ThinksMarkedly wrote:In hyperspace? This goes against what we're told by the author. The Junction is probably the single most travelled cubic light-minute in the entire Galaxy, and yet both commercial and military navigators were making mistakes all the time. If it were possible to "map the region" in hyper, that wouldn't be happening. We're told that the only way to navigate in hyper is using the hyperlog, which is effectively an inertial navigation system.
There's an apparent internal contradiction here: the hyperlog is so precise that most navigation arrives within a few light-seconds of any location they desire to arrive. And yet, hyperspace meet ups seems to be impossible. My guess at explaining this is that one doesn't design military operations that require meeting up in hyper, because the chance of hyperlog imprecision sending them just too far to meet is too high, something like 1 in 20.
As for meeting in n-space, we've discussed to exhaustion. Transiting six light-months out isn't "gathering in the MBS" but instead "gathering in interstellar space." And with no nearby "landmarks," I'm not sure how well you could orient yourself in case the hyperlog was imprecise.
Very interesting conversation.
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.
.Apologies for the ninja poster that cannot wait until I conclude my post. What is the rush to post after over 24hrs since the last post. And one can see edits that are occuring because a post refreshes itself while anyone is looking at it. Yes, I have to do some edits while logged in. Your consistent ill manners are appalling.
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The artist formerly known as cthia.
Now I can talk in the third person.