FallingPhoenix said:
I recently had my PCs escape from a hostile space station with a ship with almost no fuel by docking it with a ship with an overlarge jump drive that was full of fuel and using the one jump drive to jump both of them.
Not unreasonable...
The question this brought up however, was this:
What happens if you activate a jump drive while already in jump?
FP, either breaking the Jump 6 limit or disappearing into the vastness of interstellar space...
How would you be able to plot an astrogation course inside jumpspace without any external references? The computers controlling the jump drive require coordinates to know how to shape, or in my case point, the jump field to ensure you arrive at the desired destination.
The following is MY rationalization so use with caution:
I always looked at it using the trusty "right hand rule" used in so many engineering disciplines. I imagine the jump bubble as spinning on an axis, if you curl your four fingers around the axis in the spin direction of the jump bubble surface then point your thumb outwards it shows the direction of the destination. The velocity of the surface determines the distance to be jumped, with longer jumps requiring a significantly higher velocity to the ship at rest inside. This magnitude and direction gives the situation a vector which is fundamental to any engineering dynamics solution. Think of it like this graphic of
electric current where B is the spin of the bubble and I is the line of action (your thumb from above analogy).
I further use this spin of the jump bubble surface just prior to leaving "normal space" to be noticeable due to how it temporarily distorts space-time around itself causing lensing similar to distant stars which makes it detectable.
I describe the internal working of the jump drive navigation as being a gyroscope that when coupled to the actual jump powerplant has its spin magnitude multiplied in a fashion similar to the way torque is a force times a distance. This spin up provides a nice auditory sensation inside the ship and the inertia of the gyroscope makes maneuvering the ship while trying to jump near impossible since by their very nature gyroscopes self stabilize.
The description of the drive "spooling" up to speed satisfies my need for drama while being backed with a quantitative mechanic that you could, if desired actually put numbers to. Such as so many rpms divided by the displacement of the hull times the power of the jumpdrive equals the displacement in parsecs. What can I say, I like things having formulas.
So once in jumpspace you can spin the drive but the direction of the gyroscope axis no longer orients to a point in realspace and your ship no longer exists at an X,Y,Z point of origin in realspace. Hence, all show and no go.