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Hyperspace Routes
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Mamatried
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PostPosted: Wed Apr 18, 2018 11:26 pm    Post subject: Reply with quote

One possibility is this.

You do pop in and out of hyperspace during your travel, this is by astrogating one jump at the time.

These correspond with the "waypoints" along the various routes.
If we look at some limited NAV computers, they can be limited to three jumps.
This is 3 waypoints pre calculated and thus the nav computer is capable of enough astro coordinates to make a 3 waypoint jump, this is then done with a MAP to astrogation for actually astrogating 3 jumps.

One these NAV computers this is the maximum MAP possible etc etc.

Second is with higher grade NAV computers, here you have no MAP limit, and thus can jump longer, or a higher number of waypoints in one go.

Helmet astrogation inteface etc and other things that help on astrogation will naturally help with this
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garhkal
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PostPosted: Wed Apr 18, 2018 11:43 pm    Post subject: Reply with quote

Whill wrote:
garhkal wrote:
Not a specific example, no. BUT the only time we DID see them comming back and forth was when they were in real space...

Absence of evidence is not evidence of absence. Just because we don't see communications in hyperspace in some films doesn't mean that it was impossible. If it is not established one way or the other in some films, and then it appears in other films, there is no contradiction.


Trye, maybe its cause the earlier films didn't THINK they needed to have that stuff in, or lucas himself thought "gotta have some limitations to hyperspace. I know, they can't call to other ships while in it, can't hyper around in grav wells. yea that's the trick", then Disney comes along and says "screw that, we are altering it cause WE think its cool"..
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Whill
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PostPosted: Thu Apr 19, 2018 12:27 am    Post subject: Reply with quote

garhkal wrote:
Whill wrote:
garhkal wrote:
Not a specific example, no. BUT the only time we DID see them comming back and forth was when they were in real space...

Absence of evidence is not evidence of absence. Just because we don't see communications in hyperspace in some films doesn't mean that it was impossible. If it is not established one way or the other in some films, and then it appears in other films, there is no contradiction.

Trye, maybe its cause the earlier films didn't THINK they needed to have that stuff in, or lucas himself thought "gotta have some limitations to hyperspace. I know, they can't call to other ships while in it, can't hyper around in grav wells. yea that's the trick", then Disney comes along and says "screw that, we are altering it cause WE think its cool".

You have no specific example, and now you are actually "citing" Lucas' unspoken thoughts about hyperspace. Why don't you just come out and say your perceived hyperspace limitations are just your thoughts? You should have communications in hyperspace work anyway you want in your SWU. But your speculation about Lucas' unspoken thoughts do not amount to contradictions between films.
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CRMcNeill
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PostPosted: Fri Apr 20, 2018 10:04 pm    Post subject: Reply with quote

Whill wrote:
garhkal wrote:
Not a specific example, no. BUT the only time we DID see them comming back and forth was when they were in real space...

Absence of evidence is not evidence of absence. Just because we don't see communications in hyperspace in some films doesn't mean that it was impossible. If it is not established one way or the other in some films, and then it appears in other films, there is no contradiction.

My explanation was that the U-Wing they were using was an Intel Courier, equipped with enhanced comms and navigation systems that allow it to make much faster transits and stay in real-time contact with command. Also, the communication shown need not be real-time voice-to-voice like a phone call; based on what is seen in the films, it could just as easily be a burst transmitter sending a short, pre-recorded message.
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Amazing. Everything you just said was wrong.
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CRMcNeill
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PostPosted: Fri Apr 20, 2018 10:30 pm    Post subject: Reply with quote

As far as changing course at waypoints, I'm thinking this could be part of the explanation for extending the duration of a jump to lower Difficulty; you drop out of hyperspace to get an accurate position fix before jumping on the next leg, but once you do, you have to wait for systems to reset and program the next leg into the navcomputer.

It is also possible to run the entire course in a single jump, but this is much like the scene in The Hunt for Red October, where the sub ran through the underwater canyon using hyper-accurate maps and a stopwatch. You can do it, but if even one course change is off or mistimed, it can have a drastic effect on all subsequent course changes and send the ship wildly off course.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Amazing. Everything you just said was wrong.
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Wajeb Deb Kaadeb
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PostPosted: Sat Apr 21, 2018 12:10 am    Post subject: Reply with quote

CRMcNeill wrote:
My explanation was that the U-Wing they were using was an Intel Courier, equipped with enhanced comms and navigation systems that allow it to make much faster transits and stay in real-time contact with command. Also, the communication shown need not be real-time voice-to-voice like a phone call; based on what is seen in the films, it could just as easily be a burst transmitter sending a short, pre-recorded message.


Poe does it in the TFA novelization. He instructs his squadron when to exit hyperspace and what route to use in getting to the planet.
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CRMcNeill
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PostPosted: Sat Apr 21, 2018 12:15 am    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
CRMcNeill wrote:
My explanation was that the U-Wing they were using was an Intel Courier, equipped with enhanced comms and navigation systems that allow it to make much faster transits and stay in real-time contact with command. Also, the communication shown need not be real-time voice-to-voice like a phone call; based on what is seen in the films, it could just as easily be a burst transmitter sending a short, pre-recorded message.


Poe does it in the TFA novelization. He instructs his squadron when to exit hyperspace and what route to use in getting to the planet.

The range at which this occurs is measurable in meters, as opposed to light years, and occurs after 30-odd years of technological development. Apples and oranges.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
Amazing. Everything you just said was wrong.
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Dredwulf60
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PostPosted: Sat Apr 21, 2018 10:01 am    Post subject: Reply with quote

CRMcNeill wrote:
like the scene in The Hunt for Red October, where the sub ran through the underwater canyon using hyper-accurate maps and a stopwatch. You can do it, but if even one course change is off or mistimed, it can have a drastic effect on all subsequent course changes and send the ship wildly off course.


Nice example!

It's also similar to classic orienteering with map and compass.

Walk on a bearing for X distance (counted out in foot paces.) Then adjust to a new bearing for Y number of paces. Then adjust to a new bearing for Z number of paces...and if you are really good, you end up where you planned.

Off a bit on plotting your bearing...or the count of your paces...or the length of your stride, or shooting your bearing...you are going to be out a commensurate amount. And each error compounds later errors.

The only way to get back 'on course' is to stop and figure out where you are...triangulate your position perhaps from visible land features or get to a known point location.
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Argentsaber
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PostPosted: Thu Apr 26, 2018 10:39 pm    Post subject: Reply with quote

For what it's worth, I had a tramp freighter game where we used both. It was possible to calculate what we called an "autonav" jump where you maneuvered in hyperspace, though it was more difficult. dropping out and reorienting for multiple straight hops was generally easier (and made it much harder to track if deliberately done), but was significantly more fuel intensive.. burning up additional fuel cells on each leg. I'm pretty certain I will be using the ship's endurance die code from here on (a mild variation from the houserules forum), but the concept seems valid, no?
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Wajeb Deb Kaadeb
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PostPosted: Thu Apr 26, 2018 10:44 pm    Post subject: Reply with quote

How often does the Astrogation roll come into play in your games (universal you--anybody can answer)?

If time is not an element for some reason, pushing the characters along on a time schedule, then it makes sense for the players to always make the roll automatic and safe by adding time.

This is the main reason I'd like to have a fuel charge in the game--so that longer journeys cost the PCs more.
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