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	<title>Comments for Claude and Monet</title>
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		<title>Comment on Sci-fi Saturdays: Warped by Chris Talbot</title>
		<link>http://www.claudeandmonet.com/?webcomic_post=sci-fi-saturdays-warped#comment-448</link>
		<dc:creator>Chris Talbot</dc:creator>
		<pubDate>Thu, 08 Mar 2012 02:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.claudeandmonet.com/?post_type=webcomic_post&#038;p=558#comment-448</guid>
		<description>The Generic Universal Role-Playing System (GURPS, by Steve Jackson games) has a really nice breakdown of FTL travel (done by types rather than science).

1) Warp - basically FTL travel in normal space since the ship can interact with things in normal space.  Star Trek is the only show I know of that uses this method, though the U.S.S. Merimack book series by R. M. Meluch does it, too.

2) Hyperspace - the title refers to the most common name for it, but its basically any method in which the ship goes into &quot;other space&quot;, travels for a bit, and then comes back into normal space.  Star Wars, Babylon 5, and Andromeda all made use of this system.

3) Jump - this is usually explained by folding space, but basically refers to instantaneous travel  between origin and destination.  Starblazers, Macross, and the new Battlestar Galactica all used this method.  Stargate and Buck Rogers in the 25th Century used a variant known as the Gate (although Stargate would be a slow Gate since it wasn&#039;t an instantaneous trip).</description>
		<content:encoded><![CDATA[<p>The Generic Universal Role-Playing System (GURPS, by Steve Jackson games) has a really nice breakdown of FTL travel (done by types rather than science).</p>
<p>1) Warp &#8211; basically FTL travel in normal space since the ship can interact with things in normal space.  Star Trek is the only show I know of that uses this method, though the U.S.S. Merimack book series by R. M. Meluch does it, too.</p>
<p>2) Hyperspace &#8211; the title refers to the most common name for it, but its basically any method in which the ship goes into &#8220;other space&#8221;, travels for a bit, and then comes back into normal space.  Star Wars, Babylon 5, and Andromeda all made use of this system.</p>
<p>3) Jump &#8211; this is usually explained by folding space, but basically refers to instantaneous travel  between origin and destination.  Starblazers, Macross, and the new Battlestar Galactica all used this method.  Stargate and Buck Rogers in the 25th Century used a variant known as the Gate (although Stargate would be a slow Gate since it wasn&#8217;t an instantaneous trip).</p>
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		<title>Comment on Sci-fi Saturdays: XY? XYZ? by guest</title>
		<link>http://www.claudeandmonet.com/?webcomic_post=sci-fi-saturdays-xy-xyz#comment-447</link>
		<dc:creator>guest</dc:creator>
		<pubDate>Mon, 05 Mar 2012 21:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.claudeandmonet.com/?post_type=webcomic_post&#038;p=441#comment-447</guid>
		<description>I suspect that navigation will depend primarily on the nature of FTL. If conventional travel is sublight with some sort of gate system, there is no real need for galactic coordinates (save insofar as the gates rely on them, and a hub-and-spoke system would make sectors more useful than galactic coordinates), and I would expect to see coordinates given by star system, probably in polar or cylindrical with reference to the orbit of a particular body (most naturally, the gate). But you would still need an up/down to get the direction of the coordinates straight.

If there is true normal-space FTL, then a proper galactic coordinate system would be important. I would follow ST and put the origin at the galactic center--unless you are always in this sytem, it is just simpler that way than trying to orient yourself to Sol (and, unlike earth, the galactic center is exactly in the galactic plane, simplifying your z). I am partial to the idea of semi-polar coordinates--a θ/r system for orientation on the galactic plane and an absolute h. I can see the advantages of a Cartesian system for calculating distance, but a computer could handle either just fine and I think the polar or cylindrical more useful for orientation.</description>
		<content:encoded><![CDATA[<p>I suspect that navigation will depend primarily on the nature of FTL. If conventional travel is sublight with some sort of gate system, there is no real need for galactic coordinates (save insofar as the gates rely on them, and a hub-and-spoke system would make sectors more useful than galactic coordinates), and I would expect to see coordinates given by star system, probably in polar or cylindrical with reference to the orbit of a particular body (most naturally, the gate). But you would still need an up/down to get the direction of the coordinates straight.</p>
<p>If there is true normal-space FTL, then a proper galactic coordinate system would be important. I would follow ST and put the origin at the galactic center&#8211;unless you are always in this sytem, it is just simpler that way than trying to orient yourself to Sol (and, unlike earth, the galactic center is exactly in the galactic plane, simplifying your z). I am partial to the idea of semi-polar coordinates&#8211;a θ/r system for orientation on the galactic plane and an absolute h. I can see the advantages of a Cartesian system for calculating distance, but a computer could handle either just fine and I think the polar or cylindrical more useful for orientation.</p>
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		<title>Comment on 01.03.06 by Link2hyrule</title>
		<link>http://www.claudeandmonet.com/?webcomic_post=01-03-06#comment-446</link>
		<dc:creator>Link2hyrule</dc:creator>
		<pubDate>Mon, 05 Mar 2012 04:57:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.claudeandmonet.com/?post_type=webcomic_post&#038;p=521#comment-446</guid>
		<description>Ok, so it was a blow-out.  Nicely done, BTW</description>
		<content:encoded><![CDATA[<p>Ok, so it was a blow-out.  Nicely done, BTW</p>
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		<title>Comment on 01.03.03 by Link2hyrule</title>
		<link>http://www.claudeandmonet.com/?webcomic_post=01-03-03#comment-445</link>
		<dc:creator>Link2hyrule</dc:creator>
		<pubDate>Mon, 05 Mar 2012 04:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.claudeandmonet.com/?post_type=webcomic_post&#038;p=500#comment-445</guid>
		<description>I already know what it is.  She&#039;s inflating her suit. Whether as a blow-out or a flying escape I&#039;m not sure, but she&#039;s definitely blowing up.</description>
		<content:encoded><![CDATA[<p>I already know what it is.  She&#8217;s inflating her suit. Whether as a blow-out or a flying escape I&#8217;m not sure, but she&#8217;s definitely blowing up.</p>
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		<title>Comment on A Few Things to Disqus by Ryan</title>
		<link>http://www.claudeandmonet.com/?p=518#comment-444</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 01 Feb 2012 00:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.claudeandmonet.com/?p=518#comment-444</guid>
		<description>We&#039;re glad to have you on board! If you have any questions we&#039;re happy to help, feel free to reach out to us anytime :-)</description>
		<content:encoded><![CDATA[<p>We&#8217;re glad to have you on board! If you have any questions we&#8217;re happy to help, feel free to reach out to us anytime <img src='http://www.claudeandmonet.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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