do not recall the exact wording out of CT - this stupid "new" Lenovo doesn't have a CD/DVD drive on it.

atpollard posted the full quote earlier.

Classic Traveller, LBB 2 (1977), page 32:
Generate: The navigator or pilot can input specific co-ordinates into the computer concerning a destination, and the generate program will create a flight plan to take the ship there. In cases where a generate program is not available, starports have single-use flight plans (in self-erasing cassettes) available for all worlds within jump range, and for which space lanes exist (see Book 3).

Something of note:

The last clause of the quote dictates the single use flight plans are only available between worlds for which space lanes exist.

This means the cassettes were available only for a few jumps within a subsector, as space lanes mostly existed between A and B Class starports, with the odds of regular commercial traffic connected to other starport types dropping quickly. Thus, it was expected that most travel to C, D, E, and X starports would require the generate program.

The rules for creating space lanes were cut after the 1977 edition of the rules. If anyone is interested I posted the rules for creating space lanes in another thread.

I hadn't noticed this rule before. But it makes me like the concept of the cassette tapes more. It implies that the cassettes are regularly updated as ships ply these regular routes, feeding data about the systems back and forth on their jumps. It also keeps a large chunk of the subsector as backwater and not easily accessible simply with the purchase of the cassette if one does not have the skill and equipment to get there.
 
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The last clause of the quote dictates the single use flight plans are only available between worlds for which space lanes exist.

This means the cassettes were available only for a few jumps within a subsector, as space lanes mostly existed between A and B Class starports, with the odds of regular commercial traffic connected to other starport types dropping quickly. Thus, it was expected that most travel to C, D, E, and X starports would require the generate program.

A space lane is not just the X-Boat routes, if that is what you are talking about. There are several space lanes--probably one to each world within at least 3 parsecs, unless it's a Red Zone (maybe even an Amber Zone). And, I guess a case could be made for worlds with low tech and minimal starport.

If you want a canon example of other space lanes, then look at the trade routes for various shipping companies in The Traveller Adventure.
 
My take on this is that, as jump vectors don't seem to be fixed things in Traveller (they are not like portals, but depend on things like, I guess, orbital mechanics and its gravity/tidal effects), most such jump casettes must be personalized and are only useful for a limited span of time.

See that this forfeits the need to be self-erased, as once used they will not be useful next time the ship is in the same planet.
 
The last clause of the quote dictates the single use flight plans are only available between worlds for which space lanes exist. . . . The rules for creating space lanes were cut after the 1977 edition of the rules. If anyone is interested I posted the rules for creating space lanes in another thread.
I hadn't seen (or at least don't remember) those rules -- thank you for pointing them out. I think the GT World Trade Number system models something similar, though it also accounts for population and TL in addition to starport.

the concept of the cassette tapes . . . implies that the cassettes are regularly updated as ships plying his regular routes feed data to bring back and forth on their jumps. and also keeps a large chunk of the subsector as backwater and not easily accessible simply with the purchase of the cassette if one does not have the skill and equipment to get there.

This, definitely this. Lots of adventure hooks stream from combining these two rules.
 
A space lane is not just the X-Boat routes, if that is what you are talking about. There are several space lanes--probably one to each world within at least 3 parsecs, unless it's a Red Zone (maybe even an Amber Zone). And, I guess a case could be made for worlds with low tech and minimal starport.

If you want a canon example of other space lanes, then look at the trade routes for various shipping companies in The Traveller Adventure.

Hi S4,

I was referring to "space lanes" -- as defined on pages 1-2 of Book 3 of the 1977 edition of the rules. (Theses rules were cut from the 1981 rules and replaced with the Communication Route rules in the 1981 edition.) I linked to the rules in the previous post, but will include them here for ease:

World PairJump-1Jump-2Jump-3Jump-4
A-A1245
A-B 1345
A-C146
A-D15
A-E2
B-B1346
B-C246
B-D36
B-E4
C-C36
C-D4
C-E4
D-D4
D-E5
E-E6

And here is how it works (from Book 3, 1977, pages 1-2):
3. Route Determination: The worlds of a subsector are connected by the charted space lanes, which mark the regular routes travelled by commercial starships. While it is possible for starships to travel without regard to the lanes charted, individuals who do not own or control starships are generally restricted to commercial travel on ships which ply to routes which are mapped. For each world, note the starport type for it and for its neighbors. Consult the jump routes table, throwing one die.

Four columns are provided, corresponding to jump distances one through four. Determine the distance between the two worlds, and the relationship between the starports. At the intersection of the distance column and the world pair row, a number is stated. If the one die throw is equal to, or greater than the number, a space lane exists. Draw a line connecting the two worlds on the map. Each specific pair of worlds should be examined for jump routes only once.

This procedure is followed for most worlds within four hexes of each other; some worlds will obviously not have connecting space-lanes, and others will obviously have many. The nature of interstellar jumps is such that a jump-2 may be made over two connecting jump-1 links; by remembering this facet of star travel, it is possible to ignore some potential connections because they are already present through the use of shorted connecting lanes. This may well help in the creation of legible subsector maps.

Because atpollard posted the 1977 rules for one-use flight plans, the rules mention space lanes. But the 1981 version of the same rules don't mention space lanes (of course).

Since I prefer the 1977 space lane rules for a variety of reasons I glommed onto the fact that the one-use flight plan rules connect with the space lane rules. But most people don't use the space lane rules... so carry on...
 
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I hadn't seen (or at least don't remember) those rules -- thank you for pointing them out. I think the GT World Trade Number system models something similar, though it also accounts for population and TL in addition to starport.

This, definitely this. Lots of adventure hooks stream from combining these two rules.

My first exposure to Traveller was with the 1977 rules -- and that's what I fell in love with. Over the years Traveller... became something different.

In the last couple of years I've been digging through the original boxed set rules (both 1977 and 1981) to find that spark that first so excited me.

So glad this was of interest to you.
 
My take on this is that, as jump vectors don't seem to be fixed things in Traveller (they are not like portals, but depend on things like, I guess, orbital mechanics and its gravity/tidal effects), most such jump casettes must be personalized and are only useful for a limited span of time.

See that this forfeits the need to be self-erased, as once used they will not be useful next time the ship is in the same planet.

Except of course as pointed out above, some moron will TRY and use it, so for both public safety AND liability avoidance, the jump data providers take the opportunity out of the desperate captain's hands.
 
My take on this is that, as jump vectors don't seem to be fixed things in Traveller (they are not like portals, but depend on things like, I guess, orbital mechanics and its gravity/tidal effects), most such jump cassettes must be personalized and are only useful for a limited span of time.

See that this forfeits the need to be self-erased, as once used they will not be useful next time the ship is in the same planet.
I believe that 'self-erasing' serves two practical purposes.
First, it is a safety feature that prevents a careless or disorganized crew from having a stack of old cassettes and grabbing the wrong one ... a used cassette is blank (self erased).
Second, it allows the cassette to be reusable, which may be very important if it is more than a cheap magnetic storage medium with a few kilobytes of data. It may be closer to the plug-in electronics modules that fit in a computer rack ... a mini-generate module customized for a single use application and refurbished for the next use.
 
Not having numbers handy, but what's the value of the Jump Cassettes over having the program?

That is, there's an implication that for a certain segment of the shipping industry, the cassettes are a better value than the alternative (Generate and a computer to run it? An on staff Navigator?).

At some point their a break even where not having to buy Jump Cassettes is worth more than the expense of the infrastructure to make your own.

Just curious where that break even point is.

This also brings up the idea of perhaps a larger trading corporation would generate their own cassettes for their ships, so the ship needs them to jump, but they don't buy them from the Jump Cassette kiosk in the star port, they simply get them delivered by courier.

But there are adventure ideas here (i.e. for example, you get the wrong tape), especially if you tweak the economics a bit to where the tapes are actually the norm, and free travel is rare. What if you got the wrong tape one day? What if a patron supplied a tape to a secret world? What if civilian ships are required to use the jump tapes, and only military ships are allowed free travel?

This also brings up questions. Do the tapes have a "use by date", i.e. they're good up to a certain time, or even for just a window of time (and how big of a window is that)? what are the consequences of using an expired tape? Can you generate a jump tape anywhere for anywhere? That is. Can I get 2 tapes, one for the journey out and one back? or does it have to be created in the source system (because it's not just math, there's some kind of local condition that needs to be measured)? The prevalence of jump tapes can make the idea of a "jump window" a much for first class concept in the industry, and add interesting deadlines to adventures.
 
Not having numbers handy, but what's the value of the Jump Cassettes over having the program?

two values spring to mind.

1) you don't need to have/pay/put-up-with a navigator. just buy the tape and go. great for characters who muster out with a starship but who don't know how to navigate.

2) you can slap in the cassette and generate a jump plot and jump without having to bog down your machine with jump calcs during combat. (assuming original ct computers, etc.)
 
Not having numbers handy, but what's the value of the Jump Cassettes over having the program?

That is, there's an implication that for a certain segment of the shipping industry, the cassettes are a better value than the alternative (Generate and a computer to run it? An on staff Navigator?).

At some point their a break even where not having to buy Jump Cassettes is worth more than the expense of the infrastructure to make your own.

Just curious where that break even point is.

Jump cassettes don't have an issue of "Oops, I failed my roll"...

No Navigation skill required to use them.
 
two values spring to mind.

1) you don't need to have/pay/put-up-with a navigator. just buy the tape and go. great for characters who muster out with a starship but who don't know how to navigate.

2) you can slap in the cassette and generate a jump plot and jump without having to bog down your machine with jump calcs during combat. (assuming original ct computers, etc.)

1 is nice, had not considered that. Makes the tapes a little easier to bear as a cost overhead.

I'll add

3) far lower cost entry point rather then having to pay the up front cost for the Generate program.

In some cases the players may be pooling their retirement/TAS tickets/benefits into paying the upfront costs for making the first few jumps, so having the jump data available at relatively little cost makes a leap into the bigtime possible, rather then stuck with low profit insystem hauls.

The point at which most players would likely want Generate badly is when they are stuck having to use commercial jump coordinates rather then go directly to higher value/more dangerous areas and miss out on Big Missions. Generate means freedom.
 
Generate means freedom.

a whole new method of referee control - mandate jump cassettes! you want to go anywhere else, hey, you need a permit, pay the guild, check with the navy/scouts, authorization. navigators could be guild members, or (in honor of the recent slavery thread) valuable commodities to be bought and sold in the open market. "lady spice, your newest bridge accessory, starting at 1MCr, do I hear 1.2 ... ?
 
Jump cassettes don't have an issue of "Oops, I failed my roll"...
No Navigation skill required to use them.
Is there a navigation roll?
I ask because I never found an actual use for the Nav-3 skill in The Traveller Book, but am generally unfamiliar with CT 1977. A Navigator needs to have the Nav-1 skill, but never actually uses it for anything in any game I encountered. It is a good position for characters who want lots of pay AND lots of free time.
 
I hadn't noticed this rule before. But it makes me like the concept of the cassette tapes more. It implies that the cassettes are regularly updated as ships plying his regular routes feed data to bring back and forth on their jumps. and also keeps a large chunk of the subsector as backwater and not easily accessible simply with the purchase of the cassette if one does not have the skill and equipment to get there.
I am so glad you found this.

It tempts me to redraw my subsector maps completely with the jump lanes mapped out.

It ties in nicely with MTU - navigators keep a jump rutter in which they store data on jump routes they travel regularly.
 
Is there a navigation roll?
I ask because I never found an actual use for the Nav-3 skill in The Traveller Book, but am generally unfamiliar with CT 1977. A Navigator needs to have the Nav-1 skill, but never actually uses it for anything in any game I encountered. It is a good position for characters who want lots of pay AND lots of free time.

I look at them as mostly bridge watch to spell the pilot, especially for sensors work, course plotting, navigation hazard guy to inform the pilot, etc.

Have the navigator make the misjump roll with his skill as the DM, probably would need more negative DMs to compensate.

One thing I have considered is having the navigator take over ship control for the jump, in the same sense as the bombardier taking over flying planes on bombing runs. Decided it's a cultural difference thing from company to company and nation to nation, like whether you use LS or seconds or kilometers or miles for reporting distances.
 
A Navigator needs to have the Nav-1 skill, but never actually uses it for anything in any game I encountered.

imtu: by imperial law there must be a formally trained pilot (pilot 2*), who must also be a qualified navigator (navigation 1), and there must be a formally trained navigator (navigation 2*) who must also be a qualified pilot (pilot 1), and both must be on the bridge when the ship is piloted in the vicinity of any inhabited area.

navigation 1 is guaranteed to jump successfully to a particular star system (6d6 au).

navigation 2 is almost guaranteed to jump successfully to a particular star system (d6 au).

navigation 3 is almost guaranteed to jump successfully to a particular location in a star system (6d6 100d).

navigation 4 is very likely to jump successfully to a particular location in a star system (d6 100d).

navigation skill extends sensor ranges, and therefore weapons ranges, and therefore spinal mount ranges, 1/1.

for junior scouts, navigators are a dime a dozen. for merchants, good navigators are time and money. for the navy, great navigators are solid gold.

It is a good position for characters who want lots of pay AND lots of free time.

imtu navigators school in navigation, electronics, computer, and comms. how busy that makes them depends on your game.
 
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