Author Topic: Pirate points and JS  (Read 1464 times)

Colt Ward

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Pirate points and JS
« on: 15 September 2018, 11:08:50 »
Could a jumpship be abandoned in a pirate point (aka la grange) and because it was a gravitational eddy remain in that point?

Would a JS have to use as much fuel for station keeping at a pirate point as it would a standard point b/c most of the gravitational forces are canceled out?
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idea weenie

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Re: Pirate points and JS
« Reply #1 on: 15 September 2018, 13:44:43 »
Could a jumpship be abandoned in a pirate point (aka la grange) and because it was a gravitational eddy remain in that point?

I would be tempted to park that Jumpship into an actual orbit around a planet, and hope nothing hits it while it is abandoned.  The LaGrange pints are not completely stable, especially the L4 and L5 (the ones 60 degrees forward and backward of the planet's orbit).  By putting it well within a planet's orbit, your calculations are simplified, and any planetary magnetic field will help protect the Jumpship from solar winds.

But this sounds like a Cray signal question

As to the location, remember that Jumpships have up to .1G thrust.  That means anywhere Dropships can get to with 1G thrust, a Jumpship can do the same but take ~3* longer (square root of 10).  At the same time, they will burn ~1/3 the same amount of fuel getting there (1/SQRT(10)).  This gives them a massive flexibility in choosing where to go compared to today's spacecraft.  As a comparison, the Hermes from "The Martian" had an acceleration of about 1/5000 of a G, and was estimated 124 days from Earth to Mars, and 241 days from Mars to Earth (from here).  Using a .1G engine, compared to a 1/5000 G engine means you have 500* the thrust, and can get to Mars in 1/22 the time (SQRT(500)).  That means ~6 days to Mars, and ~11 days to return.

Would a JS have to use as much fuel for station keeping at a pirate point as it would a standard point b/c most of the gravitational forces are canceled out?

Jump points have an obscenely low gravity strength from the star that fuel consumption there should only really be factored in when you thrust inside the Jump limit, and again when you thrust back out of the limit.  Here is Daryk figuring out how low the gravity is at the Zenith/Nadir jump points.

cray

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Re: Pirate points and JS
« Reply #2 on: 15 September 2018, 15:07:35 »
Could a jumpship be abandoned in a pirate point (aka la grange) and because it was a gravitational eddy remain in that point?

The valid pirate jump points are close to - but not at - L1 Lagrange points. If the JumpShip moved to the L1 point, it could enter a halo or Lissajous orbit (see link below), but L1 orbits aren't stable beyond a few years. You're better off moving into orbit around the objects creating the L1 point: planet, moon, and/or star.

Quote
Would a JS have to use as much fuel for station keeping at a pirate point as it would a standard point b/c most of the gravitational forces are canceled out?

https://en.wikipedia.org/wiki/Orbital_station-keeping#Station-keeping_at_libration_points

Well-placed satellites at L1 points can stay there using about 1m/s of propellant. In BT terms, that's 1/300th of a thrust point, or a mouse fart's worth of fuel in stationkeeping mode.
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**"Well, the first class name [for pocket WarShips]: 'Ship with delusions of grandeur that is going to evaporate 3.1 seconds after coming into NPPC range' tended to cause morale problems...." --Korzon77
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Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.

Daryk

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Re: Pirate points and JS
« Reply #3 on: 15 September 2018, 17:27:37 »
Thanks for the ref idea weenie!  I have to say though, that wasn't really me figuring it out, just half-remembering some calculations from over 20 years ago at this point...