nyrath,
@nyrath@spacey.space avatar

Online calculator for plotting scifi interstellar trips. An aid for Mongoose #TTRPG 2300 AD

https://starscanner.six51.com/

sudnadja,
@sudnadja@dice.camp avatar

@nyrath It's also pretty easy (and instructive) to write these sort of short route finders yourself

sudnadja,
@sudnadja@dice.camp avatar

@nyrath Though I should note that my T2300 map incorporates Gaia DR2 data as might be seen by the route finding:

nyrath,
@nyrath@spacey.space avatar

@sudnadja

My map is more crude. It uses all stars within 100 light-years of Sol contained in the Hipparcos catalog.

The 13 "empires" are of equal size, arranged by close packing of spheres (vertexes of a cuboctahedron. Stars whose distance between empire centers are nearly equal are considered to be in the "neutral zone", disputed territory.

image/jpeg

sudnadja,
@sudnadja@dice.camp avatar

@nyrath I have the Hipparcos catalogue incorporated as well. For me the significant work was in removing false positive detections in Gaia DR2 (and there were a lot), then merging and de-duping the set with the other common sets. Your empire-spheres seem to be in various orientations - does this imply that each polity uses its own coordinate frame?

nyrath,
@nyrath@spacey.space avatar

@sudnadja

Removing the false positives in Gaia DR2, merging, and de-duping is a process I find intimidating enough to scare me off. So I have been making do with Hipparcos.

No, my empire spheres are all in the same orientation. The map is such a tangled mess of lines so it is hard to tell. Changing orientation would be easy, but not particularly useful.

I want to write simulations where the origin stars send out colony ships, to generate history.

sudnadja,
@sudnadja@dice.camp avatar

@nyrath I've done that too (origin stars sending out colony ships then a world population growth model, followed by trade simulation), and I need to pick it back up as it's only partly complete. I have a frequent context switch problem.

nyrath,
@nyrath@spacey.space avatar

@sudnadja

Context switch problem? Tell me about it. I'll live, breath, and eat a problem for about a week.

Then I set it aside "just for a moment". And rediscover it about 3 year later.

nyrath,
@nyrath@spacey.space avatar

@sudnadja

I never had any good numbers on how to correlate the population growth with industrial infrastructure growth. That is, to the point where the colony would be sending out its own colony and trade ships.

nyrath,
@nyrath@spacey.space avatar

@sudnadja

I was also trying to determine if this paper would help determining empire borders given a node map.

https://www.pnas.org/doi/10.1073/pnas.0706851105

sudnadja,
@sudnadja@dice.camp avatar

@nyrath For Traveller, incidentally, I'm not sure what the meaning of borders actually is. An entire fleet could move through an enemy controlled system - jump in, refuel in cometary halo, jump out, before light speed propagation delay of knowledge of the fleet's presence even reaches the mainworld.

nyrath,
@nyrath@spacey.space avatar

@sudnadja

Absolutely!

This is determined by the details of the FTL drive. And whether there exists something like an FTL radar.

https://www.projectrho.com/public_html/rocket/fasterlight.php#fiveminute

sudnadja,
@sudnadja@dice.camp avatar

@nyrath In Traveller one of the first things that is said about the setting and is fundamental to the game is that information cannot travel faster than light, except via jump drive, that combined with a lower limit on the size of a jump drive (for 100 DTon ships) puts some of the concerns of your site into play. In practice for me, though, it usually means that a mainworld might be controlled and defended, but the entire system cannot be.

nyrath,
@nyrath@spacey.space avatar

@sudnadja

For an empire, control depends upon communication.

As a vague general rule, figure that the maximum time allowed to send a message from the central capital to a colony on the rim of the empire should be no more than about 12 weeks (about the lag-time of the old Mongol Empire).

The X-boat system is too slow (about 4 years)

maxthefox,
@maxthefox@spacey.space avatar

@nyrath @sudnadja There's no FTL radar in Stardust but I managed to have borders (porous ones but still) by not only limiting the range of jumps but also making it so that you can only jump again after exiting warp by spending some time in a gravity well. (from 12 hours for the most refractory-optimized drives to more than 2 days for the usual one). And you can't initiate warp in a gravity well equivalent to the one up to the orbit of Neptune or so.

maxthefox,
@maxthefox@spacey.space avatar

@nyrath @sudnadja So you need to go through frontier systems to get to the enemy's core world. Where they can intercept you along the way. That's why outposts in uninhabited systems are important, they can send an alert that the enemy is coming.

60sRefugee,
@60sRefugee@spacey.space avatar

@nyrath @sudnadja The Honor Harrington books started out with ship's jumps creating an FTL gravity signature that could be picked up. They eventually worked out how to use this as a x64C communication mode that revolutionized space warfare.

Hcobb,
@Hcobb@spacey.space avatar

@sudnadja @nyrath
Oort cloud: Discovered 1950
Traveller game: Published 1977
So really there's no way MM could have accounted for this breaking the fnord out of his world model.

sudnadja,
@sudnadja@dice.camp avatar

@Hcobb @nyrath I think MM might have even intended that jumps are always mainworld to mainworld, which would also eliminate the system defensibility problem, but later editions of the game and supplements clearly allow for jumping to non-mainworld positions.

Hcobb,
@Hcobb@spacey.space avatar

@sudnadja @nyrath Handy fudge to deal with a lot of the FTL wormholes in Traveller is to make the jumps from one 1 cm/s^2 gravity shell to another. Sol's shell then extends past Venus while comets are too tiny to hit from another star.

sudnadja,
@sudnadja@dice.camp avatar

@nyrath Mathematica has a bunch of graph-related functions including community finding that I've used for something similar ( https://reference.wolfram.com/language/ref/CommunityGraphPlot.html?v=14.0 ) , though it might not be the same implementation as the paper (which I'll have to read later today).

Robert_Brandt,
@Robert_Brandt@spacey.space avatar

@nyrath @sudnadja The designer of Striker sent me a mindboggling xls of DR4 w over 100,000 stars

sudnadja,
@sudnadja@dice.camp avatar

@Robert_Brandt @nyrath I have 1.6 million from DR2, but it's cumbersome to load and work with. I do, however, plot sky charts with it: Here's the path of Borisov (not quite accurate, it was my own orbit determination) - but each background small-point is a Gaia DR2 star.

Robert_Brandt,
@Robert_Brandt@spacey.space avatar

@sudnadja @nyrath I found doing 521 of the closest was a lot of work, I am working on another book atm 190 pages, companion to Andromeda Dragons, 44 star systems expanded

Sevoris,

@nyrath @sudnadja Ouh yeah, writing simulations/optimizers… that seems familiar :V

(I want to do the same for wormhole networks, first, and I‘m starting to think I have the capabilities for that. Now for the time…)

RogerBW,
@RogerBW@emacs.ch avatar

@Sevoris @nyrath @sudnadja Heh, I wrote a live display for a huge wormhole-based universe running off the VizierR data: https://tekeli.li/cgi-bin/wasmap.cgi

Sevoris,

@RogerBW @nyrath @sudnadja Does this include respecting Visser collapse avoidance constraints or are you assuming the wormholes were balanced during projection ala The Human Reach?

RogerBW,
@RogerBW@emacs.ch avatar

@Sevoris @nyrath @sudnadja The wormhole net started as a 4-dimensional Delaunay triangulation (x, y, z, spectrum) so that links are to nearby and similar stars; then I pruned it aggressively to make the map a bit more interesting while still leaving every star reachable.

Robert_Brandt,
@Robert_Brandt@spacey.space avatar

@RogerBW @Sevoris @nyrath @sudnadja Stable, stationary wormholes?

RogerBW,
@RogerBW@emacs.ch avatar

@Robert_Brandt @Sevoris @nyrath @sudnadja Stable, stationary-ish; the positions depend on both stars' masses and positions so they change a bit over the long term.
(Then I started from Sol and ran a growth rate based builder, how long until a colony is big/rich enough to set out colonising ships of its own. So an G5 will end out ships much sooner than a M0.)

nyrath,
@nyrath@spacey.space avatar

@sudnadja

What I do have is a nasty display problem. Everything overlaps. The bit below is a small fraction of the entire map.

The 3D starmapping community is impatiently waiting for somebody to invent a reasonably priced holographic display.

sudnadja,
@sudnadja@dice.camp avatar

@nyrath It might be, perhaps, a reason to break down and write an Apple Vision Pro app.

notasnark,
@notasnark@mastodon.social avatar

@nyrath @sudnadja which is why I'm currently happy to stick with 2D star maps in Traveller.

nyrath,
@nyrath@spacey.space avatar

@notasnark @sudnadja

Mr. Miller made many brilliant design decisions for Traveller, and that was one of them.

Since 1 parsec is the average separation between stars, it makes for a compact easy to use map.

A 3D map adds complexity with no added value.

sudnadja,
@sudnadja@dice.camp avatar

@nyrath @notasnark Though admittedly niche, the nice thing about a 3d star map is it allows for you to plot the sky from an arbitrary world within the setting (here, for example, Aurore with correctly-positioned stars, camera pointed toward Orion). That can help with setting immersion.

nyrath,
@nyrath@spacey.space avatar

@sudnadja @notasnark

Don't get me wrong. A 2d star map is perfect... for a TTRPG.

But I am dealing more with creating a simulation. That has to be modeled in 3d or the star distances are unreliable. Since the computer program is doing all the work I could care less if it uses nasty mathematics.

Robert_Brandt,
@Robert_Brandt@spacey.space avatar

@nyrath @notasnark @sudnadja I find it about 2-3, using hipparcos. I have had good reviews and feedback on Solis People of the Sun

codrusofathens,
@codrusofathens@linuxrocks.online avatar

@nyrath @sudnadja
IF your FTL is based on finite routes between stars (wormholes, gates, jumplanes, &c.) instead of a "go-anywhere" drive, you get the lovely perk of being able to use subway-style topological maps. They're clearly (pun intended) easier to read. 😁

nyrath,
@nyrath@spacey.space avatar

@codrusofathens @sudnadja

Yes, I know.

Here is a subway style star map I made about a decade and a half ago, using a Python app I wrote, feeding the output into the amazing yEd drawing package.

https://www.projectrho.com/public_html/rocket/spacemaps.php#id--200_Light-Year_Radius--Interstellar_Empire_Framework

nyrath,
@nyrath@spacey.space avatar

@codrusofathens @sudnadja

yEd is free, can be found here: http://www.yworks.com/products/yed

Here are my notes on deciding the functionality of a faster-than-light drive: https://www.projectrho.com/public_html/rocket/fasterlight.php#drivedesign

codrusofathens,
@codrusofathens@linuxrocks.online avatar

@nyrath
Heh. I knew you know! I like the subway maps for getting a strategic feel, but nothing beats the awesome looks of a 3D star map. I wish there were more programs out there that let people work with 3D star plots.

I'm especially interested in how @sudnadja is doing all this fancy stuff in Mathematica...

On that note, I'm gonna go read up on yEd.

nyrath,
@nyrath@spacey.space avatar

@codrusofathens @sudnadja

The golden feature of yEd is the "auto-arrange". It will take your tangled mess of a map and automatically untangle it. It has several types of auto-arrange, each with parameters you can tweek.

nyrath,
@nyrath@spacey.space avatar

@codrusofathens @sudnadja.

I too am interested in how @sudnadja is working his Mathematica magic, but I want to learn the basics first myself. I've fooled around with it but nothing serious.

sudnadja,
@sudnadja@vivaldi.net avatar

@nyrath @codrusofathens @sudnadja I’ll have to get around to githubbing it all at some point. Like many hobbyists though much of my code is written in a way that only I really understand and it needs to be cleaned up. But I’ll get to it

codrusofathens,
@codrusofathens@linuxrocks.online avatar

@nyrath @sudnadja
It seems like a very, very powerful set of tools. Also a very, very expensive set, but for the moment, I'm a university student, so I can use the school's installation...

sudnadja,
@sudnadja@vivaldi.net avatar

@codrusofathens @nyrath @sudnadja the student or hobbyist licenses aren’t that expensive and you can use the kernel install on raspberry pi for free. I have started rewriting a lot of what I do in python and C (and a yet unfinished OpenCL nbody solver) which might be more digestible, but there is a lot of built in utility in Mathematica that is hard to get away from

Robert_Brandt,
@Robert_Brandt@spacey.space avatar
hackbarth,
@hackbarth@ursal.zone avatar

@nyrath @sudnadja color is the Z axis?

nyrath,
@nyrath@spacey.space avatar

@hackbarth @sudnadja

Sadly, no. Z axis is the number in parentheses next to the star name.

Color is which of the 13 empires a star belongs to (white are stars in the disputed borders between empires.

Empires are at the vertices of a cuboctahedron, with sol empire in the center (close packing of spheres)

https://www.projectrho.com/public_html/rocket/empiremap.php#13empirefig

Lazarou,
@Lazarou@mastodon.social avatar

@nyrath @sudnadja *strokes beard in appreciation.

nyrath,
@nyrath@spacey.space avatar

@Lazarou @sudnadja

Details here:
https://www.projectrho.com/public_html/rocket/empiremap.php#3empireS

If you have a Windows machine and $35, AstroSynthesis is a great star mapping package for TTRPG or scifi novel writers.
https://nbos.com/products/astrosynthesis

My 13 empire map is available in their download section
https://www.nbos.com/nox/item/916

(spheres not included)

maxthefox,
@maxthefox@spacey.space avatar

@sudnadja @nyrath Alas, my world is a 170x170x230ly ellipsoid where FTL works for Reasons™️. Which is too large for that kind of program and a large chunk of it is outside of surveys.

According to my calculations, there are ~110 thousand stars in the Oval (said ellipsoid). Got it by calculating the volume of that region, then multiplying by the star density per cubic lightyear in our area of the Milky Way (0.004).

Far too much for a node map so my map is just flat-colored blobs.

image/png

Aaron_DeVries,
@Aaron_DeVries@mastodon.social avatar

@nyrath this is super useful. I've been using space engine and math to plot stuff like this for stories, games, and just for fun. Because interstellar navigation and rout plotting at relativistic speeds is fun for the whole family.

nyrath,
@nyrath@spacey.space avatar

@Aaron_DeVries

I've been working on my own version for a while. But it isn't ready for prime time yet.

https://www.projectrho.com/public_html/rocket/empiremap.php#ascubemap

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