What we know about Jumpspace: a symposium

captainjack23

Cosmic Mongoose
This thread is intended to provide a basis for a jumpspace poster session thread where various theories of how jumpdrive works and the nature of jumpspace can be presented in an orderly manner (yet to be created).

The goal here is to state what we know about the play rules & effects describing jumpspace and it’s relation to travel and normal space within the gcontext of the game.

Hopefully this will allow the Jumpspace poster session theories to have a structure to explain/build upon and from.

“facts” presented here are essentially game rules about the topic and should be of three types :

1. widely accepted,
2. possibly accepted, or
3. not contradicted
Categorization is based (very roughly) on source (by ‘prestige’ ; MWM trumps me) likelihood (how many times it was said : edition count) and confidence (how ambiguously it was said MWM contradicting himself, for instance).

Specifically excluded is the category of rules in explicit contradiction of the loosely defined game rules.

An example of 1. is the existence of Jumpspace. “Jumpspace exists”
An example of 2 is the need for jump grids “ Jump grids may be required”
An example of 3 is….um… Jumpspace being made of pudding. It is not contradictory by existing descriptions of jumpspace that its primary component is superluminally conductive chocolate pudding”[/Box]

I welcome corrections, additions and contradictions within the above bounds.
Arguments about my personal epistemology expressed above, the need for more threads, what canon consists of, my spelling,
or where my head is actually stuck should be either made in a dafferent thread, or PMed to me, if at all possible.


Here then is my compilation of several (cough cough) years of observations on the topic, presented with some vague organization.

What do we know about Jumpspace ?
A symposium.


Travel

Jumpspace (Jspace) allows points in normalspace (Nspace) to be transited at superluminal rates relative to Nspace.

Jspace travel between two Nspace points may involve actual velocity.

J space maps to N space, although the mapping is unspecified

Jump drive number is the maximum linear distance ; misjumps can exceed this.

Entry differs from exit : entry within 100D is possible. Exit is not.

Time

Time operates differently in jumpspace: non-misjump transit time is invariable a very limited range of values, and independent of distance or potential interruption due to precipitation of either kind.

Interface operations are not instant; actual transition may be; unless transit variance occurs based on the quality of the transition calculations; in which case time spent in Jspace is constant.

Misjump effects may prolong the transit time.

Physical effects or expressions thereof


Nspace Volumes alter interface operations between N and J space; at entry, the effect is misjump, at exit, the consequence is endpoint precipitation. Similarly, Jspace transit is non-symmetric. Entry differs from exit : entry within 100D is possible. exit is not. Further, Nspace volume effects interface operations in a linear fashion in one direction( N->J); categorically in the other ( J ->N)
.
Mass is defined differently relative to Jspace: Mass may have no differential effect on Jspace operations:
The interface effects of a big light ice moon = The interface effects of a heavy stellar remnant if diameter is equal.

Volume has effects upon Jspace, but is divorced from mass ; further volume in Jspace may be categorical, rather than continuous . (implied by fuel use* and possible existence of H2 Bubbles.)


Nspace effects on J space are continuous with regards to interface effects and jump precipitation : shadow is 100xDiameter.

Nspace volumes may project into Jspace and end travel (midpoint precipitation )

Ships are functionally encapsulated other than the effects of Nspace volume upon Jspace

Jump drive operation

The required amount of H2 must be committed in some form before actual entry into Jspace if drop tanks are accepted.

It is not inconsistent that the storage of H2 in liquid fashion is related directly to its use in interface operations.

It is unclear if all the H2 Fuel is expended by the fusion drive to produce energy; it is not inconsistent that it has a dual use in transit.

There is a period of preparation before actual transit occurs. This may be as much as 30+ minutes. Prep operations are somewhat or very different from actual transit operations.

A jump grid may or may not be necessary. Lanthnium may be involved in said grid. Lots of power certainly is.


Ships may need a jump bubble, possibly of H2, when in Jspace. If so, H2 liquid or not may have important enabling properties in this process.

There may be a gap between the ship and Jspace-it may be as small as 1m.

There may be a detectable entry signature and/or a detectable exit signature for transits to and from Jumpspace
If it is detectable, the range at which this is possible is unclear.

It is not inconsistent that jump direction and/or jump length could be computed by an observer.

Biological issues

Exposure to jumpspace is bad for you.

Really, really really bad. Seriously, dude.

There exists the possibliity of cumulative effects upon humans from jumpspace exposure.


*Hydrogen consumption is in whole blocks: 800 dTon ship with jump 6 drive jumping .8 parsecs = 80 tons; 800 dTon ship with jump 1 drive jumping .8 parsecs = 80 tons;
800 dTon ship with jump 6 drive jumping 1 parsec = 80 tons; 800 dTon ship with jump 2-6 drive jumping 1.000001 parsec = 160 tons; 800.000001 dTon ship with jump 2-6 drive jumping 1.00000 parsec = 90 tons; 800.000001 dTon ship with jump 2-6 drive jumping1.000001 parsec = 180 tons.
Finally, the smallest bubble possible is 10dt. (100dton ship, jump 1)
Conclusion: volumes of normal matter can only exist at certain states (volumes): essentially they are the hull volumes/10, with values extending off the end at the 2000dt values.
 
Psychological & Psychiatric Effects of Exposure to Jump Space

Catatonia;
Severe paranoid psychosis, including delusions of persecution, thought insertion/withdrawal, thought blocking, ideas of reference, formal thought disorder (echolalia, neoligisms, tangential thinking);
Hysetrical Conversion Disorder (loss of use of limb(s) as a result of hysteria);
PTSD;
Depression;
Anxiety (esp. about starships, swirling images, bright lights);
Claustrophobia.

From: M. Freud, Psychological & Psychiatric Effects of Exposure to Jump Space on Humans, Hive Federation Medical Research Topical Club, Glea, 1106
 
The definitive article on jumpspace (i.e. true canon) is in this Jump Space article. That copy is behind the JTAS Online subscription, but this is a reprint of the article that appeared in the original JTAS 24, which is available in the JTAS reprints.

Some things that are missing or expressed not as clearly as I would.

Physics: The physics of the Jump space is different from that of Normal space. This has several effects which are discussed in detail above:

* Normal matter can not exist in Jump Space.
* The Jump bubble created (and maintained) by the jump drive prevents (or should prevent) the Jump space physics from impacting (i.e. destroying) the ship.
* In cases where the jump drive field partly fails, the portions of the ship affected have been destroyed, and crew killed.

* The Jump space travel modes (acceleration/velocity) are different from the Normal space travel mode (acceleration/velocity). A ship traveling through jump space has only their normal space position change, but not their acceleration and velocity relative to their starting position.

Some other things, which are not organized in any fashion:

* Jump grids are required. There are better and worse ways to construct a jump grid.

*Lanthanum is most frequently used for the jump grids as it works the best for the purposes. Other materials may be used, but they don't work as well.

* A large quantity of power is required all at once during the transition into jump space. This power is supplied by a fusion engine (though other sources are allowed), and stored in capacitor cells to be released very quickly.

* The power spike released to form the transition into jump space is done under computer control. This has a requirement of a high speed computer system to control the jump space transition. Damaged or missing computers can cause misjumps.

* The energy required for transition and travel through jump space is directly related to the distance traveled. Twice the distance requires twice the energy input.

* It is unclear how the gravity effects of objects other than planets or stars affects jump drives. This includes objects like proto-stellar gas clouds, black holes, neutron stars, small comets, other starships, and the like.

* It is theorized that jumpspace is a quantized, it exists in distinct levels, the longer distance jumps accessing deeper levels of jump space.

* It is rumored that things exist in jump space. This has never been proven. But the stories persist, particularly with the odd effects of a misjump.
 
Several version of Traveller have also hinted at a biological/Psionic need for entering Jump Space.

Prior to Virus, ships required a Pilot, a living person (Annic Nova being the exception). While never explained, Cannon didn't give totally automated Starships and several discussions with Marc and others indicated that living, intelligent beings were required for Jumpspace entry.
 
I always understood jump space to be a "subspace" dimension adjacent to ours, that had different quantum levels. "Tunnelling" into jump space required huge power and that the more advanced the drive the "deeper" it could penetrate jump space, with the current level being limited by technology to 6..misjumps happen when the ship "overtunnels" and cannot at this time be attempted intentionally. Essentially, its like that episode of Doctor Who with the "cars" on the highway; you get to the lower lanes, you go faster (but without the Macra at the bottom level..or at least we hope so :) )

Allen
 
Forgot a couple of interesting points.

* It is unclear how the gravity effects of objects other than planets or stars affects jump drives. For example, all of charted space is within the 100 diameter limit of the galactic core, depending upon how you define "diameter".

* While exiting Jump space always occurs at the 100D limit of an object, there is no requirement to have a 100D limit to exit jump space. These "Deep Space Jumps" can be an important strategic asset.
 
Without commenting much further, on this initial scan that I have done on v3.1, the jump drive made me think initially of the theories put forward for time-travel in Donnie Darko.....
 
TrippyHippy said:
Without commenting much further, on this initial scan that I have done on v3.1, the jump drive made me think initially of the theories put forward for time-travel in Donnie Darko.....

Oh, don't bring time travel into it... ;). Apparently all FTL hugely breaks causality unless the travel time in the real universe is the same as how long it'd take to get there at lightspeed. So a Jump of four lightyears can pass instantly for the ship inhabitants (or take a week for them, or whatever) but for it not to break relativity and causality from an outsiders' point of view it'll have to take four years. Otherwise you can get things like ships going back to their destination and arriving before they left, and then lordy knows what happens...
 
Excellent input and thanks to all. Looking forward to more, if possible;

Do any of the posters object to my including their contributions in a main document for the thread ?

BTW, what is the rationale for time travel in donnie darko ? I'm ashamed to admit, I haven't seen it....due to life,the universe and everything.....
 
EDG said:
TrippyHippy said:
Without commenting much further, on this initial scan that I have done on v3.1, the jump drive made me think initially of the theories put forward for time-travel in Donnie Darko.....

Oh, don't bring time travel into it... ;). Apparently all FTL hugely breaks causality unless the travel time in the real universe is the same as how long it'd take to get there at lightspeed. So a Jump of four lightyears can pass instantly for the ship inhabitants (or take a week for them, or whatever) but for it not to break relativity and causality from an outsiders' point of view it'll have to take four years. Otherwise you can get things like ships going back to their destination and arriving before they left, and then lordy knows what happens...

Okay, we can add one more axiom: "we hold this truth to be self-evident: that faster than light travel is possible"

-Cap

(otherwise, traveller will be MUCH slower...;) )
 
We know from TNE that errors can result in relativistic side effects. Nothing in any edition allows for moving backwards in time. Not to say it isn't possible, but it isn't provided for in any Traveller ruleset.
 
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