Vacuum rated cargo haulage

I always knew that vector was maintained, but what about facing? You could be going in one direction, but have spun the ship as @phavoc pointed out above. If you enter jumpspace traveling in reverse, do you exit jumpspace still traveling backwards, or do you come out of jumpspace always facing the direction of travel?
I would say... yes. Your course and velocity remain the same. Your ship facing going in is, somewhat, relative, as the two systems will have different frames of reference, different angular momentums, even different angles on the elliptical planes. And it's space, so it's really all relative.
 
I would say... yes. Your course and velocity remain the same. Your ship facing going in is, somewhat, relative,
No. I am not talking about relative to the new system. I am talking about relative to the ship's vector.
as the two systems will have different frames of reference, different angular momentums, even different angles on the elliptical planes. And it's space, so it's really all relative.
Maybe I am explaining it badly. If so, I apologize. Let Me try again.

If I am flying my ship to the jump point, do not change course or velocity, flip my ship 180 degrees so that the ship is traveling stern-first, will I come out of jump still traveling stern-first or not?

Edit - If I tape a Lego man on top of an arrow, facing backwards and fire the arrow, he will still be facing the same direction in relation to the path of the arrow at the start and at the end of its flight. I am asking if this is the same for a ship, its vector, and traveling through jumpspace.
 
Sort of depends as to where the spacetime rift is ripped.

The normal assumption is that it appears in front of the nose.
The only place I have seen it described in the MT Ship Operators Manual pg. 12. It isn't nose first. It talks about the Lanthium grid visually energizing and the area around the hull starts glowing blue and a couple of seconds the ship is gone. The the blue patch then shrinks to nothing. Also the direction of the ship doesn't matter. The way the grid is energized determines the "tumble" into jump space and the travel therein. According to this source. But with Traveller there are probably lots of RAW sources that contradict each other. So that's why experienced and long time Refs just house rule lots
 
No. I am not talking about relative to the new system. I am talking about relative to the ship's vector.

Maybe I am explaining it badly. If so, I apologize. Let Me try again.

If I am flying my ship to the jump point, do not change course or velocity, flip my ship 180 degrees so that the ship is traveling stern-first, will I come out of jump still traveling stern-first or not?

Edit - If I tape a Lego man on top of an arrow, facing backwards and fire the arrow, he will still be facing the same direction in relation to the path of the arrow at the start and at the end of its flight. I am asking if this is the same for a ship, its vector, and traveling through jumpspace.
Yes. I would not consider the orientation of the ship to be a factor. You could be rotating on your axis (i.e. end over end) or spinning/rotating and it would make do difference for jump calculations.

Assuming your stern is pointed at the planet for 10hrs of acceleration and right before you jump you flip end over end so that the bow is pointing at the planet and THEN jump, you will arrive at your destination system along the same heading travelling stern-first.

What is unknown, or at least I'm unaware, is if a ship can/does make any sort of maneuvers while in jump space. It's been written elsewhere that no one goes EVA during a jump for risk of falling out and appearing somewhere else. The MGT jump-bubble is different than previous devices where you had lanthanum grids, so just how much maneuvering a ship can do before a jump bubble collapses is not defined. I would assume that ships do NOT do anything while in jump space other than wait for the bubble to collapse simply due to risk. Being stranded a parsec away from any system is basically a death sentence for that ship and its crew.

A JTAS article detailing all this is a great idea though. Soooo many questions about all this that's just not covered in the books.
 
If you have rockets, it's faster.

If it's the manoeuvre drive, it's slower, divide by a thousand.

Unless the jump path does a drive by within a thousand diameters of a gravity well.
 
If you have rockets, it's faster.

If it's the manoeuvre drive, it's slower, divide by a thousand.

Unless the jump path does a drive by within a thousand diameters of a gravity well.
Never been a fan of the rocket afterburner idea that somehow makes ships have massive increases in G-acceleration. the amount of specific energy required in the fuel is crazy high. Some of these ships will have a great deal of mass due to the fact that they have collapsed armor - and that's just going to mass a whole lot. Yet they are still able to float like a butterfly. Traveller rules imply that mass is still there, even though all the jump and maneuver number ratings are volume based. To make that happen you have to have a magical field that negates mass. And physics tells us mass is part of the equation to determine how much energy is required to move the aforementioned mass.

It's a game and that's fine, but such things should be acknowledged and built into the overall rules base.
 
Nah, not a fan of that either.

I suspect it was altered for simplification, without actually working out the implications.

You don't need to spend much fuel in altering the facing.
 
Never been a fan of the rocket afterburner idea that somehow makes ships have massive increases in G-acceleration. the amount of specific energy required in the fuel is crazy high. Some of these ships will have a great deal of mass due to the fact that they have collapsed armor - and that's just going to mass a whole lot. Yet they are still able to float like a butterfly. Traveller rules imply that mass is still there, even though all the jump and maneuver number ratings are volume based. To make that happen you have to have a magical field that negates mass. And physics tells us mass is part of the equation to determine how much energy is required to move the aforementioned mass.

It's a game and that's fine, but such things should be acknowledged and built into the overall rules base.
Yeah. What is the actual mass of 14.4 dtons of Bonded Superdense on the Gazelle? (are they armored drop tanks as well?) Probably more than the whole rest of the ship combined.
 
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