Re: [nbos] [AS] Binary Star Systems
"Robert Graham"
Sat Dec 9th, 2006
The thing i don't get with all this is with no offense to nbos, Astro
doesn't exactly as far as I can tell simulate in itself the effects of
gravity etc on an orbit.

instead it takes in distance + orbital paramaters and works out the orbital
path based from those.

so technically so long as the solarsystem view could be updated a little
further multipul systems should be possible, and it would be a -massive-
enhancement not only from the multipul star point of view.. but it would
allow the display of a planetary orbital system with out having to go in and
view it...

one thing i find annoying when i'm working in astro is that I can't see the
orbits of the moons etc which if i have two planets in close orbit can mean
that hey look smack, those moons are gonna hit each other.. The Black Sun
Engine which was designed for Nexus: The Jupiter Incident allows solar
system creation with everything in the system viewable in 3D at the same
time and by clicking on an object you can change your point of view to that
item.

now i know Nexus was designed by a full blown studio uses direct x 8.1 and 9
subroutines lightwave 3d object importing etc etc but the part that I like
of it is that i can see EVERYTHING in the solar system.

At a distance it just shows me the orbital lines + a symbol, as I zoom in
dependent on distance i get the planet etc.. and well given as i said it's a
full direct x program etc i can even get astroid fields but it would be nice
to have something simular with Astro where you can see the moons in orbit
around the planets etc on the orbital view.

-Rob.
----- Original Message -----
From: "Mike Oliver" <mike-oliver-at-blueyonder.co.uk>
To: <nbossoftware-at-nbos.com>
Sent: Saturday, December 09, 2006 10:28 PM
Subject: Re: [nbos] [AS] Binary Star Systems


> I, too, enjoyed Traveller 2,300 (still have it) but now game under my
> own system, "Spacefarer". It is far less dependent on tables and dice
> rolling than most commercial systems. I very much "wing" my gaming
> sessions and, if somebody scores a hit on an opponent with a "modern"
> (1900 - whenever) weapon, they cause a light wound (minor impedence of
> normal activities), a serious wound (major impedence of normal
> activities needing substantial medical facilities) or death
> (self-explanatory?).
>
> The science, however, especially astronomical, is as sound as I can make
> it.
>
> If you want the MegaTraveller orbital generation rules I can tell you
> what they are with the hope that somebody doesn't get upset about
> copyright and try to sue me.
>
> Cheers,
>
> Mike
>
> -----Original Message-----
> From: nbossoftware-bounces-at-nbos.com
> [mailto:nbossoftware-bounces-at-nbos.com] On Behalf Of Daniel Williamson
> Sent: 8 December 2006 13:33
> To: nbossoftware-at-nbos.com
> Subject: Re: [nbos] [AS] Binary Star Systems
>
> MIke,
>
> It can get very complicated very quickly. I don't have MegaTraveller.
> For my gaming purposes I've simplified it to the following rule: stable
> orbits are 1/3 less than the separation and 3 times the separation.
> Which I think came from another GDW product, 2300AD. Which has been
> highly influential on my SciFi gaming. Though right now I'm mostly
> playing Battlelords of the 23rd Century, which is, as the name implies,
> considerably more like Space Opera than it is like Hard Science.
>
> Dan.
>
> ___________________________________________________
> "Umm..."
>
>
> ----- Original Message ----
> From: Mike Oliver <mike-oliver-at-blueyonder.co.uk>
> To: nbossoftware-at-nbos.com
> Sent: Friday, December 8, 2006 5:13:20 AM
> Subject: Re: [nbos] [AS] Binary Star Systems
>
>
> When modelling multiple systems, one needs to be careful about planets
> passing between close doubles (etc.) proto-planetary materials could
> well have problems coagulating with such gravitational stresses.
> MegaTraveller has a neat system for determining what orbits would not
> contain planets under such circumstances. I don't know how accurate it
> might be (does anyone?) but it seems reasonable to me.
>
> Also, to get some ideas about the effects on habitable worlds orbiting
> such systems, Brian Aldis' "Heliconia" trilogy is invaluable and a good
> read to boot.
>
> Cheers,
>
> Mike
>
> -----Original Message-----
> From: nbossoftware-bounces-at-nbos.com
> [mailto:nbossoftware-bounces-at-nbos.com] On Behalf Of NBOS Support
> Sent: 8 December 2006 08:59
> To: nbossoftware-at-nbos.com
> Subject: Re: [nbos] [AS] Binary Star Systems
>
> At 10:04 AM 12/7/2006, you wrote:
>>Ideally I'd like to be able to use the system display to see the two
> stars
>>orbiting each other and the planets each star individually and the
>>gravitational center to get a grand overview of the system.
>
> Thats something I'd like to do, but havent gotten a grip on the physics
> of
> it yet. A binary star system isnt a problem to model... but through in
> a
> third star and all bets are off :-)
>
>>Also, I'd like to see AU used as the display orbital distance for top
> level
>>children at least. Or is there anyway that I can change it in the
> display
>>manually?
>
> I _was_ working on AU being an option in the system data fields setup as
>
> part of the next minor update, but for some reason ended up not adding
> in. The specific reason escapes me right now. But it is on my to-do
> list
> as quite a few people have asked for that.
>
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