Re: [nbos] [AS] Binary Star Systems
"Christopher"
Mon Dec 11th, 2006
Ooh, now THAT sounds interesting. Please keep us posted.

- Christopher


-----Original Message-----
From: nbossoftware-bounces-at-nbos.com [mailto:nbossoftware-bounces-at-nbos.com]
On Behalf Of Charles Sykora
Sent: Monday, 11 December 2006 3:01 PM
To: nbossoftware-at-nbos.com
Subject: Re: [nbos] [AS] Binary Star Systems

Mike, if you want photorealistic astronomy renders, check out Celestia. I
am working on import and export scripts for AS that will take data from or
send data to Celestia. While you can load artificial systems/worlds into
Celestia, they are hard to generate, and that's why I think the answer is to
generate much of your universe randomly in AS, edit it to your liking, and
then export to Celestia for photo-realistic renders.
--Dale--

On Dec 10, 2006, at 7:42 AM, Mike Oliver wrote:

> I don't know how complex orbital mathematics (mechanics?) is, but I
> suspect it would be beyond the ordinary member of Joe Public. It is my
> belief, from gaming experience, that the average player doesn't
> actually recognise whether some of the science is inaccurate. For
> instance, in my current game, I showed them a system diagram in AS
> with all-circular orbital paths (VERY unusual, I suspect) and nobody
> mentioned it.
>
> I don't even know if AS is capable of showing elliptical orbital
> paths.
> I would LOVE to see detailed, astronomically accurate, 3D views of
> space within AS but, until Ed and his colleagues can employ an
> astronomer who has an intimate knowledge of 3D visual programming and
> doesn't want more than a small financial nod, I suspect we may have a
> while to wait.
> Meanwhile AS does almost everything I really need and I suspect a lot
> more if only I had the courage to try to understand, write and
> implement scripts. So thanks and congratulations to the NBOS boys.
>
> In the long run, I suspect it is we Game Masters who have the desire -
> the players just want a good scenario, well run and pretty to look at;
> no need for scientific accuracy.
>
> Cheers,
>
> Mike
>
> -----Original Message-----
> From: nbossoftware-bounces-at-nbos.com
> [mailto:nbossoftware-bounces-at-nbos.com] On Behalf Of Robert Graham
> Sent: 9 December 2006 11:57
> To: nbossoftware-at-nbos.com
> Subject: Re: [nbos] [AS] Binary Star Systems
>
> 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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