Astrogation needs help

If jump direction is determined by the angle of the starship's nose, there aren't that many destinations to guess at.
You could guess the system, depending on the ship's J-Drive and local astrography, but it would be tough to predict where in the system the ship was targeting. If you could combine that with sensor readouts, maybe you could narrow it down further.

That also raises the question of whether the ship can reorient itself in jumpspace or if they are facing the same direction when they exit. If they are facing the same direction and have to point towards their destination on jump, it has implications for naval tactics, since you would probably want your spinal mounts pointed at the enemy as quickly as possible. I know: It doesn't take that long to bring even a dreadnought around, but if you anticipate going into a hot situation (I know, tough to predict), coming out with your guns pointing in the right direction could get you an extra salvo.
 
You could guess the system, depending on the ship's J-Drive and local astrography, but it would be tough to predict where in the system the ship was targeting. If you could combine that with sensor readouts, maybe you could narrow it down further.

That also raises the question of whether the ship can reorient itself in jumpspace or if they are facing the same direction when they exit. If they are facing the same direction and have to point towards their destination on jump, it has implications for naval tactics, since you would probably want your spinal mounts pointed at the enemy as quickly as possible. I know: It doesn't take that long to bring even a dreadnought around, but if you anticipate going into a hot situation (I know, tough to predict), coming out with your guns pointing in the right direction could get you an extra salvo.
Who says that orientation denotes the jump direction? I don’t think I have read that ever
 
1. Would explain why you need to be at a dead stop.

2. Transition during deceleration becomes tricky.

3. I'm pretty sure I was told that it's straight line, and you can't curve around a gravity well.
 
1. you can't be at dead stop, you are always moving relative to something
2. is there any evidence to back that up?
3. Edition specific.
 
1. Einsteinian dead stop.

2. If breaking the fifth wall is directionally fixed, moving away from it when it rips open the fabric of reality would seem counter productive.

3. I'm pretty sure it's Mongoose, and I'd guess around the time of the Second Coming.
 
1. Explain that please, what is an Einsteinian dead stop? It is Einstein that gives us the best description of relativity...
2. What fifth wall? So no evidence just your supposition.
3. I'm pretty sure it was GT that introduced it.
 
Any kind of dead stop would be an inherently unstable position relative to the nearest astronomical body, unless your location is at one of the planet's local Lagrange points.
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I can't see why a Jump transit would be viewed as a straight line in Jumpspace, but actually be a grand, sweeping parabolic arc in realspace.

By the way, you can use the lines above to plot your ships' orbital plots around the star system, particularly for jumps towards a system which lies on the opposite side of the star system of the point of origin.
 
1. Does the phrase “Einsteinian dead stop” could describe a scenario where, according to Einstein’s theories of relativity, an object’s motion gradually slows down and comes to a complete halt as it approaches the speed of light due to the increasing mass, time dilation, and the infinite energy requirement for further acceleration?

2. While I can see the extrapolation of a directional fix based on the inability to change direction on a jump is started, I never saw the jump drive as “pointing the way”, this is different from Star Wars Hyperdrive or Star Trek’s “accelerating to Warp” drive systems. I think this is closer to the Battlestar Galactica FTL or Babylon 5 jumps.

3. Edition specificity is a given.

I actually like the idea of adding vectors to the jump dynamic (track them before launch, and the ships arrive with specific vectors).

On a note about time: once ran an adventure with a j-drive that could only do micro-jumps, but the time was measured in d6 days. Misjumps were 2d6 days and 2d6*10% parsecs off course. My players ended up breaking the system basically running a series of microjumps to cross larger distances in a faster manner than a normal jump.
 
1. Does the phrase “Einsteinian dead stop” could describe a scenario where, according to Einstein’s theories of relativity, an object’s motion gradually slows down and comes to a complete halt as it approaches the speed of light due to the increasing mass, time dilation, and the infinite energy requirement for further acceleration?

2. While I can see the extrapolation of a directional fix based on the inability to change direction on a jump is started, I never saw the jump drive as “pointing the way”, this is different from Star Wars Hyperdrive or Star Trek’s “accelerating to Warp” drive systems. I think this is closer to the Battlestar Galactica FTL or Babylon 5 jumps.

3. Edition specificity is a given.

I actually like the idea of adding vectors to the jump dynamic (track them before launch, and the ships arrive with specific vectors).

On a note about time: once ran an adventure with a j-drive that could only do micro-jumps, but the time was measured in d6 days. Misjumps were 2d6 days and 2d6*10% parsecs off course. My players ended up breaking the system basically running a series of microjumps to cross larger distances in a faster manner than a normal jump.
If a system can be broken by the physics, rewrite the system.
 
If a system can be broken by the physics, rewrite the system.
I actually liked it.

By break the system, I meant they were able to have high speed delivery of high value, low volume cargo and make a significant profit. They averaged 21 days for Jump 6 (not worth it), but the short range were much shorter: 12-days for 3-parsecs, 7-days for 2-parsecs)
 
"These are the axioms for a generalized homology theory. For a cohomology theory, instead of requiring that H ( . ) be a functor, it is required to be a co-functor (meaning the induced map points in the opposite direction). With that modification, the axioms are essentially the same (except that all the induced maps point backwards)."
This was rivetingly funny at the last seminar I attended. I guess you just had to be there.
 
So technically, in the Traveller universe, the space that is not Jumpspace is a complex Euclidean plane and a smooth manifold in three dimensions. The space which is Jumpspace must be a hypercomplex domain, but if it too is a smooth manifold, then assuming the origin and destination points are the same, all paths taken between those two points must still be homotopic.
So even if they do look linear from the POV of a travelling vessel, no two Jumps between those worlds can ever be the same; all different kinds of curves.
I love this thread.
 
1. Einsteinian deadstop, would be by necessity, relative to the local gravity wells, since it would look like you're not moving.

2. I don't know about GURPS, but when I enquired about bending the jump line, I was told it's straight; so you can't bypass gravity wells en route.

3. I vaguely recall the timing being about the publication of Mongoose Second, since then I would be interested in that sort of thing.

4, Jumpspace would be five dimensions expressed in two dimensions, which would make the jump bubble a pimple being squeezed out of the epidermis of hyperspace.
 
Jumpspace would be five dimensions expressed in two dimensions
Jump trajectories have to be curved, to slip beneath the 5D curvatures of spacetime of the primary star and emerge at 100 diameters from the destination world. Especially if both the origin and destination worlds are on opposite sides of their primaries from each other, forcing your ship to travel under both stars, five dimensionally speaking.
 
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