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Just got the Core Rulebook for MGT...

So, no, by canon you will arrive closer to what you're aiming for than anywhere else, unless that anywhere else is within 1000km per parsec travelled which isn't possible for most 100d ranges. It IS a given you will arrive closer to the Outport at 100d than to the world, always, and by a significant margin. At least for any world greater than an asteroid belt body.

Correct. In MGT there are 3 possible results of a jump. 1) Accurate (as you describe) 2) Inaccurate (anywhere in the inner system) 3) Misjumps.
 
Correct. In MGT there are 3 possible results of a jump. 1) Accurate (as you describe) 2) Inaccurate (anywhere in the inner system) 3) Misjumps.
Accurate jumps just place you at or near the jump limit. It doesn't specifiy that it places you at a specific point of the jump limit relative to the world.

(If anything, the phrase "outside or on the verge of the jump limit" is support for my interpretation, unless you feel that the difference between 'at the jump limit' and '6000 miles outside the jump limit' is worth distinguishing between at the level of detail the game uses.)


Hans
 
Accurate jumps just place you at or near the jump limit. It doesn't specifiy that it places you at a specific point of the jump limit relative to the world.

(If anything, the phrase "outside or on the verge of the jump limit" is support for my interpretation, unless you feel that the difference between 'at the jump limit' and '6000 miles outside the jump limit' is worth distinguishing between at the level of detail the game uses.)


Hans

Your rule: "Essentially you may arrive at any point along a halfcircle with a radius of the jump limit."

Has no actual rule to back it up. Why a half circle? Why or, why not a hemisphere? Or, a sphere for that matter?
 
Your rule: "Essentially you may arrive at any point along a halfcircle with a radius of the jump limit."

Has no actual rule to back it up. Why a half circle? Why or, why not a hemisphere? Or, a sphere for that matter?
Say the destination world moves 200 planetary diameters in 30 hours.

You aim for the spot where it will be in 168 hours and jump.

a) If you arrive more than 15 hours early, you will arrive at the exact spot you were aiming for (within the accuracy mentioned in the jumpspace article) before the world got there. Assuming that time variation is distributed along a bell curve, this happens very rarely and may be ignored for gaming purposes.

b) If you arrive exactly 15 hours early, you arrive at the spot you aimed for just as the jump limit reaches that space, i.e. at the jump limit.

c) If you arrive at any time between 15 hours early and 15 hours late, you will be precipitated out at the jump limit instead of at the point you were aiming for, i.e. somewhere along a half circle at the jump limit.

d) If you arrive exactly 15 hours late, you arrive at the spot you aimed for just as the jump limit clears it, i.e. still at the jump limit.

e) If you arrive more than 15 hours late, you arrive at the spot you aimed for after the world has passed it. See possibility a).

Worlds in orbits that make them move a lot faster has a smaller window, of course, but even if your chance to "hit" the jump limit is only if you arrive at, say, +/- 10 hours, a bell curve distribution will make the chance of that low enough to be ignored. It's not as if the rules don't ignore plenty of other complications.


Hans
 
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Earth's orbital speed: 108000 km/h
Earth's diameter: 12756km

About 8.5 diameters per hour.

±16.8 hours about ±142 diameters

Assume a roughly bell-shaped distribution, aim for the center of mass at the center point, and usually, you'll pop at the 100 diameter limit.

6000km (J6 error) is under 1 diameter... insignificant.


The Sol System is moving around 72,000kmh... so you are not missing the solar limit.

And much further out, the orbital speeds drop, so you're less likely to miss...
 
Earth's orbital speed: 108000 km/h
Earth's diameter: 12756km

About 8.5 diameters per hour.

±16.8 hours about ±142 diameters

Assume a roughly bell-shaped distribution, aim for the center of mass at the center point, and usually, you'll pop at the 100 diameter limit.

6000km (J6 error) is under 1 diameter... insignificant.
All the better.

And much further out, the orbital speeds drop, so you're less likely to miss...
I didn't know that. Still, even better.


Hans
 
Doh! Thank you Jame and Hans for pointing out the error of my too-quick response. :eek:

The Highport would keep itself aligned naturally and may (if you subscribe to that handwave) be serviced by an elevator, but to keep an outport 'vertically' above the others would, as Hans states, require it to be powered - very powered!

An outport would have to be in a natural (slow) orbit around the planet, and hence would not have any defined 'position'. It would be aimed for and reached in exactly the same way as a Main World that orbits a Gas Giant.
 
Doh! Thank you Jame and Hans for pointing out the error of my too-quick response. :eek:

The Highport would keep itself aligned naturally and may (if you subscribe to that handwave) be serviced by an elevator, but to keep an outport 'vertically' above the others would, as Hans states, require it to be powered - very powered!

An outport would have to be in a natural (slow) orbit around the planet, and hence would not have any defined 'position'. It would be aimed for and reached in exactly the same way as a Main World that orbits a Gas Giant.

Well, I didn't necessarily come prepared with that; I just looked at the post I quoted, read "line intersecting downport and highport" and thought to myself, "hey, that sounds like a space elevator." Of course, I've recently been reading Eclipse Phase, which has a short story with a beanstalk.
 
I don't recall a CT... actually any edition except GT, that specified where one would find high or down ports. Could be I'm just drawing a blank on it.
Maybe not in GDW's products but I'm sure Grand Survey must have had it (World Builder's Handbook for MT, but usable with CT, certainly does). Maybe not "canon" but an excellent resource for further developing a world; of course one need not abide by die rolls?
 
Your outport is going to have to move awfully fast to stay stationary above a point on the surface. Talk about powered orbits!


Hans
Unless it is in geostationary orbit along the planet's equator and the downport may or may not be on the equator, it's not very far extra to travel even if it is at a pole.

Mind you, docking with a fast-orbiting object could be interesting - matching vectors and all that.
 
Unless it is in geostationary orbit along the planet's equator and the downport may or may not be on the equator, it's not very far extra to travel even if it is at a pole.
The port in question was an outport. A geostationary orbit with a radius of 100 planetary diameters!


Hans
 
For a standard Trav starship it would be done with barely a thought.
Yes, easily done - when undamaged or with full crew. With battle damage including hull (streamlining ruined) or avionics, could need some die rolls. Though if not being pursued, probably best to stand off and call out a repair tender.
 
Yes, easily done - when undamaged or with full crew. With battle damage including hull (streamlining ruined)

You don't orbit within an atmosphere so not sure how that matters... Also, the only crew involved is the pilot to make the course.
 
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