Condottiere
SOC-14 5K
The tape could also get shredded after it's read, and stuck in random access.
My first real Unix grokked moment... Sysop left a hidden note to phone phreakers, but never changed the default root PW. So 10 seconds of docs later...It was always a visceral thrill to hit the RETURN key and see the lights dim and the cacophony roar as the assorted devices (be they printers, disk drives, plotters, tapes) came to life.
Back in the day, when I "got" networking, a true "Unix" moment, a favorite anecdote was watching someone essentially do this:
Code:cpio -ocv /dir | rsh otherhost cat > /dev/tape
Typed that in, the cartridge tape drive lit up as the contents of the /dir was moved across the network to another machine and streamed to the tape.
I used to use one of those reel-to-reel tape drives for a process every night. We didn't have the disk space for it, so I'd write the work file to tape, delete it, and then read it back in and merge it with the new work.
su
# rm -rfF /*.*
Dirt, earth, something like that.then how did the Terrans get off of .. what was it? Terror?
If empty hex jumps don't work, then how did the Terrans get off of .. what was it? Terror?
AKA, Terra is more than one parsec from other systems.
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Fortunately for the existence of Terra as an independent world, Vilani expansion to rimward stopped several parsecs from Terra before the Vilani era of cultural stagnation began. Terrans discovered a Vilani outpost at Barnard in -2422 as part of their first interstellar voyage using the jump drive. The discovery of a huge interstellar state ruled by humans not from Earth caused panic and indignation among the people and nations of Terra.
The First Interstellar War began when a Vilani merchant convoy ignored Terran traffic control signals from the Terran base in the Barnard system; the Terrans believed an attack was imminent and destroyed some of the convoy's ships. It and the early subsequent wars tended to be limited affairs in which a few systems changed hands.
How did we get to Barnard Star?
So the only questions are:The first step was to locate a “jump point,” a wandering planet or brown dwarf star located at a convenient point in interstellar space. Such bodies were known to exist, although locating them precisely was often quite difficult, and it was unlikely for one to be in a convenient location. Here the American mission planners were lucky – a candidate rogue planet was found, located so that jump-1 starships could reach it from both Sol and Barnard’s Star.
Once the jump point was established, and the painstaking work of computing jump coordinates was done, the mission could proceed. Jump-drive ships operating from a base at Luna made several trips to the jump point, creating a makeshift fuel depot in orbit. Finally, in 2097 the StarLeaper One expedition was ready. The starship, the largest thus far built around the jump drive, departed from Luna orbit and spent a full year in interstellar space.
GURPS Traveller: Interstellar Wars page 23
This is a major basis of my Near Earth J-1 campaign- Oort ice stations provide refuel points. Including the infamous Faust Station.The 2d subsector 'maps' do not show stars, they show planets. They are more like a tube train map than an ordinance survey. The maximum distance you can jump with a jump 1 engine is 1 parsec etc.
If GT:ISW was to be written today there is another, and in my opinion better, method for that first interstellar jump. Some current models for the Oort Cloud have it extending to between 1.6 and 3.2 light years from Earth.
So the first intersteller mission jumps from comet to comet, at each stage of the jump having to make extremely complex calculations and refine more fuel. This is why the mission takes so long and is also why Barnard's Star is chosen rather than the closer Centauri system, because the Oort cloud objects that make the trip possible line up that way.
For a moment ... consider the implications if a 100 diameters gravity well was required to exit jumpspace.I don't bother with the requirement for a grav target, but do honor the 100D precipitous stop.
AM Solomani notes use of an oort cloud object...If empty hex jumps don't work, then how did the Terrans get off of .. what was it? Terror?
AKA, Terra is more than one parsec from other systems.
We shall of course take your word for it. But I'd always assumed it was because stars are something you don't really want to Jump next to, might get a bit toasty in the ship, plus they're a bit rough to land on.The 2d subsector 'maps' do not show stars, they show planets.
This was likewise my assumption. Most especially to simplify play for the referee. I've got good old Elite: Dangerous on my PS5, and they recently noted,Two dimensional travel is a game mechanic to simplify play, which we accept in lieu of a more complex three dimensional star map.
As of January 20, 2022, only 0.05% of the galaxy, or exactly 222,083,678 unique star systems, had been explored.
The trick to using a 3D universe is to keep jump capability somewhat limited -- you can still reach the same number of stars, they're just in different directions than they'd be on a 2D map.We shall of course take your word for it. But I'd always assumed it was because stars are something you don't really want to Jump next to, might get a bit toasty in the ship, plus they're a bit rough to land on.
This was likewise my assumption. Most especially to simplify play for the referee. I've got good old Elite: Dangerous on my PS5, and they recently noted,
and the game has been out since 2014 December, and sold over 3 million copies. So the average player has discovered seventy new systems - and that's with, of course, most players never discovering any new systems at all, sticking to the local systems, or just never playing enough to get far enough away from those core worlds. There'll be some dedicated maniac who's done thousands.
A three-dimensional game universe creates a lot of work for a referee. A two-dimensional one, considerably less. Likewise restricting the players to Jump-1 to 3, rather than straight off to 6.
I would argue that the 2D subsector maps are a byproduct of the medium ... LBBs printed on PAPER in the late 70s early 80s. You basically couldn't "do" a 3D map all that well in paper books of that era.Most especially to simplify play for the referee.
Agreed, and system density low.The trick to using a 3D universe is to keep jump capability somewhat limited -- you can still reach the same number of stars, they're just in different directions than they'd be on a 2D map.