Jump Shadowing/Masking

mancerbear

Mongoose
Was just wondering who else likes the concept of jump shadows and masking? Does anybody use it in their games? I like the system used in GURPS Traveller and thinking of adapting it for MgT2.

Does anyone know if it's been addressed in High Guard 2e?
 
mancerbear said:
Was just wondering who else likes the concept of jump shadows and masking? Does anybody use it in their games?
I did use it in a previous setting, but my current one uses a type of hyperdrive - no jump, no shadow... 8)
 
mancerbear said:
Was just wondering who else likes the concept of jump shadows and masking? Does anybody use it in their games? I like the system used in GURPS Traveller and thinking of adapting it for MgT2.

Does anyone know if it's been addressed in High Guard 2e?

Aren't they both a natural consequence of how Jump is supposed to work, so they can't really be ignored unless jump in your games works differently?
(Jump Masking = an object's 100D limit is in the way of a ship's destination, Jump Shadowing = a destination lies within an object's 100D limit, right?)

I think the usual controversy about this is whether a ship intersecting an object's 100D limit is automatically pulled out of jumpspace at that intersection point. I think T5 says that this is what happens, but I'm not sure.

It makes things interesting for planets around giant stars, since the latter have enormous 100D limits.
 
It's a pretty central game mechanic.

Maybe a drive that just ping pongs off them as in a pinball machine, instead of an immediate hyper dump.
 
I know it's intrinsic to the game, I mean calculating it. I haven't seen a method of calculating if a planet is in the jump shadow/mask of it's primary in MgT. The only one I've seen is in the GURPS system (Far Trader and Starships), which is why I was thinking of adapting it.

Does MgT have a system for Jump shadowing a masking? If it does I wouldn't mind if it was pointed out to me.

Also, what issue of JTAS is the jump shadowing article in please?
 
I always thought astrogating gravity fields between two point was intrinsic to the astrogation roll and why you have those honking powerful computers on board. Figure a bad calculation through a field was part of misjumps. Don't hire the lowest bidder.
 
Since we don't have complete, or even any astrogation charts, the designers would have to come up with random eventuality reentry tables depending on the likely heavenly bodies circulating the destination point and parts inbetwixt.
 
Oh yeah, like THAT's going to happen!

This is why the scout services explore and survey new systems starting far from possible gravity sources working their way in recording every G-source properties to the Nth variable just so everyone else has it super easy to enter or pass through. Give them a hand for doing all the hard work.
 
Reynard said:
I always thought astrogating gravity fields between two point was intrinsic to the astrogation roll and why you have those honking powerful computers on board. Figure a bad calculation through a field was part of misjumps. Don't hire the lowest bidder.

The problem isn't with objects between one system and another - the chance of a ship's path intersecting anything in what would be considered "empty interstellar space" is astronomically low.

The problem is when a ship enters a system. Again, the probability that another of the system's planets is in the ship's path is again extremely low (and don't even bother calculating for asteroids and comets, it ain't gonna happen). But the star itself (or a companion star) is most likely to be the problem, or if the destination is a moon of a gas giant then the gas giant could be an obstruction.

If the planet is on the other side of the star relative to the departure system then the ship's path is quite likely (moreso if the star is large) going to intersect the star's 100D limit, which would dump the ship on the other side of the star - maybe an AU from the planet, maybe more. If the star is a giant or supergiant, that could be more like 10 to 100 AU, or more. No amount of "astrogation rolls" is going to change that because a jump line is a straight line, you can't just avoid or go around a star's 100D limit in jumpspace. There could even be 'accessible seasons' where a planet is on the side of the star that isn't obstructed by the 100D limit and so can be reached easily from other systems in that direction, and then a few years/decades/centuries later the planet is on the other side of the star on its orbit and is more isolated.
 
Actually that's exactly what I was referring to. Look at any Traveller star chart and there can be systems between you and your destination. The astrogator isn't just pointing the ship as the crow flies unless that is the shortest path, they are setting a series of twists and jinks all about any number of gravity bodies in their way. You're not always lucky enough to be above or below the ecliptic. So are the stars and planets at destination and you have tried to plot accordingly. A ship in jump space isn't just hanging in there, it is moving relative to our real space (which is why real space gravity still affect it) with the speed of the universe they are in. Yes, you are charting to go around the star.

Known star charts in your ship's computer are huge and complex. Once a system has been thoroughly surveyed, all significant objects movements plus the system's overall path are charted in real time and constantly updated in memory. The astrogation roll represents pinpointing the location of exit as precisely as possible even knowing every obstacle waiting for you. Yes, the computer knows what side of the star it's on.

Everyone picks on the 'retro computers' but don't seem to fathom just how much work these things are tasked with for jump as well as every other function it's performing simultaneously.
 
Reynard said:
Actually that's exactly what I was referring to. Look at any Traveller star chart and there can be systems between you and your destination. The astrogator isn't just pointing the ship as the crow flies unless that is the shortest path, they are setting a series of twists and jinks all about any number of gravity bodies in their way. You're not always lucky enough to be above or below the ecliptic. So are the stars and planets at destination and you have tried to plot accordingly. A ship in jump space isn't just hanging in there, it is moving relative to our real space (which is why real space gravity still affect it) with the speed of the universe they are in. Yes, you are charting to go around the star.

Known star charts in your ship's computer are huge and complex. Once a system has been thoroughly surveyed, all significant objects movements plus the system's overall path are charted in real time and constantly updated in memory. The astrogation roll represents pinpointing the location of exit as precisely as possible even knowing every obstacle waiting for you. Yes, the computer knows what side of the star it's on.

If that's how it works in your scifi setting then great. But that's not how it works in the OTU, and that's not how jump drive works - in that case, I'm sorry but you're wrong on all counts.

First, you don't understand how jump travel in the OTU works - the astrogator IS pointing the ship as the crow flies. They aren't "jinking around" anything. The ship jumps out, travels in a direct straight line to the destination, and exits jumpspace at or beyond the 100D limit. The ship by definition cannot maneuver in any way while in jumpspace. All of this has been described and argued about many times in Traveller's history.

And arguably gravity isn't even what's affecting it, since the 100D limit is defined by the radius of an object only - so only the size of objects along that straight-line trajectory is what matters. A neutron star may have the mass of 5 suns, but it's only about 20 km across so its 100D limit is only 2000 km despite its enormous gravity.

Also, a star in a system between the departure and destination system is still very unlikely to get in the way of the straight-line path of the ship. A star's 100D limits is of the order of a few AU radius, a parsec-wide hex is about 3 million million cubic AU in volume. Your piddly spaceship - with a cross-section of a few hundred metres at most - is astronomically unlikely to intersect that 100D limit (or anything else for that matter, which would be much smaller than that) in that volume. The obstructing star would have to be so EXACTLY aligned with the path (even the tiniest of fractions of a degree off and the path would miss the obstruction entirely) that it's essentially impossible.

I think the reason that people keep trotting out arguments like this on Traveller boards is largely because they have no idea how huge space is and how tiny stars, planets, and spaceships are. It's a myth that needs to go away. If you want an example that closer to home, take a look at that printed Traveller star map. The systems aren't really the size of those honking big black circles in the middle of 1-cm wide hexes. There are about 205,000 AU in a hex, so even just assuming it's flat, 1 AU is 5e-8 m on that scale. Most stars are about a hundred times smaller than that, so conveniently we can say that 1 AU is about the size of their 100D limit - so on this scale a star's 100D limit is about the same size as a small virus. So, on your printed star map, you're drawing an infinitesimally thin line (smaller than the cross-sectional area of a quark on this scale, if you must know) between something the size of a virus that could be located anywhere in one hex and another thing the size of a virus that could be located anywhere in another hex (up to 6 hexes away, at that). And you're saying that there's a significant chance that there's another virus-sized thing in the printed hexes between them that intersects that exact infinitesimally thin line? Really?

As for the ecliptic, you usually would be extremely lucky to arrive even close to the destination system's ecliptic plane. Think about it - it's a plane where the planets orbit in a system, one plane out of an infinite number that can potentially be oriented in any angle around the star relative to the incoming ship. Systems are above, below and alongside eachother in space and oriented randomly relative to eachother too. If you want to go to Polaris from Earth, you would be travelling at a high angle to our Solar System's ecliptic plane. When you arrive at Polaris, its ecliptic plane could be oriented at any given angle. Maybe the star's equator and system would be oriented edge-on to us, maybe it's face-on, most likely it's some other angle in between. Either way, your ship's path is still astronomically unlikely to hit anything on the way in.

Again, for all intents and purposes there are no obstacles within a system that are smaller than stars. Companion stars within the system (say 1-20 AU from the primary) could get in the way, yes - because they'd be big relative to the system. But generally the stars' 100D limit is the only thing that matters.

And I know it's tempting to start writing and arguing the point, but don't. Just think about it - draw it out if necessary - and you'll come to understand why I'm saying that you're wrong.
 
I'll give you an example.

Our intrepid Travellers are leaving the orbit of Walston in their scout/courier at 2g, designing to jump to Bowman 2 parsecs away. Walston orbits a M2 V red dwarf, meaning that the planet actually orbits within the primary's 100d limit. So first, instead of travelling out to 100d of Walston, our Travellers need to travel out beyond the Primary's effect. In this case the sun is actually in their direct jump path, so they need to travel for 29.6 hours to a jump point that will be clear of the 100d limit.

Now Bowman (actually an asteroid belt) orbits a M0 V red dwarf, and it too is pretty much caught within the 100d limit of it's primary. Fortunately, the sun isn't in the direct line of the jump path, so the astrogator is able to plot to a break out point only 14 hours out from the asteroid they wish to target.

Now without jump shadowing, you only worry about the planetary 100d limit. So, in that case, the travellers would only need to travel 3.5 hours to be at Walston's 100d jump point, and and arrive 1.2 hours away from Bowman.

Jump masking adds another element to the strategic placement of system boats as well. Logically, there will only be a small number of breakout points that ships can appear in depending on where they are coming from. This allows planetary navies to focus their system boats on those points and not have them wandering around the entire area of the 100d limit and reducing their chance of stopping any shenanigans. It also gives an area for pirates to lurk in less well patrolled systems.

The data I used above was adapted from GURPS Starships and GURPS Far Trader.
 
Pretty much. Now calculate that for a mainworld orbiting a giant star, or for the most extreme situation orbiting the supergiant star Antares. :P
 
mancerbear said:
Was just wondering who else likes the concept of jump shadows and masking?
I use the 100D rule. Seems simple/universal enough to work on its own. Agent of the Imperium uses it, too. And it's super easy to explain to new players one time.
 
"And arguably gravity isn't even what's affecting it, since the 100D limit is defined by the radius of an object only - so only the size of objects "

Oh really? "Gravity can cause the bubble to collapse prematurely bringing the ship back into normal space early" Don't know what you're using for sources but that's Corebook page 141. The example that followed would say space travel is highly restrictive if there's no way to get around those pesky 100D gravitational barriers while in jump space. Space may be huge at the parsec level but it gets real small at the system level and every stellar body becomes a jump 'wall'. I used the interstellar example to show there could still be, if highly improbable, interference with system gravity wells along a straight line path. Since, as you say, there's no way to alter vectors while in jumpspace then straight lining towards a destination will mean, within the system, plowing into several possible gravity wells most assuredly the star's yet we only hear about getting too close to the destination's grav well. Why is that? How did that ship get around all those others if there's no maneuvering?

It seems we have a conundrum. Does Traveller, at least Mongoose Traveller, assume, for the sake of game simplicity, the interstellar flight path is never blocked by gravity wells within the entry and exit systems and you always arrive unimpeded at the destination point as long as your ship hasn't suffered a minor misjump? Essentially the stars and planets are always aligned in the Travellers' favor. You can't go above or below the ecliptic then drop to the destination as that's movement in jumpspace. The Scout book mentions Jump Shadow and assumes Travellers will exit at the star shadow then travel in real space to their ultimate destination but who ever uses that? No one. That says jump shadow is regularly ignored in Mongoose (MegaTraveller and T5 are different). The only time jump shadowing and masking should ever show up is for microjumps and, at that distance scale, EVERYTHING is in the way and it becomes a referee tool to hinder or herd players. ("Sorry, the star blocks that path. You are forced to take the very slow way around to reach the gas giant. Guess you have to spend credits for fuel at the station.") We can have it both ways.
 
Reynard said:
"And arguably gravity isn't even what's affecting it, since the 100D limit is defined by the radius of an object only - so only the size of objects "

Oh really? "Gravity can cause the bubble to collapse prematurely bringing the ship back into normal space early" Don't know what you're using for sources but that's Corebook page 141.


The corebook is wrong about that, and some editor really dropped the ball to let that one through. It's pretty easy to demonstrate why - the gravity of Sol at its 100D (139 million km) is 0.0068 m/s². The gravity of Earth at its 100D (1275600 km) is 0.0002 m/s². If it was gravity pulling the ship out of jump, then gravity values at those limits would have to be the same - and they're not. What pulls the ship out of jump is entirely down to the size (the diameter, which is why it's the 100 Diameter limiti) of the object. It's been like that for every version of Traveller, and it's like that for MGT as well (they also say that the ship is pulled out of jump at 100D) even though they have the wrong explanation.

People have proposed non-canon methods to use gravity as the limiter instead of size (because it would make more physical sense at least), so that ships come out of jump when gravity is a specific value (e.g. 0.01 m/s², 0.001m/s², etc), but that would be harder to calculate since you'd need to know the mass of every object rather than just the size - but that could be solved using standardised tables though. In those cases, the jump limit distance would not be 100D, but it'd be the distance at which gravity reached that critical value. But again, these methods are not canon and have never been used in the Traveller rules.

And they even say right there on p141: "Gravity can cause a Jump bubble to collapse prematurely, bringing a ship back into normal space early (so if a ship tried to Jump from Earth to Mars when the Sun was between the two, the vessel would fall out of Jump space as soon as it came within one hundred diameters of the Sun". Jump masking is explicitly right there in the MGT rules.

The example that followed would say space travel is highly restrictive if there's no way to get around those pesky 100D gravitational barriers while in jump space. Space may be huge at the parsec level but it gets real small at the system level and every stellar body becomes a jump 'wall'.

Nope. Again, you are fundamentally not grasping how huge space is relative to the objects it contains. Compared to a planetary system, a planet's 100D limit is still tiny. There are tens or hundreds of millions of km between worlds. Most terrestrial worlds would have 100D limits of about 1-2 million km at most. The biggest gas giant possible would have a 100D limit of about 0.1 AU. And then you have to worry about alignments and ecliptic planes (most planets don't orbit exactly in the ecliptic either - some are off by a few degrees.

Like I said, the 100D of stars is the only thing remotely likely to get in the way in a system. Even for microjumps, Planetary 100Ds are so small that they'll only get in the way rarely (heck, planetary occultations are rare enough in our own solar system! Between 1700 and 2200 there were/will be a total of 18 of them ( https://en.wikipedia.org/wiki/Occultation#Mutual_planetary_occultations_and_transits ). Granted that's for actual transits, and for 100D you're looking at something 100 times that size, but the planets still have to be lined up in the sky as seen from the departure world, and that doesn't really happen often. And not only that but they have to be in line with the destination system as well, which is even less likely.

Either way, the idea that a system is so full of stuff that there's a high chance of it getting in the way of a jump line is a myth. It's just plain wrong.
 
The Corebook is wrong....

Considering other past editions also reference gravity as the limiter then all editions are wrong. Wow. Could you point out official sources that say somehow 'size' of a planetary body is the basis for fields of 100D around it that causes jumps to fail. I am very much in awe that 'size' has become as tangible as other universal forces, that physical dimension radiates a force. No, it's always been about gravity because, most simplistically, size of a stellar body means increased mass which means stronger gravitational attraction surrounding such bodies.

"as it came within one hundred diameters of the Sun". Jump masking is explicitly right there in the MGT rules."

Which I referred to and you somehow passed over then I expanded saying it doesn't really get used in the game. Read EVERYTHING I wrote.
 
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