rinku said:
<various responses>
Maybe I'm not making my thoughts clear; the lee of a planet and/or its magnetosphere is a very large thing, not a small target.
@DFW: You didn't answer my question about why 100D is too far away for the planet to provide any protection.
@Captain Jonah: Re time in jumpspace vs distance travelled... the time taken is a variable but similar amount regardless of 1 parsec, 3 parsecs, 6 parsecs or 100 AU. The time taken is NOT related to how well the jump task was performed under MGT (148+6d6 hours), or MegaTraveller/TNE (6-8 days). (OT didn't have rules for variable jump time; it was always 7 days). Only in the case of a failure on the jump roll does the ship arrive anywhere other than at the 100D limit.
@rust: Yup. Both the flare and the planet are moving objects, as are the origin and destination systems and the ship itself, and in fact *every* object, photon or particle. Traveller fudges this issue; to be fully realistic you'd need to know the relative motion of every system and planet at all times. When this has been mentioned in the past, the explanation is usually that one of the functions of the Jump drive is to match vectors with the destination planet. You could also rule that during that week in J-space, the ship uses maneuver to line this up.
Earths Magnetosphere is commonly considered to be bullet shaped with the point being just past the earth on the sunward side. It extends 70,000 km give or take depending on solar winds and other conditions towards the sun from the earth (5 diameters)
It extends either side of the earth in a cylinder some 95,000 km each side (7-8 diameters.
It tails away from the sun in the same rough cylinder to past the 1,200,000 point which is the jump limit (100 diameters).
The tail provides plenty of protection at the 100D jump limit but as it is effectively earths shadow it doesn't make that much more of a protected area.
The tail points directly away from the sun/solar wind and so will always be the shadow behind the planet. A cylinder 15 diameters across is not a large area on interstellar distances and it is entirely possible to miss it on jumping in.
Re jump error. MonT Main Rule Book page 141.
Jump!: Roll 2d6 and add the following DMs. If the result is 0 or less, the ship misjumps (see below). If the result is 8+ the Jump is accurate. Any other result is an inaccurate Jump (which is only a minor setback):
+ the Effect of the divert power Engineer check
–2 per Jump drive hit
–2 for using Unrefi ned fuel
–8 if still within the hundred-diameter limit
A Jump carries the vessel a number of parsecs equal to the Jump number. Jumps of less than one parsec (less than three light years, or one hex) are possible, and count as Jump–1 for the purposes of astrogation and fuel expenditure. Regardless of how far the ship Jumps, it always stays in Jump Space for roughly one week (148+6d6 hours).
When the ship exits Jump space after an accurate Jump, it tends to arrive close to the target world, but outside or on the verge of the hundred-diameter limit.
Inaccurate Jumps just dump the ship somewhere in the inner system, requiring a long space flight.
Its the astrogators job to plot a jump, its the engineer (jump)s job to activate the jump drive and get you to riughly where the astrogator plots you. After that however even with a skilled jump engineer 30% +/- of all jumps will be inacurate and as such will drop you somewhere in the system, thats a bit hit and miss if your life depends on hitting a very small safe zone in the shadow of a worlds magnetosphere durring a flare period.
Personaly I'd want flare proof ships, one in three jumps landing outside the safe zone, thats not odds i'd bet my ship, cargo or life on.
As a side note the astrogation effect should add to the jump number in terms of acurate jumps, makes no sense that the master navigator's jump plot has no effect on where they arrive other than somewhere in the system.