Originally posted by kietotheworld
I won't, I'm just trying to persuade others not to because it annoys me, looks stupid, and is unrealistic.
Originally posted by Jal-18
Better question is: what credentials do you have to be ordering us not to do certain stuff? Don't like it? Fine, don't play it. I don't think the mission designer will be terribly upset. But you have no right to be telling everyone else what they can and can't do.
Originally posted by karajorma
In your opinion.
I personally don't use nano jumps because I didn't see any evidence that they were possible in FS1 or FS2 and I have no desire to add new ships to the game which are capable of doing it (Or saying that old ships have now been retro-fitted to do them).
However if someone wants to say that ships in their campaign can do it I'm certainly not going to argue. If a ship can perform a nano jump there are a large number of occassions where it would prove very useful. Especially against an enemy ship that has jumped in and therefore has uncharged subspace engines.
Quite frankly I don't see what the problem with nano jumps is.
Originally posted by kietotheworld
unrealistica
Originally posted by Mongoose
I always wondered how the Iceni managed that insta-jump. Was it some inherent property of that ship, like quickly-recharging jump drives, or did the crew just divert a massive surge of power to jump engines in a desperate attempt to make the fast escape?
Originally posted by StratComm
I'd agree with that assesment if it weren't so obvious that exit coordinates are extremely precise over long distances. If they are accurate to within a constant factor then short-range jumps within that factor would indeed be useless. However, we know that the absolute maximum "off target" radius is 8km (the Psamtic upon discovery of the second Knossos) and that was considered extreme, and as close as ships jump in formation, I doubt it's even close to that long. The explanation I would rather use is that subspace drives simply have a minimum range; while it might be easy to target an exit point, getting the drives revved up to enter subspace and then precisely exiting it too short a time later would be impossible. If that makes any sense...
Originally posted by Mongoose
I always wondered how the Iceni managed that insta-jump. Was it some inherent property of that ship, like quickly-recharging jump drives, or did the crew just divert a massive surge of power to jump engines in a desperate attempt to make the fast escape?
Originally posted by ngtm1r
Actually, they ran the other way once the Iceni escaped.
And considering that Ulysses wing was in-mission for very little time (I'd have to check, but I'm almost certain it's less then a minute.). that kinda flies in the face of power-based arguments. If fighters, old fighters at that, can jump in and then jump out again in under a minute, power requirements for insystem jumps can't be the factor holding them back.
Originally posted by Flaser
*snip*The Psamtik's misjump - thanks to the Sath's presence - is good canon evidence.
*snip*
Originally posted by kietotheworld
That is the most inane post I have ever seen. The knossos creates a jump node, it doesn't magically syncronize your ship with subspace, or get your speed up to about 135 M/S
Originally posted by TrashMan
No, but don't you think the Iceni needed far less energy and effort to make the jump into the Knossos than it would need otherwise?
Originally posted by TrashMan
No, but don't you think the Iceni needed far less energy and effort to make the jump into the Knossos than it would need otherwise?
Besides, we have no idea how much energy one jump uses and from where hte Iceni jumped in. for all we know it might have been very clsoe by (or very far away, depending on the "what uses less power" theory)
Originally posted by TrashMan
No, but don't you think the Iceni needed far less energy and effort to make the jump into the Knossos than it would need otherwise?
Besides, we have no idea how much energy one jump uses and from where hte Iceni jumped in. for all we know it might have been very clsoe by (or very far away, depending on the "what uses less power" theory)
Originally posted by aldo_14
I wouldn't be surprised if the Iceni was purpose-built to be a blockade runner, myself. Given it's purpose, and it's small size (for a command ship for an entire rebellion), it'd make a fair bit of sense if it was designed to run rather than fight.
Originally posted by Carl
i don't know about that. it's got better stats than other corvettes, and has depleted uranium armor, which would make it heavier and slower. The Iceni seems better fit to stand and fight.
Originally posted by StratComm
Heavy as opposed to collapsed-core molybdenum sheathing? I don't think so.
Originally posted by Carl
i don't know about that. it's got better stats than other corvettes, and has depleted uranium armor, which would make it heavier and slower. The Iceni seems better fit to stand and fight.
Originally posted by ngtm1r
Weight=Mass=Inertia=Difficulty getting ship to move
EDIT: **** it, timewarped!
Originally posted by StratComm
I'm sorry kara, I don't think the more complicated explanation is worth it on this one. Besides the fact that I hate the notion of somehow harnessing energy out of a gravity well to travel out of it by any means other than kinetic. I don't see how GPE could be put to use for anything other than creating a stable subspace layer throughout a system.
Originally posted by Flaser
I think kara's statement is true to a degree - ships follow the energy minimum principle in subspace too - however it doesn't mean that by putting in exessive energy you can't alter the exit point.
Originally posted by aldo_14
nanojump is, IMO a bit of a pandora's box, because it can be abused horribly to have ludicrous and annoying situations.
But, it's also got use as a plot device - in particular, if you need to negate the effects of powerful node blockades.
Originally posted by StratComm
Kara: you're right, the specifics of what I was saying go back to flaser. The point I intended to argue with you (I wasn't fully cognisant when this started - thank you illness :meh:) is the subspace hole explanation as to why ships remain in formation; all I'd point out there is that we always (with the sole exception of the lucifer destruction scene in FS1) see ships create their own jump point, not exit with another. Flaser's response, though, sounds way too much like warp theory for the term "subspace" or the blue lights that Freespace uses to describe it to possibly allow.
Originally posted by StratComm
My reason for a minimum distance is timing. If you want to get treknical, it's because a subspace drive must ramp a ship's n-th dimentional vibration up to enter subspace and then dampen it down again to exit, and this simply cannot be done quickly enough to exit subspace within extreme proximity (lets say 100 clicks, maybe an order of magnitude or two higher, but something like that) without the ship's subspace momentum carrying it farther.
Originally posted by TopAce
^ ^ ^ ^
I would say the same, if the Lucifer were moving, that mission would be less enjoyable.
Originally posted by Hippo
I agree with flaser with everything, except that there has to be some way that (in the FS universe), gravity effects subspace a lot more. Everything has gravity, including the lucifer... But the lucifer would probably not have enough gravity to, for instance, move a space shuttle parked 50 meters away, with no outside forces acting on it. Mass is directly proportional to gravity, through some formula involving n², that i don't remember... So taking the gravity effect coming from the lucifer, and again, ignoring almost everything else, you could say that subspace is effected by even small amounts of gravetational distortion, allowing the subspace "bubble" for lack of better terms, to be extended around the lucifer. Subspace tracking meerly needs to locate this "bubble" and "reach" it (without actually arriving anywhere, or assemling atoms, only to reach the same "frequency" (again, bad word) of the lucifer...
That would make more sense if i knew the words for half the stuff i was trying to babble about...
Originally posted by StratComm
That'd have to hold true for all shields though, since no one's shields work in SS. There almost has to be some connection between shields and subspace, as it doesn't seem to affect anything else on a ship.
Originally posted by StratComm
You'd think that the Lucifer (or for that matter any shivan ship, assuming they know more about subspace than the GTVA) would just reactivate it's shield the moment allied craft jumped into the corridor behind it. But you're right, we don't actually know that.
Originally posted by WMCoolmon
There was a thread a bit back where someone mentioned the FS bible said that going into subspace involved vibrating. Perhaps this vibrating would cause havoc with the shield generators and so they're switched off automatically.
All we know is that shields can't be used in subspace, not that they can't be turned on/don't work at all. (IIIRC)
A jump drive causes a ship to vibrate in multiple dimensions until its modulations are in perfect synchronization with the subspace continuum. A vortex opens, creating an aperture from an infinitesimally small point in the cosmos, enabling the vessel to cross the subspace threshold.