|
|
|
#1 |
|
Join Date: Jun 2012
Location: Los Angeles
|
Is there canon, or widely held opinion, about how accurate a Jump exit can be plotted?
For sake of argument lets say we are dealing with a world deep inside the 100D limit of its primary. Jump masking and other items seem to imply that a ship makes a straight line Jump from system to system. So a ship coming in from one system would have to cross to the other side of the 100D sphere to Jump to a system on the 'other side'. For example, a ship coming from Dojodo to Mora would have to cross the 100D sphere (if Mora were inside such a Jump mask) to get to the Jump area for Jokotre. Jump is a straight line - once in jumpspace you are committed to one direction only; forward. OR Can a Jump be plotted from any point on the 100D limit sphere? So you just aim the ship for the closest part of that limit and Jump from there. And when you arrive you can have already have plotted your exit at the closest point the your destination? That is, your actual Jump can have curves and turns and isn't exactly a straight line, just mostly. For either I assume piloting or navigation skills determine exactly how accurate your jump is. I don't see ships jumping out one on top of the other, or all heading to the one exacty coordinate in space. But if its a totally straight line then you wil see a pretty close cluster of breakouts and exits. |
|
|
|
| Tags |
| jump drive |
|
|