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In the OTU In the Official Traveller Universe. Any milieux that's been published in any edition. Not for discussion of rules except in reference to how they reflect the OTU

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  #131  
Old July 29th, 2020, 09:20 AM
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Quote:
Originally Posted by BackworldTraveller View Post
The thing about engineering solutions is that you aren't finished until you can't take anything else away. Occam had the right idea. With the Jump process for Traveller, it seems that the originally simple process has had stuff added and added and is thus getting harder and harder to justify
Pretty much this, in the same way that Star Wars got ruined for me when they introduced the mitochlorians or whatever to "explain" the force (ignoring all the other "fixes" added after the fact). Some things are better just left vague and "it just works". Unless your specific game needs all those mechanics and checks. I just go with the astrogator makes a roll to see how close they end up to 100D, and the engineer makes a roll to make sure nothing bad happens to the jump drives, and the pilot makes the roll to coordinate it all. And that's if there are PCs in those positions: if not, unless the plot needs it for whatever reason, the jump just works and they spend their week in jump and come out about where they need to.

Unless they are using unrefined fuel and don't have fuel filters...then there is always a roll for misjump per RAW.

But: I am enjoying this thread and it brought up things that *may* get added to my game table. Where there is a game table to get back to! Thanks for all the constructive comments, and keep it coming!
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  #132  
Old July 29th, 2020, 09:31 AM
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Originally Posted by whartung View Post
That was my entire point. The planet blocks at the start of the Jump, so when you arrive, the planet will be "a week" of planet velocity away, vs being 100D from the planet where it currently resides.
That is only a problem if the planet moves directly away from the jump origin.

Solved by aiming a little to the side of the planet, about 100 D out from where the planet will be at the end of jump.


If the planet moves sideways, or at an angle from the course-line, the position of the planet at the start of the jump will not block the course-line to the position of the planet at the end of the jump.
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Old July 29th, 2020, 12:12 PM
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You have a database with the current position of every charted object within your jump range.

Current as in a god mode view of them.

What you see through your sensors is out of date since you are looking at information from the past.

You aim your jump line for where you want to arrive in 1 week's time - as close to the 100D limit of the target world's location in one week since you can predict exactly where it is going to be thanks to general relativity calculations.

At the instant you press the jump button your target planet is unlikely to be anywhere near blocking the jump line since it is still one week of planetary, stellar, and galactic movement away from the location you have aimed to arrived at.

Which brings up the real issue of making this stuff so complicated.

If the jump line is a god mode straight line then you have to consider the real movement of planets, stars and the galaxy relative to this straight line.

Here is a video if what the movement of a planet and system would look like to an outside observer:
https://www.youtube.com/watch?v=rQJDEhlE-DY
or -
https://www.youtube.com/watch?v=oHcaN586VbM
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