Implies but does not ensure. A strong enough magnetic field can retain some. Various processes can result in new atmosphere. And the more eccentric orbits are more likely to be affected by the blast – those on an inbound leg when the supernova happens will get slowed or reversed, making it possible to get a fresh run of comets, and hence also volatiles.The existence of a White Dwarf implies that any planets have had their atmospheres and oceans stripped off.
That's the problem with the 100D "fudge" for jump shadows.Watching the vid I wondered if the habitable zone of a white dwarf would fall inside the star's jump shadow. Taking the 100 diameter limit very literally it seems not (white dwarfs are dense but small), but if you extrapolated to mass a habitable planet might be shadowed.
When you are Grandfather, you can darn well make jumpspace do what you want.That's the problem with the 100D "fudge" for jump shadows.
It works for planets (kinda sorta) because they fall into a relatively narrow density range (0.6 - 12 g/cm3).
Stars, however ... have a slightly wider range of possible matter densities.
For the more mathematically minded, the better solution to the question would be to determine an "acceleration threshold" limit (in m/s2) that is the limit of a jump shadow. Above that acceleration limit, you're inside a jump shadow ... below that acceleration limit you're outside a jump shadow. That way it becomes less a matter of "proximity" to other masses (100 diameters) and more a measure of "gravitational force" being applied that is actually a curvature of spacetime.
- Main Sequence Stars:
- Sun-like stars (G2v): Have a mean density of about 1.4 g/cm3.
- O5v stars (massive, hot): Have a mean density of about 0.005 g/cm3.
- M0v stars (small, cool): Have a mean density of about 5 g/cm3.
- Giant and Supergiant Stars:
- Giants: Low-density stars, with mean densities around 10-7 g/cm3 (e.g., K5III).
- Supergiants: Very low-density stars, with mean densities around 10-9 g/cm3 (e.g., M2I).
- Compact Stellar Remnants:
- White Dwarfs: High-density stars, with mean densities around 105 g/cm3.
- Neutron Stars: Extremely dense objects, with densities ranging from 3.7×1017 to 5.9×1017 kg/m3 (2.6×1014 to 4.1×1014 times the density of the Sun).
- A teaspoon of neutron star material would weigh over 5.5×1012 kg (about 900 times the mass of the Great Pyramid of Giza).
- The entire mass of the Earth at neutron star density would fit into a sphere 305m in diameter.
- The gravitational field at a neutron star's surface is about 2×1011 times stronger than on Earth.
The problem with that more mathematically "correct" (and accurate) way of handling things is that ... it's a LOT of math ... and you need details that aren't easily encoded into simplified UWP codes.
So for "quick 'n' dirty" purposes, the 100 diameter limit is "easier to use" in the vicinity of most planets (to speed up gameplay).
This, this, this ... this!That's the problem with the 100D "fudge" for jump shadows.
It works for planets (kinda sorta) because they fall into a relatively narrow density range (0.6 - 12 g/cm3).
Stars, however ... have a slightly wider range of possible matter densities.![]()
This is one of the quirks of physics that I learned in class.Seriously, there is no reason one could not jump in or out from right on the 'surface' of Antares -- or even millions and millions of kilometers inside of it -- and suffer no ill consequences at all for that.
Grandfather was a Freemason, and it's all about "Sacred Geometry".How about grandfather built jumpspace to be affected by diameters, mass and gravity is trivial cause higher dimensional engineering, and it just is.
I found if you have it based on tidal forces, then it essentially is diameter * density…. ie 100 D from same mass of “standard” densityThat's the problem with the 100D "fudge" for jump shadows.
It works for planets (kinda sorta) because they fall into a relatively narrow density range (0.6 - 12 g/cm3).
Stars, however ... have a slightly wider range of possible matter densities.
For the more mathematically minded, the better solution to the question would be to determine an "acceleration threshold" limit (in m/s2) that is the limit of a jump shadow. Above that acceleration limit, you're inside a jump shadow ... below that acceleration limit you're outside a jump shadow. That way it becomes less a matter of "proximity" to other masses (100 diameters) and more a measure of "gravitational force" being applied that is actually a curvature of spacetime.
- Main Sequence Stars:
- Sun-like stars (G2v): Have a mean density of about 1.4 g/cm3.
- O5v stars (massive, hot): Have a mean density of about 0.005 g/cm3.
- M0v stars (small, cool): Have a mean density of about 5 g/cm3.
- Giant and Supergiant Stars:
- Giants: Low-density stars, with mean densities around 10-7 g/cm3 (e.g., K5III).
- Supergiants: Very low-density stars, with mean densities around 10-9 g/cm3 (e.g., M2I).
- Compact Stellar Remnants:
- White Dwarfs: High-density stars, with mean densities around 105 g/cm3.
- Neutron Stars: Extremely dense objects, with densities ranging from 3.7×1017 to 5.9×1017 kg/m3 (2.6×1014 to 4.1×1014 times the density of the Sun).
- A teaspoon of neutron star material would weigh over 5.5×1012 kg (about 900 times the mass of the Great Pyramid of Giza).
- The entire mass of the Earth at neutron star density would fit into a sphere 305m in diameter.
- The gravitational field at a neutron star's surface is about 2×1011 times stronger than on Earth.
The problem with that more mathematically "correct" (and accurate) way of handling things is that ... it's a LOT of math ... and you need details that aren't easily encoded into simplified UWP codes.
So for "quick 'n' dirty" purposes, the 100 diameter limit is "easier to use" in the vicinity of most planets (to speed up gameplay).