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Relative motion of star systems in IMTU, what is means for the Express Boat Service Branch, and the legend (?) of Old Stinky and Mabel

IMTU the different vector and velocity of star systems (relative motion) is a thing and Jumps are normally done after matching the ship's vector and velocity to the destination system to produce the desired vector and velocity on arrival there.

This means:
  • Ships outbound to 100D normally do so on the appropriate vector and by doing so give a strong clue of their destination (IMTU you can't guess destination just by observing the Jump).
    • But you can Jump and adjust for relative motion on arrival, it just is more time consuming.
    • It also means if there are three systems within Jump range you can act like you're heading for System A and actually go to System B
  • Ships inbound in a system with class C+ Starport will be aware of the standard approach vector and velocity to that world and the arrival box, which is basically a cube of space ships are expected to arrive in. No, jumping on top of another ship is not an appreciable risk because maths.
    • The approach velocity on emergence is no higher than a 2G drive could decelerate from into a geo-orbit to await clearance to land on-world or dock with the high port - this clearance may be given before entering geo-orbit but that is where you head for.
    • Any ships arriving too fast, or any ships arriving in the inner system outside of the Jump Box will get attention.
    • Ships arriving in the outer system operate on SabS (See and be Been); transponders on, standing watch on bridge, do what you like.
    • In-system traffic will follow approach protocols when nearing inhabited worlds which can be broken down to 'if it looks like you can't decelerate to a geo-orbit at 2Gs then you will get attention.
    • This allows safe inbound traffic and makes in-space inspections of ships far simpler
  • Imperial ships (i.e. of the services) can operate under their own recognisance.
What it also means is the canon X-boat doesn't work... unless you assume that X-boat tenders work rather differently:
  • The X-boat network will have their own Jump Box in system. This is typically near a source of fuel - a point 105D out from a gas giant in the direction of the mainworld of the system is normal:
    • Busy networks will have two tenders and attendant fuel shuttles (well, they have at least three as they have two on duty at any one time). They alternate between retrieval of inbound X-boats and 'pitching' outbound X-boats to match to the required velocity and vector of the X-boat Jump Box in the destination system. This is very simple; X-boat in bay, accelerate to required V&V, open bay doors and stand off 100D+ (yes ships can make ships misjump) and wait until the X-boat Jumps, return to Jump Box.
    • Quieter systems will have a single tender on duty at anytime (with two in each system).
    • Typical duty cycle is three weeks on, one week off, but off-duty X-boat tenders are subject to recall at any time.
    • Off-duty X-boat tenders will not normally go to the system's mainworld, as this would potentially mean they could not return to duty within a reasonable period. If the gas giant has any inhabited satellites they will be used to regular arrivals of Scout off-duty. If there is no possibility of planet fall within a reasonable recall time (24 hours), they will normally 'pick a pretty orbit' and
    • X-boat pilots (colloquially known as 'the great unwashed') have a similar duty cycle, three weeks on, one week off. If they are lucky, they will be picked up by an X-boat tender that is due to go off-duty. X-boat schedulers on busy routes can make sure Scouts they like have this happen far more often than chance, or ensure a Scout they dislike doesn't leaves a ship for the four years of a term.
    • The great unwashed are renowned for an adventurous approach to personal hygiene, mental health issues, being avid hobbyists, carrying at least a exabyte of encrypted data storage crystals and a collection of pot plants (in both senses of the word) with them. When they finally do get planet-side they can be a little excessive.
    • The expression 'what happens in the Express Boat Service Branch, stays in the Express Boat Service Branch' is well deserved. Comparatively low levels of work, and what work there is being repetitive means boredom and ennui are ever-present. Crews get to know each other... very well, often on multiple occasions. The understanding is that if your turn-around times are under four hours no one cares if you have a small herd of goats on an X-boat tender, if the ship has a 'no textiles' policy, or if its corridors get turned into hydroponic bays dedicated to the cultivation of recreational pharmaceuticals from around Charted Space. There is an unspoken understanding that an X-boat tender will be given adequate notice of any inspection and that the ships will look adequately normal when they come in for their annual servicing. There is also an understanding that extends beyond all branches of the Imperial services - if any member of the Scout Service gives you something to smoke, sniff, eat or drink, you make damn certain you know what it is before accepting it, and don't assume just because you did a bit of Terran Green back at university that you will not pull a major whitey if you are not very cautious to begin with.
    • X-boats themselves are taken out of service for maintenance (for 24 hours but it's actually closer to 8 hours of work) every three Jumps - this does not necessarily coincide with a X-boat pilot's duty cycle and would mean an X-boat pilot swaps ships on a regular basis. However, some pilots find a ship they like and synchnronise their duty cycles to the ship's maintenance cycle, finding some mysterious issue that prevents the ship returning to service until the end of their break or volunteering to return to duty early. For the week-long annual maintenance period (actually five days work) serious creativity on the X-boat pilots part, understanding maintenace chiefs, and the fact that there is a surplus of X-boats (every node has at least one kept powered down but fuelled and ready to Jump within one hour) means that some X-boat pilots stay on the same ship for years.
    • The current record is claimed to be held by 'Old Stinky' aka Terry Butcher who allegedly did not leave his X-boat 'Mabel' for 37 years - and as he disappeared in a mis-Jump he may still be on it, some where or some when. There are occasional claimed sightings in this system or that, and claims that X-boat tenders will refuel Mabel, send over supplies, and send her on her way with no questions asked (and no data transfer) and then delete all records of the occurance. Other stories are imply that the crew of the tender are compelled to lend assistance and have their own memories altered along with the ship's, If true then Old Stinky and Mabel have been moving around beyond the Claw spending c. 98% of their time in Jump for over sixty years since the alleged misjump, which would mean Old Stinky is around 120. Many people will say this is exactly the sort of bullshit you'd expect hearing from the Express Boat Service Branch, a bunch of social misfits with permanent ship fever. Others notice that Express Boat Service Branch members agree with this very quickly and enthusiastiucally.
 
The X-boat network will have their own Jump Box in system.
Primarily for the purposes of deconfliction with other inbound/outbound traffic. By operating "away from" other system traffic (tethered to the mainworld), any craft that approaches an Express Tender without an authorized IFF signal can be default assumed hostile (because they're intruding on ... space space ...?).
Busy networks will have two tenders and attendant fuel shuttles (well, they have at least three as they have two on duty at any one time).
For the Imperial Express Network, my headcannon assumption is that Type-S Scout/Couriers do a LOT of the "runabout shuttle" work on a rotating basis. So if there are 2 Tenders on station (wherever that might be) then there would be 3 Scout/Couriers making fuel shuttle runs (2 active, 1 reserve). The Scout/Couriers have "sufficient" fuel capacity to be able to "top up" a Tender with a few shuttle cycles.

When a Scout/Courier that has been "out on deliveries" to other star systems (off the Express Network) returns to the system (on the Express Network), it takes up a place in the "Tender support services" queue, releasing another Scout/Courier from fuel shuttle/runabout duty so it can be dispatched to run communications to star systems off the Express Network. Sort of a "cab rank" type system that keeps the Scout/Couriers (and their crews) busy with logistics duties in between dispatches to worlds off the Express Network.
They alternate between retrieval of inbound X-boats and 'pitching' outbound X-boats to match to the required velocity and vector of the X-boat Jump Box in the destination system. This is very simple; X-boat in bay, accelerate to required V&V, open bay doors and stand off 100D+ (yes ships can make ships misjump) and wait until the X-boat Jumps, return to Jump Box.
This is where external loading of small craft would actually work out a lot better, I'm thinking. :unsure:

A 15 ton small craft with a (17%) 6G maneuver drive would require 15*0.17=2.55 tons.
That same displacement of maneuver drive would be capable of (2%)1G @ 2.55/0.02=127.5 tons ≈ 127 tons.
127 - 15 = 112 tons external load capacity
And as we all know, 110% of 100 tons is ... 110 tons.
So a 15 ton small craft with a 6G (LBB5.80) custom drive would be capable of externally docking with and providing 1G maneuver services to Express Boats that have no maneuver capability.

Such a small craft could be armed with a turret and a bridge plus model/2 computer so it can operate as a "mobile turret" that patrols around the Express Tender, offering both interception (vs hostiles) and towing (of Express Boats) services in the vicinity of the Express Tender. Could do something like a 6x fighters per Tender (4x shifts of 1 deployed, rotating 1 on reserve during each shift, 1 undergoing routine maintenance each shift). Increase that to 10x fighters per Tender and you get (4x shifts of 2 deployed, rotating 1 on reserve during each shift, 1 undergoing routine maintenance each shift). The downside to having such a large complement of fighters per Tender is the quantity of crews needed to maintain a 24/7 patrol deployment, which then becomes a pretty significant investment (both construction and operational overhead) for the purposes of mission security.

Your mileage may vary, of course. ;)
For the week-long annual maintenance period (actually five days work)
In CT, annual overhaul maintenance takes 2 weeks.
 
Primarily for the purposes of deconfliction with other inbound/outbound traffic. By operating "away from" other system traffic (tethered to the mainworld), any craft that approaches an Express Tender without an authorized IFF signal can be default assumed hostile (because they're intruding on ... space space ...?).

IMTU a mainworld's Jump Box is 100D out, ahead of the planet's position in the orbit and somewhat closer to the primary. This would allow system entry to be at vector and velocity that would result in a deceleration burn result in insertion into the desired orbit, as the deceleration will also move it into the destination world's orbital path.

The X-boat Jump Box is where the tender is which I assume is in orbit around a gas giant as they need fuel and lots of it.

So seperate Jump Boxes as they are in different places.

For the Imperial Express Network, my headcannon assumption is that Type-S Scout/Couriers do a LOT of the "runabout shuttle" work on a rotating basis. So if there are 2 Tenders on station (wherever that might be) then there would be 3 Scout/Couriers making fuel shuttle runs (2 active, 1 reserve). The Scout/Couriers have "sufficient" fuel capacity to be able to "top up" a Tender with a few shuttle cycles.

When a Scout/Courier that has been "out on deliveries" to other star systems (off the Express Network) returns to the system (on the Express Network), it takes up a place in the "Tender support services" queue, releasing another Scout/Courier from fuel shuttle/runabout duty so it can be dispatched to run communications to star systems off the Express Network. Sort of a "cab rank" type system that keeps the Scout/Couriers (and their crews) busy with logistics duties in between dispatches to worlds off the Express Network.

So imagine a tender 100 and a bit D out of a typical gas giant (130k D).

  • If we have a fuel shuttle working to keep the tender supplied, a round trip to skim takes 23 hours at 3G, skimming 60 tons fuel takes 7 hours, transferring 60 tons fuel takes 1.5 hours so 31.5 hours a round trips and five round trips a week (rounding down) providing 300 tons. Cost of fuel shuttle is 16 MCr

  • If we have a Type-S working to keep the tender supplied, a round trip to skim takes 28.5 hours at 2G, skimming 20 tons fuel takes 2 hours, unloading 20 tons fuels take 30 minutes so 31 hours a round trip, so 5 round trips a week (rounding down) providing 100 tons. Cost of Scout is 41 MCr

  • A X-boat tender will need to refuel c. 7 X-boats a week, requiring 280 tons of fuel

  • This would require 1 fuel shuttle costing 16 MCr, or 14 Scouts costing 574 MCr

  • So at least IMTU, tenders have a fuel shuttle, and due to the costs of small craft pitchers and crew you outline, the tenders do the pitching.
 
So, we ran this calculation, that is, the relative motion of stars, last year in another thread that I can't currently find. Typically, we mathed out, that it takes them a couple thousand years to cross a hex, given typical stellar velocities. Rogue planets, which had been the topic of that thread, had been found moving at about twice the pace of typical stars, though it wasn't stated whether that was a typical pace.

That's not to say stars don't move inside a hex, they do. A hex is just really huge. So accurare mapping of where in a hex the star is would be super important, because if you arrive in the wrong part of the hex, you can run out of fuel before you make it insystem. At thrust 1, from the edge of the hex to the center is about 2 months and 6 days, using the standard accelerate halfway, turn, decel halfway.

As far as X-Boats, good grief, put a min rating thruster on it so it's not stranded in space if something bad happens.
 
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At thrust 1, from the edge of the hex to the center is about 2 months and 6 days, using the standard accelerate halfway, turn, decel halfway
Mybe you misrember?

A parsec is 3.086e+16 metres, so from edge to centre is 1.043e+16 metres.

Using s = ut + 1/2at^2, in 5,702,400 seconds (66 days) at 1g a ship would travel 1.625868288e+14 metres, no turnaround.

Using this it says 909.24 days, but that doesn't take relativistic factors into account. Chat GPT says a ship accelerating at 1g for half that time would get to 78.8% of c.

But whether the drives work that far out depend on Referee diktat and version of Traveller. I think MgT2 says 1,000 D of star but don't quote me on that as I ignore that rule.

And diktat or not, a ship at 50% of c is 1.15 x heavier and has time running 15% slower, but 75% it is 1.5 x heavier and time is 44% slower.

But whatever, I got distracted, lol... it doesn't take 2 months and 6 days to travel half a parsec from rest to rest.

Assuming one allows M-Drives to work in deep space, then I think a safe rule of thumb is a ship can accelerate to 50% of c in 5.5 months in which time it travels 0.1 light-years (rounded up) but after that it coasts until it needs to decelerate.

So a ship's travel time would be

Distance in parsecs x 3.26 to get distance in light years
- 0.2 to remove distance covered in acceleration/deceleration
Divide this by 0.5 to get years coasting
Add 5.5 months (0.46 years) to get time in acceleration/deceleration

So 0.5 x 3.26 =1.63 light years
1.63 - 0.2=1.43 light years coasting
1.43/0.5=2.86 years coasting
2.86+0.46=3.32 years total
So 3 years 3 months to travel half a parsec
 
Mybe you misrember?

A parsec is 3.086e+16 metres, so from edge to centre is 1.043e+16 metres.

Using s = ut + 1/2at^2, in 5,702,400 seconds (66 days) at 1g a ship would travel 1.625868288e+14 metres, no turnaround.

Using this it says 909.24 days, but that doesn't take relativistic factors into account. Chat GPT says a ship accelerating at 1g for half that time would get to 78.8% of c.

But whether the drives work that far out depend on Referee diktat and version of Traveller. I think MgT2 says 1,000 D of star but don't quote me on that as I ignore that rule.

And diktat or not, a ship at 50% of c is 1.15 x heavier and has time running 15% slower, but 75% it is 1.5 x heavier and time is 44% slower.

But whatever, I got distracted, lol... it doesn't take 2 months and 6 days to travel half a parsec from rest to rest.

Assuming one allows M-Drives to work in deep space, then I think a safe rule of thumb is a ship can accelerate to 50% of c in 5.5 months in which time it travels 0.1 light-years (rounded up) but after that it coasts until it needs to decelerate.

So a ship's travel time would be

Distance in parsecs x 3.26 to get distance in light years
- 0.2 to remove distance covered in acceleration/deceleration
Divide this by 0.5 to get years coasting
Add 5.5 months (0.46 years) to get time in acceleration/deceleration

So 0.5 x 3.26 =1.63 light years
1.63 - 0.2=1.43 light years coasting
1.43/0.5=2.86 years coasting
2.86+0.46=3.32 years total
So 3 years 3 months to travel half a parsec
I must have mathed wrong, I simply ran the equation 2* sqrt((distance in meters)/10m/s^2), which is how the rest of the travel times table in MgT1 (p 145) and CT Book 2 (p 10) are calculated at thrust 1, out to 1/2 parsec. Admittedly, it ignores relativistic speeds and effects, so is pretty wrong as it is, presuming we're imagining the other laws of physics are holding true, which they're not because we're already accelerating volumes independent of mass, so I guess we're not really going with physics as we currently understand it. But if we were...

Anyhow, 3 years 3 months is even more past where a ship's onboard supplies and life support run out, which was the original point.
 
Edit, I read my spreadsheet wrong. D'oh. Instead of 2 months 6 days, it was 2 years 6 months and some days, which winds up being 934 days, which is pretty close to what cyborgprime.com gets.

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Even though the description of Jump has always said that vector is preserved, the actual rules governing it suggest that it is not, that you jump in with your vector relative to that of the thing you're jumping in next to, and probably zeroed at that. (Why else would the procedure suggest you come to a halt at the 100D limit before jump?) The difference in vectors of nearby stars can be pretty huge, requiring days to compensate for, which tends to be far longer than it would take to reach the world you've arrived at. If your planning is poor, you're going to really make a splash an hour after emergence, no ocean required.

For that reason, I have just always assumed that your vector equals that of what you jumped next to, and you just somehow "steal" a tiny bit of its orbital or rotational momentum, or cool/heat it a tiny fraction of an attokelvin. Deep space emergences would preserve vector, since there's nothing close enough to steal momentum from.
 
If the rift is supposedly in front of the nose, you'd want to ensure the starship is going in the right direction.

Or, if off centre, gets sucked into jumpspace, at an angle.
 
Even though the description of Jump has always said that vector is preserved, the actual rules governing it suggest that it is not, that you jump in with your vector relative to that of the thing you're jumping in next to, and probably zeroed at that. (Why else would the procedure suggest you come to a halt at the 100D limit before jump?) The difference in vectors of nearby stars can be pretty huge, requiring days to compensate for, which tends to be far longer than it would take to reach the world you've arrived at.
This is where it helps to work with a defined set of expectations.



The proper motion of Sol around the center of the Milky Way Galaxy is ~220 km/s.
For the sake of argument let's say that you want to jump from Sol to Barnard's Star (~6 light years away, so J2).
Relative to the proper motion of the Sol system, Barnard's Star has a proper motion of ~142 km/s.

So in order to achieve a "relative zero" velocity upon breakout from jump at Barnard's Star, a starship performing a J2 from the Sol system would need to jump while on a vector that is ~142 km/s velocity relative to the proper motion of Sol.

To put it gently ... that's going to be the job of the Navigator, not the Pilot, with respect to plotting a course to a jump point that can be used in the Sol system for reaching Barnard's Star by J2.

@ 10m/s2 = 1G of acceleration, it would take 142,000/10=14,200 seconds (3h 56m 40s) at 1G continuous acceleration to go from a "zero velocity relative to the proper motion of Sol" to a "zero velocity relative to the proper motion of Barnard's Star" transition while maneuvering out to a jump point to be used to jump to Barnard's Star. Since this is EASILY less time than is needed to accelerate from the surface of the mainworld (Terra) to outside the jump shadow of the planet.

Traveller Worlds LINK for Terra in the Sol system.

Time to Jump Point from Terra at ...:
  • 1G: 4h 24m 54s
  • 2G: 3h 7m 18s
  • 3G: 2h 32m 56s
  • 4G: 2h 12m 27s
  • 5G: 1h 58m 28s
  • 6G: 1h 48m 8s
Since the relative proper motion of stars is not something that Traveller (as a gaming resource) has ever had details for, as a matter of rules and expectations, that all just gets handwaved away ... for gaming simplicity.

My point being that even with one of the closest stars to the Solomani homeworld, with the highest proper motion relative to Sol, at 1G of acceleration the time needed to "match vectors" with the proper motion of the destination star system after J2 is still less than the time needed to accelerate out of Terra's jump shadow. This means that in terms of "rules" for gameplay, even this outlier case falls below the "granularity" of what gamers sitting around a table need to bother themselves with in terms of details.

For the actual Travellers who live in starships and have to do this stuff "for real" in their (imaginary) lives, THEY need to know these things. THEY need (skilled) Navigators who can make these kinds of complexities of relative proper motion of star systems into something that amounts to being a "non-issue" thanks to how they plot the courses that Pilots are obliged to fly their starships along in order to get where they want to go.



"Just because I make it LOOK EASY doesn't mean that my job IS EASY."
- too many navigators to count
 
I guess that's what I get for not doing the math. :)

100 seconds of thrust at 1G is 1 KPS velocity change. A 142 KPS change would therefore require 14,200 seconds, or a bit under 4 hours, as you say. A little over a million km, or a little less than Earth's jump shadow, as you say.

Thanks for triggering my memory of how to figure all that!
 
Does any of this change as you get closer to the destination planet and come under its gravity?
Yes and no. Until you're close, the effect is small enough to ignore. Once you are close, though, it generally doesn't matter unless you have a sub-1G thrust system (low tech) or are near a big planet (super-Earth or GG). Even then, you can generally go into orbit without regard for your thruster or planet gravity, as we do in the real world when we put stuff in orbit of Jovian moons.

Some Traveller editions stipulate some kind of contra gravity device that negates a world's gravitational effect on a ship. But even without that, if you have a regular ship, it can be handwaved. It's certainly no more important than dissipating heat.
 
Some Traveller editions stipulate some kind of contra gravity device that negates a world's gravitational effect on a ship.
It's one of the "original sins" of Space Magic™.
It's a very obvious bit of handwavium intended to (game mechanically) engineer a way to "gravity wells don't matter" ... allowing all kinds of inconveniences (like balancing thrust vectors) to be "safely ignored" by gamers.

LBB 1-3 CT at least had the decency of grounding everything in newtonian motion and physics for the acceleration of space/star craft.
Then a later edition comes along and declares that liftwood contragrav is a Thing™.

You'll notice that no one ever took that to its logical conclusion of using "sufficiently powerful contragrav" to create a sort of "sufficiently flattened space/time curvature" to enable Jump Gates ... or better yet ... make possible "jumping from downport berths on the ground" (because, hey! gravity well factors have been "negated"!).



Physicist: Assume a spherical chicken of uniform density-
Engineer: ✋ HOLD IT! :mad:
Clueless lazy gamer:
B4VxuFf.gif
 
This is a very good point.

To which I would add that the artificial gravity and acceleration compensation fields on a ship either :

1 being artificial do not interfere with jump the way "real gravity" does
or
2 are somehow compensated for by the jump drive - and yet the jump drive can not compensate for "real gravity"
or
3 are switched off as jump is initiated and may be safely turned back on once in jump space.
 
Yeah, I never considered artificial gravity to affect Jumpspace. Either it wasn't the same thing, or it wasn't powerful enough. There are ways to create artificial gravity RIGHT NOW that have nothing to do with manipulating or creating gravitons. I'm sure we all remember the levitating frogs. Some of us have been indoor skydiving, you can turn that around. The rotating can in the carnival that holds you while the floor drops out from under you. Interior gravity need not be a full G all the time, either.
 
That is one of the reasons I like Asimov's term "pseudogravity" - it need not be gravity manipulation (i.e. spacetime curvature) at all - it just has to produce an attractive/repulsive effect on some property within matter, which may roughly scale with mass.

It may be a spin off of the unification of other forces.
 
1 being artificial do not interfere with jump the way "real gravity" does
Game mechanically speaking ... for the convenience of Players+Referees ... there's no reason why it can't work this way.
From an intellectually honest/consistent standpoint ... it's cheater-ific Space Magic™ handwavium.

Therefore, it would not be *my* preferred answer/solution.
2 are somehow compensated for by the jump drive - and yet the jump drive can not compensate for "real gravity"
Better than option 1, but still suffers from the same flaws in intellectual honesty/consistency. You're just "papering over the cracks" a bit better.
3 are switched off as jump is initiated and may be safely turned back on once in jump space.
This is the superior "neutralize the starship's state" when jumping solution, because it's a more "honest" answer to the issue. Needing to temporarily go zero-G internally in order to jump also leads to some (gameplay relevant) consequences that are more immersive ... such as needing to "secure for jump" prior to actually engaging the jump drive. It's the starship equivalent to "keep your trays in the upright and locked position with your seatbelts securely fastened" type of experience for interstellar travel.

A subsidiary point about this option is that it begs the question of "how long does the starship interior need to remain zero-G" during the transfer into jump space? I'm not aware of there being any literature that explicitly states how "long" a jump flash lasts in terms of duration.

I can easily imagine that for game mechanical reasons, you might want to say that the zero-G duration to jump needs to be 2 (infantry) combat rounds, with the actual jump itself happening between the 2 turns.
  1. Internal gravity: ON
  2. Internal gravity: OFF
    • Jump Flash!
  3. Internal gravity: OFF
  4. Internal gravity: ON
That way, the zero-G condition is brief ... but also potentially "exploitable" in various ways under unusual circumstances.
At the same time, the zero-G condition is "long enough" that anything which isn't secured when the jump flash happens could ... create a mishap (of some variety). Fluids escape their (open) containers ... and splatter unhelpfully when the artificial gravity returns. Unsecured items sitting on stuff (perfectly fine, under gravity) start to float away when the gravity is (briefly) turned off ... thus "rearranging" themselves when the artificial gravity resumes. Small children "floating in the air" in zero-G suddenly plummet to the floor when the "gravity switches back on" (for example).

All of these "nuisance, not a crisis" conditions that come about because of an interruption in internal gravity "service" during flight then creates a set of Spacer Habits™ that experienced crew hands know about which basically amount to Do's and Don'ts for how to stow gear securely and why you want to "strap yourselves in" when it's time to jump (so don't be roaming the halls looking for the galley or the fresher).

It gives the commanding officer a reason the announce via shipwide PA, "All hands, prepare for jump." ... with the expectation that all experienced crew (and live passengers who have been given instructions on what to do) will make ready for a brief loss of internal gravity inside the starship's inhabited volumes.
 
This is the superior "neutralize the starship's state" when jumping solution, because it's a more "honest" answer to the issue. Needing to temporarily go zero-G internally in order to jump also leads to some (gameplay relevant) consequences that are more immersive ... such as needing to "secure for jump" prior to actually engaging the jump drive. It's the starship equivalent to "keep your trays in the upright and locked position with your seatbelts securely fastened" type of experience for interstellar travel.

A subsidiary point about this option is that it begs the question of "how long does the starship interior need to remain zero-G" during the transfer into jump space? I'm not aware of there being any literature that explicitly states how "long" a jump flash lasts in terms of duration.

I can easily imagine that for game mechanical reasons, you might want to say that the zero-G duration to jump needs to be 2 (infantry) combat rounds, with the actual jump itself happening between the 2 turns.
  1. Internal gravity: ON
  2. Internal gravity: OFF
    • Jump Flash!
  3. Internal gravity: OFF
  4. Internal gravity: ON
That way, the zero-G condition is brief ... but also potentially "exploitable" in various ways under unusual circumstances.
At the same time, the zero-G condition is "long enough" that anything which isn't secured when the jump flash happens could ... create a mishap (of some variety). Fluids escape their (open) containers ... and splatter unhelpfully when the artificial gravity returns. Unsecured items sitting on stuff (perfectly fine, under gravity) start to float away when the gravity is (briefly) turned off ... thus "rearranging" themselves when the artificial gravity resumes. Small children "floating in the air" in zero-G suddenly plummet to the floor when the "gravity switches back on" (for example).

All of these "nuisance, not a crisis" conditions that come about because of an interruption in internal gravity "service" during flight then creates a set of Spacer Habits™ that experienced crew hands know about which basically amount to Do's and Don'ts for how to stow gear securely and why you want to "strap yourselves in" when it's time to jump (so don't be roaming the halls looking for the galley or the fresher).

It gives the commanding officer a reason the announce via shipwide PA, "All hands, prepare for jump." ... with the expectation that all experienced crew (and live passengers who have been given instructions on what to do) will make ready for a brief loss of internal gravity inside the starship's inhabited volumes.

Another reason for maintaining the Vilani tradition of "Jump Dimming".
 
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