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Hyperspace jump ???
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lurker
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PostPosted: Tue Dec 18, 2012 11:26 am    Post subject: Reply with quote

vanir wrote:


I'd say there's two directions you could go with this, meaning you could logically rule one of two ways whilst still keeping the aforementioned atmosphere of the complexities of hyperspace navigation and concise technologies to do it with.

Preliminary point would be the galaxy is a complex, open system in astrophysics terms. So,

1) you could preprogram a complex navigational path a-la registering a civilian flight path with ground stations in the real world, ... . You would have to jump at the exact time and from the precise location that you ran the simulation for when you plotted the course on a computer, and the difficulties would be dependant upon the simulation rolls as well as a nominal astrogation roll to enter the data.

2) you could assert any predictive means to plot an astrogation course is prohibited by complex evolutionary diversity, which is actually the case in the real galaxy involving cosmology as opposed to earth based navigation. ...




I can easily see #2 as the reason for not allowing effective course plotting prior to flight. With that I'd say the pilot could (and should) preplan the waypoints for the route, but you can't actually plot the flight until you are in flight and getting specific real time inputs.


vanir wrote:


That's about where I'd come down off the top of my head anyways.
I could look at it more in terms of analoguous to conventional technologies and I've been finding Russian tech seems to transfer really well to Star Wars tech workings. ....

And the problem with the TACAN/TACOM/NATO system is complex evolutionary diversity, if precise conditions change dramatically then as shown in Red Flag exercises, the entire force gets thrown into disarray and most likely occurance is blue on blue collisions and friendly fire. NATO tries to rely on AWACS and active flight control more than a preset courses plot. Either the computer flies the plane and a lot can go wrong, or the pilot does and a lot of different things can go wrong.

Neither are perfect but both can have serious problems with a predictive flight navigation under complex and varied battlefield conditions.



Thanks for pointing that out. As a military meteorologist, I've had experience with pilots using both systems. And seen the headaches with both.

The Russian system because as you said, it is done more on the fly and hinders a lot of pre planning, so when asked how long it will be between points and what ground markers we will be going over, you get a lot of ‘ish’ answers.

On the other hand the NATO/US one has a need to pre plan, but soooo much can change the plan that you are scrambling at the last minute to make sure the route is up to date. It reminds me of my early days back in SAC ... BUFF pilots plotting a course literally around the world, then I give them wx reports over the N Atlantic, and they modify, give them more reports over Germany and more to modify, etc etc etc. And this was literally 30 min before takeoff (the rest of the crew doing all the other pre flight duties). Now the fly in the ointment is when I worked the plan with my BUFF guys, but the wx guy working with the tankers missed the wx (or vise versa) in an area and their route didn't match the one the bombers were flying ...

I can see that expanded from simply flying around the N hemisphere to tripping across the galaxy. You are at location A trying to go to L, you pre plan the route, but the fine details cannot be planned into the route until you are close to entering the route (the pulsar star close to C is aligned just right so you need to shift 2 parsecs, the nebula by H has expanded so now shift 1 parsec, you want to be as far away as possible from the space station at location I - to help avoid being pulled out of hyper space and inspected, but at its current orbit it is closes to the direct route between H & J so you have to box around it, etc etc)
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vanir
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PostPosted: Tue Dec 18, 2012 10:37 pm    Post subject: Reply with quote

Indeed and where a waypoint system comes into play in our gaming is mostly with starfighters with limited navcomputers or preprogrammed astromechs.
With a full navcomputer in a space transport, scoutship or bigger you can break up the total hyperspace journey into a series of low difficulty and fairly direct legs or waypoints and calculate each separately as you embark each new section of the total journey.

But with a limited navcomputer all this business we've been discussing becomes all the more important, because they can only hold a limited number of coordinate locations to use as waypoints and you have to enter these either at a starport (standard class or better), or using a more powerful ship computer and datalink to upload the new stored locations (say a corvette or light cruiser you dock with or datalink with).

A lot of starfighters have a maximum of 2 sets of jump coordinates, which doesn't leave much room for any waypoints entered into a course. Just one for a mission destination, and one for a rendezvous or staging point.
Obviously even equipped with hyperdrives these starfighter types are meant for short range attacks within a sector and for long journeys would be carried within a cruiser's bays.

Then with astromechs you can preprogram 10 jump coordinates, so you could have a safeworld retreat entered, the mission destination plus a few waypoints, a staging area and home base, plus an alternate route with its own waypoints, you could venture starfighter assaults from several sectors away or even another galactic region fairly securely using X-Wing and Y-Wing fighters so this gives them fantastic reach.

But full navcomputers like in scoutships and transports, let's example a scout explorer plotting new hyperspace paths in the unknown regions or deep core, he makes short jumps at slow speed (adding several hours to jump distances to reduce high difficulties for unexplored areas), whilst trailblazing new hyperspace routes he'll sell later. He does repeated jumps, calculations, readings, more calculations, more short jumps, more readings, etc., all without visiting a starport or docking with another ship.


So it also depends on the sort of craft your party are flying. Starfighters or older transports with limited navcomputers, or using astromechs, then they're bound to at least sketch out complex courses at starport docks so they can enter preset waypoints into the astromech or limited nav system from the starport computer chart library or similar (access typically included in docking fees at standard class and better starports).

If in new transports or well equipped scouts they just spend most of their effort at starports accumulating local charts and lesser known routes using streetwise and adventuring skills. Once in space they can program as many waypoints into a course plan as they care to when they actually need to astrogate the jump. The chart library is on their own shipcomputer (represented by the "full navcomputer" designation), although it is up to PCs to increase the chart databanks as they adventure. If a flight plan is too complicated they can just break up the journey with more waypoints on the fly, no prob.
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Volar the Healer
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PostPosted: Thu Mar 07, 2013 11:47 pm    Post subject: Reply with quote

It's believed spacetime is curved. I always figured hyperspace jumps are always perfecly straight lines below the curve of spacetime. This explains why blind jumps can lead anywhere - including into a star.

This means in order to open a new hyperspace jump route it would first have to be mapped by a scout ship moving sublight or making a series of very small jumps.

Even in the movies, folks can't go wherever they want, whenever they want. They must follow "routes" (which have been previously mapped). The "calculations" Han Solo referred to might be to account for things like asteroids and stars (which DO move) possibly blocking a known route.

These ideas seem to fit with what we saw in the movies.
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