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General FreeSpace => FreeSpace Discussion => Topic started by: Polpolion on April 30, 2007, 04:51:50 pm

Title: Subspace drive recharge time
Post by: Polpolion on April 30, 2007, 04:51:50 pm
Couldn't the situation of jumping into an area and being ambushed while the drive is recharging be averted by having multiple drives?
Title: Re: Subspace drive recharge time
Post by: Turey on April 30, 2007, 05:44:23 pm
That'd increase the cost and size of the ship immensely.
Title: Re: Subspace drive recharge time
Post by: jr2 on April 30, 2007, 08:43:42 pm
I imagine you could cut down on recharge time with a better reactor, which, of course, would be more expensive...
Title: Re: Subspace drive recharge time
Post by: spartan_0214 on April 30, 2007, 09:15:36 pm
On the other hand, it'd produce a much bigger
BOOM!
Title: Re: Subspace drive recharge time
Post by: AlphaOne on May 01, 2007, 09:52:28 am
On the other hand noone knows how big a subspace drive is ! So Untill we have more detailed info on this subject we can only speculate. Also If they are indeed not that big they sure as hell require a sh*t load of power to charge and recharge. So my guess would be to either add some more reactors which would increase the overall cost of the ship but would decrease the overall time of the recharge. Or improve the reactors advance them enough so that they become prehaps smaller and more powerfull thus decreasing the overall recharge time. Or you could advance the jumpdrives and subspace tech in general to alow you to microjump or multiple jumps.

Or all of the above.!
Title: Re: Subspace drive recharge time
Post by: Mustang19 on May 01, 2007, 11:24:26 am
Derelict tried hard to "explain" some of these jump drive oddities. Canonically, though, jump times seem to be rather short. Although in Derelict you'll have to escort transports as they "recharges their jump drives" (read "finishes waypoints"), in the FS1 and 2 campaigns it seems that it only takes 30 seconds or so to jump out. In fact, I've never seen a canon reference to "charging jump drives", although most user-made campaigns take this concept for granted.

I get the impression that the longer it takes to jump out, the more "accurate" your jump will be. Think back to the FS1 mission where you escort the shield prototypes and the Vasudan transport group jumps in 10,000m away. The Vasudans wanted to do a quick "get the hell out of here" jump, but ended up way off the mark, 10,000m from the Arcadia station. Alternatively, they might have just been an HoL decoy.  :nervous:

What bugs me is that capital ships never jump out when badly damaged. You should be required to disable engines before attacking a capital ship. I mean, really, think back to the FS1 mission where you kill the Eva. You kill the weapons subsys and then pound the Eva from 1,000m away for 15 minutes until it blows up, and the Eva just sits there doing nothing. Mission designers really need to take into account the fact that an intelligent ship captain is going to warp out rather than "martyr" himself (think Their Finest Hour) when his hull gets below 10-20%.
Title: Re: Subspace drive recharge time
Post by: Prophet on May 01, 2007, 11:40:42 am
Maybe it's like the B5 jump drive. Takes a lot of energy to charge, but is very fragile and gets damaged easily. So likely, when the ship takes a pounding the subspace drive might get damaged. Something like kinetic energy shakes something loose, or crewmember gets thrown in to the gears when one of those poorly constructed computer consoles explodes from no apparent reason.

Also, it's reasonable to assume ships have large energy reserves (batteries, backups etc). There should be no reason why the drive couldn't be fed energy from the reserves, which shouldn't be very time consuming. But replenishing that energy (recharging reserve batteries) by the reactor probably takes more time than an simple energy transfer, and could leave the ship vulnerable later on.

But considering that FS subspace drives can be fitted on small fighters, I doubt the drive takes too much power for normal jumps. Node travel on the other hand is a different case.
Title: Re: Subspace drive recharge time
Post by: jr2 on May 01, 2007, 12:49:33 pm
IIRC, canonically, jdrives cause the entire ship to match frequency with subspace or something, but I can't remember if this was canon or not.  I'll look it up & post it later.
Title: Re: Subspace drive recharge time
Post by: Snail on May 01, 2007, 01:19:42 pm
Mustang, the NTF warships in mission "King's Gambit" were the canonical reference to recharging jump drives. (also finishing waypoints. ;))
Title: Re: Subspace drive recharge time
Post by: Mustang19 on May 01, 2007, 01:27:24 pm
Alas, it never says anything about "charging" in the mission... the NTF just wanted to stay around and pick their noses for a few minutes before jumping out.

Now that you bring up A King's Gambit, it's got me thinking. I thought that you had to escort ships to a jump node because there was some kind of subspace "dead ground" around a subspace portal. But with the NTF jumping in and out near the node, it seems that you can go anywhere with subspace. So why can't you warp in your Harbinger crate .0001m from the enemy destroyers and self-destruct it?  :nod:
Title: Re: Subspace drive recharge time
Post by: jr2 on May 01, 2007, 01:37:08 pm
Gravity affects subspace, I'm assuming that means mass does too, either directly or indirectly.  Jump points are inter-system, whereas you can jump almost anywhere intra-system with just your jump drive.
Title: Re: Subspace drive recharge time
Post by: Prophet on May 01, 2007, 01:41:21 pm
So why can't you warp in your Harbinger crate .0001m from the enemy destroyers and self-destruct it?
I don't think anyone says you couldn't. But mass producing harbingers, and a one use delivery system (the crate, including subspace drive) could become expensive. IMO it's smarter, and cheaper, to just mass produce harbingers and use a reuseable delivery system (a fighter craft).

Though we don't know how accurate a subspace jump is. Can you plot a course to a dime, or do you just arrive in a general proximity of the gas giant you targeted...
Title: Re: Subspace drive recharge time
Post by: NGTM-1R on May 01, 2007, 01:55:32 pm
Batteries. Unless for some obscure and improbable reason energy for a jump cannot be stored.

Accuracy must be reasonably good. The Shivans are the masters of it, of course, but GTVA jumps must be accurate to within a couple of kilometers.
Title: Re: Subspace drive recharge time
Post by: Mustang19 on May 01, 2007, 02:42:58 pm
Remember the Psamtik was about 9000m off when it jumped in at the second Knossos. Forget what mission it was, but it was the one where the Psamtik is killed by the Sathanas. So, navigational errors do occur.
Title: Re: Subspace drive recharge time
Post by: Dysko on May 01, 2007, 02:45:07 pm
But in that mission it is stated that the warp-out error may have been caused by the subspace disturbance generated by the Knossos.
Title: Re: Subspace drive recharge time
Post by: BlueFlames on May 01, 2007, 03:39:05 pm
*HUGE noncanon alert*

While I can't speak for the official canon, my own thought was that subspace drives relied on an enormous bank of capacitors.  It makes more sense than batteries, since you're going to need a high volume of energy discharged in a very short period of time, and there's probably some risk of an accidental discharge causing damage to the ship's entire electrical system if some numb-skull CO decides to leave the drives charged at all times.  The jump drive's function is to tear a small tunnel through subspace between two points in normal space.  This is sufficient for most intrasystem jumps (hence, fighters can return to base without being leashed to a jump node), but longer jumps require access to a pre-existing subspace tunnel.

To determine relative energy requirements of a ship's jump, I apply some geometric reasoning....  Consider a standard where the subspace drive onboard any ship must open a jump conduit of some specified length, and this length is equal for all ships.  What you need to concern yourself with now is the radius of the tunnel that the ship needs to create.  That's pretty easy to tell, just looking at the subspace animation for each type of ship.  (You could argue, here, that subspace missions always occur in a tunnel that is really big, relative to the ships inside.  Those also occur in the intersystem subspace conduits, which I'll address below, not the smaller conduits formed directly by a ship's subspace drive, so seeing them with a constant radius of Really Big™ doesn't conflict with the reasoning presented here.)  Now, when you double the radius of a circle, you square the area, therefore, you square the energy requirements.  This is why you have fighters, with small banks of capacitors that charge relatively quickly, that can jump through subspace on just a few seconds notice, while corvettes, destroyers, and other large ships will need several minutes forewarning ahead of a jump.  Normally, this is a non-issue.  When the Aquitaine is approaching a jump node, because they're so frakking slow, they know exactly how long they have before they reach the node and can start charging their jump drives at the optimal moment.  In situations where you're jumping into an area, then immediately trying to jump out (such as "The King's Gambit," mentioned above), or in an ambush, where the vessel's crew didn't know they'd need to jump, recharge times become an issue.

Jump nodes, for all intents and purposes, are the terminal points of a natural, self-sustaining subspace tunnel that can be accessed by a ship's subspace drives.  The node, as rendered on one's HUD, represents a safe radius, where the normal charge on a ship's subspace drive will allow it to produce a subspace tunnel long enough to intersect the pre-existing tunnel between systems.  In situations where caution must be foregone, it is therefore possible to apply extra power to the subspace drives to access a subspace conduit relatively far from the node, such as the end of the third mission in Second Front*, at the expense of doing damage to subsystems across the entire ship.

What I've not addressed at any point are issues of general accuracy of a jump, when exiting subspace and navigational errors.  I figure that by the FS2-era, even GTVA subspace technology has reached a point where they can perform some very Shivan-esque maneuvers, such as jumping in right on top of a hostile convoy, as long as they have intelligence on that convoy's location/route.  (Shivans, on the other hand, likely have some means of sensing ships on the other side of the subspace barrier, so they don't need recon data or prior intelligence about a convoy's route; they can just spontaneously decide to ambush it.)  When you're talking about capital ships as large as the ones in FS2, a few meters up and to the left of where you wanted to arrive doesn't really mean much.  As for major navigational errors, fire the helmsman or repair your nav subsystem before exiting subspace.

Again, none of that is canon, but it is really nifty, and it's the logic I follow whenever I have to babble about subspace in my missions.

* -- Shameless plug?  I think so!
Title: Re: Subspace drive recharge time
Post by: TrashMan on May 01, 2007, 04:58:26 pm
Yes, it does make great sense :D I concur :yes:
Title: Re: Subspace drive recharge time
Post by: Mobius on May 01, 2007, 05:52:49 pm
But in that mission it is stated that the warp-out error may have been caused by the subspace disturbance generated by the Knossos.

We can give it for sure. Remember that a Sathanas was about to arrive.

Yes, it does make great sense :D I concur :yes:

I needed a few mins to read it and I somewhat agree :)
Title: Re: Subspace drive recharge time
Post by: Mustang19 on May 01, 2007, 05:57:07 pm
AHA! Volition didn't want the Psamtik to warp in near the node or there'd be an... interesting collision with the Sathanas.
Title: Re: Subspace drive recharge time
Post by: Goober5000 on May 01, 2007, 06:07:30 pm
Alas, it never says anything about "charging" in the mission...
The King's Gambit, briefing stage 3:

"The NTF fleet will enter through the Capella jump node. Each warship will then jump to a rallying point within the Gamma Draconis system. In the interval between jumps, they will re-energize their subspace drives. Your role will be to neutralize the warships with your Cyclops torpedoes."


Jump points are intra-system, whereas you can jump almost anywhere inter-system with your jump drive.
I think you switched "intra" and "inter" there.  Think of interstate vs. intrastate highways.
Title: Re: Subspace drive recharge time
Post by: spartan_0214 on May 01, 2007, 06:09:03 pm
Did someone perhaps stumble onto this information, or is it first-hand knowledge (i.e. REPROGRAMMING THE MISSION?!)

jk aobut the CAPS
Title: Re: Subspace drive recharge time
Post by: Mobius on May 01, 2007, 06:18:19 pm
AHA! Volition didn't want the Psamtik to warp in near the node or there'd be an... interesting collision with the Sathanas.

We know that, but the disturbance idea always worked well. It makes sense...maybe the Ancients decided to add this kind of feature to the Knossos, since seems that everyone can jump near normal jump nodes without interferences.
Title: Re: Subspace drive recharge time
Post by: Goober5000 on May 01, 2007, 06:35:52 pm
The disturbance certainly didn't stop the Carthage, Dahshor, Alexandria, Monitor, Fortune, Loyola, Danton, Colossus, or Renenet from jumping near the portal. :p

I personally think they just needed an excuse to avoid a collision with the Sathanas, as Mustang said.
Title: Re: Subspace drive recharge time
Post by: Dark Hunter on May 01, 2007, 06:53:28 pm
I think I read somewhere that intra-system jumps take very little power, while inter-system jumps require tons of energy, hence why inter-system drives weren't mounted on fighters at first. This would mean that jump drives would only need to be recharged after an inter-system jump. I phrased that badly. The recharge time would only be noticeable after an inter-system jump.

I can't ever remember where I read that though. It isn't in the techroom, and I don't think it's in the ReferenceBible (that is considered canon, right?), so it was probably a non-canon source.
Title: Re: Subspace drive recharge time
Post by: jr2 on May 02, 2007, 01:13:03 am
I think I read somewhere that intra-system jumps take very little power, while inter-system jumps require tons of energy, hence why inter-system drives weren't mounted on fighters at first. This would mean that jump drives would only need to be recharged after an inter-system jump. I phrased that badly. The recharge time would only be noticeable after an inter-system jump.

I can't ever remember where I read that though. It isn't in the techroom, and I don't think it's in the ReferenceBible (that is considered canon, right?), so it was probably a non-canon source.

It's from :v:

About the fighter intersystem drives, they didn't know how to make those work for fighters until they analyzed a Shivan ambush.  (FS1)

Jump points are intra-system, whereas you can jump almost anywhere inter-system with your jump drive.
I think you switched "intra" and "inter" there.  Think of interstate vs. intrastate highways.

:p  You're absolutely right.  of course  Fixed now.
Title: Re: Subspace drive recharge time
Post by: Prophet on May 02, 2007, 01:57:04 am
Another thing I was thinking about was gravity. We know for a fact that intra-system jumps require the presence of a gravity field. That restricts them inside star systems.

In the very first mission the vasudan evac transports are meeting with the Psamtik quite far from the planet. This left them open for attack, and did result in some casualties. Why was this? Was it because command didn't wish to risk jumping a destroyer too close to a strong gravity well, such as a planet? And was it because the jump itself was dangerous, or that the destroyer would be othervise vulnerable near a strong gravity well (in orbit of a planet).
(Of course we know the reason was to give the player some stupid babysitting task to begin with.)

I think it's both. For a large vessel, the presence of a planet would greatly reduce maneuverability and tactical options (back against the wall). But would also present danger when subspace is used. Possibly because the danger of misjump (too close to the planet) or that the drive itself doesn't like too much gravity (we know they are affected by it).

Shivans propably don't have this problem since they seemed quite happy by the Capella star. GTVA vessels never went near any star, yes?

I personally think they just needed an excuse to avoid a collision with the Sathanas, as Mustang said.
For that, they could have had the Psamtik arrive on the other side of the portal. The real reason was have another massive expensive powerful warship destroyed in seconds. I hate that. It's wrong. I miss FS1 battles where the capships felt powerful and colossal. In FS2 they just get them killed like they're going out of fashion. There aren't any battles, ships just get destroyed. :doubt:
Title: Re: Subspace drive recharge time
Post by: Wobble73 on May 02, 2007, 06:32:59 am


Shivans propably don't have this problem since they seemed quite happy by the Capella star. GTVA vessels never went near any star, yes?


We don't know how close to the star they actually were, (sense of scale problems), however, they could have jumped in from further away and approached the star. Don't forget, they used their subspace weapon thingy on the Capella star, that could have sucked all the gravity from the star which allowed them to jump, (and thus blowing up the star as it flung itself apart due to lack of gravity). The reason a few of the Sathanas didn't jump out??? Maybe there was some residual gravity pockets and therefore they couldn't jump, or maybe the other Sathanas arrived earlier and fed on the stars gravity and there wasn't enough for the late-comers. :v: only knows!
Title: Re: Subspace drive recharge time
Post by: Mustang19 on May 02, 2007, 10:33:47 am
From the briefing of Surrender, Belisarius:

"Because these transports do not have jump drives, you must protect the convoy until a recovery ship arrives."

So they could have jumped out near the planet, they were just too cheap to buy a jump drive or maintain one they already had. There's no canonical evidence that gravity effects jumping; this is a Derelict idea. I don't see how gravity would effect subspace, it's a whole nother dimension.
Title: Re: Subspace drive recharge time
Post by: Prophet on May 02, 2007, 12:50:10 pm
I did not forget that about the briefing. And I'm not denying Psamtik couldn't have jumped to extract the civilians closer to the planet. I'm just wondering why it didn't do so. It probably would be easier to jump out of a gravity well, than in to it. Like jumping on to a boat, and jumping off from a boat. And there is canonical evidence that subspace drives are effected by gravity. I said so in my previous post.
Title: Re: Subspace drive recharge time
Post by: BlueFlames on May 02, 2007, 04:45:41 pm
I think the problem in "Surrender, Belisarius" was that the transports needed to flee the planet, but were incapable of jumping themselves, and no recovery vessels were available at the time the mission started.  If the Psamtik had larger problems to be concerned with, of course it wasn't just going to immediately jump to the transports' position.  By the time it was available for the recovery operation, the transports had already put a fair bit of distance between themselves and the planet.

If you want to bring up technical details again, it's worthy to note that it's very difficult to make a mission occur near a planet in retail FS2, given that you can only stretch the planetary background images so much before they start to look downright ugly, and you have to do a lot of scripting to even begin to simulate things like re-entry dangers and ships hiding behind the planet/moons.  Heck, you really couldn't even simulate significant amounts of movement relative to the planet, since you couldn't/can't adjust the background on the fly.

While it's nice to have a description of how subspace drives work, and I've given myself a rough outline to use in missions, the fact of the matter is, it's fictional technology that's used as a plot device.  Volition wasn't always consistant in how they used it, because the plot demanded it be used in different ways.  For example, despite decades of advances in subspace and navigational technology, the Psamtik still managed to miss its mark by 9000 meters in the nebula, so that they'd be in perfect position to be annihilated by Sathanas number two, and it's never clear when fighters can make intersystem subspace jumps versus when they have to make intrasystem subspace jumps.

Volition FRED'er:  "Yo!  You said the Psamtik should get shot down by the second Sathanas here, but when that Sathanas jumps in, it needs several thousand meters of glide-distance from the second Knossos."
FS2 Storyline Director:  "The....ummm....subspace disturbance of the portal.....errr.....disrupts the Psamtik, so they're 9000 meters off the mark."
Volition FRED'er:  "That's weak and contrived, and you should be shot where you stand."
FS2 Storyline Director:  "You're weak and contrived, and I can fire you where you stand.  Suspend their disbelief, or perish!"
Volition FRED'er:  "*Sigh*  Nine-thousand meters it is...."

While there may be less hate and malice in the real version, I've no doubt that that kind of scene played out a number of times, with the topic of subspace at its core.  I'm sure many user-made campaigns have had such discussions between team members, or between the lone author's inner FRED'er and story writer.

BlueFlames' Split Personality #1:  "Yo!  It's going to take for-freaking-ever for this convoy to cover the thirty kilometers back to the node they entered the area through!"
BlueFlames' Split Personality #2:  "The crews can.....ummm.....apply more power to his subspace drive to.....errr.....jump out far from the node."
BlueFlames' Split Personality #1:  "That's weak and contrived, and you should be shot where you stand."
BlueFlames' Split Personality #2:  "You're weak and contrived, and I don't think you fully comprehend the implications of your proposed course of action.  Suspend their disbelief, or perish!"
BlueFlames' Split Personality #1:  "*Sigh*  'We need more power, Scotty,' it is...."

Actually, if the Volition version played out anywhere near like my version, there was more hate and malice involved, but that's neither here nor there.

The point is, sometimes you can come up with a nice, cushy, consistant explanation for why something is the way it is.  Other times you just need to accept the plot device for what it is, so that you can move on.
Title: Re: Subspace drive recharge time
Post by: Goober5000 on May 02, 2007, 05:28:57 pm
For that, they could have had the Psamtik arrive on the other side of the portal. The real reason was have another massive expensive powerful warship destroyed in seconds.
I stand semi-corrected. :) It's a combination of both.  The Sathanas could have turned around 180 degrees to nuke the Psamtik sitting on the other side of the portal, but that would have been dumb move from a plot/dramatic standpoint.

Quote
I hate that. It's wrong. I miss FS1 battles where the capships felt powerful and colossal. In FS2 they just get them killed like they're going out of fashion. There aren't any battles, ships just get destroyed. :doubt:
Eh... I disagree with your characterization of FS2.  That sounds like Inferno -- the Diablo arrives, and gets taken out in the very next mission.  In FS2, it takes five missions from the arrival of the first Sathanas to its destruction.  Furthermore, the Psamtik is the only Hatshepsut destroyed in the entire main campaign, and the situation is probably meant to evoke a similar feeling to the destruction of the Galatea in FS1.


that could have sucked all the gravity from the star which allowed them to jump, (and thus blowing up the star as it flung itself apart due to lack of gravity)
That's the exact opposite of the way a supernova works.  Supernovas occur because the star collapses under intense gravitational pressure when there is nothing to counteract the gravity.  If all gravity in a star were neutralized, as you say, the star would lose cohesion and dissolve in a dramatic, but very un-catastrophic way.  It probably wouldn't create a shockwave and it certainly wouldn't create any new elements.


And there is canonical evidence that subspace drives are effected by gravity. I said so in my previous post.
You are correct, there is canonical evidence; but "because I said so" is a very poor argument. :p It's very likely to cause someone to call you out as a n00b who makes random unsubstantiated claims.  Provide supporting evidence next time... something like "The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system." from the Subspace entry in the tech database.
Title: Re: Subspace drive recharge time
Post by: Prophet on May 03, 2007, 12:40:55 pm
@ Goob:

We know for a fact that intra-system jumps require the presence of a gravity field. That restricts them inside star systems.
To me that seems like a clear enough reference to something that is common knowledge and the most important thing we know about hyperspace technology.

And I don't mean just friendly losses. At that point in the campaign you have seen multiple destroyers and corvettes go down with little effort. The moment you see the Sathanas arrive you think "meh, another destroyer bits the dust...". When you should think "oh noes! satahnus merde! what can i do to help psamtik? where are my wingmen? **** i need bombers! yes! good command pull psamtik out of here. what? recharge jump drives? oh noes shivan corvettes are coming!  where are my bombers nonono!" (this happening over several minutes)

@BlueFlames

Of course I understand why it was really done so, I'm not that detached from reality. I was wondering why it was so in FS universe terms. Laziness of Volition FREDers hasn't prevented good discussions (debates even) before. You could have just said that you disagree and I would have left it at that.
Höntti...
Title: Re: Subspace drive recharge time
Post by: S-99 on May 03, 2007, 04:48:08 pm
One thing this reminds me of is when an enemy ship is jumping out and you destroy it as it's going into subspace :lol:
The pile of debris will probably travel in subspace for a short bit before going out.
Title: Re: Subspace drive recharge time
Post by: NGTM-1R on May 03, 2007, 08:19:37 pm
There must be some kind of restrictions on subspace drive technology we don't know about; otherwise there is simply no reason for half of the battles in FS to take place where they do. But we don't know what those restrictions are, so it's kind of every man for himself in that.
Title: Re: Subspace drive recharge time
Post by: Goober5000 on May 03, 2007, 09:16:09 pm
@ Goob:

We know for a fact that intra-system jumps require the presence of a gravity field. That restricts them inside star systems.
To me that seems like a clear enough reference to something that is common knowledge and the most important thing we know about hyperspace technology.

Uh huh.  Well guess what.  We know for a fact that all Vasudans are vegetarians.  That's common knowledge, and the most important thing we know about Vasudan dietary preferences.

See?  I can make unsupported claims too.  It doesn't matter if they're true or not, they're still unsupported.  If someone asks you to back up your claims, you need to provide evidence.  "Because everyone knows it" isn't good enough.


Quote
And I don't mean just friendly losses. At that point in the campaign you have seen multiple destroyers and corvettes go down with little effort. The moment you see the Sathanas arrive you think "meh, another destroyer bits the dust...". When you should think "oh noes! satahnus merde! what can i do to help psamtik? where are my wingmen? **** i need bombers! yes! good command pull psamtik out of here. what? recharge jump drives? oh noes shivan corvettes are coming!  where are my bombers nonono!" (this happening over several minutes)
You should think "Holy crap!  There's more than one of them!  The GTVA is sooooo dead..." or something similar.
Title: Re: Subspace drive recharge time
Post by: jr2 on May 04, 2007, 01:47:42 am
How about "Holy crap!  How many are there?  This is gonna take forever; I might get a blister on my trigger finger..."
Title: Re: Subspace drive recharge time
Post by: Prophet on May 04, 2007, 01:57:08 am
Uh huh.  Well guess what.  We know for a fact that all Vasudans are vegetarians.  That's common knowledge, and the most important thing we know about Vasudan dietary preferences.

See?  I can make unsupported claims too.  It doesn't matter if they're true or not, they're still unsupported.  If someone asks you to back up your claims, you need to provide evidence.  "Because everyone knows it" isn't good enough.
Earth orbits sun. Do I have to get quotes of detailed scientific calculations to prove myself? No, because people accept my wild claim because they have heard it many times before and also think that is how it is. Should someone say they he/she does not understand and that the matter is unfamiliar to him/her, then of course I would explain it and get sufficient proof from a credible source.
Should someone start calling me a heretic because I didn't come to them with piles of books and scientists, I would ignore them and move on.

So to end this. You are correct as always and I was a stupid, stupid man and will now retreat to the desert to live out my remaining days in solitude so that I may never again pollute the minds of my peers with hearsay and unconfirmed rumours.


Quote
You should think "Holy crap!  There's more than one of them!  The GTVA is sooooo dead..." or something similar.
The anticlimax of what was the destruction of the first Sathanas in the mid stages of the game, I was dead sure I'd see more of them (or something more powerful).
Title: Re: Subspace drive recharge time
Post by: jr2 on May 04, 2007, 02:00:30 am
Oh, really?  So, a wormhole is...?  Of course, a wormhole might not be a subspace tunnel, I dunno.
Title: Re: Subspace drive recharge time
Post by: S-99 on May 04, 2007, 08:00:54 am
Subspace nodes that go to other systems pretty much act like a wormhole. Wormholes let you cross space by traveling 0 distance. Of course in real space you would have travelled 0 distance to go light years. Being inside the sol node/wormhole it'd take about 7 minutes through to get to earth by traveling 0 distance in real space, the real distance crossed is that of what you did in subspace :) Wormholes are fun.
Title: Re: Subspace drive recharge time
Post by: Snail on May 04, 2007, 10:03:47 am
I like to think that Prophet is right, but there's no canon evidence to the claim that gravity is needed for a subspace jump. Put it this way. At one point, practically everyone believed that Earth was flat. Does that mean it is flat? No. The notion that it is flat is not true, as we now know. Someone from :v:* could come down here and say that gravity is needed for a jump. Then you could say anything you want. But just because everyone believes something doesn't actually mean its true.

* - not takashi
Title: Re: Subspace drive recharge time
Post by: Prophet on May 04, 2007, 10:57:43 am
...there's no canon evidence to the claim that gravity is needed for a subspace jump.
Dude...

Quote from: tech room
First, an intrasystem jump can occur between two points in a star system. Most small, space-faring vessels are equipped with motivators capable of these short jumps. The presence of an intense gravitational field is required, prohibiting travel beyond the boundaries of a star system.
Title: Re: Subspace drive recharge time
Post by: lenard27 on May 04, 2007, 11:36:03 am
There would have to be some sort of recharge time for capital ships for sure.  I mean think of the amount of energy needed to propel that mass that fast for that distance.  Individual fighter jump drives probably only need a couple of seconds to recharge, but a number like 8-15 minutes sounds right for a cap ship (depending on class and differences between terran, vasudan, and shivan drives).  Those figures are just a complete guess, though.
Title: Re: Subspace drive recharge time
Post by: ssmit132 on May 05, 2007, 05:54:46 am
There would have to be some sort of recharge time for capital ships for sure.  I mean think of the amount of energy needed to propel that mass that fast for that distance.  Individual fighter jump drives probably only need a couple of seconds to recharge, but a number like 8-15 minutes sounds right for a cap ship (depending on class and differences between terran, vasudan, and shivan drives).  Those figures are just a complete guess, though.

True, it's not very often you see a (artificial) 1,000,000t or so object going at Mach 3.
Title: Re: Subspace drive recharge time
Post by: Snail on May 05, 2007, 12:36:50 pm
...there's no canon evidence to the claim that gravity is needed for a subspace jump.
Dude...

Oh...

Then i have no idea what Goober's on about....

Ignore me please.
Title: Re: Subspace drive recharge time
Post by: Vretsu on May 05, 2007, 07:14:04 pm
While you loathsome fools bickered and argued, I developed a mathematical formula.

'P': The number of times Allied Command uses words like "critical" and "imperative" in the briefing.

'S': The approximate number of huge Shivan warships in system.

'T': Number of missions into the campaign.

'B': Missions elapsed since the GTVA experienced a huge catastrophe.


f(R) = .5p + 1s(p^2 * t + b)

Title: Re: Subspace drive recharge time
Post by: Mobius on May 05, 2007, 07:43:08 pm
Verify if that formula works :)
Title: Re: Subspace drive recharge time
Post by: Ghostavo on May 05, 2007, 08:30:21 pm
While you loathsome fools bickered and argued, I developed a mathematical formula.

'P': The number of times Allied Command uses words like "critical" and "imperative" in the briefing.

'S': The approximate number of huge Shivan warships in system.

'T': Number of missions into the campaign.

'B': Missions elapsed since the GTVA experienced a huge catastrophe.


f(R) = .5p + 1s(p^2 * t + b)



So according to this formula, the last mission of the FS2 campaign must have sucked for GTVA capital ship's captains...
Title: Re: Subspace drive recharge time
Post by: Vretsu on May 05, 2007, 09:12:51 pm
Command: "This is Allied Command. Actium, you are authorized to depart for Vega."

Actium: "Now energizing our subspace drives. Please stand by."

*ten minutes later*

Actium: "Subspace drives are still charging. Keep the five destroyers and sixty bomber wings off us, pilots."

*three hours later*

Actium: "Aaaaany second now."

*the next day*

Command: "Capella has gone supernova, repeat, Capella has gone supernova!"

Actium: "Oh, for ****'s sake..."

Ensign Jenkins: "Oh, sir! The subspace capacitors have reached 5% of their nominal charge!"

Actium: *airlock*
Title: Re: Subspace drive recharge time
Post by: AlphaOne on May 08, 2007, 06:29:20 pm
I ami be an idiot at math i have alwais been really really really bad at math so i'm curios what exactly is the formula suposed to demonstrate? The fact that each time you get a shivan super ship GTVA warship captains have they day pretty much freaked up so bad that they get blown to pieces by a super nova? At least that is what I understood.


Also sometimes the recharge time for some of those ships is ridiculous. I mean come on you have the freaking Iceni jumping in wait for about 1 minute then jump out of the sistem again. Its ridiculous when compared to the way subspace engines seem to work for the GTVA ! Notice i did not mention the shivans since well....umm....theyr the shivans.
Title: Re: Subspace drive recharge time
Post by: Wanderer on May 09, 2007, 12:52:17 am
What does it matter? Drive recharge for a given ship takes just as long as is needed to achieve the needed plot purpose.
Title: Re: Subspace drive recharge time
Post by: jr2 on May 09, 2007, 01:31:46 am
If I understand correctly, shorter distances in actual space may not coincide with distance in subspace.  In other words, a subspace corridor might be longer for a jump between two relatively close systems, and shorter for distant systems.  This might even change each time you jump, depending on if the same corridor is used between the two points.  I think I remember hearing that jump points form and close all the time, so maybe the jump drive latches onto one and keeps it open for transit until you leave it?  At least for in-system jumps.  IDK, it's all speculation anyways.
Title: Re: Subspace drive recharge time
Post by: S-99 on May 09, 2007, 02:20:43 am
I'd say distance in subspace is shorter than distance in real space...then again it could longer distance in subspace. It could be that **** just moves faster through subspace. I mean subspace usage for fs is it's superluminal speed for getting around the galaxy. Subspace in fs has the usage of ftl as well, when you're going from star system to star system. When it comes to going from system to system ships are completely dependent on the subspace corridors that go between them. In system could be a different thing, i really don't know if subspace in system is close to, as fast, or faster than the speed of light. Then again i'm sure no one in  here would mind reaching pluto from earth in 8 mins or 10 utilizing an in system jump because that's still pretty damn fast to leave the system even in 16 mins or so.
Title: Re: Subspace drive recharge time
Post by: jr2 on May 09, 2007, 03:07:24 am
Well, actually I meant the jumps were short compared to each other... eg, the subspace corridor from here to Mars orbit might be longer than from here to Pluto orbit, even though the actual distance is the opposite, depending on which subspace corridor you managed to lock on to.
Title: Re: Subspace drive recharge time
Post by: Wobble73 on May 09, 2007, 04:02:23 am
I think it's all rather relative, afterall we are talking about subspace, not every day 3d space, distances would be perceived in 3d when they're actually in 4d, or 5d who knows, it is a different dimension! ???  :confused:
Title: Re: Subspace drive recharge time
Post by: jr2 on May 09, 2007, 08:43:58 am
Isn't the fourth dimension time?
Title: Re: Subspace drive recharge time
Post by: Wobble73 on May 09, 2007, 08:46:48 am
Isn't the fourth dimension time?
I think it's all rather relative, afterall we are talking about subspace, not every day 3d space, distances would be perceived in 3d when they're actually in 4d, or 5d who knows, it is a different dimension! ???  :confused:

 :P
Title: Re: Subspace drive recharge time
Post by: jr2 on May 09, 2007, 08:47:29 am
:eek2:  Like greased lightning, he is!