Author Topic: Properties of subspace  (Read 2429 times)

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Offline Narwhal

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Properties of subspace
I am preparing a small campaign ["Battle for Vega, or the destruction of the 4th Terran Fleet" - 6 missions + 1 (fake) tutorial]- it might never be FREDed (I am wondering whether I pass some competitive exam or not), but still, that would feature from a Vasudan perspective the first deployment of a PVD Typhoon during the T-V war.
To make it right I would need to check some properties of intersystem and intrasystem jump versus the "communauty consensus".

I assume that :

i. No ship can do an intrasystem jump (departure or arrival) close to a jump node and maybe close to a big "mass" like a starbase or a planet. Smaller ships, though, can jump from closer than bigger ships. Ergo, a PVD Typhoon ON a Jump Node cannot do an intrasystem jump.

ii. Except for i., a ship can jump from and to anypoint in a system.

iii. No commucation (as in "talking" : radio or other) is possible between two systems if you don't "hold" the node.

I also ask the following questions :

Can a Cruiser (say - an Aten) intersystem jump with fighters docked on it ?
If not, before the PVD Typhoon, how would the Vasudan project fighters in another system ? Does anyone have an "earlier" model of Vasudan destroyer ?
Can a Transport or a Freighter interjump during the T-V War (fighters / bombers can)

Edit : Put the campaign pitch somewhere else.
« Last Edit: October 13, 2009, 02:21:10 pm by Narwhal »

 

Offline Topgun

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Re: Properties of subspace
there is no canon evidence for your assumptions.

 

Offline Retsof

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Re: Properties of subspace
Aye, but is there any agianst it?  Canon pretty much just says "it works" and leaves it at that.
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Offline Kie99

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Re: Properties of subspace
I was thinking about this today, there's got to be some restriction on subspace rifts near gravity wells, otherwise you could siphon off all the air or water from a planet just by opening a large subspace aperture within the atmosphere or an Ocean.

The thing about nodes isn't supported by anything canon though, you can go right in the middle of a node and do an intra-system jump.  I see no reason why it would change for larger ships, I've seen it posited that ships enter systems far away from jump nodes because they need to recharge their jump drives and a moving target is harder to hit.

As for the communication thing, that's something I've never heard of and can't think of any rationale for.  We've never seen any equipment at nodes, either for blocking or carrying communications, 'holding' the node simply refers to having the ability to blockade it.
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Re: Properties of subspace
As to your questions, I don't see any reason why not, and yes.

The issue with fighter-sized intersystem drives was power (fighters didn't have enough), and it wasn't until the end of FS1 that they invented one that was viable. But cruisers had intersystem drives, and I don't see why any docked fighters wouldn't be pulled along with it.

As for the freighters/transports, we saw them jumping through nodes all the time in FS1. Yes, they had intersystem drives.

I agree with Kie99 about the communications thing. I think all that was required was some sort of relay in each system you wanted to transmit through (Beta Aquilae communications station). Whether anyone was blocking the node at the time is irrelevant.

What Kie99 said about intrasystem jumps inside nodes needs a bit of clarifying, though: ships seem to be able to intrasystem jump away from a node. The only reason they fly away first is probably, like he said, due to recharging jump drives. However: every single time a ship has needed to jump to a node, they had to fly a few klicks in normalspace beforehand. The recharging drives thing doesn't work here because one thing we do know about intrasystem jumps is that they consume very little power... even a fighter can manage them effortlessly. It's the intersystem jumps that eat a lot of power. Notably, the one time a ship attempted to intra-jump into a node (well, a Knossos, but same thing for our purposes), they got flung 9 klicks off-course. This suggests to me that there is some kind of disturbance of subspace near nodes, and intrasystem jumps within a few klicks of the node are not possible coming in. It's true there's no documentation on this anywhere in the games, but all evidence points to it. Since these few klicks of flying to a node leave them very vulnerable to attack, there is absolutely no reason for them to do this if they could just jump into the node from across the system.
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Offline NGTM-1R

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Re: Properties of subspace
i. Possible. However, it needs to be revised. No ship can exit an intrasystem jump close to a node. There is plenty of evidence for entering such a jump near a node, mostly from FS2's blockade mission. Planetary masses jumping to/from is completely unconsidered in canon. There is no such apparent restriction. Considering the time given for the main event that would involve it, 17 hours for the Siege of Vasuda Prime and the destruction of the planet's ability to sustain life. Given the Lucifer would have to move within weapons range of Vasuda Prime and then spend a good bit of time vaporizing stuff on the ground to invoke at minimum a nuclear winter scenario, it probably had to spend most of its time in actual bombardment. (Perversely bomber strikes could have accomplished the same thing within an hour, so this is probably not what it did.) If we step it up to planetary glassing, it definitely had to spend all its time just doing bombardment, which implies for all practical purposes a planetary gravity well does not present enough obstacle to prevent starships jumping into low orbit.

ii. So far as we know, sustained, and probably overrides most of i.

iii. Impossible to determine. Probably not true. We only know of the need for an active node. (Hence why Earth cannot be communicated with.)

OTHER QUESTIONS

Probably. It's apparently possible to jump with cargo containers, and there's reason to believe the Aquitaine jumped with fighters attached externally in FS2 rather than deploying an intersystem-equipped escort wing.
Presumably they had a different model of destroyer. Nobody's designed one, but the community has a number of other Vasudan destroyer models that could be adapted.
...I'm not sure I understand. If you mean "can they intersystem jump" yes, almost certainly. Otherwise they wouldn't be much use logistically, would they now?
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Offline Kie99

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Re: Properties of subspace
What Kie99 said about intrasystem jumps inside nodes needs a bit of clarifying, though: ships seem to be able to intrasystem jump away from a node. The only reason they fly away first is probably, like he said, due to recharging jump drives. However: every single time a ship has needed to jump to a node, they had to fly a few klicks in normalspace beforehand. The recharging drives thing doesn't work here because one thing we do know about intrasystem jumps is that they consume very little power... even a fighter can manage them effortlessly. It's the intersystem jumps that eat a lot of power. Notably, the one time a ship attempted to intra-jump into a node (well, a Knossos, but same thing for our purposes), they got flung 9 klicks off-course. This suggests to me that there is some kind of disturbance of subspace near nodes, and intrasystem jumps within a few klicks of the node are not possible coming in. It's true there's no documentation on this anywhere in the games, but all evidence points to it. Since these few klicks of flying to a node leave them very vulnerable to attack, there is absolutely no reason for them to do this if they could just jump into the node from across the system.

The Prophecy jumped in pretty close to the node.  I don't buy it about Intra-system jumps not requiring much power, otherwise the NTF ships in The King's Gambit would have been a damn sight quicker with jumping out.
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Offline The E

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Re: Properties of subspace
Ahh, but those were big fat capital ships. The cycle time for a fighter generator seems to be somewhat quicker.
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Offline Kie99

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Re: Properties of subspace
Ahh, but those were big fat capital ships. The cycle time for a fighter generator seems to be somewhat quicker.

Exactly my point....intra-system jumps require a lot of power, DH is positing that they don't and using it to support his assertion that ships don't jump in near nodes because of a distrubance.

Also, given that the GTVA would presumably know about this phenomenon, and the Knossos is known to create nodes, surely Command would not be surprised when the Psamtik comes out way off course.
"You shot me in the bollocks, Tim"
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Offline NGTM-1R

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Re: Properties of subspace
The Psamtik comes out 15 kilometers off, which is far, far more than we've seen most ships arrive from intersystem nodes. They might have expected to have to cruise 3 or maybe 5, but not 15. It was possible to arrive very close to the other Knossos, but it had presumably not been running as long.
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Offline Kie99

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Re: Properties of subspace
They know a node is there, and they can safely assume it's been running a while, but they're surprised when the Psamtik comes out way off course.  I think from that we can conclude that what happened with the Psamtik was an extremely unusual event which was influenced by the Knossos, rather than being a normal property of jump nodes.  Saying that, the real reason is the massive distance between where a Sathanas enters the battlefield, and where it is when it finishes up.
"You shot me in the bollocks, Tim"
"Like I said, no hard feelings"

 
Re: Properties of subspace
Ahh, but those were big fat capital ships. The cycle time for a fighter generator seems to be somewhat quicker.

Exactly my point....intra-system jumps require a lot of power, DH is positing that they don't and using it to support his assertion that ships don't jump in near nodes because of a distrubance.

I didn't exactly pull that assumption out of thin air. It comes from the Reference Bible, which IIRC is canon.

And I quote:
"Intra-system subspace travel is nearly instantaneous, and requires relatively little energy input to enable.

[...]

In addition, such massive amounts of energy input are required to open an inter-system node, that only the largest fusion pile reactors in existence are able to sustain it.  As a result, inter-system subspace travel is almost exclusively made by the largest vessels in production."
"You need to believe in things that aren't true. How else can they become?" -DEATH, Discworld

"You can fight like a krogan, run like a leopard, but you'll never be better than Commander Shepard!"

 

Offline General Battuta

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Re: Properties of subspace
Relatively little energy the intrasystem may require, but I'm going to guess they require a lot of navigational precision and quite a bit of time (minutes, at least.)

  

Offline Aardwolf

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Re: Properties of subspace
Relatively little energy the intrasystem may require, but I'm going to guess they require a lot of navigational precision and quite a bit of time (minutes, at least.)

Compared to an inter-system jump, it certainly seems like there are less constraints (and thus more ways to get it wrong)...

Hey, what about the Psamtik jumping in OVER NINE-THOUSAND meters from the subspace portal? That was apparently a surprise, suggesting that the effect was either not present with or was not nearly as strong with natural jump nodes.

I find it odd that "Typhon" is not spelled correctly ONCE in this thread, despite being so egregiously and repetitiously misspelled in the original post.