Monday, April 12, 2021

Space Combat - System Scale and Space Combat Scale

What I want: 

  1. Space Combat where there is order enough to grasp the most key Conditions. More specifically. 

    1. The Conditions are Defined and Loaded with Context. Example
      1. Vectors - Moving and "Stationary" 
      2. Delta-V Budget ΔVB vs ΔV
      3. I'd have to map the ΔVB of each Stationary Vector.  
        1. I need to make a Spreadsheet formula of Escape Velocity and Break it down to more. Thankfully Donjon's System Generator has Gravity, Mass (in Earths), and Radius.
        2. I need a way to quickly Transfer and Clean up Data from Donjon's System Generator, Nearby Space map, and other Such resources. 
      4. Tables of STUFF to encounter. 
      5. Distances and Ranges
      6. Logical Relationships / Dependencies - (Towards, Away, Following, Evading, Shadowing). LR = Attention and Resources spent. 
    2. There is a checklist that helps manages the details. 
    3. Benchmarks: 
      1. Regular Freighters - the regular Traffic and their ΔVB  and Shipping Tonnage periods.
      2. Regular Patrol - the Light Warships that Regularly Patrol or Guard these, as well as the system Defenses. 
      3. Free Traders - the difference between Free Traders and Freighters is that the Freighters are Assets, their contracts guarantee they will operate and make money. It is the WEALTH of the system that determines their GRADE (
  2. Players can Consider Actions and See the Limitations of their Adversaries as well as their Own Situations and Take Risks Accordingly. 
    1. In Hard Scifi Space Combat - Every Encounter has been Wargames/Preplanned and there are RISKS, phase gates, that depending on what happens modifies the odds of an outcome. 
    2. For example - merchants balance  ΔVB with profitability and pirates balance  ΔVB with profitability - the ability to Capture the vessel and the Equilibrium of Strategies. 
or a spherically symmetric, massive body such as a star, or planet, the escape velocity for that body, at a given distance, is calculated by the formula[3]

where G is the universal gravitational constant (G ≈ 6.67×10−11 m3·kg−1·s−2), M the mass of the body to be escaped from, and r the distance from the center of mass of the body to the object.[nb 2] The relationship is independent of the mass of the object escaping the massive body. Conversely, a body that falls under the force of gravitational attraction of mass M, from infinity, starting with zero velocity, will strike the massive object with a velocity equal to its escape velocity given by the same formula.

When given an initial speed V greater than the escape speed {\displaystyle v_{e},} the object will asymptotically approach the hyperbolic excess speed {\displaystyle v_{\infty },} satisfying the equation:[4]

In these equations atmospheric friction (air drag) is not taken into account.

Learning Escape Velocity Taught me:

  1. That Orbits, which require less Escape Velocity, eventually get pulled back to the Planet. 
  2. Seeing #1 in action Taught me how Rocket Stages Work and how I can break up ΔVB with Mass Drivers, Airship Platforms, Inertia Tethers etc.. How the 11km/s can be achieved in segments of 2-3km/s with InfraStructure. I wish I had a media artists to help me explain these concepts visually. 
  3. That this was Essential in Making a ΔVB Map of a System. And started me in Imagining how I will use to diagram a System. 
  4. That after learning the Travel Time Formula and How it Works - how to get Time, Distance, ΔV, ΔVBudget, we learn Escape Velocity to make sense of it all. THEN we learn the simple algebra of Impulse, Thrust, Propulsion: Intake of Wet mass to Accel and ΔV.  Then the Geometry of Ship Building. 

System Scale Map in Roll20.

  1. Default 25px x 70 px for Width and Height. 
  2. Background: Black
  3. Grid Scale: 1 hex 
  4. Hex (H)
  5. Cell With 0.3 px x 70px = 21 px


  1. Systems Like our Solar System are HUGE, so huge that if I scale it to include Pluto or its Heliosphere (44 Astronomical Units) - with AU per hex, Mercury, Venus and EARTH are in the SUN Hex!!! 
  2. Anything that happens in the AU scale happens in the AU/ ΔV (Delta V) of the Moving Vectors. 


  1. Scale on the Fly. DONT set the hex distance just yet. It takes about 2 minutes to Recalculate the SCALE and change the hex distance values. have a method for a GM to quickly Adjust the distances. 
  2.  Vectors and Orbits using the MAP tools in Roll20 can easily be adjusted, number of Hexes can be used to determine Orbits and Distances and Current positions. 

Delta-V Budget 

Delta-v from / to (km/s)LEO-KenLEO-EqGEOEML-1EML-2EML-4/5LLOMoonC3=0
Low Earth orbit (LEO-Ken)4.244.333.773.433.974.045.933.22
Low Earth orbit (LEO-Eq)4.243.903.773.433.994.045.933.22
Geostationary orbit (GEO)2.061.631.381.471.712.053.921.30
Lagrangian point 1 (EML-1)0.770.771.380.140.330.642.520.14
Lagrangian point 2 (EML-2)0.330.331.470.140.340.642.520.14
Lagrangian point 4/5 (EML-4/5)0.840.981.710.330.340.982.580.43
Low lunar orbit (LLO)0.900.902.050.640.650.981.871.40
Moon surface2.742.743.922.522.532.581.872.80
Earth escape velocity (C3=0)001.300.140.140.431.402.80 


Star Data
TypeF7 V Yellow-white Main Sequence
Radius8.78 x 105 km   (1.26 x sol)
Mass3.09 x 1030 kg   (1.56 x sol)
Temperature6300 K
Luminosity8.65 x 1026 W   (2.26 x sol)
TypeRock Planet (Escape Velocity 11,185.98 m/s
Orbital Radius6.41 x 107 km   (0.43 AU)
Period1.96 x 103 hours   (0.22 earth years)
Radius7698.77 km   (1.21 x earth)
Gravity11.72 m/s2   (1.20 x earth)
SpecialHeavy radiation, heavy volcanism
TypeRock Planet (Escape Velocity 10,914.76 m/s)
Orbital Radius1.27 x 108 km   (0.85 AU)
Period5.50 x 103 hours   (0.63 earth years)
Radius10158.97 km   (1.59 x earth)
Gravity16.36 m/s2   (1.67 x earth)
TypeTerrestrial World (Escape Velocity 11,185.98 m/s)
Orbital Radius1.84 x 108 km   (1.23 AU)
Period9.54 x 103 hours   (1.09 earth years)
PhysicsLarge iron/silicate
Radius9073.08 km   (1.42 x earth)
Gravity13.85 m/s2   (1.42 x earth)
Hydrosphere0 % water, 3 % ice
AtmosphereDense corrosive
SpecialLarge moon, planetary rings
TypeRock Planet (Escape Velocity 12,138.56 m/s)

Orbital Radius3.36 x 108 km   (2.25 AU)
Period2.36 x 104 hours   (2.70 earth years)
Radius8023.96 km   (1.26 x earth)
Gravity10.47 m/s2   (1.07 x earth)


Learning So Much - Modeling 10dton Fighters for Cepheus Engine SRD RAW

 There are Some problems in SPACE combat in CE I hope to address. Designing things in a way that 1-2 hours of games that 

  1. can be fast, 
  2. easy to visualize and narrate, 
  3. and filled with actions - Players don't have "Dead AIR" the mechanics always give Agency to the Players. Dont take turns away from players (an Old design relic that punishes players in older game design). 

  1. The ship has to have maneuverable/pivotable thrusters. 
    1. How is the fighter going to dock?
    2. How will it change Vector? Yaw, Pitch, Roll, Bank? 

  2. 2-Crew is an important aspect of combat, I'm surprised most fighter ships default at 1. Mechanics that make PCs valuable give PCs roles in combat. 
  3. I want to make the ship practical in my Harder Scifi game. 
  4. I have to try out modeling first before I realize how to better PLAN a design. Its really  more complicated because I have to plan how to avoid ngons/non-quad faces. 

3 space x 6 space or 18 spaces = 9 dtons. 

Friday, April 9, 2021

Today I learned some Basic Orbital Mechanics

 TIL Hohmann transfers and Oberth Effect.  

  1. Why the Navigator is an Important Job (it is not in the Mechanics of Old Traveller and Cepheus) - and Ideas how to make the Navigator important in CE - he helps reduce Delta V and Travel time- 
    1. if you brute force something without Orbital Mechanics YOU GET NOWHERE even if you have a lot of unlimited thrust duration (How long the ship can have thrust) and not enough thrust Power (Gs). 
    2. The Navigator Tracks Vectors. Vectors are the Imaginary Point in space the Navigator tracks and determine - they can be Moving Points like other Ships, or nearly fixed points like Planets and Notable Objects (see Near earth Objects) being 1 Meter in largest dimension is the smallest to the Minimum automatically detected is something as big as Ganymede  (+30km across). 
    3. The Pilot = the Thrust or M-Drive controler determines if the ship Tumbles, Strafes,  "Flips&Burns", wobbles, or creates an area of uncertainty to the exact position on its way to its Vector.  
    4. But the navigator determines if they CHANGE Conditions with the Target - that ranges and the orbital mechanics that influence their actions to change. The captain should have strong Navigation because navigation is the most immediate CONDITIONS of the ship. A firm grasp of Navigation means being able to BREAK UP assumptions and audit conditions for details that may be out of place.   

  Easy Orbital Mechanics I - Getting to the Moon  

 Easy Orbital Mechanics II - Hohmann Transfers    

  Easy Orbital Mechanics III - Interplanetary Travel  

   Easy Orbital Mechanics IV - The Oberth Effect 

Sunday, April 4, 2021

Fabrics to Expand Modules for Spin Grav - Cepheus Engine Traveller SRD

Playing around with Hex tube ships for easy manufacture and maintenance. A little gravity is better than none. 
I would imagine this would be the most "basic" ship. 

The hex habitat modules that Expand (combination of fiber/fabric to be very light weight and some hard shell structures). 
5m rad hex expanding for 12m rad. 

It has two counter-rotating (to counteract their oscillation) Spin Grav hex modules for Physical Therapy. People work and sleep in 0G, but have recreation and therapy, in spin grav. 
A little Grav is better than none. Assumes a more efficient drive than the current. More controls and sensors in the cone. 

My current Bottleneck is that I need to figure out how to make simpler  3d modules that would render in Cross sections for the Worldbuilders as well as Kit bashing tools for the GM who wants to detail their ship as well as rendering instructions for Isometric and 2d Maps. 

needs - Sleeping/Fresher pods, workshop, maintenance and housekeeping drones, Engineering kit-bashing, Command stations, Crash couches, med bay, Life Support Infra, etc... 

Based on the Space-X starship and a more Hard Scifi CE.  

I realize the ability to generate Fiber-flex or Scifi-Duct tape is one of the most critical parts of a ship and vacc suit maintenance. As well as drones that fly and float to apply it in hard-to-reach places. 

Blender 2.82 rendered in Ubunut 20.04 

Character Creation Flow Chart for Cepheus Engine Traveller SRD 1 page

 Here is my own take on Cepheus Engine SRD character Creation (linked to I'll probably go through multiple iterations. Here's access to the file so you can customize or improve on it. Color coding is to break it up to Qualification, Survival, Commission/Advancement, Aging, Mustering Phases. Here is the CE SRD link to Drivethru RPG (its $0)

Tables not included are the 

  • Careers and their Ranks, Skills, Qualification etc... p.33  

Sunday, March 28, 2021

Open Gaming - part time is Awesome

 Hypothesis: rejection and preference are about opportunities. 

If the opportunity is monopolized then its rejection. So someone with the right to something and asking permission and being rejected is rejection, only asking one person out is rejection, etc... 

Its one of those Zero-Sum situations that requires a change of framing and to work with that framing. 

but if one is not limited to a License holder, example to use an Open system, to ask out a lot of people, that what we have to offer can adapt and change then its a matter of preference. 

Zero-Sum situations suck. Some people think in this way and forced to pursue a strategy that cannot adapt to changing conditions. 

Preference is interesting - its "Live and let live" its not my thing but I'm grateful I can enjoy my thing without diminishing from someone else's thing. There is no "Market to Consolidate" nothing to Conquer, no single group or person to impress, ... maybe just ourselves. 

But preference means being informed - knowing our OWN reasons to do something and what can happen - contributing to a market with a lot of Variety and option may not benefit oneself as much as trying to Control or Restrict a market - but it empowers buyers and the consumers. 

I'm doing this part-time while I do IT, Project management, and QA work. I can only give any surplus I can give after being a full-time professional at work and dad-husband and that's Ok. Enjoying making it is clearer now only because I've tried living without making this stuff and it sucks. 

Open Gaming License is not being Rejected. Power is not Zero-Sum. So far with all the Cepheus Engine stuff being made I'm appreciating it more. You get to try all these different ways of thinking and everyone's going to learn from each other. That's awesome. 

Friday, March 26, 2021

Basic Spacer Modification in 2500

 Basic spacer cybernetics and modification. 

1) inner ear modification - for spin grav and free fall orientation, as well as inertia compass. 

2) Second heart aka 0G heart - an addon circulatory system that balances pressures around the head in low to zero grav. Crucial for EVA as well as helping prevent Passing out in high G. 

3) bowel and urinary enhancements - helps go and hold when the need arises. 

4) Skin micro-biome - skin bacteria to help regulate health, in an environment with little bathing, long hours in suits, the "plant life" that the spacers cultivate have come in many engineered scents from herbs, flowers, spices, and various exotica that change depending on the diet of the spacer. 

there are more expensive ones like 

1) bone mass regulators - similar to coral regrowth - branching microfilaments that vine around the bones to trigger osteo genisis  - can be used in performance enhancement for soldiers. 

2)  the "fresher" is going to be a very different concept. Its probably going to be a diaper so people can go in their bed capsul. 

3) Its hard to plan for humans - humans can't stand the gravity 24 hours. Thus sleeping pods are in the core of the ship. While Exercise and Physical Therapy and Med Bays are in Spin Gravity habitats. 

Work and Sleep is 0G. Therapy is in Gravity. Work is 4 hours x2, Recovery is 2hr x4, and Rest is 4hrs x2.