[TML] Noncanonical TU 3D.
Jens Rydholm
jens.rydholm at bredband.net
Wed Jan 9 14:04:50 MST 2008
Jerry W Barrington wrote:
> On 1/4/08 4:33 AM, "Timothy Little" <tim at little-possums.net> wrote:
>
>> On Fri, Jan 04, 2008 at 03:25:58AM -0500, Jerry W Barrington wrote:
>>> One question: why can't a ship carry enough fuel to make it to
>>> Wolf 359 in 2 jumps? That would get around that limit.
>> It might take more than 50% of the volume of the ship to make a jump
>> with the early drives. There are ways around that problem with a
>> multi-stage ship, but I could see that getting extraordinarily
>> expensive.
>
> Drop tanks can add a jump to anything though. :)
When I built a 3D map (on hold for now, but I will resume or restart at
some point), I used a special rule to guard against this. If you allow
drop tanks and several jumps in sequence, all sorts of odd problems
start to appear with the maps (mostly that you cannot visualize them in 2D).
My rule stated that you need to jump to a significant gravity well.
After I finished writing, the idea evolved so that space is essentially
the surface of a sphere (in 4D), and the gravity wells point in towards
the center of the sphere. Jumpspace is using shortcuts between the
gravity wells.
Do I make sense? I am very tired, and I must sleep now. But that was the
general idea. Feel free to require clarifications :-)
I have made a program that creates 2D maps of jump routes in 3D space,
using Graphviz (www.graphviz.org) to create the graphics. Works quite
well, and enables maps to be printed to paper as something more visual
than a table of coordinates. The program is not finished, but it should
be easy for any programmer to generate Graphviz input from coordinate
distances.
/ Jens 'Spacejens' Rydholm
Karlstad, Sweden
More information about the TML
mailing list