spinward marches mistake?

Jak Nazryth

Mongoose
Why are all the star system hexes on the large fold-out map different from all the system hexes in the Spinward Marches supplement? All the sub-sectors have different numbers from the fold out map. This is very confusing.
For instance, the Glisten system in the Glisten sub-sector is designated 0406 in the booklet, but on the Spinward Marches sector map, it's designated as 2036!
Is this a mistake or did mongoose mean to have different hex designations between map and booklet? Wouldn't it make sense to have all the sub-sector maps to match to sector map?
 
Glisten is System 0406 of the Glisten Subsector, but System 2036 of the
Spinward Marches Sector. I have no idea where this confusing system
came from, but it is also used in GURPS Traveller, and probably dates
back to the earliest mapping decisions.
 
Both numbers are correct.

0406 is the hex it is in on a subsector map. 2036 is the hex it is in on a sector map.

But yeah, it would make more sense to just use the sector map numbers for locations, instead of having multiple hex location numbers.
 
rust said:
Glisten is System 0406 of the Glisten Subsector, but System 2036 of the
Spinward Marches Sector. I have no idea where this confusing system
came from, but it is also used in GURPS Traveller, and probably dates
back to the earliest mapping decisions.

Yup, my original Spinward Marches foldout map dating back to Classic Traveller has the same numbering.
 
Before computers where ubiquitous in print, such things were all meticulously laid out by hand (and today still can be by the less skilled - but a lot quicker).

Subsector maps were laid out separate from the larger ones and only one subsector template was probably made, rather than 16 different ones.

This approach has probably been replicated ever since (intentionally, or from similar, but different, practical reasons). Such propagated 'mistakes' of historical economy happen all the time - from the selection of computer ports on a PC to multiple points of 'ground' in cars...
 
BP said:
Such propagated 'mistakes' of historical economy happen all the time - from the selection of computer ports on a PC to multiple points of 'ground' in cars...
Such as Drive A:/ on a Windows laptop ...
Well, such as Windows ...
 
Jak Nazryth said:
When you first power up an original Type S scout, the computer screen reads this...

C:\>
I can live with this, what really unnerves me is the need for that starter
truck to get the engines running ...

http://armorama.com/modules.php?op=modload&name=SquawkBox&file=index&req=viewtopic&topic_id=129955
 
rust said:
Jak Nazryth said:
When you first power up an original Type S scout, the computer screen reads this...

C:\>
I can live with this, what really unnerves me is the need for that starter
truck to get the engines running ...

http://armorama.com/modules.php?op=modload&name=SquawkBox&file=index&req=viewtopic&topic_id=129955

You get to use a starter truck. Heck, when I was in the scout service, we had to use a hand crank to wind the starting spring.

And if you cranked it too far, you broke the spring and had to crank it by hand and hoped you got it started before you got exhausted.

;)

Dave Chase
 
Jak Nazryth said:
You may be right.
When you first power up an original Type S scout, the computer screen reads this...

C:\>

8)

You see that AFTER the vacuum tubes warm up. :lol:
 
Getting back to the original post, this was common in the original supplements for the game. So, when CT: Supplement 3 (the Spinward Marches) was published, it used subsector hex numbers. The companion 11x17 four-color map used sector hex numbers.

As time went on, everything started to simply use sector hex numbers whether it was a full sector shown, or just a subsector. Eventually, the whole idea of subsector numbers went away.

So, just look at is as Mongoose going back to Traveller's roots and reviving subsector hex number notation! It isn't an error or an oversight: It is a nostalgic passage back to the past in Traveller's revival!
 
Getting away from the original post again ;) (but related to another new post)...

DFW said:
Jak Nazryth said:
You may be right.
When you first power up an original Type S scout, the computer screen reads this...

C:\>

8)

You see that AFTER the vacuum tubes warm up. :lol:


Don't laugh, my vacuum tube type S model/1bis will still operate after that EMP warhead leaves your fancy Yacht's micro-computer dead, and your ship with it. (Why are CT computers so big reason #7)

;)
 
far-trader said:
Getting away from the original post again ;) (but related to another new post)...

DFW said:
Jak Nazryth said:
You may be right.
When you first power up an original Type S scout, the computer screen reads this...

C:\>

8)

You see that AFTER the vacuum tubes warm up. :lol:


Don't laugh, my vacuum tube type S model/1bis will still operate after that EMP warhead leaves your fancy Yacht's micro-computer dead, and your ship with it. (Why are CT computers so big reason #7)

;)

Why are they so big?
Because the required tonnage of the old computers includes cages, feed, and water for the gerbils to rest after their shift is over! They are bread specifically to withstand EMP's! They make good foot warmers on cold nights too..
 
far-trader said:
Don't laugh, my vacuum tube type S model/1bis will still operate after that EMP warhead leaves your fancy Yacht's micro-computer dead, and your ship with it. (Why are CT computers so big reason #7)

;)

That's too cool. 8)
 
daryen said:
Getting back to the original post, this was common in the original supplements for the game. So, when CT: Supplement 3 (the Spinward Marches) was published, it used subsector hex numbers. The companion 11x17 four-color map used sector hex numbers.

As time went on, everything started to simply use sector hex numbers whether it was a full sector shown, or just a subsector. Eventually, the whole idea of subsector numbers went away.

So, just look at is as Mongoose going back to Traveller's roots and reviving subsector hex number notation! It isn't an error or an oversight: It is a nostalgic passage back to the past in Traveller's revival!

And Its not a bad thing, IMO...
 
When you think about it, its a cascade thing:

You enter a new Sector of space, your Navcomp maps should show and call up a Sector-sized map (and a corresponding 01-40 coreward/rimwards with a 01-32 spinwards/ trailing). switch to subsector mapping, and lets face it, there's a certain level of uniformity here of 8x 10 star hexes/ parsecs.

So you have to say that 0406-Glisten Subsector isn't the same as 0406-District 268 subsector. And on the face of it, it simplifies things for the subsector your vessel is operating in. Its not something to get tripped over, just how you adjust your thinking of dealing with it.


YMMV,
Traveller be safe & go armed.
 
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