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Temperatures etc after witchspace jump
Posted: Sun Jul 11, 2010 1:21 pm
by myst.RAVEN
OK, so seeing as a typical witch-space jump takes several hours of in-game time, shouldn't cabin and laser temps be reset to normal at the end of a jump? There may be other such variables that should take into account the passage of time (though I would exclude Fuel Collectors from this - call it that you can't collect fuel while in witchspace, maybe.)
Of course, it may be that a witch-space jump is actually instantaneous to the traveller, and it's only the rest of the universe that "ages" in that time, in which case passage of time would be suspended in the ship, and temperatures would remain as they were at start of jump...
(Not sure of the canonical lore here, so not sure which of the above alternatives applies)
Posted: Sun Jul 11, 2010 1:49 pm
by Cmdr James
Several game hours, but those hours do not occur within normal space, so there is no reason to think normal physics apply.
Re: Temperatures etc after witchspace jump
Posted: Sun Jul 11, 2010 4:58 pm
by Eric Walch
myst.RAVEN wrote:OK, so seeing as a typical witch-space jump takes several hours of in-game time, shouldn't cabin and laser temps be reset to normal at the end of a jump?
I am not fully aware of the physics during hyper jumping, but on order to cool down the ship must radiate heat. Probably radiation is immediately reflected back during a jump. At least the temperature not decreasing suggests that.
Posted: Sun Jul 11, 2010 5:04 pm
by Cmdr James
Interesting for temperature sensitive things, like our furry friends.
Posted: Fri Jul 16, 2010 8:05 pm
by Arexack_Heretic
Only if you could get your hull cabin temperature up by other means than flying close to a sun, IIRC being close to a sun, planet, ship, rock or in Eagis prevents hyperspace jumps.
Accordingly to the fictional story that came with the first editions of Elite, hyperspace is a wormhole and time does pass. Not sure how much, though certainly more than the several seconds of of gametime.
edit: I think it was the
The Dark Wheel
Posted: Fri Jul 16, 2010 11:34 pm
by DaddyHoggy
You can heat the ship up by injecting through the planet's atmosphere...
From the Dark Wheel:
The ship drifted in 'WitchLight', in the non-place in space and time. It was crossing the void between stars in seconds, but for those seconds it was in a twilight world whose existence was beyond imagination.
(which means Oolite sort of contradicts it with time advancement - unless you accept that this "in seconds" is actually perceived passage - both for you and your ship and therefore the laws of thermodynamics and entropy)
Posted: Sat Jul 17, 2010 12:15 am
by Arexack_Heretic
Wasnt there a passage about them twisting and turning through the wormhole and following beacons ?
IIRc the commander was with his young son, telling stories of Raxxla etc.
Maybe I'm thinkning of another story...
Posted: Sat Jul 17, 2010 5:44 am
by DaddyHoggy
Arexack_Heretic wrote:Wasnt there a passage about them twisting and turning through the wormhole and following beacons ?
IIRc the commander was with his young son, telling stories of Raxxla etc.
Maybe I'm thinkning of another story...
No, you're sort of right.
Robert Holdstock in The Dark Wheel wrote:You're going to cover maybe seven light years in a few minutes, and you might think that's a lot of space to get lost in, but that isn't how it works. Faraway is a tunnel, like any other tunnel. Inside that tunnel is the realm called Witch-Space, a magic place, a place where the normal rules of the Universe don't necessarily work. And every few thousand parsecs along the Witch-Space tunnel there are monitoring satellites, and branch lines, and stop points, and rescue stations; and passing by all of these are perhaps a hundred channels, a hundred 'lines' for ships to travel, each one protected against the two big dangers of hyperspace travel: atomic reorganisation, and time displacement.
Posted: Sat Jul 17, 2010 9:20 am
by Cody
DaddyHoggy wrote:. And every few thousand parsecs along the Witch-Space tunnel
[heresy]This is pure nonsense.[/heresy]
Posted: Sat Jul 17, 2010 9:25 am
by DaddyHoggy
El Viejo wrote:DaddyHoggy wrote:. And every few thousand parsecs along the Witch-Space tunnel
[heresy]This is pure nonsense.[/heresy]
Parsec: a unit of astronomical length based on the distance from Earth at which stellar parallax is 1 second of arc; equivalent to 3.262 light years
I suspect, Rob H, like George L, didn't actually know what a Parsec was...
Posted: Sat Jul 17, 2010 10:39 am
by Disembodied
DaddyHoggy wrote:I suspect, Rob H, like George L, didn't actually know what a Parsec was...
Still, at least he was using it as a measure of distance, and not (like George L) of time ...
Personally speaking, I think that time passes in Witchspace. A 36-hour jump takes 36 hours (it's elided in-game, of course) – otherwise we'd hardly spend any time on our ships. A journey from one station to another could be over in a few minutes. That feels wrong, to me!
Posted: Sat Jul 17, 2010 10:44 am
by Cody
Exactly… Oolite (the game) tells me that a hyperspace jump of 3.2 lights has an ‘estimated travel time’ of 10.2 hours.
That’s my commander’s downtime… sleep, eat, shower etc and he’s ready for the next system.
Posted: Sat Jul 17, 2010 10:57 am
by Cmdr James
It is not made clear by the game if this is the amount of time perceived by the pilot (you have 10.2 hours, thats enough time to make dinner), or the time that passes in real space before you arrive back (you might not be able to make your delivery deadline).
Personally I think life would b easiest all around if we assume there are now weird relativistic or different-physics-in-witchspace effects and that time passes the same in both. However I dont think this is clear at all.
Posted: Sat Jul 17, 2010 11:07 am
by Disembodied
It's definitely not clear ... that's the beauty of it, though! It makes no difference to the actual game, there's ample room for handwaving and we can squash it around as much as we like to fit with our own personal canons.
Posted: Sat Jul 17, 2010 11:24 am
by JensAyton
Cmdr James wrote:It is not made clear by the game if this is the amount of time perceived by the pilot (you have 10.2 hours, thats enough time to make dinner), or the time that passes in real space before you arrive back (you might not be able to make your delivery deadline).
It’s very clearly the latter, as seen by the adjusting clock on the bottom of the screen. That’s the universal calendar by which delivery deadlines are reckoned.