GMIK69, to australia
@GMIK69@mstdn.science avatar
Hcobb, to random
@Hcobb@spacey.space avatar

The first rule of Space Vikings is that ships are faster than information.
Otherwise you're battling not raiding.

peterdrake,
@peterdrake@qoto.org avatar

@Hcobb I still love the #traveller X-boat network.

Angy1De, to nature Spanish
@Angy1De@body.social avatar

The huasteca Potosina has incredible places that definitely take your breath away. 😍🩵💚

Can we take care of the water and the trees to continue enjoying beautiful places like this? Please

https://www.patreon.com/posts/102975103

#nature #waterfall #river #nakedinnature #nudist #naturist #nudism #nude #naked #traveller #patreon

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

The various maps of the charted space borders are really not consistent drawing to drawing. The Rebellion maps are particularly hard to sort out (in terms of what the map coordinates of the borders are relative to the original map) because the borders are actually changing. But major features change position too.

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller automatic map generation: Now the borders for every alliance are determined, so long as the area controlled by the alliance is more than a few square parsec in size. All worlds from travellermap Milieu 1105 that are not Faraway or Unreviewed are included (about 68k worlds). Dots representing worlds are proportional in area to world GDP.

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

It is, of course, necessary to verify that any tool you build for #Traveller also work for the real world (if you're trying to keep Traveller at least vaguely hard sci-fi). So, in honor of the upcoming solar eclipse, here's my Traveller system simulation tool predicting the path of the total eclipse.

video/mp4

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

The assorted surrounding mini-empires and states adds to the feel (I think) of the original #traveller map - Now every Allegiance represented in the travellermap data is included.

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

now adding in the assorted Vargr and Julian states coreward.

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller Trying another method of automatically drawing the Imperium borders. For this one I do a Region Union of each imperial hex, then a series of dilations and erosions to get rid of smaller islands and holes.

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller ..starting to get a feel of the original. World markers are scaled by area proportional to computed world GDP

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

Imperial Bureau of Propaganda and Statistics report: Resurce Unit distribution through some of the Imperium: A green disk represents a world with a positive RU value, a red disk is negative, black points are 0 (for whatever reason). Through the travellermap data, RU is distributed approximately as a normal distribution with mu = 496, sigma=1906. The size of the disk represents how many standard deviations above the mean that particular world is, with red disks how many standard deviations below 0 the world is. Between 0 and 496 are all collectively treated as 0. Interestingly, the Solomani Sphere doesn't have all that much economic power, world by world.

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

's fragmented Solomani Sphere

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

The automatic border finding and drawing needs considerable work and it doesn't look good yet. I want to do the equivalent of a morphological erode and then dilate to smooth it out, but there's probably a better method. Still whittling on it #traveller

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

- automatically (or at least, semiautomatically) generating maps of the Imperium from travellermap datasets, but trying to match the general style of the original Imperium maps

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller 1G Trader landing on Regina: Guidance computer control inputs to engine during terminal phase (arrows represent direction of desired thrust). The guidance computer is a discrete time controller and updates guidance every 1/10th second. Touchdown velocity < 1 m/s.

arkbrik, to traveller
@arkbrik@dice.camp avatar

Adapting the enterprise rules from Into the Odd for Classic #Traveller

http://arch-brick.blogspot.com/2024/03/enterprises-for-classic-traveller.html

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller outgoing ship at 1G then incoming ship at 1G. Lighting set from the direction of Lusor, it turns out that both launch and landing occur at night (which I hadn't checked before setting this up). (City lights are randomly placed, I'll have to actually plot out the cities)

video/mp4

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

1G Trader launch from Regina in #Traveller - the first 1000s. Even though Regina's surface gravity is significantly under 1G, it's enough that the 1G trader seems a bit sluggish getting off the ground. I'm presuming the spaceport is at -15, -60 (latitude, longitude) and the viewpoint is hovering over -40,-52, so the viewpoint is rotating with Regina in Regina's frame, but the path trails are in the non rotating cartesian frame.

video/mp4

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller #2300AD Play area (limited) family portrait

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller Trader detection of stern convergence intercept: A player without active sensors: that is to say, they don't know range or range-rate, but they do know the spherical position in the sky might have difficulty determining a firing solution or even determining if a pirate / customs boat (really all the same, isn't it?) were performing an interception. However, if you plot the object angular motion over time it becomes obvious that an interception is occurring. Here, for example, a pirate is doing a convergence intercept. Plotting the angular velocity of the pirate (blue) vs innocent outgoing trader (purple) and background celestial objects (Speck, Harcourt, and Assiniboia - this is in the Regina system as configured in Traveller5).

image/png
image/png

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

Another view of the #Traveller #2300AD play area. This going from -125 LY to +125 LY with a full 360 degree view rotation during the transit.

video/mp4

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

#Traveller #2300AD : A journey from Sol to Aurore (Eta Bootis). Of course no 2300AD ship can make the journey in one direct hop, but this is how the sky chart changes during the travel from Sol to Eta Bootis (home of probably the most famous world of 2300AD, Aurore). I plot any star with an apparent magnitude of 6, and only plot names of stars in the 2300 NSL, but I also plot the bright constellation stars so there's a sense of how the familiar constellations warp during the journey. Orion, for example, remains recognizable but it does change.

video/mp4

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

If you only plot OTU canon sectors, and leave out InReview and others that aren't formally canon, there is a fair amount of uncharted space to spinward of the spinward marches. The Foreven sector is there on the map, but it doesn't carry the OTU tag in travellermap (as it is the 'referee's private reserve). It'd almost be better to just leave it blank, giving the impression that the Spinward Marches really are a frontier to a sort of interstellar wilderness. #traveller

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

And a more distant view. Asteroids are an underrated playing area for traveller, I think. You can circumnavigate the entire world, possibly jump to escape velocity (for small asteroids) and the non-uniform gravity fields make orbits around the asteroids unstable and somewhat unpredictable.

video/mp4

sudnadja, to traveller
@sudnadja@vivaldi.net avatar

Abandoned or Derelict #Traveller MCruiser in orbit of the primary asteroid of a dual asteroid system. Rendered and simulated with Mathematica.

video/mp4

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