Sector map with Sol System/Earth On it?

BP said:
EDG said:
So here's a question: how would you represent high Declination stars like Polaris on a 2D map?

Use a separate map for each star... since direction doesn't really matter, only distance... :wink:

It would a bit in the real world, but we can ignore that.

LBH
 
lastbesthope said:
For ULTRA realism, you'd need a 4-D map.

LBH

Actually thought of that - then figured that I could assume TU was 'traveling together' and that if relative motion of Sol to average motion of nearby stars is used as a SWAG guideline it would require some 30 million years (give or take millions) to travel one parsec...

So in typical campaign times, it would be relatively safe to ignore relative motion for jumps :wink:
 
EDG said:
StephenT said:
EDG said:
So here's a question: how would you represent high Declination stars like Polaris on a 2D map?
You'd ignore them, because while real space might be 3D, Jump Space is 2D... and there's no way to reach Polaris from Sol using Jump Drive.
8)

If that were the case, the Traveller star map around Sol should be like my "+0 pc" map from my Realistic Mapping page, and no other stars should be accessible. A lot of major stars aren't on that +0 pc plane relative to Sol so they shouldn't be accessible by jump with that logic.

So...

If the jump drive only allows access to some pseudoplanar section of space, if you want to get somewhere else that isn't on your jump drive's map of space you'd have to jump somewhere that your present jump space intersects with the one you want to get to. Once there, the engineer rejiggers the drive to "align" it with the new pseudoplane, then you start jumping to your destination.

Could be interesting...
 
Back
Top