The shape of space.
Spacetime in the Storm Wings universe is a crumpled fabric. The more mass the more crumpled. The more crumpled the smaller the folds. Where there isn’t too much mass bits of that crumpled fabric press together forming congruences. There can be small microscopic congruences even in densely folded space however the more mass there is the smaller the congruences.
For a jump to be made there must be a match of magnetogravitic potential as well as no distorting mass beyond the mass that is jumped. Further the jumping ship must be in motion relative to the jump point. The vector for a jump is restricted by the shape of the congruence. The greater the curvature of the congruence the more restricted the vector necessary to make jump. All such jumps are instantaneous. There is no time outside of spacetime nor any hyperspace yet discovered. Jumps are accomplished first by sweeping the tiny bits of matter from the surrounding space using the magnetic wings/sails of the jump capable ship. Then by balancing of the magnetogravitic potential of the ship and sails so that it slips from one location to the other.
There are three basic kinds of jumps; one way jumps, back and forth jumps, and omni directional jumps.
One way jumps work only in one direction. You can go from volume A to volume B but not from volume B to volume A. To get back you have to have or find a different jump route. As a general rule one way jumps must be entered with a precise vector. Velocity being much less critical than direction. The widest vector arc of a one way jump recorded was 22.7 degrees. More common is between 1 and 7 degrees.
Back and forth jumps have a wider range an almost half sphere, up to 85 degrees of arc. They are also approximately reciprocal Jumping while traveling on vector V will allow you to jump from volume A to B but not from B to A. Traveling on vector -V will allow jumps from volume B to volume A.
Omnidirectional jumps can be approached from almost any direction and as long as the jump ship is in the jump volume it can slip back and forth depending on the settings of the wings.
There are also stacked jumps where spatial location A, B C, to N are connected by a jump. One example of that is the Derago Jumpstack. Derago A is located between the Planet Derago and it’s moon. Derago B is located twenty seven light minutes out from Derago A. Derago C located three hundred and forty two light minutes out from Derago B. Drago D the last in the stack is located three light weeks out from the system primary.
Wings and Acceleration
The ability of the Wings to accelerate mass is a function of how much of the wing interacts with how much mass. the more dispersed the mass, the more of the wing interacts with it, so the more velocity is imparted. The level of magnetism in the mass to be moved also affect the amount of velocity imparted.
Plasma 90% plus Talcum powder 60% Sand 40% Round shot 45% due to magnetic properties Non magnetic gravel, lead balls 30% Missiles with magnetic Faraday cages 10% to 15% Big ass asteroids, shuttles 0.5% or less
Ship to Ship Combat
All jump capable ships have wings and any wing can be used to impart velocity to projectiles. It’s impossible to make a jump capable ship completely unarmed but you can limit the arms. Fighting lasers*1 and hunter nukes are considered illegal for privately owned vessels in both Drake and Cordoba space.
Planetary and system governments are sometimes more restricted than private shippers and sometimes less.
*1 A Fighting laser under Drake law is one that is strong enough at one thousand kilometers to heat a surface 10 degrees per second. Under Cordoba law it’s 15 degrees per second.
The out systems came up with a “rationalized” system of standards since they didn’t have to base everything on earth they could set it up so that it was more consistent.
The standard year is three hundred and sixty days divided into twelve Standard months of thirty standard days. The standard day is twenty four hours of sixty minutes each and sixty seconds to the minute.
The standard gravity is 10 meters per second squared.