JUMPVECTOR

Keywords: JUMPVECTOR, JUMPV

Category: Space

=== USER MANUAL === Usage: jumpvector <ship> Description: Reveal the projected destination of a ship that is currently traveling through hyperspace. Your navigation computer pulls the target's last known vector and reports the target system plus arrival coordinates. Practical uses: chase a fleeing enemy through hyperspace, plot an intercept, or confirm an ally's heading before following them. How It Works: Your ship keeps a sensor log of every ship it has been in range of. If the target is logged AND currently in hyperspace, the computer can extrapolate its destination vector from the pre-jump trajectory. The reported coordinates are essentially exact -- a tiny random offset is added for realism but rounds to 0. Output: After some deliberation, you figure out its projected course. <target> Heading: <system>, X Y Z Requirements: Cockpit ............ Must be in the pilot's chair. Launched + real .... Ship must be in a starsystem, not docked, not in hyperspace. Target visible ..... "No such ship." if the name does not match a visible ship. Not self ........... "You can figure out where you are going on your own." Sensor log ......... Ship must have been in scanship / radar range at some point AND must not be currently docked. Otherwise: "No log for that ship." Target in hyperspace Target must actually be traveling: "You cant figure out the course vectors correctly." indicates the ship is still in realspace. Notes: - The sensor log is maintained automatically whenever two ships are close enough to appear on each other's radar. There's no command to manually log a ship. - This command reveals destination but not intent -- a fleeing enemy can still change course at arrival or jump again before you catch them. - Use in combination with calculate + hyperspace to plot an intercept: read the target's arrival coords, then calculate a jump to approximately the same point. - Docked ships are hidden from this command -- a target that has completed its jump and landed is invisible to jumpvector queries. Strategic Notes: - A ship that jumps blind (using gate instead of hyperspace) cannot be tracked with jumpvector -- only hyperspace jumps leave a readable log. - Breaking line of sight before a jump defeats the sensor log. Use shipcloak or duck behind a stellar object. - The arrival coords are already jittered by calculate before the jump, so you may not land exactly on the same spot even with a perfect vector read. Related Helpfiles: CALCULATE, HYPERSPACE, SCANSHIP, RADAR, GATE, FOLDSPACE, SHIPCLOAK === END MANUAL ===