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Tracking a ship through hyperspace..
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garhkal
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PostPosted: Tue Jun 08, 2010 11:49 pm    Post subject: Reply with quote

20 minute is NOT what i would class as a micro jump. To me micro jumps are 2 minutes or LESS.
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Hellcat
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PostPosted: Wed Jun 09, 2010 1:08 am    Post subject: Reply with quote

Minutes could potentially mean dropping out of hyperspace well between systems, which would then take longer to calculate a jump since the calculations are usually based on stellar positioning the system's star in relation to the other stars in the galaxy. You really want to make things interesting you should add in a planet's position. Garhkal's idea of 2 or less minutes for a micro jump should still keep you in system depending on where in system you are when you make the jump.
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atgxtg
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PostPosted: Wed Jun 09, 2010 3:30 pm    Post subject: Reply with quote

Hellcat wrote:
Minutes could potentially mean dropping out of hyperspace well between systems, which would then take longer to calculate a jump since the calculations are usually based on stellar positioning the system's star in relation to the other stars in the galaxy. You really want to make things interesting you should add in a planet's position. Garhkal's idea of 2 or less minutes for a micro jump should still keep you in system depending on where in system you are when you make the jump.


Even two minutes might be a lot depending on how fast the ship is moving. Since a x1 drive hads a max speed of something like 120,0000 c, , a ship might travel as much as 4/10th of a light year. Probably not since the ship would be in/near the system for most of the two minutes, but a 20 minute jump is certainly going to put the ship out between systems, or at best in some unexpected system.
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cheshire
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PostPosted: Wed Jun 09, 2010 4:58 pm    Post subject: Reply with quote

I'm re-reading the Thrawn Trilogy (yes... again), and Karde makes mention to a jump of about half of a light year. Though the 4/10 of a light year sounds pretty small... it's not too far out from what's established.
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atgxtg
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PostPosted: Wed Jun 09, 2010 5:20 pm    Post subject: Reply with quote

cheshire wrote:
I'm re-reading the Thrawn Trilogy (yes... again), and Karde makes mention to a jump of about half of a light year. Though the 4/10 of a light year sounds pretty small... it's not too far out from what's established.


Let see, the Wild Karde has a x1 hyperdive, so at 120,000 c, it works out to about .228 light years, per minute. So half a light year would take 2 minutes 11.49 seconds (26 combat rounds).

That's using our 365.25 day year, 24 hour days, and 60 minute hours. None of which would be entirely accurage or applicable in the Star Wars Universe.


To put that into perspective a half a light year jump is just about the distance from our Sun to Neptune.

I would suspect that a ship would probably travel a bit slower than this due to it still be in system. Still, even at 1/4 the speed is is enough to put one well out of weapon and sensor range.
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Hellcat
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PostPosted: Wed Jun 09, 2010 9:44 pm    Post subject: Reply with quote

atgxtg wrote:
Hellcat wrote:
Minutes could potentially mean dropping out of hyperspace well between systems, which would then take longer to calculate a jump since the calculations are usually based on stellar positioning the system's star in relation to the other stars in the galaxy. You really want to make things interesting you should add in a planet's position. Garhkal's idea of 2 or less minutes for a micro jump should still keep you in system depending on where in system you are when you make the jump.


Even two minutes might be a lot depending on how fast the ship is moving. Since a x1 drive hads a max speed of something like 120,0000 c, , a ship might travel as much as 4/10th of a light year. Probably not since the ship would be in/near the system for most of the two minutes, but a 20 minute jump is certainly going to put the ship out between systems, or at best in some unexpected system.


That's why I say with the two minutes it depends on where in system you are when you jump. The further in system the more the chances increase that you might still be in system after a two minute microjump. Seconds are better but if you're going to start talking minutes I think what Garhkal said about two or less is the best choice.
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Mandalore
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PostPosted: Thu Jun 10, 2010 9:09 pm    Post subject: Reply with quote

Didn't the Vong use something that detached particles in hyperspace, and their sensors (or organic alternative) could detect?
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atgxtg
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PostPosted: Thu Jun 10, 2010 10:47 pm    Post subject: Reply with quote

[quote="Hellcat"]
atgxtg wrote:
[
That's why I say with the two minutes it depends on where in system you are when you jump. The further in system the more the chances increase that you might still be in system after a two minute microjump. Seconds are better but if you're going to start talking minutes I think what Garhkal said about two or less is the best choice.


Since hyperdrives are affected by gravitational forces, and a typical star has a effect out to several light years, it probably takes awhile for a ship in hyperspace to get far enough away from a star to reach high speed.
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Whill
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PostPosted: Sun Jun 13, 2010 11:13 pm    Post subject: Reply with quote

atgxtg wrote:
To put that into perspective a half a light year jump is just about the distance from our Sun to Neptune.


Half a light-year? Astronomy/Cosmology nerd here. FYI, Neptune is not nearly that far away. Neptune is about 30 AUs from the Sun (30 times farther than the mean distance from the Sun to Earth).

Earth is about 8.3 light-minutes from the Sun. That puts Neptune at a little more than 4 light-hours from the Sun. That's much less than half a light-year, or even half a light-day! 8)
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ZzaphodD
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PostPosted: Mon Jun 14, 2010 2:35 am    Post subject: Reply with quote

Just read in my old TF book that one of the NPCs (Pirate) usually put a hidden bomb in the target ship, only to follow it through hyperspace and trigger the bomb when the target is in the middle of nowhere disabling the hyperdrive. Doesnt say how he follows his target though..
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Lostboy
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PostPosted: Mon Jun 14, 2010 2:45 am    Post subject: Reply with quote

It is possible to move through someone elses hyperspace corridor by slaving your nav computer to theirs. It' might be possible to just be carried by someone elses hyperspace slipstream as they jump, after that it would be just like finding them in realspace, just follow your sences.
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Kytross
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PostPosted: Sun Jul 18, 2010 1:54 pm    Post subject: This is one of the many discontinuous aspects of Star Wars Reply with quote

The way I play it (and write it) is that there are known hyperspace routes between known systems. These routes are safe and free of unexpected objects that can kill you when you crash into them. Except for scouts and the occaisonal Jedi everyone uses these routes.

Making a jump from the middle of nowhere is a heroic roll that most pilots simply aren't skilled enough to make and survive. Which is why you don't stop halfway through a trip and head somewhere else. Or in layman's terms, you can't turn in hyperspace.

So if you know someone's hyperspace entry vector you generally know which hyperspace routes they're choosing from.

The first 7 X-wing books, by Stackpole and Allston go into some depth with this. Kirtain Loor deduces where Rogue Squadron's base is by consulting star charts and hyperspace routes based on the Rogue's hyperspace entry and exit vectors. In the first Wraith novel empion mines are laid along probable hyperspace routes rebels would flee along from the attack on Folor Base.

(I'll digress and tell you empion mines, or Electro-magnetic pulse and Ion mines, are designed to knock out ships systems and erase all the data your ships are storing. Unless it's lead protected. Or you're using fluidics. Great GM tool. It's rare but established technology that a character with high tech: Demolitions could create. Solid bounty hunter tool.)

Anywho, that's how I'd track people by knowing their hyperspace vector.

However, a character with an astrogation score around 9D could pull off hyperspace routes from the middle of nowhere on a fairly regular basis. Mind you the highest stat a character can start in astrogation is 7D+2, and that's a Duros. Unless they were playing a droid...
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Fallon Kell
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PostPosted: Thu Mar 10, 2011 3:55 am    Post subject: Reply with quote

I remember reading in a sourcebook about "New technology" that allows Imperial recon cruisers' long range sensors to track a hyperspace jump end-to-end from the starting point.
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garhkal
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PostPosted: Thu Mar 10, 2011 5:38 am    Post subject: Reply with quote

Lostboy wrote:
It is possible to move through someone elses hyperspace corridor by slaving your nav computer to theirs. It' might be possible to just be carried by someone elses hyperspace slipstream as they jump, after that it would be just like finding them in realspace, just follow your sences.


Where have we seen this??
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CRMcNeill
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PostPosted: Thu Mar 10, 2011 11:58 am    Post subject: Reply with quote

Fallon Kell wrote:
I remember reading in a sourcebook about "New technology" that allows Imperial recon cruisers' long range sensors to track a hyperspace jump end-to-end from the starting point.


I think you are referring to the Imperial Sourcebook, and the reference was to Imperial Pursuit groups, not Recon groups. Equipped with Hyperwave Signal Interceptors, Pursuit groups could calculate the trajectory of a jump to hyperspace based on the initial jump, then extrapolate the most likely destination and jump out after them.
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