Hello Folks,
While discussing things elsewhere, I got to thinking about one of my pet peeves with Traveller - variable duration jumps.
Marc Miller wrote in a JTAS article that jumping is accurate to 3,000 kilopmeters per parsec travelled. The variable time duration aspect means that a ship can't possibly be accurate to within 3,000 Kilometers per parsec - the time duration of Jump space alone makes this impossible.
Or does it?
I got to thinking a while back about what I need to do to be able to play Traveller using Vectors. I decided that I would use the Polar Co-ordinate system and use two frames of reference. The first is that of the Primary Sun of that star system. All things are recorded relative to the sun's position. The second is relative to the ship/planet itself - and that is the vector of movement relative to that point of reference.
What if Marc's vision IS compatable with both a universe in motion and Traveller the game as we've come to enjoy it?
The exit point from Jump space is accurate to +/- 3,000 kilometers. The real variable is the time duration. Since other objects in motion will have moved in the variable time - and astrogators can't predict just how much time it will take for the jump - that is the TRUE problem of interstellar navigation.
But what if we look at things a little differently? Suppose you aim for a spot that is at 42 degrees, with a radius of 93,100,000 miles? This is 100,000 miles outside of the Earth's orbit - but that 42 degrees will be precisely 42 degrees. Whether you get there 16.8 hours early, 10 hours early, 20 minutes early, 20 minutes late, 10 hours late, or 16.8 hours late - doesn't MATTER. You still hit the point 42 degrees - 93,100,000 miles +/- 3,000 kilometers (I know, I'm mixing measurement units - sorry).
So how does an astrogator plan for this? It all depends on what the captain wants. If he wants the navigator to plan on being more or less on time and the captain doesn't care if he's got a stern chase type of thing (ie chasing the planet he's trying to land on) no problem. If the captain wants a least fuel (For TNE universes) then he is always going to want to arrive just ahead of the planet in question such that it will catch up to him rather than require that he chase IT.
Therein lies the secret to solving the issues involved with Traveller's variable jump space navigation. Astrogators tend to plot for a place ahead of the planet such that even if they arrive from jump space some 196 hours rather than 168 hours - they will STILL be ahead of the planet. In fact? Navigators might PREFER to spend 196 hours in jump space because it means they are closest to the planet when they emerge from Jump space. At 168 hours - they will be a little ahead of the planet, and if they spend only 150 hours in jump space, they will be WAY ahead of the planet (the farthest from the planet that is possible).
While discussing things elsewhere, I got to thinking about one of my pet peeves with Traveller - variable duration jumps.
Marc Miller wrote in a JTAS article that jumping is accurate to 3,000 kilopmeters per parsec travelled. The variable time duration aspect means that a ship can't possibly be accurate to within 3,000 Kilometers per parsec - the time duration of Jump space alone makes this impossible.
Or does it?
I got to thinking a while back about what I need to do to be able to play Traveller using Vectors. I decided that I would use the Polar Co-ordinate system and use two frames of reference. The first is that of the Primary Sun of that star system. All things are recorded relative to the sun's position. The second is relative to the ship/planet itself - and that is the vector of movement relative to that point of reference.
What if Marc's vision IS compatable with both a universe in motion and Traveller the game as we've come to enjoy it?
The exit point from Jump space is accurate to +/- 3,000 kilometers. The real variable is the time duration. Since other objects in motion will have moved in the variable time - and astrogators can't predict just how much time it will take for the jump - that is the TRUE problem of interstellar navigation.
But what if we look at things a little differently? Suppose you aim for a spot that is at 42 degrees, with a radius of 93,100,000 miles? This is 100,000 miles outside of the Earth's orbit - but that 42 degrees will be precisely 42 degrees. Whether you get there 16.8 hours early, 10 hours early, 20 minutes early, 20 minutes late, 10 hours late, or 16.8 hours late - doesn't MATTER. You still hit the point 42 degrees - 93,100,000 miles +/- 3,000 kilometers (I know, I'm mixing measurement units - sorry).
So how does an astrogator plan for this? It all depends on what the captain wants. If he wants the navigator to plan on being more or less on time and the captain doesn't care if he's got a stern chase type of thing (ie chasing the planet he's trying to land on) no problem. If the captain wants a least fuel (For TNE universes) then he is always going to want to arrive just ahead of the planet in question such that it will catch up to him rather than require that he chase IT.
Therein lies the secret to solving the issues involved with Traveller's variable jump space navigation. Astrogators tend to plot for a place ahead of the planet such that even if they arrive from jump space some 196 hours rather than 168 hours - they will STILL be ahead of the planet. In fact? Navigators might PREFER to spend 196 hours in jump space because it means they are closest to the planet when they emerge from Jump space. At 168 hours - they will be a little ahead of the planet, and if they spend only 150 hours in jump space, they will be WAY ahead of the planet (the farthest from the planet that is possible).