Archive for the 'Worldbuilding' Category

[Stellar Mapping] RECONS list updated!

Oops! Gliese 667 slipped through the cracks and wasn’t included in any of the original stellar datasets on my Stellar Mapping page! This is slightly embarrassing since it’s a bit famous for having planets around it! It was within 22.8 ly from Sol, but for some reason wasn’t on the RECONS list – and because it was so close it wasn’t included in the Hipparcos dataset either.

I’ve now added Gliese 667 to the RECONS CSV files, so if you’ve already downloaded the RECONS data, you’ll need to download the new version so you can include Gliese 667! (I only found it because I was checking the stars on the American Arm for 2300AD!). There shouldn’t be any other missing stars there – I checked the border between RECONS and HIP and couldn’t find any other HIP stars within 22.8 ly that weren’t already on the RECONS list.

[Stellar Mapping] How to make your own stellar database!

Looks like my new Stellar Mapping page has been well received so far – thanks to everyone who has shown an interest in it, I hope you’re finding it useful!

In this article I’m going to show you how to make your own stellar database, with the same tools I used to construct the ones I presented on my mapping page. For this exercise we’ll be relying on something called VizieR, which is a huge online database of thousands of star catalogues. You’ll need to have a basic understanding astronomy to make the most out of this, but it’s not that tricky.

Let’s say you want to make a database of stars in a corridor between Sol and the famous Pleiades star cluster (if you’re familiar with the 2300AD RPG, this is essentially the path the Bayern took to the Pleiades). We’ll be using the Hipparcos star catalogue, since it has the most accurate parallax measurements (from which we can derive distances).

Continue reading ‘[Stellar Mapping] How to make your own stellar database!’

Website Update: Stellar Mapping page updated!

My new Stellar Mapping page is finally online! This is a complete rewrite of my previous “Realistic Astrography” page, and now includes Equatorial to Galactic co-ordinate conversion files, the complete RECONS (2012) and DENSE star lists, as well as all the data from the Hipparcos, Gliese 3, and Yale catalogues for stars out to 300ly from Sol! And the Further Stars list is also in there too :)

RECONS-coreward

RECONS dataset, looking towards the galactic core.

The focus has moved away from Traveller and its hex map format (I realised that I was taking accurate data and then making it inaccurate by forcing it into hex map format, so I’ve dropped that completely) and moved towards raw data and Astrosynthesis, but this will still be very useful for anyone interested in using realistic data for the stars near Sol.

You can check it out at http://evildrganymede.net/rpgs/stellar-mapping/

I’ll be writing some articles in the coming weeks to expand this – this will include how to use the Vizier stellar databases, and what this means for the 2300AD RPG!

Website update: Further Stars List uploaded!

EDIT: This has been superseded by my new Stellar Mapping page!

I’ve finally added the “Further Star List” to my Realistic Near-Sol Astrography webpage – it’s an excel file containing accurate locations of a selection of major stars (including Vega, Deneb, 51 Pegasi, Spica, Bellatrix and Algol) that are more than 10pc from Sol.

The format is a bit raw (and I’m not entirely sure why I selected those specific stars to list!). The dark red X/Y/Z columns show the distances in each direction (Sol is the origin, +X is Coreward, +Y is Spinward, +Z is “above” Sol). If you have trouble interpreting it, let me know!

You can doublecheck the stars too – you can use the Convert spreadsheet in Section 1 of the mapping page to convert the RA/Dec of any stars into X/Y/Z coordinates. If you have astronomy software like Celestia, open it up and activate the Galactic Grid and rotate it so that you’re facing 0° latitude and 0° longitude – you’re now looking directly along the +X axis. Turn to look at 0° Lat, 90° Lon and you’re looking directly along the +Y axis. Look at the Galactic north pole, and you’re looking directly along the +Z axis. You should be able to find your stars using this (e.g. Aldebaran is pretty much directly along the -X direction, and down a bit on the Z axis. Look towards 180° Lon direction and -20° Lat, and there it is!).

I’ve been sitting on this for six and a half years (!!) and finally decided that I’m never going to draw hexmaps showing these stars, so I may as well just release the data and let other people figure it out! Enjoy! :)

The link is at http://evildrganymede.net/rpgs/stellar-mapping/.

Kepler discovers the first extrasolar rocky planet!

Artist's impression of Kepler 10-b (Credit: NASA/Kepler Mission/Dana Berry)

Full story at http://kepler.nasa.gov/news/nasakeplernews/index.cfm?FuseAction=ShowNews&NewsID=94
Star and planet stats at: http://kepler.nasa.gov/Mission/discoveries/kepler10b/ (Kepler ID is 11904151)
Discovery paper at: http://kepler.nasa.gov/files/mws/Batalha_N_Kepler-10b.pdf

Big news today – Kepler has discovered its first extrasolar rocky planet, around a sun-like star about 564 lightyears away! Full stats, including the transit lightcurve can be found here. Interestingly the star may be very old – the age estimate is around 11.9 billion years – about as old as stars can get in our galaxy!

Continue reading ‘Kepler discovers the first extrasolar rocky planet!’

[Review] Fun with Gravity Simulator

Lately I’ve been playing around (again) with a very interesting program called Gravity Simulator. I’ve been using it on and off for the past four years or so, and it’s proved to be a very useful tool for worldbuilding.

Gravity Simulator is a Windows-based program that allows you to create celestial objects orbiting eachother and see what happens to their orbits under the influence of gravity. You can create planets orbiting stars, satellites orbiting planets, and even asteroid belts – if it can orbit something, it can be made to work here. The algorithms used in the program don’t quite account for everything (for example, the change in orbit caused the transfer of angular momentum between two bodies by tidal forces is not calculated), but the results are still very accurate.

Planetary orbits evolving (spiralling outwards) while a star loses mass

The good points are that it’s a very powerful orbital modelling tool, and known phenomena such as orbital resonances and the Kozai mechanism (where a planet’s eccentricity can be increased by interactions with a nearby massive object in an inclined orbit) have been known to naturally come out of the simulations. It can also output to a data file that you can then use to plot graphs of parameters using Excel (e.g. semimajor axis vs time), and can output screenshots too so that you can make animations if you have movie-making software.

To create a system, you just enter the mass and orbital parameters for all the objects and then set it going – you can even create entire asteroid belts by getting it to create many objects with a range of parameters that you specify (though the more objects you have, the more processing is required which obviously slows things down). The program uses a ‘timestep’ system, in which it recalculates everything once per timestep – a smaller timestep means that the resolution of the interactions is higher and they are more accurate as a result, but the downside is that it takes longer to do the calculations. If the timestep is set too large however then the accuracy can be compromised – so the trick is to find a value that is a balance between processing speed and accuracy, which varies depending on what you’re looking at. If you do it right though, you can run a simulation for hundreds of thousands (or millions) of years of simulated time if your system is left running for long enough. This literally brings stuff that formerly was done on supercomputers into the hands of desktop users!

To show off a bit, here’s a relatively basic example of a sim I made – 10 closely spaced planets the same size and mass as Earth, separated by 0.1 AU between 1 and 2 AU from the sun. This is what happens when the system is left to run for 175000 years (every second of video corresponds to the passage of 747 years of simulated time) – all of the action is in the first 2:50 mins of the video, after that nothing much happens other than a bit of precession of the remaining orbits. The planets start off in circular orbits but then they start to get unstable and individual worlds eventually start making close approaches to eachother, which really disrupts their orbits. This one has it all – orbital precession, collisions, and planets thrown into very eccentric orbits! At the end of the run, only four planets are left, and I suspect that if I’d left it running for longer one or two of those might eventually be lost too.

Orbital Evolution of 10 close planets, simulated over 175,000 years

There’s a good discussion forum for it too, and the author of the program is there quite often and is very helpful. Being a rather specialised program, only a handful of people post to the forums on a regular basis (I am one of them – I post there as “EDG”) but there’s a lot of interesting material posted there (especially by frankuitaalst, who posts a lot of very interesting animations and graphs of resonances). I’ve done some investigations myself of the Kozai mechanism, and used the program to track the evolution of asteroid orbits while a star loses mass as it changes from red giant to white dwarf.

This is why I think Gravity Simulator is so great – it’s an excellent tool for curiosity-driven science (the best kind of science, I think!). I know that more often than not I didn’t have a clue what the result would be when I started running my simulations, and it’s really fun to see how a complex system turns out. As a result, it’s fantastically educational too.

The downside is that the program is a little fiddly to use, and it’s probably going to be a bit scary at first if you haven’t had any previous experience with orbital dynamics. There are example simulations that you can download from the gravity simulator website though, and you can find the Tutorial/Help File there too which explains how everything works (you can also access this page through the Help menu in the program). Plus you can always ask for help on the forums if you’re stuck!

Another thing to be aware of is that the version of the program that you can download from the website via the download page there is somewhat old – once you’ve installed it from there, you should grab the latest beta of the executable from the forums, copy that into the folder you installed it to, and use that as the executable instead. This adds some very handy functionality, including the ability to create new objects with a range of values (handy for asteroid belts) and to dynamically vary the timestep so that it slows down when objects get close enough to gravitationally interact.

Overall, Gravity Simulator is a great educational tool and produces some fascinating results. It’s pretty much unsurpassed as an general orbital modelling tool (I’m sure orbital dynamicists use their own custom programs that are way more technical, but this is great for us non-professionals!), and there’s a lot of support for it (many sample simulations can be found on the rest of website as well as on the forums). It’s well worth checking out and playing around with anyway, and if you have any interest in orbital dynamics then it’s a must-have!

System Book 1: Katringa now available!

I’ve been spending the past few months working for Spica Publishing on a new supplement for the Mongoose Traveller RPG called System Book 1: Katringa, and I am pleased to say that it is now available for purchase!

There’s actually some science in it too, since I used my realistic planetary system generator (which is based on the latest research) to make the system, and I made the physical details of the young A8 IV primary star, its planets, their orbits and Katringa itself as realistic as possible (I even figured out the orbital evolution of the moons of the gas giants in the system!). So if you’re looking for an interesting new planetary system for your SF games then please do check it out!

Welcome to Katringa!

Spica Publishing is pleased to announce that its latest product – System Book 1: Katringa – is now available from RPGnow and DrivethruRPG. This 30-page PDF is written by Richard Hazlewood with physical data by Constantine Thomas, and is available for $6.99.

System Book 1: Katringa is the first in a series of books from Spica Publishing that describes a complete planetary system and its society, and is designed for use with Mongoose Traveller or any science-fiction RPG. Katringa is a former corporate mining colony that is gradually being allowed more independence over time, although corruption still pervades the government. Conditions are harsh in the asteroid belt close to the system’s energetic primary star, but the riches are worth the risk.

System Book 1: Katringa includes:
- A realistic planetary system, based on current astrophysical knowledge.
- Details of the worlds in the system, including the mineral-rich Idowa Belt, the gas giants Accra and Yendi and their moons, and Olufemi and the Outer Asteroids.
- A planetary map of Katringa showing major landmarks and settlements.
- A full physical description of Katringa, including a detailed breakdown of its geographical features and timekeeping system.
- Katringa’s unique African-influenced society, history and government.
- Important NPCs that may be encountered on Katringa, from all walks of life.
- Adventure seeds to occupy Player Characters while in the Katringa system.
- Detailed asteroid mining rules.

Download it today!

“Traveller” and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission. The Traveller Main Rulebook is available from Mongoose Publishing.