Re: [TML] Jump mechanics question
Hubert Figuière 27 Apr 2023 23:09 UTC
On 2023-04-27 18:56, Hubert Figui?re - hub at figuiere.net (via tml
list) wrote:
> On 2023-04-27 17:17, Christopher Sean Hilton - chris at vindaloo.com
> (via tml list) wrote:
>> Hi,
>>
>> I have a question about the mechanics of jump drive. Did I read
>> somewhere that in a nominal
>> jump trip, you precipitate out of Jumpspace at the 100D limit of a
>> target object in normal
>> space? If this is the case, how do you handle jump into empty hexes?
>>
>
> The way I always interpreted it is that the 100D was the *minimum* safe
> distance you could reemerge from jump space.
>
> If you reemerge in an empty hex, the bigger problem will be whether you
> have enough fuel. This is also part of the problem when you have a jump
> mishap and arrive in a place where there is no giant gas available.
>
> In GURPS Traveller Interstellar War, they describe how Terra reached
> neighbouring system with Jump-1: the established refueling stations,
> which just support this interpretation.
An now re-reading it,
page 22:
(in 2092 AD)
> No other star systems were within a parsec of Sol, and the mathematics
> of jump navigation seemed to imply that a jump into empty space was
> not possible.
Which contradict what I just said :-/ Albeit its wording remain speculative.
Going on, page 23
> The target was Barnard’s Star, about two parsecs away to coreward.
and
> The first step was to locate a “jump point,” a wandering planet or
> brown-dwarf star located at a convenient point in interstellar space
Cheer,
Hub