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The Two General's Problem

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Re: The Two General's Problem
Post by tlb   » Fri Jul 25, 2025 10:33 am

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penny wrote:Unless there is a way to drop anchor. But wedges don’t work in hyper.

3. But what about a spider drive? Does a spider drive work in hyper? If it does, then a spider drive might be able to drop anchor and halt movement in relation to n-space. Can the tractors of an LD attach itself to the nearest wall as an anchor?
tlb wrote:But Wedges (and spider drives) do work in hyperspace, unless the ship is in a gravity wave where sails MUST be used.

The suggestion is that a ship cannot drop anchor in hyperspace, as someone said they expect hyper-log errors to accumulate while sitting with the drive in neutral (the question about a spider drive grabbing the wall to stop movement is unanswered). However the drift is not so much that a fleet cannot be summoned from hyperspace in the maneuver used at Sidemore. The drift mainly shows up in long distance travel.

In the days when sailing ships had to use dead reckoning, they could still see the sun and stars on clear days to help correct positioning. In hyperspace, there are no good ways of marking location, except by dropping to normal space and checking the stars.
penny wrote:Then a ship's drive should be able to precisely counteract movement relative to n-space. That must be what wedges actually do, but just not efficiently enough. It could turn out to be that wedges are too powerful for precise station keeping in hyper. Whereas it could be that spider drives are more precise efficient at station keeping. They are less powerful, and they might be able to grab the wall to hold onto. Of course that would require the wall itself to be stationary.

P.S. You couldn't wait for me to complete the post? What was the rush? There had not been a post for over 24 hrs. And any poster can see edits occuring because the post refreshes. Why do you do that? After I have informed you of the problems I am having.
I am not sure that we have an official answer from the author about staying stationary in hyperspace. I am not sure why Penny believes that a wedge should be able to precisely counteract drift, since a steady drift would not show as an acceleration. Perhaps a spider drive could stay in one place by holding the wall, that is something for the author.

PS: A Question for the forum:
Is there something that indicates that a post is being edited? When I pointed out that a wedge WOULD work in hyperspace, in the absence of a gravity wall, fifteen minutes after the post was made; did I commit a social blunder? I am not aware of any automatic refresh and when I decide to reply with a quote I have my own copy and only get a notification if something has changed (that is posted) when I press submit.
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Re: The Two General's Problem
Post by ThinksMarkedly   » Fri Jul 25, 2025 11:03 am

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penny wrote:Then a ship's drive should be able to precisely counteract movement relative to n-space. That must be what wedges actually do, but just not efficiently enough. It could turn out to be that wedges are too powerful for precise station keeping in hyper. Whereas it could be that spider drives are more precise efficient at station keeping. They are less powerful, and they might be able to grab the wall to hold onto. Of course that would require the wall itself to be stationary.


Station-keeping requires there being a visible relative station to keep to. The problem in hyperspace is that there are no landmarks, so you don't know that you are stopped and you can't account for the "raging rapids" of the hyperspace if you don't know what the currents and eddies are.

Actually, that means hyperspace navigation at speed is actually easier, because you're definitely much faster than those current and eddies. You only have to account your own movements, not those of the particles. The problem gets worse at lower speeds for relative quantities, though not so much in absolute. But if you wait long enough at near what you expect to be dead stop, your position will drift.


P.S. You couldn't wait for me to complete the post? What was the rush? There had not been a post for over 24 hrs. And any poster can see edits occuring because the post refreshes. Why do you do that? After I have informed you of the problems I am having.


How was he to know there was more to go?
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Re: The Two General's Problem
Post by ThinksMarkedly   » Fri Jul 25, 2025 11:06 am

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tlb wrote:PS: A Question for the forum:
Is there something that indicates that a post is being edited? When I pointed out that a wedge WOULD work in hyperspace, in the absence of a gravity wall, fifteen minutes after the post was made; did I commit a social blunder? I am not aware of any automatic refresh and when I decide to reply with a quote I have my own copy and only get a notification if something has changed (that is posted) when I press submit.


There's none. In fact, I don't think it notifies you even if the editing was finished and submitted before you posted yours, unlike the notification that a new reply was posted since the one you last saw before replying, which you mentioned.
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Re: The Two General's Problem
Post by penny   » Fri Jul 25, 2025 11:17 am

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ThinksMarkedly wrote:
penny wrote:Then a ship's drive should be able to precisely counteract movement relative to n-space. That must be what wedges actually do, but just not efficiently enough. It could turn out to be that wedges are too powerful for precise station keeping in hyper. Whereas it could be that spider drives are more precise efficient at station keeping. They are less powerful, and they might be able to grab the wall to hold onto. Of course that would require the wall itself to be stationary.


Station-keeping requires there being a visible relative station to keep to. The problem in hyperspace is that there are no landmarks, so you don't know that you are stopped and you can't account for the "raging rapids" of the hyperspace if you don't know what the currents and eddies are.

Actually, that means hyperspace navigation at speed is actually easier, because you're definitely much faster than those current and eddies. You only have to account your own movements, not those of the particles. The problem gets worse at lower speeds for relative quantities, though not so much in absolute. But if you wait long enough at near what you expect to be dead stop, your position will drift.


P.S. You couldn't wait for me to complete the post? What was the rush? There had not been a post for over 24 hrs. And any poster can see edits occuring because the post refreshes. Why do you do that? After I have informed you of the problems I am having.


How was he to know there was more to go?

Um... let's see. The fact that I was still IN the forum, alone before he came?

The fact that I said that posting is a chore now?

Since I shared with everyone that the forum freezes up for me?

Please. When I post he appears instantly lots of the time and grabs the post that I am currently editing.

And yes. The site does alert you when edits are ongoing if you are viewing the post live. The refreshes show up as a WAVE that is unmistakable.

And what reason was it that he could not wait to be sure? Since I had shared with the forum of my editing woes. I cannot fully edit in MS Word. The site does not properly accept my formatting. Quotation marks are incorrect.

Anyway, there had not been a post for over 24hrs and I was the only person in the forum. What was the rush?!

Please. Whatever. I'm done.

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Last edited by penny on Fri Jul 25, 2025 11:25 am, edited 2 times in total.
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The artist formerly known as cthia.

Now I can talk in the third person.
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Re: The Two General's Problem
Post by ThinksMarkedly   » Fri Jul 25, 2025 11:25 am

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penny wrote:Actually I don’t know how a ship finds its own ass from a hole in the ground, much less a waypoint. Especially with a very long trip of many light years. If the hyperlog is precise, then there should not be a problem. If the hyperlog is not precise then there should be a problem. Intuitively.


Aye.

How does a ship account for the imprecision? On the one hand it all makes a little sense if you think about it. OTOH certain aspects of it does not make sense. If there is drift while waiting in hyper, it appears the drift cannot be too great if CLACs are ordered to fallback into hyper in the heat of battle waiting to be recalled. Even if the drift isn’t that great it should be bad enough that the CLAC cannot reappear in the battle at a bearing / location that is precise enough to be of tactical assistance. And the CLAC cannot transit down into n-space in the midst of battle if there is a chance it would be needed, because it takes too much tactical time to recharge the hyper generator. Therefore, a CLAC remains in hyper for at least 45 minutes. That time would have been much longer before MDMs when energy weapons win the battle. There were no CLACs before MDMs but there still would have been a need for even longer loiter times in hyper to execute a mouse trap in the age of battles that culminated with energy weapons.


True again, though in the case of the CLAC, it might be a batter of magnitudes. A battle lasts a few hours, so the drift will be small enough that it can be dealt with. It can still come back into n-space close enough to the hyperlimit. It won't want to be anywhere predictable, because without communication from n-space, it can't know what will be there expecting it.

This problem could be counteracted with having a destroyer translate up to alpha to summon the CLACs, which would give those a reference point

Though if the CLACs were expected to participate tactically in a battle - I suppose receiving the LACs and rearming them with more missiles - then it's possible they wouldn't translate up in the first place. They'd hang around in n-space, close to the hyperlimit but inside of it, and well outside of the battle. The LACs are faster than anything else in n-space and can come as needed. The danger here is that they are in danger of a stealthed enemy.

The only way that I could ever make sense of it is to compare hyper space to a raging rapid and the fact that the mechanics of travel acts as it does in the age of sail. Mostly. Attempting to come to a complete stop in a wet navy by lowering the sails of a ship in a raging rapids is still going to result in ship movement unless the ship deploys some sort of an anchor. Sails cannot be lowered while in hyper. So it would seem that ships are like most real life sharks; they must keep moving or they will die.


Quick correction: sails can be lowered in regular hyper; they can't be lowered in a grav wave. If the system is in a grav wave, then you have this problem.

Which brings me to my first question.

1. How does a ship drop anchor in hyperspace?


I think this is an easy one: they don't.

If we count the longest wait in hyper to spring a mouse trap it could be a few hours if we allow for the time it takes an enemy to cross the hyper limit after hypering in. Thirty to forty five minutes to a few hours is a significant amount of time for a fleet to loiter in hyper for a destroyer waiting to transit up to summon that fleet.


Maybe, maybe not. A few hours might be an acceptable drift: you don't need to arrive within energy range of something. MDMs give you a ±65 million km range, and that's not counting Apollo.

Also, as I posted above: the destroyer is a waypoint, allowing said fleet to correct for the drift.

It is true that that amount of time pales in comparison to the wait times that would occur if a fleet tries to drop anchor for days or weeks waiting for orders to attack. But for short wait times the drift is allegedly manageable. Probably because, as you all say, a destroyer calculates the probable drift of the “currents.” The analogy in real life is determining the location of a body or object that has been dumped or dropped in the ocean by the ocean’s currents.


See the so far unsuccessful attempts to locate the debris of MH370.

2. If the amount of drift can be calculated in the HV for short durations, then why can’t it be calculated for long durations?

I think the use of hyperlogs is precise if a warship follows the logs to the letter which implies that there must be a specific waypoint listed. For instance for the sake of argument, I don’t think the logs can say, “from the MBS to Gryphon via hyper is going to take 3 hrs." I would think it has to list a specific beginning waypoint inside or relative to the MBS. Navigation buoys?


In n-space, there probably are, though the navigation markers may simply be "that bright ball of plasma over there at the centre of the system." In hyper, no, we have not heard of any such thing.

The issue when it comes to this thread was that the fleets poised to attack couldn't come to n-space to take navigation references, so they had to rely on hyperspace-only navigation. But.. why couldn't them? If there's a regular DB or yacht or freighter travelling with the fleet, they could do a tandem transition of a freighter and DB after a day or so. The freighter proceeds inwards in the system, while the DB transits back up with the navigation information, correcting for the drift since then. The problem is how many times you can do this before the freighters begin to be stopped by the target system for inspection.

I can’t believe ships do not constantly drop out of hyper near a known system just to reset the hyperlogs. Annoying the heck out of systems like the MBS. “We’re just passing through!”


I don't think they do doglegs, no.

3. But what about a spider drive? Does a spider drive work in hyper? If it does, then a spider drive might be able to drop anchor and halt movement in relation to n-space. Can the tractors of an LD attach itself to the nearest wall as an anchor?


Nothing we're told indicates a spider wouldn't work in hyper. It would grab on the wall of the beta band, if so. Whether there's a difference in strength because of that, we don't really know.

Consider there is a wall to grab in the first place, then there may be a way to "drop anchor" relative to that wall. The problem then is that said wall may not be in complete stop to the alpha layer of hyperspace and even less so with n-space. That would be like dropping anchor on top of a giant sea turtle: the turtle can move (sorry, horrible analogy).

Note: The problem with drift should be greater in the highest bands.


That makes sense as a conjecture. No way for us to prove or disprove.
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Re: The Two General's Problem
Post by ThinksMarkedly   » Fri Jul 25, 2025 11:35 am

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penny wrote:Um... let's see. The fact that I was still IN the forum, alone before he came?


That means little. It means you'd been around a few minutes ago, but how long was that? Maybe you were browsing other threads, or replying to something different.

The fact that I said that posting is a chore now?

Since I shared with everyone that the forum freezes up for me?


That doesn't imply you edit posts after posting the first time. I hadn't concluded that, so I don't see why anyone else would. When I have long replies, I click "preview" so the answer is submitted to the forum once (though not saved) and my browser could reload if needed. I only click "submit" after I've re-read my answer at least once. And I only edit for minor misspellings that escaped even that. Not knowing everyone else's procedures, I assumed they were similar to mine.

Please. When I post he appears instantly lots of the time and grabs the post that I am currently editing.


Coincidence of timing, or he reloads the forum frequently to see what's interesting for discussion (or both). And since you're the most prolific poster, chances are you'll be the last person to have posted.

And yes. The site does alert you when edits are ongoing if you are viewing the post live. The refreshes show up as a WAVE that is unmistakable.


Huh? No it doesn't. I've never seen that.

Anyway, there had not been a post for over 24hrs and I was the only person in the forum. What was the rush?!

Please. Whatever. I'm done


Because you'd posted. Shiny new post to keep the discussion going. If there had been other threads active, chances are other people's attentions would have been divided.
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Re: The Two General's Problem
Post by Jonathan_S   » Fri Jul 25, 2025 11:51 am

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penny wrote:Actually I don’t know how a ship finds its own ass from a hole in the ground, much less a waypoint. Especially with a very long trip of many light years. If the hyperlog is precise, then there should not be a problem. If the hyperlog is not precise then there should be a problem. Intuitively.

How does a ship account for the imprecision? On the one hand it all makes a little sense if you think about it. OTOH certain aspects of it does not make sense. If there is drift while waiting in hyper, it appears the drift cannot be too great if CLACs are ordered to fallback into hyper in the heat of battle waiting to be recalled. Even if the drift isn’t that great it should be bad enough that the CLAC cannot reappear in the battle at a bearing / location that is precise enough to be of tactical assistance. And the CLAC cannot transit down into n-space in the midst of battle if there is a chance it would be needed, because it takes too much tactical time to recharge the hyper generator. Therefore, a CLAC remains in hyper for at least 45 minutes. That time would have been much longer before MDMs when energy weapons win the battle. There were no CLACs before MDMs but there still would have been a need for even longer loiter times in hyper to execute a mouse trap in the age of battles that culminated with energy weapons.

First, let’s try to account for the imprecision of the hyperlogs.

The only way that I could ever make sense of it is to compare hyper space to a raging rapid and the fact that the mechanics of travel acts as it does in the age of sail. Mostly. Attempting to come to a complete stop in a wet navy by lowering the sails of a ship in a raging rapids is still going to result in ship movement unless the ship deploys some sort of an anchor. Sails cannot be lowered while in hyper. So it would seem that ships are like most real life sharks; they must keep moving or they will die.

Which brings me to my first question.

1. How does a ship drop anchor in hyperspace?

If I am not mistaken, wedges do not work in hyper. I suppose reaction thrusters could maintain station if there was some way to know how much thrust needs to be maintained to counteract movement relative to n-space; i.e., thrust / duration. If ships can wait in hyper for a short time then there does not seem to be a lot of drift. I would estimate loiter times in text to be equal to at least thirty to forty five minutes.

If we count the longest wait in hyper to spring a mouse trap it could be a few hours if we allow for the time it takes an enemy to cross the hyper limit after hypering in. Thirty to forty five minutes to a few hours is a significant amount of time for a fleet to loiter in hyper for a destroyer waiting to transit up to summon that fleet.

It is true that that amount of time pales in comparison to the wait times that would occur if a fleet tries to drop anchor for days or weeks waiting for orders to attack. But for short wait times the drift is allegedly manageable. Probably because, as you all say, a destroyer calculates the probable drift of the “currents.” The analogy in real life is determining the location of a body or object that has been dumped or dropped in the ocean by the ocean’s currents.

2. If the amount of drift can be calculated in the HV for short durations, then why can’t it be calculated for long durations?

I think the use of hyperlogs is precise if a warship follows the logs to the letter which implies that there must be a specific waypoint listed. For instance for the sake of argument, I don’t think the logs can say, “from the MBS to Gryphon via hyper is going to take 3 hrs." I would think it has to list a specific beginning waypoint inside or relative to the MBS. Navigation buoys?

The system is large. Is the beginning waypoint that is associated with the MBS in the middle of the system? My point is it would appear that long distance hyper travel should require a ship to drop out of hyper in the closest system to reset the hyperlogs. Like a bus trip that does not go straight through to your destination. It would seem that the longer the trip in hyper the more imprecise the logs would be. But that is not the case that we are presented with in the books. Trips are straight through, direct connections. So I think the problem in navigation is the laziness of the navigator and / or the impracticality of following the logs to the letter. Plus, travel along any route varies. During a track meet, each runner's position is staggered to account for the longer distance that must be run when entering turns. Curves. Is hyperspace a straight line between two waypoints? Ships don't travel the same lanes even on well traveled routes.

I can’t believe ships do not constantly drop out of hyper near a known system just to reset the hyperlogs. Annoying the heck out of systems like the MBS. “We’re just passing through!”

Therefore, how does a ship like a CLAC drop anchor to prevent drift? If there is SOME drift then it should be impractical for a CLAC to return to the battle in the correct tactical position. Mousetraps should be impossible. Refueling should be impossible, etc.

Unless there is a way to drop anchor. But wedges don’t work in hyper.

3. But what about a spider drive? Does a spider drive work in hyper? If it does, then a spider drive might be able to drop anchor and halt movement in relation to n-space. Can the tractors of an LD attach itself to the nearest wall as an anchor?



Note: The problem with drift should be greater in the highest bands.

You might find it interesting to read how intertidal navigation works here on Earth (https://en.wikipedia.org/wiki/Inertial_ ... ion_system)
wikipedia wrote:nertial navigation is a self-contained navigation technique in which measurements provided by accelerometers and gyroscopes are used to track the position and orientation of an object relative to a known starting point, orientation and velocity. Inertial measurement units (IMUs) typically contain three orthogonal rate-gyroscopes and three orthogonal accelerometers, measuring angular velocity and linear acceleration respectively. By processing signals from these devices it is possible to track the position and orientation of a device.


The honorverse hyperlog presumably can't use quite the same mechanism because the inertial compensator would prevent accelerometers from feeling the acceleration; but it appears to work in an analogous manner - where it takes a vast number of small measurements of change in heading or acceleration and integrates them (in the literal calculous sense) to work out current location and velocity.

The reason that INUs have drift is several-fold.
One is mechanical, the gyros aren't perfect and so don't perfectly hold a reference position. So the more time that passes without the ability to realign them to a known position the more off they're going to be (though ring laser gyros are better about holding their reference than mechanical ones); but also hard maneuvers or vibration will cause further disruption to the gyros can cause them to report ever growing (but still fairly small) errors in their data.

Another is that each measurement of turn or acceleration contains some inherent error, maybe you turned 20.005 degrees but it measured 20.007. Seems tiny - but if you then proceed down that heading for 300 km and suddenly you're meters away from where you think you are. And the same thing is happening with the accelerometers. You actually accelerated for a while at 1.007 mps^2 but the accelerometer reported 1.004 mps^2 and every second you hold that acceleration its calculation of your velocity (which its deriving from acceleration and time) gets that much further off from reality (And the accelerometers are also getting hit with vibration so they aren't really measuring just intended acceleration but also the tiny back and forth accelerations from vibration -- all of which have tiny measurement errors which sometimes cancel out and sometimes compound on each other). Then you cease acceleration and hold a steady velocity; well it used the mathematical integration of all those measurements of acceleration to work out what it thinks your velocity is - but because they have inherent errors so does the calculated velocity. So again the longer you hold that velocity the larger the error grows because it thinks you're moving at 987.84 kph but you're actually moving at 987.83 - so every hour you traveled 20 meters less than it thought.

And since your position is always slightly off then when you try to account for the next change you're taking that (slightly) incorrect position and then added another (very very slightly) incorrect input to it resulting in a new position that is likely slightly more off than before.

Also the mathematical integration in our computers isn't infinitely precise and so you get some accumulated rounding/representational errors which, because you're integrating many times a second for the entire trip also slowly accumulate and show up as further tiny errors in position.

And finally inertial navigation systems have trouble directly measuring drift from wind or current and so in the absence of external reference points to correct themselves have to kind of guess that effect.

And, like in the deep sea, there's no way for a ship to anchor in hyperspace (except, maybe, for a spider ship). They just have to use their wedge or sails to slow down to zero speed and drift, or to point their nose into the known prevailing current and hold a vector that should be exactly counter to it. But without landmarks to measure against you're relying on that same inertially calculated heading and velocity to judge when you've slowed to zero, or that you're countering any known local current. And so you'll actually be somewhat off so you won't be stopped or won't be perfectly countering the current and so will continue to move slowly away from where you think you are.

And then for hyper specifically it appears that the hyper generator itself add some positional error each time you cross the alpha wall (and presumably the other walls). Now that error won't really compound over time; but does make precision emergence from hyper a mater of a bit of luck rather than 100% skill.

But the good news is that based on how long you've been in hyper and the amount of vector and acceleration changes you've made, you'll have a good idea of your maximum possible positional error. So, for example, you're not totally lost - you might know you're within, say, 2 light-hours or 1 light-day of your calculated position and thus can add adequate safety margin before exiting hyper.

As for disbelieving that ships would drop out of hyper near the system to take bearings -- we've seen them do so (though not necessarily within range the system could see them do so). When the Citizen Rear Admiral Darlington tried to surprise attack the Basilisk terminus in EoH his "TG 12.4.2 had dropped back into n-space less than two light-months out to allow him to recalibrate and recalculate" (and still missed its exit by "one-point-three light-minutes" "Call it twenty-three-point-seven million klicks". And even around Manticore it wasn't considered unusual for a freighter to drop out light hours or more beyond the hyper limit then make a micro-jump in closer. That's exactly the flight profile that the freighters which snuck the Ghosts into the MBS were mimicking -- they dropped the ghosts way out at what would look to the system sensors like a navigation check stop.

That kind of stop (whether light hours, light months, or even a couple light years) away would let them get their bearings restart a hyperlog from this new much closer position; so it has less time to accumulate error; allowing htem to safely get much closer to the hyper limit and thus limit their total trip time.


Also, none of these sources of inertial positioning error are large enough to be a problem over a few hours. Your change in positional error over that time is probably no more than a few km; even after a long voyage without ever stopping to take bearing. (And if you'd taken a recent fix in n-space and then reentered hyper to wait the positional error of a few hours is more likely meters than kilometers)

And of course having even one ship come back from n-space with new bearings will let an entire convoy or fleet waiting in hyper recalibrate their hyperlog to that newly known position.


Higher hyper bands would likely end up with more effective error than lower ones, for any given time duration, for a couple of reasons. One, I think any time you cross a hyper wall it adds a bit of uncertainty to your position; so having to cross more walls to get that high will add a bit of error -- though that shouldn't compound over time. Then location within the band shouldn't be any worse than in a lower band, but the effect of the error would presumably be magnified by the higher spatial compression. In both cases you might know where you are to +/- 20 km within the band. But from the Alpha band to n-space that translates to a 20*62= 1,240 km error; while from the Delta bands that translates into a 20*2178 = 43,560 km error.
But in a normal trip the reduced transit time from the higher bands should result in a lower overall error despite those.


But if you need to wait days or weeks for disparate fleet elements to rendezvous... then staying in hyper becomes a problem. If the other force misses you due to your mutual inertial navigation errors then it's very hard to find each other because of the very short sensor ranges in hyper. We saw from the simulation Warfarer was running in Silesia that without grav sensors you can even see 5 million km in hyper, and according to MtH even grav sensors are incapable of picking up anything beyond about 17.6 LM (316,580,880 km.) to 22.4 LM (or 402,921,120 km.); depending on local hyperspace conditions. If a fleet missing by more than that they might be searching around for a really long time trying to find the rendezvous.

But if you pick a nearby unclaimed star system you can set a rendezvous around a given planet and in n-space that's more that close enough to let each arriving force to find the others. Their nav error over any conceivable hyper journey is still more than small enough to find the star :D. And from the star finding the planet is easy -- given the vastly longer sensor ranges in normal space.
And since everyone will know whether they're in the right spot the forces already there will know if another hasn't shown up its because they're running late or plans changed, and not because they're wandering around lost in the dark.
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Re: The Two General's Problem
Post by Jonathan_S   » Fri Jul 25, 2025 11:57 am

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As for replying quickly after a new post is made -- I don't find that that surprising.

Over the 24+ hours since the last post was made I know I'd personally swung by several times to see if anybody had posted. Basically I got bored, looked to see if there was something new here to read. When there wasn't anything new to read and consider I had nothing new to say and thus didn't post.

But when I do see a new post I don't check the timestamp to see how recently it was posted. I just read it and if inspired to comment hit reply and start composing said response. It might have been from the day before or from 2 minutes before I happened to stop by.


And, as noted, the forum doesn't warn you that someone has their last post open for editing -- nor does it warn you if an edit got posted while you were composing your post.

So if they notice an issue after posting and are fixing it (something I've definitely been known to do) I won't be aware of that and will end up responding to their pre-edited post. It's a risk we all share.
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Re: The Two General's Problem
Post by tlb   » Fri Jul 25, 2025 12:19 pm

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penny wrote:Please. Whatever. I'm done
ThinksMarkedly wrote:Because you'd posted. Shiny new post to keep the discussion going. If there had been other threads active, chances are other people's attentions would have been divided.
Not just a new post; a new post with a major error: "But wedges don’t work in hyper". It seemed as though, he would want to know that was wrong, so it might be better to reply while he was still in to read it. However, he just wants exclusive access; so everyone should wait for him to sign out - most specially me.

PS: When I am putting together a number of texts from the books, I use Wordpad (that I had to reinstall) which works well enough. One nice feature is that my books from the MoH CD are in the same format, so I can put in the square bracket formatting for italics around text that is still in italics, without going back and forth between book and editor to see what else needs those marks.
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Re: The Two General's Problem
Post by ThinksMarkedly   » Fri Jul 25, 2025 2:56 pm

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tlb wrote:Not just a new post; a new post with a major error: "But wedges don’t work in hyper".


It's true what they say: the best way to get a reaction on the Internet is to say something wrong.
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