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jump detection

is there anything in print re detecting the direction a jump is being made in. does a ship travelling from one system to another always come out enter in roughly the same section of space.

also is there anyway of detecting an aproaching ship in jump space(a la Honor Harrington hyper footprint)
 
Sorry, I don't have time right now to do it myself, but I posted a similar question a couple of months back, which you should be able to find. The thread was called "What happens when you jump?" and it answered many of your questions.

Anton
 
Found it


http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=5;t=000063#000000

Anton
 
i disagree with the exception of a few ideas on psi ability being able to detect ships in jump space

my question is whether a ship in jump scape can be detected in real space enabling navy or pirates whomever some warning that companies coming.


the other question would be one purely of navigation . an earth comparison would be if i am in england and am expecting aplane from america then it woulb appear from the west. if the plane came from iceland thenorth west. my question concerned whether ships inbound from acertain planet would emerge in the same area of the target solar system. and for pursuit would a pursuer have some idea of where a recently jumped ship would be aiming for.
 
my question is whether a ship in jump scape can be detected in real space enabling navy or pirates whomever some warning that companies coming.
No, a ship in j-space is completely undetectable to observers in n-space until it actually emerges. At that point, canon suggests that there is a flash of light that is detectable. Note you (or your sensors) would have to be looking in the right direction at the right time to notice it. Note that there may well be a time lag. The light from our sun (93 million odd light years away) takes 8 minutes to reach Earth. So a ship jumping in to a system but a good distance out from the mainworld would have ample time to alter course in normal space before anyone on the mainworld knew it had arrived.

the other question would be one purely of navigation . an earth comparison would be if i am in england and am expecting aplane from america then it woulb appear from the west. if the plane came from iceland thenorth west. my question concerned whether ships inbound from acertain planet would emerge in the same area of the target solar system.
Sort of. There's a wide margin for where they can arrive (assuming the ship has enough fuel to change course and decelerate/accelerate further). A ship retains the same velocity (direction and momentum) when it emerges from Jump as when it entered. So normally, in attempting to reduce travel time, an astrogator will 'aim' for 100 diameter distance from the mainworld, pointing at it - or pointing at a known gas giant if skimming is intended.

Bear in mind aswell, AFAICR, it is impossible to navigate through J-space if the course would take the ship through a large gravity well (a star, planet or moon).

Given those facts, it's quite possible to predict what 'box' of space a ship will be appear in given you know the origin. It will be quite a large box, however. That box will obviously move over time given planetary/system rotations in both the origin and destination worlds.

IMTU, high TL planets have a satellite network set up near most major boxes to detect incoming ships.

and for pursuit would a pursuer have some idea of where a recently jumped ship would be aiming for.
A pursuer, if it is monitoring the departing ship on sensors, will know exactly what course the departing ship was on at the time of jump. They could paint a line on their charts to determine possible or likely exit points. But note that it is possible to 'microJump', i.e., make a very small jump distance-wise, which would still take a week. "They've jumped - course plot shows they're heading for the next system's main world." "OK, plot a course and follow them." A week later the pursuing ship emerges near the next mainworld, while the pursued ship emerges just a few hundred miles along its course in the original system.

There is another thread somewhere on the boards which talks about making opposed Sensors checks to allow pursuers to determine the real intended destination. Along the lines of (e.g., for a good success) "They've jumped - course plot shows they're heading for the next system's main world. But look at these sensor readings - there's a funny blip just before the jump - I think they're faking and are only microjumping..."

Hope this helps,

Anton
 
Similar questions:

1. Can you plot a curved (multi-vector) jump course or only straight trajectory?
2. Once in J-Space, do you have to go anywhere?

IMTU, we use the straight line concept, but a good navigator can make "micro-jumps" of any length along that vector. It makes fox-and-hound scenarios a little more interesting as the pilot tries to out guess the pursuer; sometimes jumping away from an inner planet, appearing in the Oort cloud of the same system, and then jumping back to a neighboring gas giant.

As Vader said, "Calculate every possible destination along their last known trajectory".
 
Bear in mind aswell, AFAICR, it is impossible to navigate through J-space if the course would take the ship through a large gravity well (a star, planet or moon).
so working with this in mind if your ship was standing at 100d of earth and you jumped for the next system but your navigational plot was aimed at passing through the centre of mars would the ship be kicked out of jump space at the mars 100d. and if this would happen would it happen in a weeks time or what time scale .
or would deliberatly aiming at mars cause a misjump.
 
Originally posted by campbell:
so working with this in mind if your ship was standing at 100d of earth and you jumped for the next system but your navigational plot was aimed at passing through the centre of mars would the ship be kicked out of jump space at the mars 100d. and if this would happen would it happen in a weeks time or what time scale .
or would deliberatly aiming at mars cause a misjump.
According to canon, your ship appears a week later at the 100D limit of Mars. No misjumps.

It makes for some interesting navigation because Earth is just at the 100D limit for the sun.
 
I do not recall canon saying that.
I can see where the "ship precipitates out of jump space at the 100D limit" meaning that any significant gravity well acts as a speed bump in jump space.
To pick a nit that could mean that jumping 2 parsecs along a Main might force you out at only one parsec if you "bump wells" with something in the intervening system. Certainly a good navigator/jump program would account for the possible intersections (and yes, I know that the standard Traveller 2D map is only a representation of the complex 3D ‘reality’ of known space in the Traveller universe).
This does open the door to misjumps and adventures where a ship jumps into a system that has a poorly charted/uncharted brown dwarf.
“Captain, the jump monitors are indicating we are precipitating!”
“But we are only 3 days in the pipe! Check those sensors again!”
 
So, to condense some of the erratta concerning jump navigation:

1) Jump must originate 100 or more diameters from an planetary or stellar body. This is because your jump drive will try to include that body in it's jump. Small craft do not have a gravity field of sufficient strength to impose themselves in a starship's jump field (they must be in physical contact with a starship hull in order to be included in the jump).

2) J-space navigation must include avoidance of any intervening planetary or stellar bodies. Failure to do so may cause precipitation out of jump before the destination is reached, with full expenditure of jump fuel.

3) J-space navigation may include an emergence point within the 100-diameter limit, thus automatically precipitating a starship out of jump close to it's destination.

4) Jump destination can be the same as the origin, with normal chances for misjump (etc.). This is useful for gaining a tactical advantage for one ship. Multiple ships would emerge from J-space at different times, even if they initiated jump drive at the exact same picosecond.

5) IMHO/IMTU: J-space maps are a 2-dimensional representation of a 3 (or more?) dimensional space. This should not imply that J-space is 2-dimensional, either. These maps only indicate the range and general direction of the destination relative to the departure world, and therefore each world will have a slightly different map.

6) Nobody really knows how J-drive works; only that it does, and that some methods work better than others, up to a limit of Jump-6.

7) Nobody really knows what J-space really is, only that it exists. Sensors and scanners that work in normal space do not register anything in J-space that is not in direct contact with the ship's hull.

8) If an object becomes detached from a ship while in J-space, it is forever lost. Some say that it re-enters N-space at faster-than-light velocity, thus causing an immediate disinigration into it's quantum components. Others say that the object continues to drift until it is 'spit out' of J-space at some random point in time, space, and/or probability.

9) Remote observers can detect the direction or the jump-number of a ship entering J-space, but not both.

10) A ship entering or leaving J-space emits an electromagnetic pulse, which travels at lightspeed and can be detected by remote observers.

11) A ship in J-space is undetectable by any means, even by another nearby ship that has entered J-space at the same time.

12) Transitting J-space takes about a week, no matter what jump number is used.

13) J-drives can be shut off in transit, but this will not automatically bring a ship out of jump before a week has passed. (This makes for some interesting tactics, such as a ship going 'cold iron' just before arrival in order to reduce chances of being detected right away.)

14) A misjump can send a ship to a point far removed in time, space, and/or probability (keep those engines maintained!), with a return trip being extremely difficult, to say the least.

There's a whole dumpload more. This should cover the essentials (I hope). Please feel free to correct me as needed.
 
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