Wormhole Theory

The following seems to be invalid for the newer PC versions of the game.


A ship can jump very large distances due to a modulo effect in the hyperspace continuum with a base of #math163#Wsect = 81.62 sector lengths (#math164#655.36  lj). One can use this behavior to find jump paths that are much shorter in time and fuel consumption than the straight distance. This also allows you to use a smaller hyperdrive and leaves more room for fuel and cargo.

The optimal jump points for a journey between two systems with one intermediate stop are found on the intersections of circles around the two endpoints of the journey. On such a circle lie the systems that can be reached from the center of the circle with a minimum amount of fuel and time. A system at the intersection of such circles can be reached easily from the centers of both circles, making it an ideal intermediate jump point. The circles have multiples of the wormhole distance (#math165#655.36  lj) as radii.

To make the calculations simple we assume at first, that the ``thickness'' of a sector can be neglected and that two jumps with equal distance shall be made, resulting in circles with equal radius. The coordinates of the ideal intermediate jump points can now be found on a line that perpendicular bisects the segment between the two endpoints of your journey, at the points of intersection of the circles around the endpoints.

<#2095#>Figure<#2095#>: <#2096#>Location of intermediate jump points for equal distance wormhole jumps<#2096#>
#figure268#

For two star systems at the coordinates (x, y) and (u, v) we define:

#math166#
a = (u - x)
, *1cm#tex2html_wrap_indisplay2102#
(6)
We choose a jump distance of #math167#Wn = n×Wsect sectors. With this definitions we get as coordinates for the intermediate jump (p, q):

#math168#
p = #tex2html_wrap_indisplay2107# + b#tex2html_wrap_indisplay2108#
, *1cm#tex2html_wrap_indisplay2109#
(7)
or

#math169#
p = #tex2html_wrap_indisplay2112# - b#tex2html_wrap_indisplay2113#
, *1cm#tex2html_wrap_indisplay2114#
(8)
Now n has to be chosen such that the square root has a real solution (the jump radius is larger than the half distance between the systems) and we have to find a system near one of the intermediate jump points. If such a system cannot be found, we simply increment n and try again with a wormhole distance of the next greater order.

If you want to perform two jumps with different jump sizes the equations have essentially the same structure but get a bit more complicated. We define a and b as in (#shortcut#337>) and choose the jump distances #math170#Wm = m×Wsect for the first jump and #math171#Wn = n×Wsect for the second jump. m and n must be chosen such that:

#math172#
#tex2html_wrap_indisplay2124#m - #tex2html_wrap_indisplay2125##tex2html_wrap_indisplay2126#≤nm + #tex2html_wrap_indisplay2127# (9)
This ensures, that there exists an intermediate jump point at all. With

#math173#
α = #tex2html_wrap_indisplay2129# + #tex2html_wrap_indisplay2130# (10)
we get for the coordinates of the intermediate jump point (p, q):

#math174#
p = (1 - α)x + αu + b#tex2html_wrap_indisplay2134#
, *1cm#tex2html_wrap_indisplay2135#
(11)
or

#math175#
p = (1 - α)x + αu - b#tex2html_wrap_indisplay2138#
, *1cm#tex2html_wrap_indisplay2139#
(12)