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Shipboard Chronometers & Jump Space

So why is it that I can picture Will in a Darth Vader outfit saying this in a deep voice while Force choking Hans? :rofl:

i-find-your-lack-of-traveller-knowledge-disturbing.jpg
 
Your lack of MT & TNE knowledge is showing.
Quite possible.

Both have minor mishaps that result in the time flow aboard not being tied to time at either end.

As in, it's possible to Jump from Regina to Wypoc, experience 5 days in jump, jump back, experience 4 days in jump, and back to wypoc, taking 6 days in jump... but in both return cases, it's been 7 standard days per leg for the locals.

Or the opposite: another ship jumps both routes, and experiences 7 days each, but due to a (worse) mishap, the jumps took 11, 9 and 8 days.

Only when it's all working right is time in jump synched with time in N-space.
Could you provide references or quotes?


Hans
 
Quite possible.


Could you provide references or quotes?


Hans

That relativity errors occur - MT IE page 93.
Superficial 1d4+5 days in jump.
Minor mishap as superficial, plus off course by 1d6x8 hours (presumed to be G-hours). Explicated further in DGP's SSOM. MT RM pages 58-59 says a jump always takes 6-8 days.

TNE 227 Failure is 1d6+4 days and at 100 diameters, Catastrophic failure is 2d6 x100 diameters breakout and 1d6+4 days, Aggravated Catastrophic is classic misjump.

T20 p 353
d100 Misjump Effect
Minor Misjump
01-20 Crew and passengers suffer Jump Sickness (-2 to all checks) for 1d6 hours after emergence from Jump space.
21-40 Ship arrives 1d6+1 x 100 diameters from the destination.
41-55 Ship arrives late or early (1d6: 1-3 late; 4-6 early) by 1d4 days.
61-70 Jump drive is damaged (reduce rating by 1).
Serious Misjump
71-75 Crew and passengers suffer Jump sickness (-4 to all checks) for 4d6 hours after emergence from Jump space.
76-80 Ship arrives late or early (1d6: 1-3 late; 4-6 early) by 1d6 days.
81-85 Jump drive suffers major damage (reduce rating to 0).
86-90 Ship Misjumps 4d6 parsecs in a random (1d6) direction.
Catastrophic Misjump
91-92 Ship is destroyed on entry into Jump space.
93-94 Ship is destroyed on emergence from Jump space.
95-96 Ship never emerges from Jump space.
97-00 Other catastrophic effect (Referee’s discretion)​

T4 p 116:
Misjump: Each time the ship engages in a jump, roll 2- for
a misjump. Apply the following DMs: +1 if using unrefined fuel
when not equipped to do so, +5 if within 100 planetary diameters
of a world or star. The ship is destroyed if jumped within 10
planetary diameters of a world or star. A misjump is an unpredictable
random jump. Roll one die, then roll that number of dice
to determine the distance of the misjump in hexes, followed by
another one-die roll to determine the direction of the misjump
(one of the six directions possible on the hex grid). Finally, roll
one die to determine the number of weeks spent in jump space
before the ship reemerges at its new location. Upon emerging
from misjump, the challenge of reorientation and travelling to an
inhabited world becomes top priority.​

Only SSOM and a DGP Q&A make it clear that relativity errors disconnect perceived time and universe reference time, but the term relativity error implies such anyway. It is, however, in the anecdotal form in SSOM.

T4 is particularly unclear... but note that T5 has an explicit example of a disconnect on p 340 (v5.09):
Jump Drive Failure. If the Jump Drive fails at any time after Jump has begun, time in Jump is altered and the Jump Drive receives Mishap damage (in addition to, and separate from, any damage that caused the failure).
Jump Drive failure can occur at any time during the Jump. Despite any time already spent in Jump, calculate the new total time in Jump. If it is greater than the time already elapsed, Jump ends immediately; otherwise, Jump continues until the total dictated time has elapsed.
For example, the Jump Drive is destroyed by a luddite bomb after one day in Jump. The time roll is 7+ Flux = 5. The ship emerges into RealSpace after 5 total days in Jump. Or, the Jump Drive fails 6 days into the jump. The time roll is 7 +Flux= 2 days. Although 6 days have passed aboard ship, it emerges into Real Space where only 2 days have
elapsed.
(color added for emphasis)
 
Jump Drive Failure. If the Jump Drive fails at any time after Jump has begun, time in Jump is altered and the Jump Drive receives Mishap damage (in addition to, and separate from, any damage that caused the failure).
Jump Drive failure can occur at any time during the Jump. Despite any time already spent in Jump, calculate the new total time in Jump. If it is greater than the time already elapsed, Jump ends immediately; otherwise, Jump continues until the total dictated time has elapsed.
For example, the Jump Drive is destroyed by a luddite bomb after one day in Jump. The time roll is 7+ Flux = 5. The ship emerges into RealSpace after 5 total days in Jump. Or, the Jump Drive fails 6 days into the jump. The time roll is 7 +Flux= 2 days. Although 6 days have passed aboard ship, it emerges into Real Space where only 2 days have
elapsed.
(color added for emphasis)

Oh for Pete's sake, ARE YOU KIDDING ME?

On the one hand this makes perfect "handwavium sense" to me, on the other I can't believe people have not been screaming about this from a "make sense of it in a game sense" let alone "how does the Imperium cope with the inevitable, and arguably somewhat regularly occurring, 'continuity errors' that come from jump..."

D.
 
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Oh for Pete's sake, ARE YOU KIDDING ME?

On the one hand this makes perfect "handwavium sense" to me, on the other I can't believe people have not been screaming about this from a "make sense of it in a game sense" let alone "how does the Imperium cope with the inevitable, and arguably somewhat regularly occurring, 'continuity errors' that come from jump..."

D.
I don't see continuity errors cropping up, and perhaps this is a difference of understanding in how the color is interpreted.

Although 6 days have passed aboard ship, it emerges into Real Space where only 2 days have elapsed.

I see this as 6 days for the crew, while in Real Space. only 2 days have elapsed for everyone else. Since the 4 missing days in jump space take place in jump space, you shouldn't get any continuity issues in real space. As they are different spaces, they shouldn't disturb each other's continuity. I don't see how you would go back in time.

But then I have always felt that backward time travel was physically impossible anyway. Travelling through time at different rates does not qualify.
 
Oh for Pete's sake, ARE YOU KIDDING ME?

On the one hand this makes perfect "handwavium sense" to me, on the other I can't believe people have not been screaming about this from a "make sense of it in a game sense" let alone "how does the Imperium cope with the inevitable, and arguably somewhat regularly occurring, 'continuity errors' that come from jump..."

D.

That the two time flows are not in lockstep has been canon since about 1989.

That time is not a universal constant has been firmly established science fact since 1967...

That people are surprised by this now never ceases to astound me, and not in good way.
 
My theory is, you get sick because you're transitioning through two universes that are out of sync with each other. Or dimensions.

And if they are out of sync, considering that you just shifted in space, you can easily have shifted in time.
 
Thanks for the quotes.

So what part of the text makes a non-misjump jump involve time disconnects? I can't spot it.


Hans
 
I colored it.
Looks to me like it's talking about a misjump. Though I admit that the ability to generate a misjump by interfering with the jump drive after the jump has been initiated is new. I thought it said somewhere that the details of a jump, mis- or not, was established the moment the jump was initiated. But perhaps my memory is playing me false on that.

But make a jump taking X seconds, spend Y seconds in another system, make a return jump taking Z seconds, with no misjumps and no interference with the jump drive. Where does it say that the ship won't return to the original system after X+Y+Z seconds have elapsed there?

Note that I'm not claiming that it says anywhere that this is what happens. As far as I know (including my disturbingly limited knowledge of MT and TNE) it doesn't say anything at all, either way, anywhere. Time distortions are mentioned only in connection with misjumps, not with regular jumps.


Hans
 
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