(no subject)

By Burton Choinski. ·

TML message #3354From bundle 277

Subject: Travel distances

Adrian Hurt Notes:
[]And now you know why you have to be at least 10 diameters away from the
[]planet before you jump, preferably 100 diameters.  (And probably some
[]significant distance away from the star, too.)  If you're too close to
[]a gravity source, the jump capacitors or jump drive get overloaded.  Boom.

When working on my 2300ad SYSGEN program (I seem to do a lot of these, don't
I?) I had some calculation to figure the stutterwarp limit fro a star.

Given that:
   (1) Stutterwarp limit for a world is 0.0001g influence.
   (2) Due to the square law, for earth this is 100 radii
   (3) Ergo -- Safe Jump Range ~= Stutterwarp limit

With that in mind, should T:TNE have Jump Limits delimited by MASS instead of
SIZE?  No matter if you have 1 earth mass in one earth diameter or in half an
earth diameter, the 0.0001g radius will be the same from the center of mass.
The only effect size has is how much distance you have to cover before you
reach the limit.

Likewise, for any star, the Jump limit will depend on the solar mass.
I think I calculated the limit for sol to be around 2.44 AU (past Mars),
but that was based on other assumptions.  If SIZE/DENSITY (thus MASS) is
generated in the world building system, you can simply plug it into the
formula:

   JD = SQRT(mass) * 642 - (size/2)

Where (mass) is earth masses and (size) is diameter (in 1000's of km).

Result is in 1000's of km.  A simple table can be figured (G-Thrust vs.
JD) to give a simple look-up of time to Jump Distance.

For stars, simply ignore the (size) modifier (you don't care about landing
on the surface!).  Time can be based on star's JD - (world AU * 14900).
If negative, you can jump after reaching the world's JD.

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Burton Choinski                                       Phoenix Technologies, LTD
"All opinions are mine, not Phoenix's"                            Cambridge, MA
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