ShadowScout said:
frobisher said:
Except Mars of course... No jumpgate there
Actually not so - the Sol system HAS a jumpgate with beacon to gauge your position from. You only need one per star system after all...
Though of course most well connected systems have two or three, but well spaced so that the beacons don't interfere with each other. One example is the Epsilon system
That Jumpgate is at Io which is a hell of a long way out from Mars, and would be an appreciable distance in hyperspace.
The other examples were within spitting distance of the jump gates, probably at worst case a few kilometres in hyperspace from the beacon point.
Now, what you're saying is that they can plot a relative course from there, I'd say no. That would require an understanding of the relationship between real space and hyperspace that would be of Ancients' level.
It's not a static mapping; The jumpgate orbits Io, which orbits Jupiter which orbits the Sun, as does Mars.
To arrive (in hyperspace) at Io, and say, "ah, because Mars has this relative position in real space at the moment, so there for to come out over Phobos I'd have to go X thousand kilometres this direction and then I'd be there" to my mind requires a detailed knowledge of the relationship between real space and hyperspace, which if you could do that, you wouldn't need to ride unidirectional beacons, just track relative to point sources the whole time.
However, since hyperspace and realspace must have an equivalent topology (and they must due to a whole bunch of reasons) you can assume an approximate course to follow by triangulation of the big masses in the solar system (which at this point you'd be close enough to perceive).
"That's Jupiter ('cos we're at Io), that'll be the Sun (it's really big), that then will be Saturn so Mars will be in this region of hyperspace over there, once I get there, it'll show up on my sensors and I can finesse at that point".
That's not to say that you can actually see the masses as such, just their local influence on hyperspace. The Streib can do that several orders of magnitude better, plus presumably they can get other information directly from real space.
ShadowScout said:
frobisher said:
If you're right over a planet (relatively speaking), yes, you shouldn't get lost. If said star system is two - three (real space) parsecs away then you'd almost certainly not see any appreciable influence of the mass of the star system. So unless you're really close (say the effective distance of the Earth to the Moon translated to local hyperspace) you'll not "see" an Earth sized planet.
Well, if it was That easy, there ought to be a lot more exploration results showing up in B5. But even after centuries, the expansionistic centauri have what, a handful of worlds? So where are all those planets in between?
But bear in mind the many dozen's of colonies the Centauri lost in the last two hundred years. The Centauri Republic did in fact do most of the exploration of our local area of space, and laid down the beacon routes around the EA, the Narn and League worlds.
Anyway, not every star system is worth exploring, and not every system that is explored is worth exploiting.
What you're looking for are worlds that are habitable, or that have a great wealth of resources available but preferably both and if neither is the case, you just record what you can and find a better candidate system.
The only reason then to leave a jumpgate there then would be if it would form a convenient waypoint in the beacon network.
Also, hyperspace exploration isn't easy if you think about it.
Place yourself in a big open space (grassy) with a 1 metre diameter disc.
Assume that's your detection radius. Now, get a friend to take a pea from you in the middle of this grassy area 100 metres (to within +/- 50cm of that at his whim) and on a particular bearing from you (again on +/- half a degree at his whim), but he does this whilst you're not looking.
Now find the pea in one jump...
Now what if the area is scattered with baked beans. When you move across the field towards your intended target and you come across a baked bean with 2 metres of you, you must move 5cm towards that baked bean at that point, but you still maintain the heading you started on, and don't count the baked bean displacements as part of your travel distance. This represents the hyperspace tides
Even your short corrective jumps once you're near the pea will have a baked bean influence on them...
Excpet that hyperspace is worse
Yes, you know what real space is like, but the effects of the intervening hyperspace are unknown to you until you come across them.
ShadowScout said:
frobisher said:
If they had operable jump drive, they'd have been fine - they weren't so they clearly didn't.
Oh, now you're trying circular logic!?! :wink:
That statement only works if one assumes you are right, and everyone else is wrong. If you aren't right, then the fact that they weren't fine says nothing about the state of their jump engine, because it could also have been caused by the way hyperspace navigation works in my theory.
Except if you had an operable jump drive, you could drop out into real space, make repairs in a safe location (ie not hyperspace) and get your bearings again.
Because sure as hell it makes no sense at all if going off beacon causes a great upset to an Explorer...
The only way the entire incident makes sense is if something in the accident caused the jump drive to become inoperable.
At that point, the Explorer, having fallen off beacon can't regain her bearing.
ShadowScout said:
And to add one more thing... whoever said that their jump engine was ever damaged in the first place?? We know their navigation system was damaged, throwing then off course. We know some panels on their bridge blew up. And we knew by the time the Starfuries found them, they had repaired that, could maneuver and communicate, but had drifted too far off the beacon to find it.
Which, as I said above, should mean
NOTHING AT ALL to an Explorer. These things plot in new beacon routes, which means there was no beacon there in the first place...
Unless it was unable to open a jump point to get its bearings again.
ShadowScout said:
But unless they had a massive "damage all systems" failure, why should their jump engine be damaged only because they have an explosion on board?
Perhaps the explosion was in the jump drive, due to feedback from the jump gate (. Only a couple of boxes on the SCS, but would you want to open a jump point with damage to your jump engine..?
ShadowScout said:
On a ship that size, it would seem very illogical to have any accident that would disable several systems beyond repair - the only way several systems could be affected easily would be by a bridge explosion that leaves the systems intact, but damages the controls, and That should be easy to repais in comparison, because you don't need to take your ship apart to replace a blasted console or two...
At the time jms passed comment on the "accident" that the one thing he didn't want them to do they did - they blew up some consoles on the bridge to indicate the damage in the stereotypical Star Trek way.
And accidents are rarely logical