OK, may be wrong here but as I recall, when you jump you keep the velocity and heading you have when you jump. Hence ships accelerating out and then deccelerating to be at low velocity when jumping. This is the infamous 10/100D limit, only-go-out-to-it and jump to the other worlds 100d limit.
But that "no velocity" at the 100D limit is actually still at (the planets) orbital velocity. You are goin round that sun pretty quick. And that Star, well it is goin at an even greater velocity. *Both* of which are different than the velocity and direction of the star you are travelling to, as well as whatever planet's 100D limit in it's orbit around the sun.
So if we keep our vector on jumping out when we re-enter normal space, wouldn't trying to match that other star and other orbit's combined vectors be the goal? And to reach that, you're gonna need a hard burn, especially at 1G, very likely being something far different from just putting out to the 100D of the world and blip you're fine.
Or is there some easy out I'm missing? This would apply to in-system jumps as well, we jump from 100D limit earth (29.8km/s) to 100D limit Pluto (4.7km/s). Heck of a velocity vector! say 25.1km/s though depending on the orbits it could be added, subtracted a real mess! LBB2 dimenions, turns, is a vector um 25100/s .251m/s 251cm/s 1000sec turns, 25100cm vector, 1G 1 turn burn being 10cm ! and that's just in-system.
So far from being a useless crew member who only has to work just that lil bit to get the jump drive working, maybe the navigator is trying to solve 13+ body time (and space!) dependant orbital calculations for two systems simultaneously all the while tryin to work in some vector that works for it, which likely *could* take a week!
Any thoughts/comment most appreciated!
But that "no velocity" at the 100D limit is actually still at (the planets) orbital velocity. You are goin round that sun pretty quick. And that Star, well it is goin at an even greater velocity. *Both* of which are different than the velocity and direction of the star you are travelling to, as well as whatever planet's 100D limit in it's orbit around the sun.
So if we keep our vector on jumping out when we re-enter normal space, wouldn't trying to match that other star and other orbit's combined vectors be the goal? And to reach that, you're gonna need a hard burn, especially at 1G, very likely being something far different from just putting out to the 100D of the world and blip you're fine.
Or is there some easy out I'm missing? This would apply to in-system jumps as well, we jump from 100D limit earth (29.8km/s) to 100D limit Pluto (4.7km/s). Heck of a velocity vector! say 25.1km/s though depending on the orbits it could be added, subtracted a real mess! LBB2 dimenions, turns, is a vector um 25100/s .251m/s 251cm/s 1000sec turns, 25100cm vector, 1G 1 turn burn being 10cm ! and that's just in-system.
So far from being a useless crew member who only has to work just that lil bit to get the jump drive working, maybe the navigator is trying to solve 13+ body time (and space!) dependant orbital calculations for two systems simultaneously all the while tryin to work in some vector that works for it, which likely *could* take a week!
Any thoughts/comment most appreciated!