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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 11760 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jun 05, 2017 1:17 pm Post subject: |
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As part of our general discussion of hyperspace and Astrogation, I thought I'd give this topic a bump.
Whill wrote: | In the real world, dark matter is concentrated near about everywhere normal matter is in the observable universe, and there is a lot more dark matter than normal matter (about 85% of all matter is dark matter). In SW, normal realspace matter having a gravity shadow in hyperspace is already a danger to FTL hyperspace travel, so you would think that hypermatter's own gravity would be a much more significant factor than normal realspace matter. |
If hypermatter exists in varying concentrations, it's possible that it acts more as an impediment to hyperspace travel than an obstacle. I'm picturing hypermatter creating a drag effect on ships traveling through hyperspace; the greater the density, the greater the drag. Add in the "clumping" effect, with hypermatter density increasing near planets and stars, and it becomes a usable technobabble explanation as to the hazards of jumping too far inside a gravity well, as "patches" of hypermatter create drag or otherwise take ships even slightly off-course, thus messing up Astrogation routes. _________________ "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.
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 11760 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon May 28, 2018 12:36 pm Post subject: |
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Giving this a bump again, since we are discussing ways in which hyperspace jumps can go off course. As I stated above, one possibility is hypermatter particle density in hyperspace, not enough to cause damage, but enough to produce drag, which then makes a ship go slower than its inertial guidance (or the deep space / hyperspace equivalent) thinks it is. As a result, any change of course in hyperspace would be made too soon, thus throwing the ship off course. _________________ "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.
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