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Baseline OTU

robject

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Hans said:
[The goal is] a fun, useful, and self-consistent baseline universe...

Let's focus on this for a bit, because I'm in the mood to draw up a list of baseline features of the OTU, and COTI is the right place to draw from the wisdom of the grognards.

I want to:
  • quote sources as much as possible.
  • avoid things that don't matter so much. For example, whether the ton is 13.5 or 14 cubic meters.
  • leverage the combined knowledge and experience of Traveller grognards.

Robject's Fledgling OTU Reference: [HTML].

POSSIBLE reference lists

Each of these are separate webpages for the "Links" section.

  • UWP sources.
  • Places sources.
  • Alien Races sources.
  • Characters sources.
  • Corporations sources.
  • Polities sources.
  • Technology sources.

Each would comprise a list of data such as:

[Person name (no ranks or titles), Race, Keyword (used similar to Chronology), Location/Milieu, Source, Pages, Details, Canonicity]
or
[Race name, Category (minor, major, minor Human, etc), Location/Milieu, Source, Pages, Details, Canonicity]
or
[Place name, Race, Keyword, Location/Milieu, Source, Pages, Details, Canonicity]
or
[Item name, Race, Keyword (skill, science, or category?), Location/Milieu, Source, Pages, Details, Canonicity]
 
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Some more elements:


Jumps will be forced to terminate at the 100D limit of the biggest mass in the target system

Jumps can end further out than 100D from the biggest mass in the target system

Jumps can't be performed closer than 10D from a significant mass

Jumps between 10D and 99D from a significant mass have a high chance of failure

No FTL radio or sensors
 
I started on a T-bible once. Here's how far I got:

The Traveller Bible

Note: References to canon material is in the form [XX:YY] where XX is the code for the book/magazine and YY is the page number.

Key: AM1* = Aslans; AM2 = Kkree. AM3 = Vargr; AM4 = Droyne; AM5 = Hivers; AM6 = Solomani; AM7 = Darrians; AM8 = Alien Realms; AR1* = Zhodani & Vargr; AR2 = BtC = Behind the Claw; De = Denuli; AGD = Astrogators' Guide to the Diaspora Sector; EA = The Early Adventures; GD = Gateway to Destiny[1]; MTJ# = Megatraveller Journal no. #; LDNZ = Library Data (N-Z); RD = Reavers' Deep Sector Sourcebook[2]; RF = Rim of Fire; S&A = Solomani & Aslan; Sh = Shadows; SR1 = The Legend of the Sky Raiders; SR2 = The trail of the Sky Raiders; SS = Safari Ship; TA = The Traveller Adventure.

*AM stands for 'Alien Module'; AR stands for 'Alien Races'.

[1] All information in GD is per the late 10th Century.

[2] I consider the Gamelords material sufficiently well known to warrant inclusion in the 'extended canon'. Unfortunately, my collection doesn't contain very much of it. However, much of the material is collated in RD, so I'm using that as my reference, even though it is a very rare book. If anyone can provide me with original references to these facts, please do.


World History

1) Indigenous population

The first question that must be answered is, does the world have an indigenous population? If the world is incapable of sustaining life, the question is easy. Otherwise, it's a judgement call. According to [reference], there are roughly 100 minor non-human races inside the 3rd Imperium and a total of roughly 400 in all of Charted Space around 1100. This works out at an average of about one per three subsectors.

The best way to handle it is probably to refrain from introducing new non-human races unless you have a specific use for them in mind, but not to be afraid to do it if you do have a reason. (It should be noted that there are ways to get non-human populations that didn't evolve on the world. Section 2, Ancient Times, will have more to say about that.)

The following worlds are known to have indigenous populations:

(Note: Many of the references are just a name and a world (sometimes not even a name). The references marked by an asterisk contains no more information than that.)

Code:
Hex  World Name  Species              References

AHRIMAN

???? Matrix       Inyx                [AR2:135-142]


ANTARES

2405 Githiaski    Githiaskio          [AR4:61-67; JTAS16:12-14, 27]


CORE

No minor non-human races are mentioned in the writeup of Core in TD9.


CORRIDOR

0338 Ishirdu      Irdu                [TD3:46]
2238 Divad        Brinn               [TS12:18-24]
2804 Neghu Oug    Ojehshodu           [TD18:34]
3131 Xapoqoz      Xapoqi              [TD18:34]

CRUSIS MARGIN

???? Devi         Devi Intelligence   [AR2:127-134]
???? ?            Beree               [GD:24-25]
???? ?            Kafoe               [GD:33]
???? Sfyri        Kahyri              [GD:33-45]

DAIBEI

3020 Temeraire    Evantha             [AR4:38-44]
???? ?            Bruhre              [TC7:36; RD:56]

DARK NEBULA

1225 Kuzu         Aslans              [AR2:5-63; JTAs20:10-13; S&A:43-98; TD17:6-18; TD18:8-14]
                  Ormine              [TD17:30; S&A:100]
                  Ulane               [TD17:31]
1719 Hlao         <unnamed>           [TD17:32]

DENEB

0917 Kubishush    Gl'lu               [TD1:35*; MTJ1:25*]

The Scout Service has found no native intelligent life in the Atsah subsector.
[EA:46]


DIASPORA

2125 Moncton      Swarmer             [AGD:12]
3008 Ningho       <unnamed>           [AGD:7]


EALIYASIYW

1527 Iraisafeie   Huosoa              [TD18:36]
2604 Ahetaowa     Ahetaowa            [AR4:14-21]


EMPTY QUARTER

0426 Marhaban     Bwap                [AR4:22-37; JTAS11:12-15]


FAR FRONTIERS

xxxx Mirayn       Gogs                [SRL]

GATEWAY

xxxx Akeen        Akeed               [GD:22-24]
XXXX Alphaaric    Faar                [GD:28-29]
xxxx Trevannic[*] Droashav            [GD:26-27]

[*] Not original homeworld.


GLIMMERDRIFT REACHES

xxxx 224-103      Maskai              [GD:35]


GUSHEMEGE

0437 Jaeyelya     Ael Yael            [AR4:5-13; JTAS15:13-15, 47]


GZAEKFUEG

1635 Vrirhlanz    Hlanssai            [AR3:76-81; JTAS24:40-43]


GZURR!K'L

???? Izyme        Lithkind            [AR3:132-142]


LISHUN

0110 Jesikara     J'sia               [AR4:95-100]
0621 Shuna        Minlad              [TD6:14-27]
2307 Jagd         Jgd-ll-Jagd         [AR4:90-94; JTAS17:9-13]

NOOQ

3201 Sphereworld  Inheritors          [AR3:121-131]


OLD EXPANSES

0231 Thorell      Thorellians         [TD12:34]
0738 Vras         Shalli              [AR4:101-106]


REAVERS' DEEP

1124 Gaajpadje    J'aadje             [AR4:82-89; TD16:27]
1226 Htalrea      Polyphemes          [RD:54, 58]
1404 Storm        H'Oskhikhil         [RD:53]
1711 Tsanesi[*]   Yn-tsai             [TC7:33; RD:63]
1721 Lajanjigal   Languijigee         [RD:55]
2111 Lhshami      Lhshanna            [TC7:33; RD:56]]
2724 Virshash     Virushi             [AR4:132-142; JTAs12:10-15]

[*] Not original homeworld.


REFT

0435 ?            Sakika              [TD19:6-12]
1907 Aum-Rhar     Tezcat              [AR4:116-123]

RICENDEN

???? Guaran       Hivers              [AR3:5-62; JTAS13:16-23]

RUUPIIN

xxxx Kirur        K'kree              [AR2:64-126; JTAS10:6-11, 15; JTAs21:41-46; JTAs24:6-8]
2417 Kagh'kir     Girug'kagh          [AR4:45-60; JTAs21:33-36]


SOLOMANI RIM
Hex  World Name   Species             References

0502 Ugarup       Gurungans           [RF:34-35, 65-66]
1717 Muan Gwi     Vegans              [LDNZ:28-30, RF:31-33, 91-92]

RF:33 states that the Solomani Rim is "rather lacking in non-Human sentient species. Aside from the Vegans, no other species native to the region has wide-ranging importance". Although this leaves the door open for non-Human sentient species that are NOT of wide-ranging importance, the detailed nature of Rim of Fire suggests otherwise. Do not introduce more indigenous sentient species in the Solomani Rim.

Code:
SPINWARD MARCHES
Hex  World Name  Species         References

0108 Gyomar      Tethmari        [BtC: 35, 37-38]
0416 Retinae     Takashi         [BtC: 34, 42]
0710 Stave       Obeyery         [BtC: 32, 41]
     Sheol[*]    Sheol           [AR1:122-133]
0838 Mewey       Mewey           [BtC: 31-32, 56]
1031 Denuli      Shriekers       [SS:40-49; De: 13-19; BtC:33-34, 73;
                                 AR4:107-115]
1131 Faldor      Otarri          [BtC: 32-33, 74]
1320 Saurus      Saurians        [BtC: 33, 65-66]
1511 Tionale     <unnamed>       [JTAS9:28-29]
1939 Craw        Crawians        [JTAS10:16-22; JTAS11:37-42]
2309 Yurst       Ursty           [BtC: 35, 83]
2523 Byret       Larianz         [SMC:18]
3002 Yebab       Eibokin         [TA:82-84, 142; BtC:31, 103; MTJ1:25]
3019 457-973     Pelosians       [SMC:20; RegS:43]
3202 Junidy      Llellewyloly    [TA:84-85, 143; BtC:31, 104; MTJ1:25*]

[*]  Gas Giant in the Querion system



VLAND

3129 Wimorel    Kolzar           [TD5:42*]


VAGUE OR UNSPECIFIED LOCATIONS

Species       Notes                                           References

Addaxur       Another name for Clotho                         -
Asym          "...known throughout the Imperium as Asyms."    [T4:147]
Clotho        Near center of Zhodani Consulate                [AR1:113-121]
Denaar                                                        [T4:147]
Drakarans     Egde of Vargr Extents                           [AR1:100-112]
Graytch       Borrum. a backwater world in the Imperium.      [T4:147-148]
Hhkar         Amdukan sector                                  [AR4:68-75]
Hresh         Double-star system on the edge of the Imperium  [T4:148]
Ithklur       Tryylin/? (Hiver space)                         [GD:31-32]
Krayl'luk     The world Afawahisa, somewhere in the Coreward  [S&A:49]
              Hierate.
Mwawmbijebe   The world Kualakhtae somwhere in Aslan space.   [AM8:34-39]
Saie          Reavers' Deep                                   [RD:60]
Valkyrie      Rimward of Solomani Conf. and Aslan Hierate.    [AR4:124-131]
Wanderers     Entered Gateway in 320 from across the Lesser   [GD:37-38]
              Rift.*

* And of course no one has had the curiosity to send an expedition to the other
  side of the Great rift in the seven centuries since then!).


*Extinct species?*

If the world is capable of sustaining life, but does not have an indigenous sapient species, it may have had one that has become extinct by 1100, leaving behind whatever they left behind. There are no canonical limits to the number of such extinct species. They can be the source of mysterious edifices filled with weird and wonderful items. Do exercise some restraint when it comes to ultra-tech items, though.

Note that if you're working in a milieu prior to the Classic Era, a sapient species may still be extant but destined to die out before 1100. Use this notion sparingly -- extinction of sapient species should not be too common.

The following worlds are known to have had indigenous intelligent species, now extinct:

Code:
Name           World                 Became extinct           Reference

<Unnamed>      Jode/0805 Deneb       1 million years ago      [TD1:10]
Qiceteu        Ilma/1523 Vland       <unspecified>            [TD5:41; V&V:99]
Saie           ?/Caledon subsector   3,700 years ago          [TD16:28]

Continued...
 
Continued from previous message.

2) The Ancients and their shenanigans

The next question is, did the Ancients transplant any sapient species to the world?

HUMANS

The Ancients transplanted populations of Homo sapiens antiquus to more than a hundred worlds. On a large number of these the populations survived down into historic times. Some became extinct between the time the Vilani first invented jump drive and the Classic Era. Some became so intermixed with Vilani that they ceased to have a distinct existence. Others simply died out. Some were exterminated by the Vilani.

By 1100 there were 49 human races (including the three major ones) known to Imperial scientists. At least one more (the Loeskalth) is known to exist, but the news has not yet been accepted by the established scientific community of the Imperium. Of those 50, 28 or more have been mentioned in canonical works. Don't waste any of the remaining 'slots' on throwaway references. Feel free to introduce another Minor Human Race, but be sure you really need one, make it a good one, and do a proper writeup. Also, 50 human races in Charted Space works out as roughly one per sector, but that's an average. A sector doesn't absolutely HAVE to have a minor human race and a sector could concievably have more than one (Reavers' Deep and the Trojan Reach each has THREE!). Just bear in mind that if you do introduce more than one to a sector, you're well over your quota. Don't do it unless you have a very good reason.

90% of all known homeworlds of human races, surviving and extinct, lie within a kidney-shaped area that stretches from the Spica sector to trailing to the Eiaplial sector to Spinward. This means, of course, that 10% lies outside this area, so if you really need a minor human race elsewhere, go ahead. And if you get far enough away from the Imperium, you can even have MHRs that are not part of the canonical figure.

[Map]

The following minor and major human races are known to exist:

Code:
Name         Homeworld                   Taxonomic name[*]       References

Answerin     Answerin/0431 Vland         Homo sapiens ?          [TD5:40; AR5:
                                                                 17-23; V&V:98]
Ayansh'i     Ghost/3115 Reavers' Deep    <Hominid>               [RD:49]
Azhanti      Irale/2315 Antares          <Hominid>               [AR5:24-29]
Cafadians    Cafad/3135 Corridor         ?                       [TD3:47]
Cassilldan   ?                           ?                       [S&A:24]
Darrians     Darrian/0624 Sp. Marches    Homo sapiens darrianus  [AR5:30-49;
                                                                 JTAS14:16-18]
Dynchia      Melantris/Leonidae          Homo dynchia            [AR5:50-59;
                                                                 JTAs24:44-48]
Floriani     Floria/0213 Trojan Reach    Homo floriani           [AR5:60-67]
Geonee       Shiwonee/1430 Massilia      Homo sapiens geonensis  [AR5:68-78;
                                                                 TD11:8]
Halkan       Halka/0510 Trojan Reach                             [TD20:8]
Iltharans    Drexilthar/1826 Rvrs' Deep  Homo sapiens ilthara    [AR5:79-85]
Irhadre      Chanad/0935 Lishun          Homo sapiens ?          [AR5:86-92]
Kargol       Kargol/1205 Leonidae        <Hominid>               [AR5:93-102]
Loeskalth    Somewhere in Gushemege      ?                       [SR2:28, 45]
Luriani      Daramm/0821 Ley             Homo luriani            [AR5:103-112;
                                                                 T20:26]
Murrissi     Coreward Hierate            ?                       [S&A:49]
Solomani     Terra/Solomani Rim          Homo sapiens sapiens    [S&A:2-42]
Suerrat      Ilelish/2907 Ilelish        ?                       [JTAS26:4-5]
Sydites      Khuur/                      Homo ?                  [T20:27-28]
Syleans      Capital/2118 Core)          Homo sapiens ?
Tapazmal     Dlaekan/3124 Trojan Reach   ?                       [TD20:27]
Thaggeshi    Thaggesh/2530 Vland         ?                       [V&V:18]
Vilani       Vland/Vland                 Homo sapiens vlandensis [V&V:2-39]
Vlazhdumecta Afachtiabr                  ?                       [SR2:53]
Yileans      Gashikan/2732 Gashikan      Homo sapiens ?          [AR5:135-142]
Zhodani      Zhdant/                     Homo sapiens zhdotlas   [JTAS9:8-11;
                                                                 JTAS23:42-44;
                                                                 RC:59-]
<unnamed>    Rejhappur/1218 Rvrs' Deep   ?                       [RD:59]
<unnamed>    Urunishu/? Antares          ?                       [LDAM:37]

[*] Explanation of terms:

Homo sapiens <name>: The race is a Human subspecies with the indicated canonical taxonomic name.

Homo sapiens ?: The race is canonically a Human subspecies, but its taxonomic name has not been mentioned.

Human: From the description of the race there seems no reason why it should not be a Human subspecies (no major differences mentioned), but it may be a Hominid race.

Homo <name>: The race is a Hominid species (other than Homo sapiens) with the indicated canonical taxonomic name.

Homo ?: The race is a Hominid species (other than Human), but its taxonomic name has not been mentioned.

Hominid: From the description of the race it seems unlikely that it should be a Human subspecies (major differences from the root stock).

?: There is little or no description of this race [AFAIK; I only have access to 80-90% of the relevant material].

Note that the only Minor Human Race in the Spinward Marches is the Darrians. Ignore the references in Behind the Claw to three other MHRs: the unnamed race on 769-422 (Spinward Marches 0240), the Traltar on Thralta (Spinward Marches 2834), and the Tondouli of Tondoul (Spinward Marches 0739).

DROYNE AND CHIRPERS

The Ancients transplanted populations of Droyne to an unspecified number of worlds. After the Final War, these populations slowly began to decline as the Droyne on all these worlds began to lose their ability to caste. Uncasted Droyne become Chirpers. By -75,000 all known Droyne worlds were in serious declines. At that point Yaskoydray made a tour of (all?) the Droyne worlds and introduced the practice of using coyns to help with the casting ritual (coyns were known to the Droyne of the Ancient Era but not used to caste back then). On about 20 of the worlds the practice eventually took hold (Yaskoydray visited on more than one occasion. Presumably the coyn ceremony didn't 'take' with all twenty Droyne worlds right from the start. The last 'tour' Yaskoydray made took place around -1000); the rest remained Chirper worlds. Note that there are two types of Chirpers: those who can still caste if taught how to use the coyns and those who have lost the ability to caste no matter what. By now most remaining Chirpers are of the second variety, but there are exceptions.

Note: Imperial scientists do not know about Yaskoydray (except as an ubiquituous Droyne myth). They believe that one Droyne world developed both the novel use of the coyns and starfaring capability and spread the coyns to all the other Droyne worlds before abandoning starfaring once more.

Important note: Some of the dates given in MT material for Droyne evolution and for the history of the Ancients are wrong (Short version: The Ancient period runs from around -310,000 to around -290,000; any date that has Ancient activity before this time is wrong). These dates were used in the 1st edition of the GT corebook, but were corrected for the 2nd edition.

There exists a map showing principal Droyne and Chirper worlds in the Imperium. It is very large scale, however, and is furthermore demonstrably inaccurate in some cases (there are known Droyne and Chirper worlds that are not shown on the map).

[Corrected Map]

The following worlds are known to have Droyne and Chirper populations. The shaded sectors on the map may be assumed to be complete and accurate. Other sectors have not been described in enough detail to be sure.



  • Code:
    Rill/1923 Corridor       Chirpers               [TD3:47]
    Vanejen/3119 Sp. Mar.    Chirpers               [AM8:44-47]

    More references: RC:50-58

    VARGR

    The only known Vargr homeworld is Lair. It is conceivable that other worlds had Vargr populations that either died out or were discovered by other Vargr who didn't realize this, but no such world has been described yet.

    JTAS8:13-15; JTAS21:9-14; V&V:40-97

    OTHER SPECIES

    There are no canonical references to other sentient species being transplanted by the Ancients, but there's no reason why some shouldn't've been. Thus you may have a minor non-human race that got spread to one or more nearby worlds -- or to worlds at opposite ends of the Ancients' territory, for that matter. The Ancients may likewise have geneered other species -- either from other Terran animals or from animals from other worlds -- that either died out or just remained a hitherto unmentioned minor race.

    TERRAFORMING

    [The Ancients messed about a lot with terraforming.]

    Continued in next message...
 
Continued from previous message.


3) The Hiatus (Long Interval between -290,000 and -10,000)

The popular conception is that no one had interstellar travel during the Hiatus. This may not be completely true. Unknown aliens from coreward built some pyramids on Yorbund (Spinward Marches 2303) about -50,000 [Sh:xx]. Some worlds may have had brief periods of interstellar capability, either through the use of Ancients ships, SLT flight, or even self-invented jump drives. If you choose to introduce something like that, you must make sure it goes away again without leaving too much of an imprint (The Ancient ship disappears one day, the world with the jump drive tecchnology destroys itself in a war before it can spread beyond a few colony worlds, etc.).

4) The Vilani, Part I (1st Colonisation Wave)

5) The Consolidation Wars (2nd Colonisation Wave)

6) The Terran Confederation

7) Vilani exodus (3rd Colonisation Wave)


Between -2450 and -2300 a spate of unauthorized colonies were set up by Vilani malcontents. By this time the Siru Zirka had become moribund, wracked by frequent civil wars and economic recessions. Many Vilani were able to see what was going on, but most resigned themselves to enduring what could not be cured. However, around -2450 a new philosophy spread to a number of worlds throughout the Imperium. Its origin was never traced and it had no formal name, but it could be summed up in the phrase "Let's get out from under!" Over the next century some 80 or 90 expeditions set out secretly, in defiance of long-standing Imperial edicts, to carve out a new life far from the decaying 1st Imperium. These expeditions went in all directions, but the greatest number headed spinward to Deneb, Provence, and Tuglikki. A few even made it as far as Gvurrdon, Reft, and the Spinward Marches (In the Marches Vanejen and Algine were the only two worlds where these colonies survived for more than a few certuries, but other worlds could have gotten colonies that failed).

The pattern of development for 3rd Wave colonies was the same for more than 80% of them. All of them were established on H-prime or H-norm worlds. On practically all of them the colony was successfully established and prospered for a while. Eventually the lack of contact with a supplier of essential technology would cause the colony to lose some of its technology. A few managed to hang on to Industrial technology, but most slid all the way down to Pre-Industrial levels. At this point a few of the colonies died out; most of the rest decivilized, losing many of their traditional Vilani cultural traits in the process; and a very few managed to adapt to changing conditions and hang on to their culture.

8) The Rule of Man

The Diaspora.

9) The Long Night

10) The Sylean Federation (-650 to 0)

11) The coming of the 3rd Imperium (0 to 76)

12) The Pacification Campaigns (76 to 120)


The Pacification Campaigns present a splendid opportunity to get a group of people on to your world -- whether it be the original settlers or just a new bunch to complicate life for the extant population.


OTHER NOTES

Technology to overcome [sic] the hydrogen atmosphere of St. George/2616 Vland was developed in 360 (or rather, just prior to -- St. George is settled in 360).


That's as far as I got before I ran out of steam. Sorry.
 
That's as far as I got before I ran out of steam. Sorry.

No worries. It serves as a helpful reference, and also as a caution. I'll start with the more established library data and hone that, drilling down when necessity dictates and time permits.

I suggest that anyone who's interested should look at Don McKinney's "Timeline" document and send suggestions to him, because I'm quoting it as the pro tem authority on the timeline.

Things which don't fit into the timeline go in "Library Data", which I'm accepting as pro tem authority on non-timeline matters. Look out for timeline items in Library Data -- they shouldn't be there, because I defer to Don's document, so as I find them I will be removing them.
 
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Jumps terminate at the 100D limit of the biggest mass in the target system.

Jumps terminate at the 100D limit of the destination world (if any), or at the 100D of any larger body if the destination is within it.

Are we using 168hrs +/-10% for duration? Canon is inconsistent.
 
Jumps terminate at the 100D limit of the destination world (if any), or at the 100D of any larger body if the destination is within it.

Are we using 168hrs +/-10% for duration? Canon is inconsistent.
My suggestion would be 140+8D hours (plus a note that the "truth" is a linear bell curve, not one that goes in steps of full hours.)

Incidentally, T20 makes it 147+6D (p. 352). I just think that's a little clumsier than 140+8D. Maybe the "truth" is somewhere in between? ;)


Hans
 
Jump

If the trip is longer or shorter, are you still coming out exactly where you calculated? Is there any source of information about adjustments to arrival points?
 
If the trip is longer or shorter, are you still coming out exactly where you calculated? Is there any source of information about adjustments to arrival points?


CG,

Yes, you still come out where you calculated because that point is measured from where you left.

In other words, you don't jump to Tarsus, you jump from Collace.


Regards,
Bill
 
For all things jump how about Marc Miller's article in JTAS #24?

Key points:

Entering is possible anywhere (with risks close to large masses) - nothing says impossible at less than 10d though it is not practical or safe at less than 100d

Large masses for the purpose of jump are planets and stars (only, nothing smaller)

Exiting closer than 100d is not possible, you will be dropped out at 100d if you try to jump closer

Time in jump is 168 hours +/- 10% regardless of real space distance covered (including anything less than 1 parsec, even zero real space distance, aka Micro-Jumps, same requirements as a J1 other than distance covered)

Real space arrival location is predictable to within 3,000km per parsec at best, up to 30,000km per parsec at worst (dependent on drive maintenance, computer plot, etc)

Real space vector is carried through jump (safety practice for commercial ships is to zero vector before jumping to arrive with zero vector)

Misjumps are random (direction 1D6; distance 1D6 for number of 1D6 to roll for parsecs, for 1 to 36 parsecs; time 1D6 weeks in jump space)
 
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Time in jump is 168 hours +/- 10% regardless of real space distance covered (including anything less than 1 parsec, even zero real space distance, aka Micro-Jumps, same requirements as a J1 other than distance covered)
Are you suggesting that there is only three different durations, 151 (or 151.2) hours, 168 hours, and 185 (or 184.8) hours? If not, I submit that 168 +/- 10% is a generalization that could do with a closer approximation (Such as the one I suggested above). Incidentally, the MT range is 7 days +/- 1 day -- surely an even rougher approximation of the "truth" ;).


Hans
 
Are you suggesting that there is only three different durations...

Nope, only two different durations: 168 hours minus 16.8 hours, or 168 hours plus 16.8 hours...

;)

All I was doing was quoting the source :) I'm sure Marc meant anywhere between 151.2 hours and 184.8 hours, averaging 168 hours. An average of 7 days, give or take some fudge factor for whatever reasons. I forget where (MT?) but I liked the 1D6 roll: 1 = 6 days, 2-5 = 7 days, 6 = 8 days (for it's simplicity and routine of 7 days).

Agreed, it's all approximations of some truth ;)
 
If the trip is longer or shorter, are you still coming out exactly where you calculated? Is there any source of information about adjustments to arrival points?
CG, Yes, you still come out where you calculated because that point is measured from where you left.

In other words, you don't jump to Tarsus, you jump from Collace.
Regards, Bill
Yes, I think I see what you are saying but let me try again.

Even if a ship comes out exactly x distance in direction y from it's starting point s,will the location calculated in relation to destination d be the same? planets are not sitting still, they orbit stars. Stars also don't sit still.

Using 'time in jump is 168 hours +/- 10%' as an example, a ship could arrive anywhere between 151.2 hours and 184.8 hours. If you are arrive "on target" but in 151.2 hours instead of the 168 you calculated for, everything will not be where you expected it to be for another 16.8 hours? Do you still arrive exactly 100d from the system, just as you expected? Does that sound right? Is this explained anywhere?

The later part of the question about adjustments to arrival points I think would be a yes based on far-traders post. Are there details out there on how to calculate it?
Real space arrival location is predictable to within 3,000km per parsec at best, up to 30,000km per parsec at worst (dependent on drive maintenance, computer plot, etc)
 
Using 'time in jump is 168 hours +/- 10%' as an example, a ship could arrive anywhere between 151.2 hours and 184.8 hours.
Anywhere between 151 hours and 185 hours. You don't increase accuracy of your measurements by a factor ten when you add or subtract 10%. (Sorry, but it always annoys me when people do that).

On to the question:

If you are arrive "on target" but in 151.2 hours instead of the 168 you calculated for, everything will not be where you expected it to be for another 16.8 hours? Do you still arrive exactly 100d from the system, just as you expected? Does that sound right? Is this explained anywhere?
It's not explained anywhere, but think about it. If you aim for where the world will be in 168 hours and the world moves 100 diameters in, say, 14 hours, then you'll hit the 100 diameter limit and be preciptated out as long as you arrive any time between 154 hours and 182 hours. If the variation is distributed along a bell curve, you'll arrive inside those limits 99 times out of a 100. Ignoring the rare occurrences for game purposes is a perfectly reasonable simplification.



Hans
 
Even if a ship comes out exactly x distance in direction y from it's starting point s,will the location calculated in relation to destination d be the same?
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CG,

Let's use a Collace-to-Tarsus trip again, okay? It will makes things easier.

If by "destination" you're referring to the jump exit point as plotted from Collace, the answer is yes. You'll exit within 3,000km per parsec jumped of your plotted exit point.

If by "destination" you're referring to the relationship between jump exit point plotted from Collace and the current position of Tarsus, the answer is no. As you point out, stars, planets, and moons all move.

Because you cannot predict when you'll arrive at your plotted exit point, you cannot predict where the various bodies within the system containing your exit point will be.

Using 'time in jump is 168 hours +/- 10%' as an example, a ship could arrive anywhere between 151.2 hours and 184.8 hours. If you are arrive "on target" but in 151.2 hours instead of the 168 you calculated for, everything will not be where you expected it to be for another 16.8 hours?

Yes. Remember, because this temporal uncertainty is well known, navigators will plot their courses accordingly. They choose an exit point that gives them the lowest summed times for in-system travel.

Do you still arrive exactly 100d from the system, just as you expected?

If jump drive's temporal uncertainty is held to be true, and every version of Traveller has included it, and if, as you correctly point out, planets and stars move, then how can you plot a "hit" on the 100D limit? There may situations when that can occur, but it cannot happen regularly.

Does that sound right? Is this explained anywhere?

There are various descriptions in various versions. MT had detailed ship operation flow charts simply state "arrive in system" and other sources talk about exiting at the 100D limit, but all of them include temporal uncertainty. There are also several mentions about vector retention and how that can assist a ship after exiting jump.

Some have suggested that jump drive somehow adjusts for the temporal uncertainty, readjusts a plotted exit point, and thus deposits the ship at the 100D limit. Aside from the issue of jump drive somehow being "sentient" or aiming near-c rocks through jump space, I find that proposal hard to believe. It would be a vitally important part of any description of jump drive operation, yet we've never seen it in any version.

I think all the references to arriving at the 100D limit are just a shorthand for saying the ship has arrived at the "least in-system travel time" point the navigator selected and that point will be very close to, if not on, the 100D limits sometimes.

The later part of the question about adjustments to arrival points I think would be a yes based on far-traders post. Are there details out there on how to calculate it?

If you're talking about "squadron jumps" yes. It's in MT.


Regards,


P.S. Han's post above this one is another reason why worrying about hitting the jump limit is not such a big deal.
 
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Because you cannot predict when you'll arrive at your plotted exit point, you cannot predict where the various bodies within the system containing your exit point will be.

Bill, have I ever asked you or seen your explanation of this in context to the above? I'm drawing a blank but it could be I've just forgotten it.

"Commercial ships, for safety reasons, generally reduce their velocity to zero before jumping. Such a procedure eliminates some of the danger of a high velocity collision immediately after leaving jump. Military ships and high speed couriers often enter jump at their highest possible speed, and they aim for an end point which directs their vector toward their destination in the new space. Such a maneuver allows constant acceleration in the originating system, followed by constant deceleration in the destination system."

Specifically: How, if the precise exit point in time and space can't be known to a high degree of accuracy long before the jump drive is engaged, does one plot the proper vector and acceleration in the departure system to insure that the destination system is entered with the proper vector to allow the appropriate deceleration in the destination system?
 
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