Indeed, that's why I proposed "true" equilibrium points (do they even have a name?) - they are easier to find than L1,2,3 too.nozmajner wrote:I read a bit more about these points, and I found that gravity doesn't really cancel out at any of the L points, only partially. It's just that the gravitational pull of the parent and child object modifies the orbital period of the satellite/whatever placed there, as if it was fixed to an invisible point. It's only a partial cancellation that makes the orbital speed required there to be about the same as if it would be fixed on the line drawn between the two bodies (1 2 3) or 60° along the orbit in each direction.
And yeah, they are self-regulating if used for arrivals and might reward player skill if used for outbound jumps (as better pilots will be able to time they jumps to happen closer to the actual point).
Well, you probably would have at least days until crash in most circumstances.And when you arrive, you might start to fall towards one of the bodies immediately, so there's a need for navigation if you don't want to crash.
Or go for equilibrium point and keep the handwave many Sci-Fi fans are already familiar with and have internalized.So if we are strict, neither of these points completely cancel out the two gravitational pull, so that hand-wave explanation would just go out of the window anyway.
Apparently it's plausible enough to be investigated by astronomers, for example as possible candidates for habitability if you have gas giants in habitable zone and once as explanation for actual observations (sadly concluded to be a false positive).And also I don't think it would be possible for a planet to be placed to an L4-5 point, at least a not minor one, since it's not really a negligible mass (even if it's a gas giant L4-5), and would perturb the other bodies, which would move the L4-5 points too.
Sure, other bodies could perturb trojan planets out of stability, but if they were trojans of a gas giant, then the gas giant would likely either perturb would be perturbers and eject them out of the system long before they could do harm, or outright prevent them for forming allowing protoplanetary disc material to coalesce at L4-5 undisturbed. And we know quite a few hot jupiters and some in habitable zones.
Other than that, we have four known trojan moons in Sol already (around Saturn - Calypso, Telesto, Helene, Polydeucus). Their masses are unknown (apart from the tiny Polydeucus), but eyeballing it an Earth mass planet and massive gas giant (multiple Jupiter masses but below BD threshold) could have the same mass proportions as larger of those moons and Tethys/Dione.
We also might have had a Mars-size trojan of Earth that clonked Earth forming Moon after getting perturbed by Venus (which wasn't ejected in time by conveniently placed gas giant).
Anyway, I think that with massive number of generated systems Pioneer should always try to err on the side of interesting because making those systems interesting and diverse will always be challenge and also because it's sci-fi, not documentary, it's speculative by definition.
Frontier had Eta Cassiopea with two habitable trojans and one habitable moon so why shouldn't Pioneer try to make that systematic and have a chance of generating trojan bodies?
Those two statements seem contradictory to me. Effective police action precludes effective criminal one and vice-versa.any opposing party, like pirates or assassins can also plan their nefarious acts better. And the police can plan their patrols and actions on those wrongdoers better.
I think the best opportunity of stuff happening between ships would be if the crime system and NPC actions were changed to favor engagements close to planets and other bodies. It would make sense from realism PoV as well as pretty much anyone, especially system authority, can see ships duking it out in the middle of nowhere against 4K blackness of space from anywhere else in the system, but picking those ships out even from much closer if they are against some noisy backdrop (like a planet) is much more problematic.So there's more opportunity for stuff happening between ships.
You can still plan, just not with absolute certainty. For example if Uranus and Neptune are at their closest, then if you're going from Earth to Uranus, jumping to Neptune will be pretty much guaranteed to be a better option (even though you might not be able to tell how much better in advance).I doesn't seem to me that an added factor of hemisphere randomness when jumping to a body would add that much to the game. Like if you just arrive at a certain distance + some randomness at your destination, then it's just the same point and shoot navigation , but for less time and distance. With these L4-5 arrival points, you can at least pick the destination and plan and optimize your trip a bit. Like one of the Sun-Earth L-points is much closer to Venus then any of the Sun-Venus points at some times of the year (Like 2-3 times closer). With that random arrival points, you (and anybody else) can't really plan that much, so you get to make less decisions.
First it's still easier to intercept someone flying to a known point in realspace than someone jumping here and now - you don't need to decelerate if you want to jump as soon as you exit the atmosphere either.(I think that a bandit would have a hard time intercepting you outbound, if he wasn't already close to you, since you don't need to decelerate to jump.)
Second, like I said, pursuing someone through hyperspace could be done frontier style, with similar enough time and position of entry resulting in similar position of exit even if exact exit position is unknown beforehand. Without FTL communication fixed exit points don't give any advantage to bandits as they can't setup an ambush in advance. OTOH police can and will patrol at least some exit points in advance, because that's the reasonable thing to do and will keep the information of safe L points public, so jump==safety and since jumping works just as well from about everywhere, no tension.
Third, OTOH in the local context (planet, some satellites, stations, equilibrium points) bandits could easily coordinate their actions using ordinary lightspeed communication. For example if you aim for planet-moon equilibrium point while starting from a planet evading pursuer, the pursuer can phone buddies on the moon to be there before you are (they have it closer and up shallower gravity well) and blockade you. If you jump before reaching the point, the blockading ships can jump from the point itself giving them better drive efficiency and arriving at your destination before you, preparing an ambush.
Fourth, you *might* need to decelerate if jumping from a point, because otherwise you might not be there long enough for jump sequence to finish.
Hard to demolish a planet, though.And on the other hand, if there's a fictional reason that you can't really use an L-point if there's a station or something large enough there, then it's also a decision for the system government. They can have either road, or station. Although this fictional reason would create the requirement of cleaning L-points up regularly, like road maintenance. So small systems might have less usable L-points, and uninhabited ones might don't have any at all until somebody cleans them up.
Well, I can make a few:impaktor wrote:As far as I know, it's only fluffyfreak working on this. Me, nozmajner and fluffy (i.e. current active dev team) seem to be on the same page about how it should work, and I have not seen any convincing argument why not. Pioneer is still primarily a game, not a hard core physics simulator.
- Drive using L-points as exits would effectively eliminate the need to ever fly longer distance than from the nearest L point to the destination. So no need to fly from, for example, Earth to Mars as you can just warp into an L point in Mars-Phobos system and deorbit gracefully, no need to fly from Jupiter to Mercury if you can just warp to Sun-Mercury L point and so on. I remember someone criticizing my extra time compression step for being effectively a cheat despite ti not really affecting game's internal dynamics, only player's experience outside of it - please explain how something making conventional interplanetary travel universally inferior option in terms of both mechanics and player experience is not. Meanwhile my solution would only obviate flying to really distant targets, ones that would take long time to reach even at max time compression.
- Drive using L-points as exits would become increasingly more useful in small tight systems like satellite systems and planetary systems of M and K dwarfs - precisely ones where we would (presumably, I certainly would) prefer player to fly conventionally as distances there are small and delta-v expenditures modest. OTOH such drive would become increasingly useless for reaching truly distant targets if they have no satellites or if jumping to satellite L-points is not allowed. If you are on a planet orbiting a sunlike G dwarf at 1AU and want to reach a research base on distant,iceball orbiting this star at, say, 200AU, then you're out of luck since L4/5 form equilateral triangles with primary and secondary, so you'd still emerge 200AU from the destination, no closer than you were to begin with, and would be better served just burning same amount of hydrogen for acceleration (and going for dinner IRL). Meanwhile my proposition is completely useless for close distance travel, but becomes more and more useful with increasing distance (as you emerge at more or less fixed distance but the travel distance varies - it's primarily a game, not a physics simulator, after all).
- Consistent mechanics is a strength in itself both because it makes for consistent fiction and because it avoids confusing player. I propose system where jump mechanics works exactly the same at all times.
Well, I know that making a system that behaves in two completely different ways depending on whether the jump is intra- or intersystem would confuse the player and be twice as hard to learn than one offering consistent behaviour.Making fuel consumption depend on where you start the jump drive would complicate things terribly for the player
Adding arbitrary exceptions to memorize, like whether or not some L-points count when attempting to root out undesirable behaviour (like jumping instead of flying between closely orbiting moons) will make it even worse.
Just current one showing range in ideal conditions (equilibrium point), optionally another showing current range, but chances are player won't be be watching the map when flying towards the jump point.and add a lot of work to be implemented, and clutter tings up: I assume one would have to have many different max-range-spheres in the star map, depending on what distance from the planet you start your drive at. I assume most players plan their trip when landed and going through the commodity market and BBS missions.
What would be needed is some HUD display, but it can be textual - drive efficiency percentage on the drive button itself (so basically either red button displaying SURF, ATM or OBJ, depending on the nature of obstruction if the jump is impossible (detailed hud message if player tries to press the button anyway), or one displaying percentage and switching colour based on whether jump is possible with current fuel supply) and maybe fuel needed to jump to destination from current position and current vs optimal jump duration.
Other than that the basic UX would be to select jump point on autopilot, fly there, bam.
I think it's hard to top, only one extra hoop to jump through compared to the current state of affairs.
Lastly, I don't oppose L4/5 display on the map, I think it's awesome and can serve many purposes as far as missions are concerned, I just think and can show that L4/5 just don't work in any jump related context (see above) and that any system with predefined exit points has its problems.
True (and I've always liked this saying).FluffyFreak wrote:Just to be clear I'm only talking about in-system jumps using Lagrange Points.
I think it's easy to understand why, because between stars we can just about resolve the biggest of gas giants but only if they transit the host star or if we observe them for a number of years, so the idea of picking a Lagrange Point around one of their moons from a distant star system is just a bit silly and easily explained away as being technically impossible.
Remember that the mass of a star system is basically 99% Star, 1% Gas Giant(s) and the rest of the planets, ice giants, asteroids etc is just a rounding error.
OTOH you clearly have orbital maps of explored systems in the onboard computer, so you don't need to acquire insignificant targets very far away - you know where they are exactly.
And don't worry, I don't mind ranting, I'm not easily offended and I prefer it when people speak their minds and clear any issues than let them fester. :)
As for the L point display I would use orbit colour.