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Title: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Precentor Martial on 02 November 2012, 12:00:35
The following thread is for discussion of the Interstellar Operations Open Beta Test: Solar System Generation PDF (http://bg.battletech.com/download/Interstellar Operations Beta - Solar System Generation.pdf). You can ask questions of why rules were done in a certain way, a wish list of additions and so on.

Please note, this is NOT a thread for specific errata. Use the "Errata (http://bg.battletech.com/forums/index.php/topic,24308.msg545096.html#msg545096)" thread for that work.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: bronzite on 02 November 2012, 12:41:43
I just ran through the creation rules, rolling up a Realistic system using the Basic Star System Construction Sheet.  The rules are pretty straight-forward (although I perchance didn't get a habitable planet, so I'll need to go back and try the full populated planet rules.)  I found the content about the mathematics and astrophysics to be very helpful (somebody's been doing their homework!). 

I will say that the Basic Star System Construction Sheet is very, very inadequate to the task it is supposed to help with -- the star system needs an entire sheet, I think, and each habitable planet should have its own sheet as well.  I actually think that the current Basic Star System Construction Sheet would likely work pretty well as a Inhabited Planet Record Sheet, but as a worksheet and as a way of storing and managing data about Star Systems, the current sheet falls flat.

That said, if I use scrap paper instead, these rules flow smoothly and give a lot more useful information and tidbits about the solar system than the AToW Companion rules do, which is a definite positive.  Well done.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Neufeld on 02 November 2012, 13:25:28
Comstar decoration?! Is CGL discriminating against Capellans since they get no major rulebook?  :(
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Frabby on 02 November 2012, 14:27:38
First impression: Like. In particular, I like that this system seems to be universal, i.e. useable for virtually any sci-fi setting.
Also, the writing is comprehensive and informative. (Though this is only a first-glance impression; I haven't really read it in-depth yet.) Did Cray write this?

Okay, and here's my personal gripe: Transit times.
What's the point in investing a great deal of effort into a scientifically accurate simulation/description of a realistic star system, only to laugh at all the data and then use that overly simplified travel time diagram from DS&JS? The one that treats all stars as main sequence stars no matter what?

Case in point: Betelgeuse. It's a M2 I sun, which - according to BT tables, which conveniently ignore the (I) - has a 2-day travel from the jump point at a safe distance from the star, to the habitable planet in the lifezone.
Reality check: Fail. Betelgeuse is the single biggest sun we know at this time (afaik), a red supergiant 697 million kilometers in diameter - its diameter is almost 500 times that of our own sun (1.4 million kilometers). The "safe jump distance" is actually well within the sun here! As is the assumed life zone orbit.

The document skips around this by being semi-honest and featuring only (V)-subclass stars. But really, what I would dearly love to see is going full monty and taking the actual size of the sun into consideration. Treating all suns as (V) subtype is a bit like the two-dimensional jump maps that we use because, well, that's how jump maps look like.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: SeeM on 02 November 2012, 15:16:10
I just made a conclusion: you guys are awesome. Roll two dice for a planet distance from a star, and then do astronomical calculations for gravity, temperature, length of a year? That's a Battletech I enjoy. I once was an astronomy amateur, like a 'lite scientist' approach.

In IO planet population depends on it's quality. Great. I was worried that colony creation will be separate from solar system creation.

I also like that the guy creating solar system is named Chuck. He doesn't need a planet, he creates his own.

The "safe jump distance" is actually well within the sun here! As is the assumed life zone orbit.

On page 19 there is explanations for this (Hot, Hot, Hot!). They don't have planets, so why bother? But you got them anyway! :)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 November 2012, 16:58:43
Okay, and here's my personal gripe: Transit times.
What's the point in investing a great deal of effort into a scientifically accurate simulation/description of a realistic star system, only to laugh at all the data and then use that overly simplified travel time diagram from DS&JS? The one that treats all stars as main sequence stars no matter what?

There's several reasons. To begin with:

1) A transit time calculation is provided in the system generation rules so you can get from Point A to Point B in the system, for any system.

2) Stars only spend about 10% of their lives off the main sequence, not counting the white dwarf phase. Thus, about 10% of the stellar population at any time is non-main sequence stars. The "simplified" DropShips & JumpShips / Strategic Operations recharge and transit rules thus address about 90% of the stars in the universe.

3) A suggestion was made to address non-main sequence stars in Strategic Operations' reprint of the transit / recharge rules. However, it was soon realized that separate recharge and transit tables would be required for each other stellar type (VI, IV, III, II, Ia, Ib), thus adding 12 new tables to address about 10% of the stellar population while 2 tables covered 90%. So, that didn't happen in Strategic Operations.

4) FASA writers were wild about using non-main sequence stars. (Your example of Betelgeuse was on my mind when I made the pitch for the expansion in StratOps, and I deliberately used it in the system generation rules for the same reason.) The House Sourcebooks run about 40-50% non-main sequence stars. Because of FanPro / CGL standing orders for reprinting star systems, all those would have to be retconned to use the hypothetical new Strategic Operations' recharge and transit rules. So, the new transit and recharge tables weren't added to Strategic Operations.

5) For the past 4 years, CGL has seen some informal effort to ensure all new habitable star systems described in BT are main sequence stars.

As a result, the system generation rules for IntOps conclude the "Hot, Hot, Hot" system option (pg20 of the .pdf) by being straightforward and giving you the blunt truth: BT is sticking to the Strategic Operations' transit and recharge rules. (Here, you've learned why: there was no room in Strategic Operations for the necessary changes, and the required retcon was too big.) The rest of the document gives you realistic warnings on why making non-main sequence star systems has some difficulties and thus should be avoided.

Quote
The document skips around this by being semi-honest and featuring only (V)-subclass stars. But really, what I would dearly love to see is going full monty and taking the actual size of the sun into consideration.

The system transit rules and JumpShip recharge rules are located in Strategic Operations, not Interstellar Operations. If you can convince Herb to errata 6 new transit tables and 6 new recharge tables into Strategic Operations, and also to retcon all published non-main sequence stars to conform to the new rules, then I'll be happy to cook up the errata for Strategic Operations.

On another topic, this issue should've been raised here first rather than posed as an errata:

Quote
Factual error: The Oort Cloud is not a belt, and it's even highly arguable whether it can be described as asteroids. And it definitely doesn't occupy an orbital slot - its very nature is being a cloud of matter outside of the accretion disk and outside of the orbits. In a sense, it's not even part of the system anymore.

The inner Oort Cloud is hypothesized to be donut-shaped - a belt. Furthermore, as soon as I left out provisions for including the Oort cloud, another player would ask how to make it. Thus, the compromise was to address the (inner) Oort Cloud as an "asteroid" belt and note in the text that the "asteroids" might, in fact, be "icy outer system" objects.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Frabby on 02 November 2012, 17:30:08
Thanks for the explanations Cray. To wit, I raised the point because Randall specifically asked for a wish list.  :) You have briefly discussed the issue of transit times with me before, though it may have been in PMs.

On another topic, this issue should've been raised here first rather than posed as an errata:

The inner Oort Cloud is hypothesized to be donut-shaped - a belt. Furthermore, as soon as I left out provisions for including the Oort cloud, another player would ask how to make it. Thus, the compromise was to address the (inner) Oort Cloud as an "asteroid" belt and note in the text that the "asteroids" might, in fact, be "icy outer system" objects.
Sorry; I figured it was a factual error and should go into errata instead (again, precisely because Randall wrote above that this thread isn't meant for errata).
I've just read up on the Oort Cloud on wikipedia. I wasn't aware of the disk-shaped inner Oort Cloud (aka Hills Cloud). You might want to use that name instead. I still maintain that the wording is misleading, especially in the context of a section about filling orbital slots.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 November 2012, 17:54:11
Clarifying "inner Oort Cloud" or "Hills Cloud" would be easy enough. Will do.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Jaeger2000 on 02 November 2012, 20:36:30
I guess I'm in the minority, but I was bored out of my skull reading it. Math, equations and the likes are... well not something I enjoy in my spare time.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 November 2012, 20:38:40
I guess I'm in the minority, but I was bored out of my skull reading it. Math, equations and the likes are... well not something I enjoy in my spare time.

Not a problem, it was anticipated not everyone would prefer these in-depth system generation rules. For those folks, the A Time of War Companion has the "quick start" version of system creation. You roll some dice and get quick results without the boring discussion or math.

ATOW:Companion is available for purchase by download now if you'd prefer to try out that system.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Crunch on 02 November 2012, 20:59:16
It seems odd to me that Star league facilities are more common than Colonies... are there any plans to provide alternate era versions of the special features chart?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Jaeger2000 on 02 November 2012, 21:01:56
For those folks, the A Time of War Companion has the "quick start" version of system creation. You roll some dice and get quick results without the boring discussion or math.

Excellent.  O0
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 November 2012, 21:08:35
It seems odd to me that Star league facilities are more common than Colonies... are there any plans to provide alternate era versions of the special features chart?

I can look into juggling results of the table. I'm not sure how much room for expansion and extra tables there is.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Crunch on 02 November 2012, 21:12:27
I can look into juggling results of the table. I'm not sure how much room for expansion and extra tables there is.

How about just a in era X substitute Y for eras where the Star league facility would be more or less common? Or even making it an 18 (or whatever) place table with era mods sort of like the new model RATS in 3085?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Atlas3060 on 02 November 2012, 22:10:56
Not a problem, it was anticipated not everyone would prefer these in-depth system generation rules. For those folks, the A Time of War Companion has the "quick start" version of system creation. You roll some dice and get quick results without the boring discussion or math.

ATOW:Companion is available for purchase by download now if you'd prefer to try out that system.
I....I just love you all for making this.
Yes it is very science and math heavy, but I could use this for practically any RPG I want.
I also feel like all this detail will make that particular system or group of worlds characters themselves.

And, of course, I still have the quick and dirty rules for making worlds if I don't feel like going PBS Nova today.
I'm still going through it and even though I might need a few more reads, I like what I see. Tears of happiness.  :'( O0

Are you guys going to do open beta on other parts of this book too? Or sell the whole beta on a reduced price like AToW did?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Arcologist on 02 November 2012, 22:11:30
For the "additions wishlist," can something brief, maybe even just a few lines long, be inserted to differentiate between "not easily inhabitable" and "truly uninhabitable?"  I'm thinking of the difference between a place like Sirius V where living is amazingly inconvenient but you can still try to build a colony, versus a place that would have (say) an atmosphere with measurable amounts of HF.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 November 2012, 22:48:30
For the "additions wishlist," can something brief, maybe even just a few lines long, be inserted to differentiate between "not easily inhabitable" and "truly uninhabitable?"

Hmm. That's kind of handled implicitly already. Let me see if this addresses your request (and I'm going from back to front in the .pdf deliberately):

In the Planetary Population Table (of the Colony Creation Chapter), an "uninhabitable" option is mentioned. It is explicitly defined as "planet has a toxic, very thick, vacuum, and/or trace atmosphere." This makes settling the planet difficult, multiplying an population by 0.05. Then there are options for various other marginal conditions (like tainted atmospheres and high gravity) that lower populations to a lesser degree than "uninhabitable."

Likewise, Agricultural Dependence is modified by various negative environmental traits (see USILR Table).

In the system creation chapter, the Habitability Modifier in the Primary Stats table notes when a system is unlikely to have habitable planets. Later, on the Atmospheric Pressure and Habitability Table, there are various modifiers to determine if the planet is habitable. Finally, the Habitable Planet Features Table assigns various features (e.g., tainted atmosphere) that play into the colony creation chapter I mentioned above.

Otherwise, where else in the document would you feel it is useful to spell out "not easily inhabitable" and "truly uninhabitable"? (Not a rhetorical question. If you've read the document, then you'll note I have no trouble interrupting hard rules with fluff or a science discussion. I'll be happy to add the definitions.)

I....I just love you all for making this.

Send hearty thanks to "Fallguy" (who hasn't been seen on CBT.com in quite some time) for the Primary Stats table and to Worktroll for some of the atmosphere work. I was the grunt who filled in most of the rest and is probably responsible for all errors, incomprehensible sentences, and heavy math. There's also been several teams of reviewers who looked over this and provided great input.

Quote
Are you guys going to do open beta on other parts of this book too?

I'm not in a position (galley slave) to comment on future releases.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: theothersarah on 02 November 2012, 23:03:28
These are rather neat. Not as crazy complicated as GURPS Space's rules and not as fast as the ATOW Companion rules, but it has all the important stuff. I'd even say that it's quite a bit more useful tha ATOW Companion, with tons more useful stats like year length and such, but with the disadvantage that it's a little too crunchy to do "in real time" in say an exploration campaign. But since that's not the scope of Interstellar Operations that's not a problem at all.

I feel the math formulas could use better formatting, though. I don't like how they look like the display on a single-line scientific calculator. Would be nice to see proper fractions and radicals.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 02 November 2012, 23:05:23
Cray you magnificent bastard!  I've read your book!

 :P

I'll have to print this up and read it to give it a full review but I can already identify your influence more than anyone else's Cray.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Acolyte on 03 November 2012, 01:49:46
Awesome work!

pg. 25 when explaining how to work the modifiers:
Quote
Modifiers are cumulative; a colony of 100,000 would apply both +1 for a population of under 100 million and +1 for under 100,000 .
If I read the tables correctly, that final modifier should be for under 1 million, not under 100,000.
Hope it helps!

Thank You
   - Shane
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Crunch on 03 November 2012, 02:14:11
I think this is a minor errata. On p 10 when discussing moon generation the pdf directs the reader to refer to the rules on generating small asteroids, this agrees with the first listing under the heading Asteroid Belts on page 9.

However in the rules for generating Asteroid diameter the smallest class is "Minor" Asteroids. It seems like the classification term should agree between the three mentions.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Scotty on 03 November 2012, 02:46:07
Not sure if an error or deliberate:  Are the life zones for some stars supposed to have exactly zero chance of having an orbit fall within them?  Rolled up an M6V, only to discover that the first orbit started at 0.08 AU and the life zone ended at 0.079.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: VhenRa on 03 November 2012, 03:37:43
Anyone else having a big headache with the year length calculation.

My Scientific calculator refuses to understand the example...
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: MadVoorpak on 03 November 2012, 07:49:35
The physics, mechanics and sciency person in me Squeeee'd with joy and died upon reading this.

The more rational, time orientated me died at the prospect of all that work into creating a system.

Still, I know I'm going to build something.

 
I love you guys.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Mukaikubo on 03 November 2012, 07:50:47
Not sure if an error or deliberate:  Are the life zones for some stars supposed to have exactly zero chance of having an orbit fall within them?  Rolled up an M6V, only to discover that the first orbit started at 0.08 AU and the life zone ended at 0.079.

If I can clarify this, I'm 99% sure it's an error, because I checked every other star in the habitable-biased table (Yep) and no other has 0 chance of a life zone planet. Even M8V does!

I like the rules; I am an old GURPS Space hand and will always love those rules more than reasonable, but this is more than good enough for a Battletech setting.

One thing I will say is that I take issue with the note to the effect of even 'life-generating' stars' chances of having an inhabitable planet is way too high. Specifically, on page 11,

Quote
It should also be noted that the incidence of habitable
planets using this chart is far above the norm for  BattleTech
(which is about 1 habitable planet per 1,000 systems in the
Inner Sphere), let alone reality. This is done for playability.

It would be much more accurate to say, as you did earlier on a separate subject, that there's no good scientific basis to predict how common inhabitable planets are- the stats in here may be entirely accurate! (As an aside, I get something around a 5% chance of a habitable planet in every orbital inside a life zone, though it is entirely possible I flubbed the conditional probability equations I checked). I have seen estimates of the number of F-G-K type stars with a technically inhabitable planet or moon range from anywhere from one in ten thousand to one in two! One in twenty, like what I think these rules give, is a good guess but again there's no scientific certainty to that and I'd prefer to see that noted. It is a quibble.

Another thing: I think it would actually be a good idea to (similar to GURPS Space) allow people to make the planet first, and then build a star system around that world as a fixed point. It's doable with these rules, but a paragraph or two explicitly calling that out as a good option and giving the best way to do it would be very appreciated.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 08:11:20
Awesome work!

pg. 25 when explaining how to work the modifiers:If I read the tables correctly, that final modifier should be for under 1 million, not under 100,000.
Hope it helps!

Thank You
   - Shane

Yep. Please report that in the errata thread.

Not sure if an error or deliberate:  Are the life zones for some stars supposed to have exactly zero chance of having an orbit fall within them?  Rolled up an M6V, only to discover that the first orbit started at 0.08 AU and the life zone ended at 0.079.

I can fiddle with the base orbital diameters, but the rules was working with G and F-type stars. Have you found any other stellar types (other M sub-types, K, G, F, etc.) whose life zones don't match up with the planet orbits?

[edit] Looks like Mukaikubo has checked others. I'll go through and tweak the orbital diameter results to get a planet in the life zone.

Anyone else having a big headache with the year length calculation.

My Scientific calculator refuses to understand the example...

T = 2 x Pi x sqrt [R^3 / (G x M) ]

In the pg8 example, you've got a star with a mass of 3x10^30 kg, a gravitational constant of 6.674x10^-11, and a planetary orbital radius of 3.6x10^11 meters. Filling out the equation:

T = 2 x Pi x sqrt [3.6 x 10^11^3 / (6.674x10^-11 x 3x10^30) ]

Per the order of operations, taking care of the paranthetical terms first:

R^3 = (3.6 x 10^11)^3 = 4.6656x10^34
(G x M) = (6.674x10^-11 x 3x10^30) = 2.0022x10^20

And then divide those two, completing the work inside the parentheses:

[R^3 / (G x M) ] = [ 4.6656x10^34 / 2.0022x10^20] = 2.3302x10^14

Then you apply the square root:

sqrt [R^3 / (G x M) ] = sqrt (2.3302x10^14) = 15,265,133

Then you multiply by 2 and Pi:

T = 2 x Pi x sqrt [R^3 / (G x M) ] = 2 x Pi x 15,265,133 = 95,913,533 seconds

And to convert seconds to years:

95,913,533 / 31,536,000 = 3.04 years

How are you applying parentheses in your calculator? I've attached a picture on my TI-85 of how I set it up.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Paint it Pink on 03 November 2012, 09:00:33
First skim through and I'm impressed. Looks good to me.

I'm going to go away and see if I can now generate stats for Mummerset, the planet my BattleTech campaign is set on and see if they produce something that works for my Dark Age periphery campaign.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 11:54:39
I'm going to go away and see if I can now generate stats for Mummerset, the planet my BattleTech campaign is set on and see if they produce something that works for my Dark Age periphery campaign.

Note that if you're trying to create a pre-existing star system, random rolls in these rules are VERY unlikely to deliver your star system. Sticking to straight rolls, you're likely to get an uninhabitable system, and any habitable planet will probably differ from your pre-existing planet. That's why even the example of Chuck's Amtor-II starts off with, "Chuck wants a habitable planet, so he makes it so."

Hence the opening statement in these rules that they're just guidelines to help you along if you have no specific ideas for your dream planet/system/colony.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: VhenRa on 03 November 2012, 12:06:07
Yep. Please report that in the errata thread.

I can fiddle with the base orbital diameters, but the rules was working with G and F-type stars. Have you found any other stellar types (other M sub-types, K, G, F, etc.) whose life zones don't match up with the planet orbits?

[edit] Looks like Mukaikubo has checked others. I'll go through and tweak the orbital diameter results to get a planet in the life zone.

T = 2 x Pi x sqrt [R^3 / (G x M) ]

In the pg8 example, you've got a star with a mass of 3x10^30 kg, a gravitational constant of 6.674x10^-11, and a planetary orbital radius of 3.6x10^11 meters. Filling out the equation:

T = 2 x Pi x sqrt [3.6 x 10^11^3 / (6.674x10^-11 x 3x10^30) ]

Per the order of operations, taking care of the paranthetical terms first:

R^3 = (3.6 x 10^11)^3 = 4.6656x10^34
(G x M) = (6.674x10^-11 x 3x10^30) = 2.0022x10^20

And then divide those two, completing the work inside the parentheses:

[R^3 / (G x M) ] = [ 4.6656x10^34 / 2.0022x10^20] = 2.3302x10^14

Then you apply the square root:

sqrt [R^3 / (G x M) ] = sqrt (2.3302x10^14) = 15,265,133

Then you multiply by 2 and Pi:

T = 2 x Pi x sqrt [R^3 / (G x M) ] = 2 x Pi x 15,265,133 = 95,913,533 seconds

And to convert seconds to years:

95,913,533 / 31,536,000 = 3.04 years

How are you applying parentheses in your calculator? I've attached a picture on my TI-85 of how I set it up.

Was using a scientific calculator program for windows. Speed Crunch. Everything else seemed to work... lemme see if I can find what I entered..

2*3.14159*sqrt((3.6e11)^3/(6.674e11*3e30))  I think this is the first time in my life I have ever used scientific notation. Star is multiply by and it spits out 0.00095913452505037542.

Every other calculation I have had to do has worked...
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 12:24:09
Was using a scientific calculator program for windows. Speed Crunch. Everything else seemed to work... lemme see if I can find what I entered..

2*3.14159*sqrt((3.6e11)^3/(6.674e11*3e30))  I think this is the first time in my life I have ever used scientific notation. Star is multiply by and it spits out 0.00095913452505037542.

Every other calculation I have had to do has worked...

Got it! Thanks for spelling out your math. You dropped a sign on the highlighted number: it should be raised to the negative eleventh power (^-11), not positive 11. Slip a negative sign in there ahead of the 11 as follows:

2*3.14159*sqrt((3.6e11)^3/(6.674e-11*3e30))

The gravitational constant is a very small value, unlike the orbital radius and star's mass. When you do that, your result should change to about 95 million seconds.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: VhenRa on 03 November 2012, 12:38:13
Nope. 9.59134ect ect

Ok... weird. My normal calculator seems to like said numbers... urgh. I hate calculators.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 12:42:50
Nope. 9.59134ect ect

Well, sir, I'm not sure what's happening. I can exactly replicate your incorrect answer by plugging 6.674e11 into the calculator I showed earlier. When I insert 6.674e-11, I get 95 million-ish. Are you able to provide some screen shots of your calculation with 6.674e11 and 6.674e-11 in them?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Kendo on 03 November 2012, 12:45:05
Read it cover to cover. Haven't run numbers but on read through found it so appear reasonable enough. I did find the writing styles to be a little jolting. Perhaps an odd thing, but when reading the scientific part it was reasonable formal, and then Chuck's examples came across as very informal. Perhaps I've been reading too many journals. And again, I'm not sure why, but Chuck seemed like the wrong name. No offence to the Chucks of the world but that named seemed like the naming equivalent of X.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: VhenRa on 03 November 2012, 12:48:35
Well, sir, I'm not sure what's happening. I can exactly replicate your incorrect answer by plugging 6.674e11 into the calculator I showed earlier. When I insert 6.674e-11, I get 95 million-ish. Are you able to provide some screen shots of your calculation with 6.674e11 and 6.674e-11 in them?

It breaks when I am doing the square root.

Quote
sqrt [R^3 / (G x M) ] = sqrt (2.3302x10^14) = 15,265,133

Comes out as 1.52649926301980244356e7. And when I plug that same equation into the basic onboard calculator program... 15,264,992.

Edit: Which appears quite damn similar. I have no idea whats causing this...

Edit 2: Ok... got it. Finally! I really hate calculators. Thank you very much for your help.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 13:08:49
Read it cover to cover. Haven't run numbers but on read through found it so appear reasonable enough. I did find the writing styles to be a little jolting. Perhaps an odd thing, but when reading the scientific part it was reasonable formal, and then Chuck's examples came across as very informal. Perhaps I've been reading too many journals. And again, I'm not sure why, but Chuck seemed like the wrong name. No offence to the Chucks of the world but that named seemed like the naming equivalent of X.

Chuck is an occasional gamer in my BT group with a masters in space systems engineering (aka rocket science), an affinity for Edgar Rice Burroughs novels, and a laid back attitude that seemed perfect for capturing the beer-n-pretzels origins of BT. He is exactly the kind of guy who would write a report on the navigation of an interplanetary probe addressing multi-body gravity effects, sunlight pressure, radiant heat releases, and probe outgassing in the informal tones used in the examples of these system/colony generation rules.

Also, I thought the example text served to take the edge off the severely formal rules text. The contrast might be a bit jarring, but the idea was to show that applying the system/colony generation rules didn't require rigid scientific formality but could instead conform to the needs of gamers. They are guidelines, after all, not rules that will cause the game police to storm into your home and lash you with wet noodles for improvising outside the dice rolls. ;)

Edit 2: Ok... got it. Finally! I really hate calculators. Thank you very much for your help.

If you feel so inclined to capture your trials and travails with screen shots and post them here (or in PMs), I'd appreciate it. If you have trouble, someone else probably will, and the more experience I get at answering problems the smoother these rules will work out. Beta testing is about capturing that experience.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: VhenRa on 03 November 2012, 13:14:31
If you feel so inclined to capture your trials and travails with screen shots and post them here (or in PMs), I'd appreciate it. If you have trouble, someone else probably will, and the more experience I get at answering problems the smoother these rules will work out. Beta testing is about capturing that experience.

Scientific Notation. No, seriously. I kept missing it when it appeared and not recognising the symbols. I brain derped.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 13:17:47
Scientific Notation. No, seriously. I kept missing it when it appeared and not recognising the symbols. I brain derped.

Cool, understood. Thank you for the input. I'll keep an eye out for that with other players.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 03 November 2012, 15:20:09

Good job! The draft represents an interesting compromise between realism and playability.  O0

I have a few remarks / ideas that might prove useful:

p.21 Titius Bode Law: This law has been proven to be nonsense. One can take a function with roughly as many variables as there are data point in a given observation/measurement and one will  find a perfect match.
There is a very simple way of constructing stellar systems. The key word is Hill sphere. It it the sphere around a mass, e.g., planet, where said mass dominates the gravity field despite a nearby star. The idea is simple: Consider there is a massive planet with a wide Hill sphere. Its orbit can be set arbitrarily. Every other planetary orbit intersecting with the Hill sphere can be considered unstable because the smaller planet will get accelerated strongly everytime when passing the sphere. These planets will be pushed to another orbit or completely kicked out of the system within a few orbital periods. Hence, Hill spheres are taboo for everything but asteroids. One can play this game even further by saying that also at a distance of several Hill sphere radii the smaller planet is still permanently accelerated by the massive planet. The larger the separation between the two orbits (measured in Hill radii), the longer an orbit can be considered as stable. In addition, the shorter the orbital periods, the shorter is the stability of an orbit.
An abstract system construction would require starting with the massive planets at arbitrary orbits followed by inserting less massive planets until no more planets can be added without putting them into another planet's Hill sphere.
Sounds more complicated than it is... By the way, another stability criterion for orbits is an integer ratio between orbital periods such as between the orbits of Venus and Earth...

p.21 Water, Water Everywhere:
Have you considered to add a paragraph on water migration after planetary formation? Simulations have shown that hydrogen is driven out of the inner system rather quickly in the early phase. This is also the reason why Terrestrials are typical in the inner system while mid-distance planets gather much more gas, hence turn into gas giants. Ice giants result from gas being driven out before a full gas giant has formed, because the orbital periods in the outer system are much longer than in the intermediate range. The interesting thing about water on the Terrestrials is that it need to be transported there via comet or asteroid impacts. In simulations, this has proven to work rather good for solar-like stars. However, X-ray active stars dissociate water at much larger distances, which allows the hydrogen to be driven out of the system. In other words, the required ice comets and asteroids can not form as efficiently. Therefore, such systems will rarely feature habitable planets because the water is not only necessary for the oceans but also for oxygen enrichment in the upper crust and atmosphere. On the other hand, presuming that water is already present on a planet, the X-rays can accelerate the oxygen enrichment of the atmosphere, therefore, also accelerate the bio-cycle and evolution. This is a mechanism that could cause more habitable planets around M-dwarfs than one would expect from the first glance.

One last remark in my own interest:
p.18 quotes the IAU definition of brown dwarfs, specifically the lower mass limit of 13M_jup. Unfortunately this number is based on a "political" decision rather than actual science. There are examples of more massive planets and also of notably less massive brown dwarfs than the 13M_jup dividing line. According to simulations brown dwarf masses can go down to about 1M_jup. This does not even consider issues such as metallicity and formation history that would outright kill the idea of a single number for distinguishing planets and brown dwarfs. Of course the number is irrelevant for the game purposes but since I've been working on the brown dwarf topic for several years now, I cry a little everytime this arbitrary number is mentioned. So please, please, take this number out.   :'(

Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: wwwjason on 03 November 2012, 15:30:13
I've attached a picture on my TI-85 of how I set it up.

Cray, I always figured you for an HP48 man  ;)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Frabby on 03 November 2012, 15:43:45
According to simulations brown dwarf masses can go down to about 1M_jup.
I'm somewhat out of my depth here, but I recall reading that Jupiter's albedo is higher than it should be, suggesting it may actually be emitting light in addition to reflecting sunlight.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 15:50:36
Cray, I always figured you for an HP48 man  ;)

My high school sold TI-81s on installment plans c1990 for calculus classes, and I upgraded to the TI-85 when I went into college in 1993. I've used both my original TI-81 and TI-85 since then.

p.21 Titius Bode Law: This law has been proven to be nonsense.

Absolutely true. But the Bode law, as incorrect as its been proven, was convenient and laid out the basic orbit radii in one succinct table and 3 paragraphs.

Quote
One can take a function with roughly as many variables as there are data point in a given observation/measurement and one will  find a perfect match.

Here's your challenge, should you choose to accept it. Come up with a scientifically correct replacement for Step 2: Placing Orbits and the Orbital Placement Table that is no longer than 200 words. (Microsoft Word has a handy word counting functions.) You have an additional 140 words to provide an example of Chuck laying out the star system according to your new rules.

Quote
p.21 Water, Water Everywhere:
Have you considered to add a paragraph on water migration after planetary formation? Simulations have shown that hydrogen is driven out of the inner system rather quickly in the early phase. This is also the reason why Terrestrials are typical in the inner system while mid-distance planets gather much more gas, hence turn into gas giants. Ice giants result from gas being driven out before a full gas giant has formed, because the orbital periods in the outer system are much longer than in the intermediate range. The interesting thing about water on the Terrestrials is that it need to be transported there via comet or asteroid impacts. In simulations, this has proven to work rather good for solar-like stars. However, X-ray active stars dissociate water at much larger distances, which allows the hydrogen to be driven out of the system. In other words, the required ice comets and asteroids can not form as efficiently. Therefore, such systems will rarely feature habitable planets because the water is not only necessary for the oceans but also for oxygen enrichment in the upper crust and atmosphere. On the other hand, presuming that water is already present on a planet, the X-rays can accelerate the oxygen enrichment of the atmosphere, therefore, also accelerate the bio-cycle and evolution. This is a mechanism that could cause more habitable planets around M-dwarfs than one would expect from the first glance.

So, how would this influence the Habitability Modifier and Life Zone Inner/Outer Radii of the Primary Stats Table? Further, how would this influence Step 3: Filling Orbital Slots?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 03 November 2012, 15:56:12
I'm somewhat out of my depth here, but I recall reading that Jupiter's albedo is higher than it should be, suggesting it may actually be emitting light in addition to reflecting sunlight.
Careful! The excess radiation is easily explained and does not imply that Jupiter is brown dwarf.
Jupiter is contracting slowly due to its own gravity. This causes additional emission. However, its not incredibly much. The albedo is not relevant for this problem.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 03 November 2012, 16:16:33
Here's your challenge, should you choose to accept it. Come up with a scientifically correct replacement for Step 2: Placing Orbits and the Orbital Placement Table that is no longer than 200 words. (Microsoft Word has a handy word counting functions.) You have an additional 140 words to provide an example of Chuck laying out the star system according to your new rules.

Admittedly an incredibly hard task but I'll give it a try, fully aware that I will fail. Impossible tasks are the most interesting ones!  ;D
I suppose I will be allowed to replace the table with one of similar size?
And I thought this evening was going to be lame...

So, how would this influence the Habitability Modifier and Life Zone Inner/Outer Radii of the Primary Stats Table? Further, how would this influence Step 3: Filling Orbital Slots?

I'll take a closer look.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 03 November 2012, 16:38:08
I suppose I will be allowed to replace the table with one of similar size?

Yep.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 03 November 2012, 19:10:45
Aaaand done!
Here is my first attempt: Main text: 200 words (including the equation); Example text: 149

Step 2: Placing Orbits
Most stellar system configurations are not stable over time, typically resulting in ejection of bodies from the system. Some of these issues are discussed under Optional Rules (Realistic Planetary Placement). For longterm stability it is mandatory to start with the most massive planet that is put at a distance to the star of your choice. The next planet must weight less than the previous one and may also be assigned to any orbital distance, however, it must retain a minimum distance to the other planet:

Distance [AU] = 4.4e-6 * Distance to Star [AU] * Planet Diameter [km] * (Planet Density [g/cm^3]/ Star Mass[M_sol])^(1/3)

Required diameters and densities of planets are listed in Object Type Table (p. XX) while star masses are listed in Primary Solar Stats Table (p. XX). Continue assigning planets for all orbits calculated in Step 1 while taking care that no new orbit intersects the minimum distance to its neighbours. It is worth noting at this stage which orbits fall within the life zone of the star, as defined on the Primary Stats Table (p. XX.) Note that orbits are assumed to be roughly circular (“low eccentricity”). For more elliptical planetary orbits, see Options, p. XX.

Chuck moves on to pick types and orbits for his 8 planets. He checks the Primary Stats table and finds that an F3V weights 1.5M_sol. Starting with a Jupiter-clone (Orbit: 5.2AU; Diameter: 140000km, Density: 1.3g/cm^3), the minimum distance of neighbour planets is 3.1AU (4.4e-6 * 5.2AU * 140000km * (1,3g/cm^3 / 1,5M_sol)^(1/3) ). That's good because he wanted to put another planet at a 1.5AU orbit which is distant enough. This second planet shall have properties like Mars (Diameter: 6800km, Density: 3.9g/cm^3). The minimum distance to it computes to 0.06AU. Chuck notes from the Primary Stats Table that the star’s life zone ranges from about 220 to 446 million kilometers or 1.47 to 2.97AU (1AU=150 million kilometers). Hence his second planet is inside the life zone. He continues until all 8 planets are assigned and makes sure that none of them lies within the minimum distance of any other.



I've tried to maintain continuity with the surrounding text but of course it does not fit in perfectly, considering that the density and diameter of the planets must be chosen in Step 2 rather than in Step 3. On the upside, there is no need for the Orbital Placement Table.
Sorry for the bad English. Secondary language combined with midnight being long past and, of course, the limited word count...  #P

EDIT: Forgot to mention: the equation that is given above calculates 10 times the Hill sphere radius, meaning that all orbit will remain stable for billions of orbital periods as long as the resulting minimum distances are considered.

So, how would this influence the Habitability Modifier and Life Zone Inner/Outer Radii of the Primary Stats Table? Further, how would this influence Step 3: Filling Orbital Slots?

I'll look into this tomorrow.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: idea weenie on 03 November 2012, 21:53:24
T = 2 x Pi x sqrt [R^3 / (G x M) ]

In the pg8 example, you've got a star with a mass of 3x10^30 kg, a gravitational constant of 6.674x10^-11, and a planetary orbital radius of 3.6x10^11 meters.

I got annoyed by the extra terms, and converted the above equation to:
T = k * sqrt (R^3/M)

Then solved for k:
k = 2*pi / sqrt(G)
k = 2*pi / sqrt(6.674e-11)
k = 2*pi / 8.169e-6
k = 769107

This way you don't have to worry about figuring out all the equations, you just plug in two numbers, cube one of them, divide it by the other, take the square root of the result, and multiply it by a single constant.  Same equation, just much simpler to use.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Colonel Voss on 03 November 2012, 22:55:10
I got annoyed by the extra terms, and converted the above equation to:
T = k * sqrt (R^3/M)

Then solved for k:
k = 2*pi / sqrt(G)
k = 2*pi / sqrt(6.674e-11)
k = 2*pi / 8.169e-6
k = 769107

This way you don't have to worry about figuring out all the equations, you just plug in two numbers, cube one of them, divide it by the other, take the square root of the result, and multiply it by a single constant.  Same equation, just much simpler to use.

Ah but could you explain all that t your grandfather? I know I couldn't to mine and I have a few friends who would still be scratching their heads without performing some sort of brain enhancement surgery on them. Might need a small math symbol meaning section added.

With regards to the lost colonies/star league facilities, might be nice to add modifiers depending on the period in time.

Overall, I think this is a good step up from AToW. It's got a lot of crunch and details without making it ulcer popping hard. The examples provide a nice demonstration of making a system and really helped me keep up with the math part. Maybe I missed it but did you make any mention of strange alien hybrids for native life?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Ryumyo on 04 November 2012, 00:06:20
Cray, I have a question on a few things I didn't see in the I.O. open Beta test. First is System Quirks, followed by what  kind of quirks? Some examples being; Solar Flares, Background Solar Winds, Background Solar Radiationand Elliptical Orbit Objects. What are you'r thoughts?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: WONC on 04 November 2012, 03:20:27
Yep. Please report that in the errata thread.

I can fiddle with the base orbital diameters, but the rules was working with G and F-type stars. Have you found any other stellar types (other M sub-types, K, G, F, etc.) whose life zones don't match up with the planet orbits?

[edit] Looks like Mukaikubo has checked others. I'll go through and tweak the orbital diameter results to get a planet in the life zone.

T = 2 x Pi x sqrt [R^3 / (G x M) ]

In the pg8 example, you've got a star with a mass of 3x10^30 kg, a gravitational constant of 6.674x10^-11, and a planetary orbital radius of 3.6x10^11 meters. Filling out the equation:

T = 2 x Pi x sqrt [3.6 x 10^11^3 / (6.674x10^-11 x 3x10^30) ]

Per the order of operations, taking care of the paranthetical terms first:

R^3 = (3.6 x 10^11)^3 = 4.6656x10^34
(G x M) = (6.674x10^-11 x 3x10^30) = 2.0022x10^20

And then divide those two, completing the work inside the parentheses:

[R^3 / (G x M) ] = [ 4.6656x10^34 / 2.0022x10^20] = 2.3302x10^14

Then you apply the square root:

sqrt [R^3 / (G x M) ] = sqrt (2.3302x10^14) = 15,265,133

Then you multiply by 2 and Pi:

T = 2 x Pi x sqrt [R^3 / (G x M) ] = 2 x Pi x 15,265,133 = 95,913,533 seconds

And to convert seconds to years:

95,913,533 / 31,536,000 = 3.04 years

How are you applying parentheses in your calculator? I've attached a picture on my TI-85 of how I set it up.

Cray I... why couldn't you have taught my college math classes? You just made the year calculations make sense (a planet with a year equal to 264 Terran years, orbiting a class K star?! Wow, I suck at numbers.)

Gushing aside, I've slugged my way through three systems so far. All in all, it's more number crunching than I'm, admittedly, comfortable with. Beyond that, it really sucked me in with the sheer depth of it. Definitely a big step up from the old Explorer Corps method.

One idea that came to me after doing this process a few times: could you possibly include a page that just contained all the calculations used in the process? You know, something of a "cheat sheet" for quick reference?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Kendo on 04 November 2012, 04:13:33
Chuck is an occasional gamer in my BT group with a masters in space systems engineering (aka rocket science), an affinity for Edgar Rice Burroughs novels, and a laid back attitude that seemed perfect for capturing the beer-n-pretzels origins of BT. He is exactly the kind of guy who would write a report on the navigation of an interplanetary probe addressing multi-body gravity effects, sunlight pressure, radiant heat releases, and probe outgassing in the informal tones used in the examples of these system/colony generation rules.
, I thought the example text served to take the edge off the severely formal rules text. The contrast might be a bit jarring, but the idea was to show that applying the system/colony generation rules didn't require rigid scientific formality but could instead conform to the needs of gamers. They are guidelines, after all, not rules that will cause the game police to storm into your home and lash you with wet noodles for improvising outside the dice rolls. ;)

In regards to Chuck, fair enough. Clearly the Chucks you roll with and the ones I have encountered have left us both with different bias. As far as the contrasting writing styles, I appreciate the explanation and the approach. It was just an observation.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Acolyte on 04 November 2012, 05:30:32
Sorry, nitpick

Pg. 11 very top of right hand column of text - Terrestrial Planets: - is not in bold text like the other headings.

Thank You
   - Shane
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Dukeroyal on 04 November 2012, 08:20:31
I definitely second the idea of a page explaining the formulas.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 04 November 2012, 08:30:40
I got annoyed by the extra terms, and converted the above equation to:
T = k * sqrt (R^3/M)

Then solved for k:
k = 2*pi / sqrt(G)
k = 2*pi / sqrt(6.674e-11)
k = 2*pi / 8.169e-6
k = 769107

That is handy.

One idea that came to me after doing this process a few times: could you possibly include a page that just contained all the calculations used in the process? You know, something of a "cheat sheet" for quick reference?

I think so. The system / planet creation record sheet needs a major overhaul, and the equations could probably be stuffed somewhere in the fringes of the sheet.

Cray, I have a question on a few things I didn't see in the I.O. open Beta test. First is System Quirks, followed by what  kind of quirks? Some examples being; Solar Flares, Background Solar Winds, Background Solar Radiationand Elliptical Orbit Objects. What are you'r thoughts?

Elliptical orbits are discussed under Options...or they're not. Gee, I made the reference in Step 2, Placing Orbits ("For more elliptical planetary orbits, see Options p. XX"), but never got around to including them. At least I made sure to support elliptical orbits in some of the calculations. I'll have to add that option.

The problem with flares, solar wind, and solar radiation as system features is that they don't bother BT spacecraft, which seem to have foil-thick hulls that are magically resistant to any radiation. As for planets, strong solar winds are not a short-term problem (they might prevent terrestrial planets from having an atmosphere, but that's factored into stars' habitability modifiers), and a habitable planet's atmosphere is a good radiation shield. Solar flares are factored into the habitability modifier of flare-prone stars (red dwarfs). All that kind of renders flares, solar wind, and solar radiation into "nice to know" features of a star system with no game effects.

Sorry, nitpick

Pg. 11 very top of right hand column of text - Terrestrial Planets: - is not in bold text like the other headings.

Thank You
   - Shane

Good catch. Please report that in the errata thread.

Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Acolyte on 04 November 2012, 10:54:36
More little things. ;)

pg. 20 under "Realistic Planetary Placement" - Asteroid Belts: - is not bolded.
Pg. 26 under "Industrial Development" 2nd paragraph down - "production of medium lasers and BattleMech chasses is not indicative...." should be chassis (plural is same as singular)
pg. 31 top of left column 2nd paragraph - Dictatorship: - is not bolded

Thank You
   - Shane
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 04 November 2012, 11:38:50
Pg. 26 under "Industrial Development" 2nd paragraph down - "production of medium lasers and BattleMech chasses is not indicative...." should be chassis (plural is same as singular)

Crap, then why is "chasses" passing so many spell checkers?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Acolyte on 04 November 2012, 12:00:52
Quote
Crap, then why is "chasses" passing so many spell checkers?

Just has to have someone press the "add to dictionary" button once - like you probably did with BattleMech.

Thank You
   - Shane
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 04 November 2012, 12:58:58
Nope, that doesn't apply to Google Chrome's spellchecker, only MS Word. It seemed to follow a pattern: axis, axes; basis, bases; chassis, chasses.

In fact, I just went over to a computer with a never-used-before copy of MS Word 2010 and its unmodified spellchecker passed chasses.

So what's chasses mean, if it's a valid word?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Crunch on 04 November 2012, 13:06:05
Nope, that doesn't apply to Google Chrome's spellchecker, only MS Word. It seemed to follow a pattern: axis, axes; basis, bases; chassis, chasses.

In fact, I just went over to a computer with a never-used-before copy of MS Word 2010 and its unmodified spellchecker passed chasses.

So what's chasses mean, if it's a valid word?

It's a technical square dancing term.

"a gliding step in which one foot is kept in advance of the other. "
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: vidar on 04 November 2012, 14:08:41
Well this is fun, I like math and astrophysicist.  And like the level of detail, just enought to cover all the bases well, but not needed a degree in astrophysics to understand.  Well done, now I can to build a gas giant with habitable moons!
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Colodie on 04 November 2012, 16:05:12
A few random comments:

On page 6, there are references to the Proximity Point Distant Table on page 86 of Strat Ops.  However, the table on page 3 lists the Safe Jump Distance for every star.  Since this is the same data, it's kinda weird to direct me to a table in another book, when the information is just a few pages away.  Granted, you have to go the Strat Ops for the transit time calculations, but again.  Kinda weird.

I created a G0V star.  Easy enough.  Found out that it had 6 orbits.  Cool.  Determined that orbits 3 and 4 were at 1.1 and 1.76 AU, respectively.  Checking the Primary Solar Stats Table, I find that both of those orbits are in the life zone, albeit just barely for orbit 4.  Calculating the km distance, using the approximate AU value provided of 150 million km, I find that orbit 4 is at 264 million km.  Checking the Solar table again, orbit 4 is now outside the life zone.  Using the actual AU distance, I can get orbit 4 inside the life zone.  So that's kinda confusing that you can get can a planet that is inside the life zone (by AU), and outside (by km calculated from the provided approximate AU value).

Also, on the example on page 6, 'Chuck' calculates the AU distance for the inner and outer life zones.  It is confusing why this is shown, because those AU values are shown in the chart he just reference to get the km values.  In addition, the calculated AU values don't match said chart.

So there are some random thoughts and observations I had.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 04 November 2012, 16:18:40
The chance for rings on gas and ice giants should be expressed in a D6 fashion; sure, it's no problem to roll for "4 in 6 chance of rings", but a "planet has rings if player rolls 1D6-2 > 0" sounds "cleaner" within the overall context.
Also, i'd prefer it if there was some sort of further definition for rings - in particular regarding relative orbital position with regard to moons of that planet!


The number of system objects, including moons itself seems to be within a realistic range to me - i rolled a trial M2V system with 12 planets and no less than 107 moons, with 19 of them being significantly sized (Medium or larger). Maybe slightly high, but within a realistic range.

Within that context, the fixed orbital slot distance values (both for planets and moons) do look a bit odd to me though. It would be "nice" to have some variation rule to this laid out - say a +-50% variation depend on a 2D6 roll modified by the planet's gravity or something like this. For moons that do not mesh with the given suggested spacing just look in the sky for the closest one to us.

The same applies to planets - every M2V system (as an example) has its potential planetary seed lumps forming in the accretion disc at the exact same orbits? Sounds rather odd to me. Especially since having a similar variation rule as above would give some limited flexibility to the number of potentially habitable orbital slots (since that's a fixed value now).


One additional thing noticed is the surface water rule. My sole habitable planet within the rolled M2V system has a Life Zone Position Modifier of 0.0672 - meaning no matter what i roll (and unless my escape velocity modifier is huge, which it isn't), i always round to 0 or 1 as the closest integer in such a system. Even given the giant terrestrial bonus that always produces a pretty dry world that doesn't conform with the description of a giant terrestrial planet as given in the document.

Calculating the km distance, using the approximate AU value provided of 150 million km
The AU value used to calculate those AU in the chart is probably approximately 148.7 to 149.0 million km, with some rounding - and it seems to not be constant. It should be 149,597,870,700 m to conform to current IAU standard.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: PsihoKekec on 04 November 2012, 16:56:22
One additional thing noticed is the surface water rule. My sole habitable planet within the rolled M2V system has a Life Zone Position Modifier of 0.0672 - meaning no matter what i roll (and unless my escape velocity modifier is huge, which it isn't), i always round to 0 or 1 as the closest integer in such a system. Even given the giant terrestrial bonus that always produces a pretty dry world that doesn't conform with the description of a giant terrestrial planet as given in the document.

Did you mix Life ZoneWidth with Life Zone Outer Edge? It happened to me and I also got very low result, with the same star type no less.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 04 November 2012, 17:27:12
Did you mix Life ZoneWidth with Life Zone Outer Edge?
Hmm, guess so, now that you're pointing it out. Life Zone Position Modifier for M2V should be 0.72916667 then?

---

Separate note: Asteroid belts get insane populations when located farther out. The maximum calculable within the ruleset would be a population modifier of 61450 (i.e. total population of 72,752,535,800 objects including 245,800 dwarf planets of >600 km diameter in a B0V system), but even for a bog standard G4V system with asteroid belt at orbit 8 the number of dwarf terrestrials in it can already exceed 50...
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 04 November 2012, 17:39:50
Elliptical orbits are discussed under Options...or they're not. Gee, I made the reference in Step 2, Placing Orbits but never got around to including them.
Umm, don't you simply call that option "Eccentric Planetary Orbits" on p. 19?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Ryumyo on 04 November 2012, 21:30:44
Thanks Cray !
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 05 November 2012, 03:11:53
Yep.

Any chance, that my response to your challenge has been overlooked and not just ignored?  :(
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Acolyte on 05 November 2012, 08:36:47
pg. 20 under "Realistic Planetary Placement" - Asteroid Belts: - is not bolded.
Pg. 26 under "Industrial Development" 2nd paragraph down - "production of medium lasers and BattleMech chasses is not indicative...." should be chassis (plural is same as singular)
pg. 31 top of left column 2nd paragraph - Dictatorship: - is not bolded

Would you like these posted to the errata? I think your reply got lost in all the square dancing.  ;)

Hey, some people juggle geese.

Thank You
   - Shane
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 05 November 2012, 08:53:09
Umm, don't you simply call that option "Eccentric Planetary Orbits" on p. 19?

...no, because for some reason I used "eccentric" instead of "elliptical," so my quick search through the document didn't find it.

Incidentally, I will be prone to forget contents of this document because the bulk was drafted well over a year ago.

Any chance, that my response to your challenge has been overlooked and not just ignored?  :(

Oh, I was waiting for you to fill out the second part of the challenge, the impacts on the other parts of the rules. You said you needed some time.

Hmm, guess so, now that you're pointing it out. Life Zone Position Modifier for M2V should be 0.72916667 then?
Separate note: Asteroid belts get insane populations when located farther out. The maximum calculable within the ruleset would be a population modifier of 61450 (i.e. total population of 72,752,535,800 objects including 245,800 dwarf planets of >600 km diameter in a B0V system), but even for a bog standard G4V system with asteroid belt at orbit 8 the number of dwarf terrestrials in it can already exceed 50...

Highly populated asteroid belts seem common and plausible. For example, some models of the Kuiper Belt suggest it started off with a total mass of 30x that of Earth, though it is now estimated to hold 0.1 - 0.04x the mass of Earth.


I created a G0V star.  Easy enough.  Found out that it had 6 orbits.  Cool.  Determined that orbits 3 and 4 were at 1.1 and 1.76 AU, respectively.  Checking the Primary Solar Stats Table, I find that both of those orbits are in the life zone, albeit just barely for orbit 4.  Calculating the km distance, using the approximate AU value provided of 150 million km, I find that orbit 4 is at 264 million km.  Checking the Solar table again, orbit 4 is now outside the life zone.  Using the actual AU distance, I can get orbit 4 inside the life zone.  So that's kinda confusing that you can get can a planet that is inside the life zone (by AU), and outside (by km calculated from the provided approximate AU value).

The Primary Solar Stats Table was produced by another writer with a willingness to use more exact numbers than I. What I'll do is provide an optional exact value for an AU if players don't feel like using the 150 million km approximation.

Quote
Also, on the example on page 6, 'Chuck' calculates the AU distance for the inner and outer life zones.  It is confusing why this is shown, because those AU values are shown in the chart he just reference to get the km values.  In addition, the calculated AU values don't match said chart.

Ick. That's what I get for crunching the numbers with my approximate value rather than using the chart. I'll fix the example.

Would you like these posted to the errata?

Please do, thank you.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Frabby on 05 November 2012, 11:59:51
"All the Pretty Colors", left column, 3rd line from below: Tau Ceti (New Earth in BattleTech) - Not every reader might immediately understand this. To clarify, I suggest to write it Tau Ceti (aka "New Earth" in BattleTech) instead. Btw I think New Earth applies only to the planet, and the sun is still technically named Tau Ceti in BattleTech.

Why are Giant Moons uninhabitable by default? Shouldn't their principal planet effectively shift the lifezone for its moons outward instead of eliminating it? Edit: Forget this point. Found it in the Options section.

P. 11, right column, 3rd paragraph: "For the same reason, players should also feel free to declare a planet uninhabitable..." - should presumably read "habitable" instead.

Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: PsihoKekec on 05 November 2012, 12:14:38
Hmm, guess so, now that you're pointing it out. Life Zone Position Modifier for M2V should be 0.72916667 then?

Let me check my notes...yes that's the result I got as well.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Talz on 05 November 2012, 12:47:18
Only suggestion I have here is to support the idea of making colonies a more common special feature, especially since the colony feature is split between occupied and abandoned.   Even if colonies are dropped down to 9 and the star league facility options pushed up to 10 and 11 respectively abandoned star league facilities will be more common than either occupied or abandoned colonies while finding occupied star league facilities would be just slightly less likely than finding either type of colony.  Never used anything quite like this but it's already got me making plans for new gaming campaigns.  8)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 05 November 2012, 15:25:21
Oh, I was waiting for you to fill out the second part of the challenge, the impacts on the other parts of the rules. You said you needed some time.

Too bad, I was waiting too  :-[

So, how would this influence the Habitability Modifier and Life Zone Inner/Outer Radii of the Primary Stats Table? Further, how would this influence Step 3: Filling Orbital Slots?

I'm sorry for the size of the following text but you asked for it...  O:-)

An extremely brief overview of planet formation: Terrestrials and giants initially start out pretty similar, as a large piece of rock. Only at a later stage, they begin to differ. At first, the inner planets are (on average) slightly larger because the shorter orbital periods increase planetesimal collision rates but are subsequently unable to gather much gas because the star has already blown away the disk from their orbits, hence, they become terrestrials. On the other hand, the outer orbits are still surrounded by gas which is accumulated by the planets.

So, at some point, the inner planets only grow by collisions with other planetesimals which is a statistical issue, depending on a random initial distribution of disk mass and angular momentum. Thus, their final size / mass can vary statistically. In contrast, the mass of giants is dominated by the accumulated gas which depends on the density of the disk. Since this density decreases with distance to the host star, the outer giants will not gather as much material as the inner ones and cool faster, resulting in the temperature and chemical composition known from ice giants. In the outermost parts of the system the planet formation is extremely slow because the long orbital periods reduce the collision rates between planetesimals to almost zero. For example in our system, the gas disk is gone for 5 billion years now but there are still planetesimals (Pluto etc.) around that have not formed a real planet yet (and will not before the Sun goes boom).

Asteroid belts are another issue. They do not appear at random but are found in unambiguous locations. There are 3 possibilities. One option is extremely far outside of the system where planet formation proceeds so slow that not even planetesimals have formed yet. Another are early planet formation artifacts collected near Lagrange points of planets. The last variant corresponds to our asteroid belt between Mars and Jupiter. The gravitational perturbation from a nearby protoplanet/planet inhibits the formation of any larger bodies there because the orbits are not long-term stable. Such asteroids belts would be scattered out of the system rather quickly but ... (blah blah something about orbital resonance that you don't want to hear). Therefore asteroid belts are found either at the system's rim or in the proximity of a large planet (but outside of its Hill sphere).

In the first billion years, a large number asteroids/comets (mostly made of water ice) from the outer system enter the inner system (due to high eccentricity orbits and scattering) and collide with the planets. Only this way, the inner planets can form a denser atmosphere and eventually oceans.



In the light of this... There is a strict hierarchy with the terrestrials at the inner orbits, gas giants at intermediate orbits and ice giants at the outer orbits. Of course, gravitational scattering could theoretically change this order, however, typically planets are either kicked out of the system or fall into the star. Therefore, a terrestrial planet will hardly be found on an orbit outside of a giant planet. The reason is that the giant would first have to destabilize the orbit of the terrestrial and then, just when the smaller planet is almost ejected from the system, stabilize its orbit again. Winning a lottery is an everyday event compared to these odds.
Because of this I'd recommend to get rid of random assignment of the object types. As replacement one could go for rolling the numbers of terrestrials, gas giants and ice giants which would have to be assigned in the typical order.

Another aspect would be the dependence of planet types on the stellar type. More massive stars form faster and yield a higher luminosity. Therefore, planets would need to form much faster as well. Although it could indeed be faster because of the higher density of protoplanetary disk, the Hill spheres (sphere in which a planet dominates the gravity field) of the protoplanets is also much smaller. This means, that overall mass that can be accumulated before the disk is blown away is most likely smaller. More massive stars are also less likely to have a companion star...
Another problem is the planet formation at larger orbits. Orbital periods are proportional to 1/sqrt(stellar mass) while the stellar luminosity is proportional to (stellar mass)^4. This means that it gets harder and harder to form planets at larger orbits for increasing stellar mass. In this reference, your orbital assignment in Step 2 does quite the opposite (for obvious playability reasons).

The conclusion is that stable planetary orbits will be packed much closer around more massive stars. In addition, more massive stars will have planets in much smaller orbits and are less likely to have Jovian planets. Because the habitable zone drifts outwards and the planet formation zone drifts inwards this also means that habitable planets are less likely to exist. Water transport into the inner system could become a problem because the ice line lies far out and the hot star might evaporate the comets before they can hit the planets. Hence, I would not expect water-rich world.

Vice versa, lower mass stars will likely tend to form planets at larger orbits. The smaller density of the respective protoplanetary disk will slow down planet formation but on the other hand, the star formation takes ages and the disk is not blown away as fast. This could speak for higher numbers of gas giants compared to terrestrials but it is also possible that one end up with hundreds of smaller protoplanets. Also there is a good chance that the habitable zone lies so close to the star that only planetary migration could allow a habitable world but this would require a re-stabilization of the orbit (and seriously why should the mechanism that spirals the planet towards the star suddenly end in a convenient moment). Water transport to the inner planets is probably not a big issue because the ice line is very close to the cool star and the radiation field is weak. Therefore, the likeliness of water-rich worlds is significantly increased.

This brings us to UV, X-rays and Gamma rays. I noticed that you mention their influence on habitability on several occasions. The UV problem for the K stars was a good catch. But there is another interesting influence for the M-dwarfs. These objects show hardly any UV radiation except for strong Lyman-Alpha emission on levels of the Sun. This is interesting because it splits up water (also in form of ice) and releases O_2 and O_3 to the atmosphere (keyword bio-marker). (By the way, there's a typo on p.3 under Life Zone Maximum: replace CO^2 with CO_2). Although oxygen does not yet make a habitable planet, liquid water does neither. But both are good indicators for habitability and, therefore, an ozone layer and sufficient oxygen in the atmosphere can be considered as an extension of the habitable zone beyond the typically assumed orbits.

Of course, the problem is extremely complicated. Realistically, the habitability modifiers that you listed seem too good to be true. I'd expect much more harsh modifiers for non-solar star but that would definitely kill all the fun as well as collide with BT canon.

Anyway, some of the abovementioned stuff could help to set up a more reality-oriented creation mechanism.

Alright, challenge concluded? Or do you have further questions I can help with?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Fallguy on 05 November 2012, 22:06:49
Send hearty thanks to "Fallguy" (who hasn't been seen on CBT.com in quite some time) for the Primary Stats table

::blush:: Thanks Cray, but you did all the heavy lifting in making it understandable. All I did was gather stellar data and formulate them into tables and equations. Time consuming, but hot hard.
 
As for being away so long, buying a house, moving, and taking a well-earned vacation is also time consuming. Hopefully I'll have more time available now that we're all settled in.
 
I'd be more than happy to explain the data and where I got it to anyone that's interested. (though you've done quite well at that)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Atlas3060 on 05 November 2012, 23:12:18
Well Fallguy glad you are back because these rules show why I've been salivating for this book for so long.
When you actually have rules to make your own settings characters themselves, those are good tools for a sadistic overlord GM.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: idea weenie on 06 November 2012, 06:47:03
Crap, then why is "chasses" passing so many spell checkers?

Is chasses the plural of chassis? Of course my Firefox spellchecker is marking it as incorrect.

From the original note, on p26, referring to production of Medium Lasers and Battlemech chasses, perhaps it is referring to multiple designs being produced.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Sharpnel on 06 November 2012, 07:29:31
'chassis' is both singular and plural
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 06 November 2012, 12:07:45
"All the Pretty Colors", left column, 3rd line from below: Tau Ceti (New Earth in BattleTech) - Not every reader might immediately understand this. To clarify, I suggest to write it Tau Ceti (aka "New Earth" in BattleTech) instead. Btw I think New Earth applies only to the planet, and the sun is still technically named Tau Ceti in BattleTech.

Please note that in the errata thread.

Quote
P. 11, right column, 3rd paragraph: "For the same reason, players should also feel free to declare a planet uninhabitable..." - should presumably read "habitable" instead.

Nope, "uninhabitable" is correct. On p. 11, right column, 2nd paragraph, the guidelines are telling the players to feel free to make a planet habitable. The third paragraph then presents the reverse option: feel free to make terrestrial planets uninhabitable rather than generating continuity-violating numbers of habitable planets.

Only suggestion I have here is to support the idea of making colonies a more common special feature, especially since the colony feature is split between occupied and abandoned.

That's sort of addressed already because the guidelines tell you, "If you want an existing colony on the planet, put it there, don't wait for the random rolls." (Even moving the colony to a more likely number makes them quite rare after all the rolls to see if there's a planet in the life zone, if the planet is habitable, etc.)

Alright, challenge concluded? Or do you have further questions I can help with?

Maybe the challenge was misunderstood. I wasn't asking about background science, but rather specific impacts on the rules. If I'm to rewrite planet placement, I'd like to understand what your suggested change does to the writing in the document. So, my original questions remain: How would this influence the Habitability Modifier and Life Zone Inner/Outer Radii of the Primary Stats Table? Further, how would this influence Step 3: Filling Orbital Slots?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 06 November 2012, 16:13:15
Maybe the challenge was misunderstood. I wasn't asking about background science, but rather specific impacts on the rules. If I'm to rewrite planet placement, I'd like to understand what your suggested change does to the writing in the document.

Not misunderstood but I presumed you might appreciate to know why things are not realistic. Of course I could have spammed you with a bunch of numbers but would you have trusted them without reason?  ;) By the way, the sentence spelling out the original challenge encompassed only the (200+150)words text. Anything else is a lawyer's rhetoric.  :P

So, my original questions remain: How would this influence the Habitability Modifier and Life Zone Inner/Outer Radii of the Primary Stats Table?

Whatever, let's continue:

The more I think about it, the whole concept of habitability modifiers is not only not necessary but even overly complicated. The current rules require to check whether an orbit lies in the habitability zone anyway. Therefore, the only other influence the stellar classification has on habitability is emission in certain bands that affects atmospheric composition, e.g., the UV issue of K-dwarfs you discuss on page 3. Since this depends on orbital distance, it is completely wrong to roll a composition. Therefore, the whole Habitability Modifiers of the Stars can be easily folded into the effective Life Zone Boundaries which should only contain the range where the planetary atmospheres are dominated by molecular nitrogen. What can be assigned randomly with respect to habitability is the oxygen content of the atmosphere or trace molecules. All other atmosphere compositions of uninhabitable planets are predefined by their distance to the star and the corresponding stellar type. This would simplify the rules and make them considerably more realistic.

Furthermore, it seems useful to expand the Primary Solar Stats Table with columns for the effective planet forming zone. One could go for a single zone but even more convenient would be individual zones for terrestrials, gas giants and ice giants. This way, it is much easier to place the different objects into realistic orbits and it is extremely easy to check where these zone overlap with the habitability zone. The extension of formation zones of the individual planet types would automatically account for higher rates of terrestrials around massive stars and higher rates of jovians around low-mass stars. So again no need to roll.

Water abundance on planets depending on the stellar type would also have to be tabulated in order to account for higher rates of arid planets around massive stars and water-rich planets around low-mass stars. Of course this could be modulated for individual planets via a single roll.

Further, how would this influence Step 3: Filling Orbital Slots?
As I have mentioned before, the assignment of planet types would have to be done before Step 2. A realistic method of creating a system works as follows:
1. Pick a planet type you want to assign.
2. Determine diameter and density according to your Object Type Table.
3. Check the table that tells you in which zone its orbit is legal and put it to an orbit of your choice.
4. Calculate the planet's minimum distance to other planets according to my Step 2 version.
5. Check if any previously assigned planets lies within this minimum distance and whether the new planet lies within the minimum distance of another planet.
    - If true, shift the orbit until no planet lies in the minimum distance of another.
    - If the shifting process pushes the new planet out of the legal orbit range, then the zone must be considered full and the planet must be deleted.
6. Return to 1 until all zones are considered full or move to step 7 if you think to have assigned enough planet.
7. Check which planets lie in the effective habitability zone.
8. Determine water-abundance, traces etc. of the habitable planets.
8. Check table for listed atmosphere composition of the uninhabitable planets and determine traces.
...
Pretty easy to do for the players. Pretty easy to write. The only real challenge is calculating realistic numbers for the tables. Please understand that I avoid to put down numbers before they have a chance to be used.


I just noticed that the listed stellar lifetimes are given with up to 9 digits. However, errors easily reach 50% values. Evolutionary calculations are tricky for a number of stellar types. Therefore only the first two digits bear any real information. All others are just statistical noise. You might consider to set all other digits to 0 which would also improve readability.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Atlas3060 on 06 November 2012, 18:13:04
When rolling for moons and such in Step 4, I see on the chart phrases like '2 in 6 chance of rings'.
Does that mean for each moon we roll 1D6 and see if it is a ring?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 06 November 2012, 21:43:22
When rolling for moons and such in Step 4, I see on the chart phrases like '2 in 6 chance of rings'.
Does that mean for each moon we roll 1D6 and see if it is a ring?

Correct.

Furthermore, it seems useful to expand the Primary Solar Stats Table with columns for the effective planet forming zone. One could go for a single zone but even more convenient would be individual zones for terrestrials, gas giants and ice giants.

Would it be reasonable to phrase the planet forming zone in multiplies of the life zone borders? For example, "The planet forming zone of a star is 0.1x the inner life zone boundary and 100x the outer life zone boundary."
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 07 November 2012, 01:21:16
Are the AU values given in various tables, calculations etc throughout the document supposed to always denote orbital radii, or sometimes also orbital distances?

The temperature calculation in particular would fare a lot better if R within this calculation is taken to be the distance between planet and the star's surface - and appropriately reduced by the star's own radius. For regular stars this would be a very minor change to to the calculation (say using (R-0.005 AU) instead of R). In fact, the note on R in the temperature calculation already claims R to be the "planet's orbital distance from the primary in AU".

Background is that this becomes interesting when dealing with bloated giant stars of significant radii. Experimentally bloated out a M0V subdwarf to a M0Ia supergiant - with a rather huge stellar radius of 200 R⊙. This results in the bloated star swallowing all inner Titius Bode orbit positions up to orbit 5, leaving whatever is in orbit 6 a scant 6 million km above the star's surface. Not a stable position of course, but let's leave that aside for a moment. Ignoring the bloating for the safe jump distance results in our zenith/nadir jump points still remaining some 30 million km above the surface btw. The star has swallowed its own habitable zone as defined per the document, quite fine to me.

The above note on the temperature calculation is important when looking at that planet in orbit 6, a giant terrestrial probably about to be swallowed by the star within a few dozen years. Assuming its atmosphere to be long blown away leaving a vacuum (and i actually rolled that!), this planet, using the standard temperature calculation, has a surface temperature is -45°C on the day side.
Using the adapted calculation above it has a surface temperature of 1163 K if we reduce R within the temperature calculation by the star's own radius. 1163 K means the planet mostly consists of half-molten basaltic lava at the surface, a rather nice image for such a planet about to hurl itself into a star.

When rolling for moons and such in Step 4, I see on the chart phrases like '2 in 6 chance of rings'.
Does that mean for each moon we roll 1D6 and see if it is a ring?
Correct.
Perhaps we need some kind of definition of what constitutes a "ring formed instead of a small moon", a "ring formed instead of a medium moon" etc then? Perhaps regarding width and/or density of this ring, possibly by rolling out a moon's density and diameter and some kind of standard conversion from this?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 07 November 2012, 03:41:11
Would it be reasonable to phrase the planet forming zone in multiplies of the life zone borders? For example, "The planet forming zone of a star is 0.1x the inner life zone boundary and 100x the outer life zone boundary."

Sure, why not. It doesn't matter whether you use absolute or relative "coordinates".
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 07 November 2012, 13:17:22
Sure, why not. It doesn't matter whether you use absolute or relative "coordinates".

What proportions would you recommend? 0.1x Inner Life Zone Radius and 100x Outer Life Zone Radius or something else?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 07 November 2012, 15:24:35
When rolling for moons and such in Step 4, I see on the chart phrases like '2 in 6 chance of rings'.
Does that mean for each moon we roll 1D6 and see if it is a ring?
Correct.
Just to repeat this question? Seriously?

Meaning for a single gas giant i'd have to roll up to 50 (fifty!) D6 adding and subtracting moons and rings?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 08 November 2012, 04:21:47
What proportions would you recommend? 0.1x Inner Life Zone Radius and 100x Outer Life Zone Radius or something else?

Since the problem is depending of the characteristics of the star, it requires 2 values per spectral type.
Also, I conclude from your question that your approach requires that the life zone and the planet formation zones will have an intersecting set. This is most likely not going to be true for the highest and lowest mass stars, where the habitable zone will too far outside and too far inside, respectively, to overlap with the planet forming zone.

Therefore, it seems more realistic to expand the Primary Solar Stats Table with 2 additional columns for (each of) the planet forming zone(s) limits. The question is, whether your assigned page-space would allow for an expanded table. I'd expect the overall text requirements to explain the more realistic system to shrink, so it seems feasible.

Anyway, in case that you would like to create such a table for the planet formation zone(s), I could calculate the required data for you and/or provide you with the required equations...



PS: As the previous lines probably revealed, I would personally still go for individual formation zones for terrestrials, gas giants and ice giants. This way the players would not need to mess too much with the positioning of the individual types. Of course, rule #1 ("Ignore the rules if it isn't fun.") would always apply and allow for a broader diversity if players wish.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 08 November 2012, 12:18:00
PS: As the previous lines probably revealed, I would personally still go for individual formation zones for terrestrials, gas giants and ice giants. This way the players would not need to mess too much with the positioning of the individual types.
That can actually be realized by simply shifting the possible rolls of a 2D6 on a sliding scale as you go outwards.

The current ruleset shows a preponderance for terrestrial planets in the life zone (30.55% probability for terrestrial, 13.88% for giant terrestrial, 19.44% for gas giant, 8.33% for ice giant), and outside the life zone simply twists this towards gas giants (30.55% probability for gas giant, 13.88% for giant terrestrial, 19.44% for terrestrial, 19.44% for ice giant).

Just set up the roll table so it effectively creates the wanted probabilites for the orbit you are in, probably expanding it to 2D6 on a virtual 5D6 (x<5..25<x) set. You can reasonable set this up for up to 66.66% chance (five following numbers on the 7+n center) for the desired kind of object in an orbit.


On a side note, the probabilities of "asteroid belts" in the outer system is too low in the current rules. Just look at Sol, we have four separate asteroid belts in the system (5th orbit, scattered disc, Kuiper Belt, Oort cloud).
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 08 November 2012, 17:30:42
The current ruleset shows a preponderance for terrestrial planets in the life zone (30.55% probability for terrestrial, 13.88% for giant terrestrial, 19.44% for gas giant, 8.33% for ice giant), and outside the life zone simply twists this towards gas giants (30.55% probability for gas giant, 13.88% for giant terrestrial, 19.44% for terrestrial, 19.44% for ice giant).

Ooo, someone noticed.

I'll work on increasing the possibilities of asteroid belts.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 09 November 2012, 04:40:47
That can actually be realized by simply shifting the possible rolls of a 2D6 on a sliding scale as you go outwards.

On the first look your suggestion seems okay. Nonetheless, it does not seem necessary to make random rolls at all. The chance to form a giant with a smaller orbit than a terrestrial is effectively zero. The chance to subsequently scatter a terrestrial into an stable orbit outside of a giant's orbit without ejecting the terrestrial is likewise negligible. The current set-up guarantees that there is huge probability to have a giant planet on a smaller orbit than a terrestrial:
number of planets:
probability (inside life zone):
probability (outside life zone):
2
12%
17%
3
21%
25%
4
28%
29%
5
32%
32%
...
...
...
Therefore, a significant fraction of the created systems will be unrealistic. Of course, your suggestion could effectively eliminate this problem but on the other hand it would automatically become pointless if all slots that a modified roll could hit would contain the same sort of object, i.e., only terrestrials or only giants...

On a side note, the probabilities of "asteroid belts" in the outer system is too low in the current rules. Just look at Sol, we have four separate asteroid belts in the system (5th orbit, scattered disc, Kuiper Belt, Oort cloud).

The outer asteroid belts are effectively the remnants of planet formation and will probably exist is some form or another around mostly every star. Unfortunately, they are mostly composed of water ice. Hence, it does not make sense to establish a colony there, because the heat from the colony would evaporate the water around it. So either the colony would sink into the core if placed on larger ice blocks or would soon float through open space as it melts away all material of smaller blocks. In addition, the surface gravity on these asteroids is negligible and the distance to any colonies that could provide industrial items is huge. So why even bother with these asteroid belts.

On the other hand, asteroid belts like the one between Mars and Jupiter is something that could appear everywhere close to orbits of larger planets (but outside of the Hill sphere). Therefore it is not too problematic to create a random rolled probability to have an asteriod belt near a planet orbits. One could even think of a modifier, depending on planet types. Anyway, asteroid belts should be assigned after all planets and their orbits have been assigned.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: worktroll on 09 November 2012, 05:26:55
The outer asteroid belts are effectively the remnants of planet formation and will probably exist is some form or another around mostly every star. Unfortunately, they are mostly composed of water ice. Hence, it does not make sense to establish a colony there, because the heat from the colony would evaporate the water around it. So either the colony would sink into the core if placed on larger ice blocks or would soon float through open space as it melts away all material of smaller blocks.

Thinking flatlander there, Specter! Consider - that negligible gravity means there's no reason for the base to sink into the ice. While you'd get some localised melting, water is itself a useful insulator/heat sink. There'd be little or no pressure moving the base away, and surface tension might even resolve the problem.

If you absolutely must be fixed on the ice, metal rods driven into the ice, topped by heatsinks or equivalent, topped by your base, will work fine.

Why base off an ice asteroid? It's the ultimate filling station in deep space. Oxygen, hydrogen & water with no gravity well to speak of preventing it getting to nearby ships.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: The Hawk on 09 November 2012, 08:40:53
Ooo, someone noticed.

I'll work on increasing the possibilities of asteroid belts.

I had the same concern.  The +2 on the Object Type Table shoves everything toward gas and ice giants at the expense not only of asteroid belts but also of dwarf terrestrials (as the text indicates, intended to include Pluto, and presumably similar (and apparently real-world common) trans-Neptunian objects like Sedna and Eris) and empty space (impossible to roll past the habitability zone).  This seems to have significant consequences for small stars with large numbers of orbital slots (like this M2V I'm rolling with 13 slots, only the first one of which is in the life zone) that will, on average, be littered with more gas and ice giants than larger and more habitable stars.  While offered with the caveat that I am not up to speed on the latest extrasolar system observations around small, cool stars, that just doesn't seem right.

The easiest solution may be to bookend the table at the 11+ end with additional lines for dwarf terrestrial, asteroid belts, and empty space, and possibly further (if justified by the science) giving rolls on that table an additional positive modifier for small stars.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 09 November 2012, 09:40:31
Actually most all trans-neptunian dwarf terrestrials are part of the three two (not including Oort Cloud) outer "asteroid belts". Pluto itself is one such dwarf planet in the Kuiper Belt, Eris and Sedna are usually tagged a part of the Scattered Disc. There are only about two dozen known objects beyond Neptune not part of either, all well below 100 km diameter.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 09 November 2012, 14:07:19
Consider - that negligible gravity means there's no reason for the base to sink into the ice. While you'd get some localised melting, water is itself a useful insulator/heat sink. There'd be little or no pressure moving the base away, and surface tension might even resolve the problem.

You kind of have an interesting point there.
You are right, water is not the best heat conductor. But vacuum is worse. At these temperatures an efficient radiative heat dissipation can be excluded as well. Thus, the heat will follow the line of least resistance, ending up in the water ice.

Furthermore, at these pressures, considering near-perfect vacuum, the phase diagram of water shows that there is no liquid phase. Hence all melting water will instantly turn into gas. With the low gravity of asteroids or planetoids, the escape velocity for the gas it tiny. Hence all ice that melts is quickly gone. Therefore, the base is effectively digging a crater with itself in the middle, even if it is well insulated.

As a sidenote: Gravity that can be considered negligible for human perception and everyday life is there nonetheless. Thus, in an asteroid that turns into a hypothetical liquid when heated, any object, e.g. a base, will still sink inside if its density is higher than that of the liquid. Sure, one could add floatation devices to reduce the mean density of the base to avoid this. But why establish a base on a piece of ice anyway?

If you absolutely must be fixed on the ice, metal rods driven into the ice, topped by heatsinks or equivalent, topped by your base, will work fine.

Yes, this might be a reasonable way to install a base if necessary. But the question is why should one spent the effort in the first place?

Why base off an ice asteroid? It's the ultimate filling station in deep space. Oxygen, hydrogen & water with no gravity well to speak of preventing it getting to nearby ships.

An asteroid in the inner system might have its use. But then you could simply land, chop off a large ice block and leave again. It is not necessary to establish a base.

For asteroids further outside of the system, there is no reason to establish a base because there are no ressources that you can't get much easier in the inner system. As you said, the only thing of interest there is hydrogen and oxygen. Both are abundant in the central star, in gas giants and even in some terrestrial planets. So why whould anyone fly several dozens of AU and spend vast amounts of time, fuel and whatnot to acquire hydrogen and oxygen there, if both are way more abundant in the inner system? To make this pretty clear, the outer system is useless, except for limited scientific purposes and even this only today and not in a distant future where this research must have been carried out centuries ago.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Killface on 09 November 2012, 17:53:15
Just to repeat this question? Seriously?

Meaning for a single gas giant i'd have to roll up to 50 (fifty!) D6 adding and subtracting moons and rings?

I too would like clarification on this point.  I'm writing a tool that generates systems for me (no better way to understand rules than to program those bad boys) and I was struggling with ring position, because my read had them at a single chance for rings to exist or not for a given planet instead of a series of rings in various orbital positions.  At the very least the rings should be addressed specifically in text to make them clearer.

Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 09 November 2012, 18:13:47
I will clarify the ring generation method for gas giants.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: gnome76 on 09 November 2012, 22:09:42
Distribution of Moons, page 10: suppose there are six small moons and two medium moons.  Medium moons at 50 and 100; small moons #1-#4 at 10, 20, 30, and 40; small moon #5 at 150 from being bumped by the medium moons.  Does small moon #6 go to the next normal small moon slot (60,000 km) or the next small moon slot after #5 (160,000 km)?

Variable stars, page 21:  No mention made of long-term variable stars going back to their default luminosity after increasing. Do long-term variable stars return to their default luminosity over the same amount of time, or a new roll of 1d6*1d6*1d6, or something else?  Does the luminosity increase in a sudden spike, a sort-of bell curve, or a constant increase?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 10 November 2012, 02:48:21
Just noticed: There is a distinct gap in size between dwarf terrestrials (max 2200 km diameter) and terrestrials (min 2700 km diameter), making it impossible to roll for an intermediate planet.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: The Hawk on 10 November 2012, 11:09:25
Actually most all trans-neptunian dwarf terrestrials are part of the three two (not including Oort Cloud) outer "asteroid belts". Pluto itself is one such dwarf planet in the Kuiper Belt, Eris and Sedna are usually tagged a part of the Scattered Disc. There are only about two dozen known objects beyond Neptune not part of either, all well below 100 km diameter.

That's as may be, but the +2 modifier past the life zone means that asteroid belts are also statistically unlikely (requiring a 2d6 roll of 2, a 1:36 chance), so any kind of representation of an outer system of iceballs will be uncommon, be it in Oort Cloud/Kuiper Belt form or as dwarf terrestrials.

Also, if what you say is what the designers intended, the text will need to be changed, as its description of dwarf terrestrials speaks of "individual small bodies of rock or ice separate from an asteroid belt but large enough to form a sphere due to their own gravity" and then goes on to use Pluto as an example.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 10 November 2012, 14:24:46
Spectre, what's a recommended range of planet forming regions for the different stellar types?

Just noticed: There is a distinct gap in size between dwarf terrestrials (max 2200 km diameter) and terrestrials (min 2700 km diameter), making it impossible to roll for an intermediate planet.

That's correct. There were limits on what I could accomplish with dice and still crudely match real world size distributions of dwarf planets and terrestrial planets.

Distribution of Moons, page 10: suppose there are six small moons and two medium moons.  Medium moons at 50 and 100; small moons #1-#4 at 10, 20, 30, and 40; small moon #5 at 150 from being bumped by the medium moons.  Does small moon #6 go to the next normal small moon slot (60,000 km) or the next small moon slot after #5 (160,000 km)?

The sixth small moon should go in the next small moon slot after #5. I'll add a bullet to the effect of, "After displacing a smaller moon, begin placing further smaller moons beyond the displaced moon's orbit at the default interval for moons of that size."

Quote
Variable stars, page 21:  No mention made of long-term variable stars going back to their default luminosity after increasing.

Oops. They should fall back to their default luminosity. I'll clarify that.

Quote
Does the luminosity increase in a sudden spike, a sort-of bell curve, or a constant increase?

Per pg21, the luminosity increases over 1d6 x 1d6 x 1d6 months. (I'll add that the increase is linear to make the increase simple. I'll also add that the decrease to the default luminosity occurs over the same period.)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: lexington476 on 10 November 2012, 19:14:53
Oh, sweet... downloading... File/Print O0... [rockon] [cheers]

Just wondering, what are the past BattleTech books that have a solar system generation system in them (I know I have seen them before)?  Going to go find Explorer Corps in the closet... hmmm, it is in here somewhere... :) ???
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 11 November 2012, 07:30:06
Spectre, what's a recommended range of planet forming regions for the different stellar types?

Give me some time to set up some equations for an educated guess. Would you prefer a post here or a personal message? I'll also add the reasoning for equations because I presume you would like to know some details.


Not a big deal, but my user name is based on American English spelling. IIRC, there is another user with the British spelling...
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Kronos_Riker on 12 November 2012, 19:11:29
I've worked with a previous version of this idea when it came out in the FASA sourcebook Explorer Corps Now that I've tried the new version out, I can say that The new rules are a MAJOR improvement when it comes to creating other stellar systems.

There is room for improvement, however, and that is the record sheet.  It would be nice to have an area to diagram the System configuration.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: wwwjason on 13 November 2012, 13:04:22
One idea that might make the Primary Solar Stats Table more accessible: Color code the Spectral class based on the Harvard Spectral Classification and include the out of scope classifications with notes to any rules that address the exclusion (i.e., Type B and O stars, see "Hot, Hot, Hot" below). At a minimum, it will give the reader and instant sense of the stars color as it relates to mass, diameter, temp, etc.

http://en.wikipedia.org/wiki/Stellar_classification#Harvard_spectral_classification (http://en.wikipedia.org/wiki/Stellar_classification#Harvard_spectral_classification)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 13 November 2012, 17:01:59
Give me some time to set up some equations for an educated guess. Would you prefer a post here or a personal message? I'll also add the reasoning for equations because I presume you would like to know some details.

A post here is fine, so it can be discussed with other players.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Dukeroyal on 13 November 2012, 20:35:30
Having the formula for population growth so that the population's expansion or decline for a colony could be tracked as well as a random table of events that could affect a colony would be useful.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: silverback on 14 November 2012, 17:58:21
open beta, PDF

1.   On page 10, Moon Generation Table.  We are given a chance to find rings.  Table and text say nothing about numbers of rings, size, and placement.

2.   On page 7, Object Type Table.  There are calculations using n^.75 and n^1.15.  Since n in all cases is the result of 1D6, suggest we can use a subtable of 7 lines (right hand corner of the existing 7 line table?).  This would save many of us an hour or two trying to remember where we last saw our scientific calculator!
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 14 November 2012, 20:07:11
Having the formula for population growth so that the population's expansion or decline for a colony could be tracked as well as a random table of events that could affect a colony would be useful.

That's an interesting idea. I can add a paragraph on that an reasonable population growth rates.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 15 November 2012, 07:23:55
A post here is fine, so it can be discussed with other players.

Sorry for the delay. I'm still working on it.

It took a while to read into the details on planet formation and now I'm eliminating the conflicting points that the different authors have raised to set up some halfway consistent equations. Chances are good that I'll post a table on Sunday.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 15 November 2012, 10:21:38
In the Colony Generation section, a note/mention on the status of Lost Colonies could avoid some miscalculations. As in, does a Lost Colony count as Inner Sphere or Periphery with regard to in particular the government and other features tables.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Martius on 17 November 2012, 10:08:17
Just some general feedback- I gave it a try yesterday and created 3 different systems. It was not too hard to do nor too time consuming so I see this rulset being used quite often in my games.  O0

The Marian Pirate and miner inside me would like to see a small table that assigns random valuable ressources (ores, tasty native lifeforms, exotic wood ect) to a system that can be exploited- some more easily than others. But it is not that pressing as the USILR code of a planet already gives a good idea of what to expect.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 18 November 2012, 15:51:04
Okay, here's the promised table (appended). For selfconsistence, it also contains respective stellar data. The columns corresond to: spectral type, effective temperature, mass, radius, luminosity, nuclear timescale, rockline, iceline, outer planetesimal formation limit, inner habitability zone limit, outer habitability zone limit.

Terrestrial cores form between the rockline and iceline while Jovian cores form between the iceline and the outer formation limit. Of course, planetary migration can change the initial orbits considerably and clearly far beyond the given limits. For instance, our two ice giants have been pushed out of the zone of effective planetesimal formation...

For a better overview, the five different limits are also shown in the attached image. For sake of simplicity, the spectral types are numbered, starting with 0 corresponding to type O0, 10 corresponding to B0 and so on. Note that the habitability zone is cut off for spectral types earlier than A8 because hard radiation and stellar wind ionize and subsequently blow away the atmospheres of habitable candidates. Likewise, the habitability zone effectively ceases with type L4, because it leaves the zone of effective planet formation. Well, technically that does not exclude a habitable planet around later spectral types but it makes them much less likely.

A detailed explanation of assumptions and calculations will have to wait until tomorrow.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Fallguy on 19 November 2012, 11:39:19
Okay, here's the promised table (appended). For selfconsistence, it also contains respective stellar data. The columns corresond to: spectral type, effective temperature, mass, radius, luminosity, nuclear timescale, rockline, iceline, outer planetesimal formation limit, inner habitability zone limit, outer habitability zone limit.

Your data is consistent with what I came up with in development. In the end realism yielded to the altar of ease of use and simplicity. (i.e. it was discarded as too complex) Cray can probably cover the ground of why decisions were made better than I can. (I was just an idea girl and researcher)
 
Honestly, your chart is beautiful. I would much rather have the system incorporate fully realistic orbital dynamics, but honestly current theory on planetary system evolution is nearly as much guesswork as it is research and proofs, given the relatively small sample of worlds we have observed compared to the number that must exist. Sure, all known planets fit the current models, but that only means we haven't yet seen one that breaks the theories. Given that, a more complex model that may be just as wrong as older theories is just extra work.
 
If you can model that in a way that doesn't require trig at a minimum, (calc would be more accurate) please be my guest. I could never think of a set that would be easy and short, and at the same time accurate to current models.
 
YMMV as always.  ;)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 19 November 2012, 12:41:48
Okay, here's the promised table (appended). For selfconsistence, it also contains respective stellar data. The columns corresond to: spectral type, effective temperature, mass, radius, luminosity, nuclear timescale, rockline, iceline, outer planetesimal formation limit, inner habitability zone limit, outer habitability zone limit.

That's impressive work. Thank you. I look forward to seeing your discussion on the calculations and assumptions

Quote
Terrestrial cores form between the rockline and iceline while Jovian cores form between the iceline and the outer formation limit. Of course, planetary migration can change the initial orbits considerably and clearly far beyond the given limits. For instance, our two ice giants have been pushed out of the zone of effective planetesimal formation...

I think the information should be easy enough to turn into a multi-column 2d6 or 3d6 planet generation table. One column for the warmer regions, one column for the colder regions, etc.

Quote
Note that the habitability zone is cut off for spectral types earlier than A8 because hard radiation and stellar wind ionize and subsequently blow away the atmospheres of habitable candidates. Likewise, the habitability zone effectively ceases with type L4, because it leaves the zone of effective planet formation. Well, technically that does not exclude a habitable planet around later spectral types but it makes them much less likely.

For the record, I was ordered at editorial gun point ;) to give a faint chance for habitability on the Primary Stats Table to bright stars (hence the very high penalties in A and B-class stars. Most of my drafts had a cut-off ("Not habitable") for stars with lives too short to really get a good ecosystem (or even planets) going.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 19 November 2012, 16:09:36
but that only means we haven't yet seen one that breaks the theories.
Eh, that has happened. They just managed to form halfway plausible planetary migration theories to account for Hot Jupiters.

How to term things can also be iffy. What do we call the planets in the Kepler-11 system? Hot Ice Giants?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Killface on 19 November 2012, 18:36:05
How do you determine how far from Terra a colony is?  As far as I can tell it's just something you decide after looking at the table.  It would be nice to have a random determinant for this.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Kronos_Riker on 19 November 2012, 19:22:02
Has anyone considered how to determine the current age of the generated star system, or is it assumed that the system is 1/2 way through it's life cycle?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 19 November 2012, 21:21:36
How do you determine how far from Terra a colony is?

You determine location based on the movements of your campaign. The rules aren't meant to generate galaxies, they're meant to generate star systems at the place your campaign is currently investigating. So, for example, if your mercenary force ends up in the deep Periphery beyond the Taurian Concordat and needs a randomly generated system, then you randomly generate a deep Periphery system based on that current location and your game's needs.

Has anyone considered how to determine the current age of the generated star system, or is it assumed that the system is 1/2 way through it's life cycle?

No, that's left undetermined except by implication of any habitable planets (which generally require quite a while to manifest), and by implication that the rules strongly suggest - but don't enforce - that you make the star a main sequence star. The age of the star and its overall lifespan is implied by the absence or presence of habitable planets, and any attention players want to give to the estimated age of the universe, lifespan of the star, and such.

If you want to state a star is 1 million, 1 billion, 5 billion, 15 billion, or 500 bajillion years old, that's up to you. The rules already address the impact of stellar ages. Hence, for example, A-class stars are unlikely to have habitable planets because they have such short lifespans. Meanwhile, making stars older than the lifespan of the universe or older than the lifespan of their stellar type is entirely up to the players. Beyond the habitability modifiers and transit/recharge rules, stellar lifespan doesn't matter.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 20 November 2012, 13:11:08
That's impressive work. Thank you. I look forward to seeing your discussion on the calculations and assumptions

I'm really sorry, but writing this down is more time-consuming than expected.  :-[ [metalhealth]  I promise to post it tomorrow.

On the upside, I've found a paper with improved habitability zone limits, based on actual atmosphere simulations rather than simple albedo considerations. Thus, I'll also post an updated table.

Honestly, your chart is beautiful. I would much rather have the system incorporate fully realistic orbital dynamics, but honestly current theory on planetary system evolution is nearly as much guesswork as it is research and proofs, ...

Admittedly we know much less than we would like.  Nonetheless, we know enough to set up some constraints to avoid impossible or unlikely cases. That's what my table is about.  ;)

Eh, that has happened. They just managed to form halfway plausible planetary migration theories to account for Hot Jupiters.

It's a common misconception that theoretical astrophysicists have not been aware of migration. In fact this was discussed since the 1970s or even earlier. After all it is pretty obvious that a planet will encounter friction when moving through a dense gas disk, hence, lose angular momentum.
It is hilarious how an incredibly large number of people, all of them lacking experience in the theoretical field, short-circuited the false conclusion that theory must be wrong simply because our  planetary system obviously was not destroyed by a migrating Jupiter. Constructive interaction between planetary orbits was beyond the understanding of many people. In the mid-1990s, theoretical implications had been dismissed for quite some time and much of the community (mostly observational astronomers) was surprised by the discovered Hot Jupiters. Subsequently, the same ignorants went so far as to claim that planetary migration was indeed a discovery of observational astronomy while it has been known to theoretical astronomy for decades.

Has anyone considered how to determine the current age of the generated star system, or is it assumed that the system is 1/2 way through it's life cycle?
I considered to include something in that direction but time limitations have prevented it so far. Habitability zone, stellar parameters and orbits vary with age, even on the main sequence.

Unfortunately, the complexity of the whole rule set would rise considerably. Something that I would appreciate but probably not the degree of detail that the vanilla Battletech player will want to waste his time with.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 20 November 2012, 15:12:31
I'm late to this party, but will hopefully be able to read through the pdf over the next couple of days.  Is there a close date for feedback?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Dukeroyal on 20 November 2012, 16:25:08
Someone mentioned the idea of a record sheet to show how a system is laid out which gave me the idea of a sheet that cou;d be used to show all the real estate that can be found is a planet's orbit. This would be useful let people know what is in orbit as well as to prioritize targets for attack and defense.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 20 November 2012, 21:05:42
My biggest problem with the rules thus far is that every time I try to sit down and generate a system I seem to get interrupted.

But my gut reactions so far:

Seems a little too hard to get Dwarf Terrestrials and Asteroid Belts to me but that could just be me getting interrupted before I can give everything a more thorough reading.

There just seems to be a lot of extraneous data on the Stellar table but at the same time I can understand why it is there in the first place.  Maybe a slightly slimmed down table with the cheat sheet of calculations on the back if there is space or as a separate cardstock?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: kato on 21 November 2012, 11:49:22
separate cardstock?
Separate would be ideal. Perhaps with other tables on the back. I do a lot of moving back and forth through the pdf when looking up some star data in later calculations (e.g. luminosity).
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 21 November 2012, 12:33:29
Aye something you can have off to the side would be great.  Having printed out the PDF myself has taken the rules from nigh impossible to merely daunting thanks to all the flipping back and forth it has saved.  Plus having found some of those equations in my more thorough reading that I skimmed over previously I'm now having to correct myself about the supposedly extranious data in the table.  Still I'd love to see it on a separate cardstock for the hard copy.

All said and done I'll be glad when someone manages to automate the process because I just keep making too many mistakes.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 21 November 2012, 16:10:36
At long last...

Attached are the updated table and the corresponding description. The description is probably incomplete and some details require more explanations. Feel free to ask if/when something does not make sense...

For the record, I was ordered at editorial gun point ;) to give a faint chance for habitability on the Primary Stats Table to bright stars (hence the very high penalties in A and B-class stars. Most of my drafts had a cut-off ("Not habitable") for stars with lives too short to really get a good ecosystem (or even planets) going.

Okay, let's try to save your life.  ;)
I have replaced the N/A entries in the habitability columns of my table with actual values even if there is some argument against habitability. This way you can allow habitable planets around A and B types. In case that you need an excuse/explanation, you could go for more massive planets. Their higher gravity allows to accumulate a more dense atmosphere. This way, the ionosphere may not reach down to the surface while the escape velocity would be to high to blow away the atmosphere. The highly ionized atmosphere layers would hamper radio communications, probably make flying through it problematic and radiation levels on some higher mountains may be deadly. As an alternative, a deep ocean would block radiation from reaching sea life. Fluffwise both methods could turn out interesting for players... Anyway, short stellar lifetimes might not be as problematic as we expect. According to Kaltenegger et al.(2009), evolution to higher lifeforms could proceed on timescales of 10 million years. Therefore, the lifetime of A stars should not be a problem.

Another idea about some other construction site:
I presume, the level of detail is already too high? If not, one could approximate formation rates of ice asteroids and their subsequent migration into the inner system. This would allow to calculate probabilities of arid and water-rich planets depending on the spectral type of their host star. As I have mentioned before, one can expect more arid planets around more massive stars while ocean-covered planets could be more likely around lower mass stars.

Furthermore, it could be interesting to flesh out some details on planetary migration. A few details about this are already explained in the description.

Interested?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 21 November 2012, 17:52:58
...According to Kaltenegger et al.(2009), evolution to higher lifeforms could proceed on timescales of 10 million years...

I haven't yet found that particular article, but one I found from 2010 (http://www.researchgate.net/publication/42388214_Stellar_aspects_of_habitability--characterizing_target_stars_for_terrestrial_planet-finding_missions) talked about "the origin of life on Earth" on that timescale, not "higher lifeforms".  The specific mention is on page 3, paragraph 2.1.2 of the "preview" available on that site.

EDIT: Here's a second Kaltenegger (et al.) article (https://www.cfa.harvard.edu/~lkaltenegger/DarwinStarCatalog08AstSpaceSci.pdf) from 2010 (assuming I'm reading the notation correctly).  She uses the same language regarding origin of life on page 8, paragraph 5.1.3.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: idea weenie on 21 November 2012, 19:50:16
One thing might be a complete redo of the USIIR (http://www.sarna.net/wiki/USIIR) codes.  Instead of as follows:
(i.e. for Industrial output)
A - High output
B - Good output
C - Limited output
D - Negligible output
F - No output

It would be:
A - No output
B - Negligible output
C - Limited output
D - Good output
E - High output

This way you don't get cases (like Earth in Battletech) where it is listed as A (Advanced) - A - A - A - A.  Using this system, you have extra letters to work with, so Earth would be F - E - E - E - E.

By having A represent effectively nothing (or having to import the necessities) you avoid trapping yourself at the beginning of the alphabet.  It would allow for super population (http://www.forums.heavymetalpro.com/viewtopic.php?f=10&t=5259) worlds, worlds with extremely high industry (http://warhammer40k.wikia.com/wiki/Forge_World), farming planets (http://warhammer40k.wikia.com/wiki/Agri-World)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: wwwjason on 21 November 2012, 22:19:08
I had a thought while reading Interstellar Expeditions: are there plans to include information on terraforming planets? For example, how much time might be needed to bring a planet up one step on the HABITABLE PLANET FEATURES TABLE on page 14, what kind of cost, equipment, etc. are needed, and what are possible complications/failures that might arise during the process?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 22 November 2012, 04:36:21
I've appended a revised plot for the different forming and habitability zones that also includes various other curves corresponding to quantities mentioned in the decription pdf.

Some remarks with respect to this figure:
- For O and early B stars, the habitability zone lies outside of the effective planet formation region.
- For mid-B to mid-A stars, the habitability zone is very close to the effective iceline, which would increase the rate of habitable moons in orbit of gas giants.
- Note that most of the low-mass stars are tidally locked.

And one more suggestion for the rules: It is easy to create a table that lists minimum planetary radii that are necessary to maintain critical species (w.r.t. habitability) in the atmospheres.
The background of this is simply the fact that planets require a minimum radius/mass for a given surface temperature in order to have thermal gas velocities below the escape velocity.
For example, this allows to distinguish planets like Earth with stable oceans and atmospheres and planets like Mars which are uncapable of maintaining hydrogen in their atmosphere, hence, lack liquid water. What do you think?

I haven't yet found that particular article, ...

Good catch.
Oh well, one should not argue from memory but look once more into the reference before quoting, especially when tired...  :-[  (As a sidenote, the article I referred to can be downloaded at http://arxiv.org/abs/0906.0378)

Not that I'm a big fan of life on a planet orbiting an A star but if the Cray's gunpoint problem needs to be resolved we should at least try come up with a reasonable explanation to make the best out of it:
"origin of life" is not exactly a precise expression. Does it refer to organic chemistry only, to protozoa or multicellular life? The lifetime of a mid-type A star is around 50 times those 10 million years.
Anyway, higher life, whatever we define this means, developed on Earth from protozoa on a timescale of 1...2 billion years. There is not a huge difference to the age of an old A type star. Merely a factor of 2...4, i.e., nothing on logarithmic scales that are typical for chemical and biological processes. It is not unthinkable that other environments can accelerate evolution. For instance, the higher ionization rate of atmospheres in the habitable zone of A stars could result in higher numbers of free radicals in the gas which would enhance mutation rates. Of course not necessarily in a constructive way but without simulations we can hardly tell...   8) ;)

Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 22 November 2012, 05:24:19
The article I found looks like the revision of the original 2009 paper.  Maybe Kaltenegger changed her mind?  Either way, your chart is great!
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 22 November 2012, 06:29:40
The article I found looks like the revision of the original 2009 paper.  Maybe Kaltenegger changed her mind?

The two are likely different drafts of the same publication. It is usual to upload a paper on arxiv.org as soon as it has been written in order to get results to the community as soon as possible. However, the official publication in a scientific magazine is done following a peer review process that can strongly alter the content of a publication. Review can take between weeks and months and only after this one can technically trust a paper's content. For the given reason, some papers that appear on arxiv.org will never be published officially.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 22 November 2012, 11:37:05
I'm late to this party, but will hopefully be able to read through the pdf over the next couple of days.  Is there a close date for feedback?

I'm hoping to have a revised edition back to the bosses by the end of next week. If you don't make me re-write large tracts of the rules, then you've got until at least the end of Sunday.

Of course, by then another chapter is going up for public comment that I'm responsible for, so that'll be some multi-tasking.

One thing might be a complete redo of the USIIR (http://www.sarna.net/wiki/USIIR) codes.

Unfortunately, Interstellar Operations is not the place to retcon codes in use for nearly 10 years across planetary stats in House Handbooks, Masters & Minions, A Time of War Companion, etc., or to revise the explanations for USILR codes that been described in many sourcebooks, A Time of War, etc. You might bounce the idea off The Line Developers, though, in the Ask the Line Developers forum and see what they think of a large retcon.

I had a thought while reading Interstellar Expeditions: are there plans to include information on terraforming planets? For example, how much time might be needed to bring a planet up one step on the HABITABLE PLANET FEATURES TABLE on page 14, what kind of cost, equipment, etc. are needed, and what are possible complications/failures that might arise during the process?

Now that's an interesting idea. BattleTech seems to be very quick about terraforming, being able to terraform Venus and Mars to basic habitability in about 100-150 years. (Reasonably, other projects would generally be in terms of 25 to 75 years.) However, JHS:Terra also notes they were some of the most epic engineering endeavors by mankind (the tonnage of nitrogen, water, and calcium needed to be delivered to Mars and Venus is best described with exponents or fractions of Titan's mass) and most other terraforming efforts around the Inner Sphere are smaller.

I think the places the idea would break down is costs, logistics (tonnages of equipment required), and trying to set numbers to the tonnages of water and oxygen or nitrogen to be added (or removed) from planets. BattleTech's economics are not set up to handle trillion- or quadrillion-CB projects. Its merchant stellaris is in shambles for most common eras of play (so importing giant "atmosphere processors" or other mega-engineering equipment is hard). Existing, well-described space transports (DropShips) are poorly suited for moving teratons of water or other useful terraforming materials.

In short, terraforming rules open several cans of worms. It's easier to let players designate a planet as having been terraformed, particularly when the system generation rules note the star or planet is unlikely to pass a habitability roll.

And one more suggestion for the rules: It is easy to create a table that lists minimum planetary radii that are necessary to maintain critical species (w.r.t. habitability) in the atmospheres.
The background of this is simply the fact that planets require a minimum radius/mass for a given surface temperature in order to have thermal gas velocities below the escape velocity.

I already factored escape velocity into habitability and atmosphere thickness. Did you want a different, more detailed approach than just escape velocity?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 22 November 2012, 12:39:18
I'm hoping to have a revised edition back to the bosses by the end of next week. If you don't make me re-write large tracts of the rules, then you've got until at least the end of Sunday.

Of course, by then another chapter is going up for public comment that I'm responsible for, so that'll be some multi-tasking.
...
Thanks, Cray!  I should definitely have something by then, probably more for the errata thread than this one, so no worries on re-writing large tracts of rules.  My last astrophysics course was almost twenty years ago now, but most of what specter (and Kaltenegger) was talking about is still intelligible.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: wwwjason on 22 November 2012, 13:50:19

Now that's an interesting idea. BattleTech seems to be very quick about terraforming, being able to terraform Venus and Mars to basic habitability in about 100-150 years. (Reasonably, other projects would generally be in terms of 25 to 75 years.) However, JHS:Terra also notes they were some of the most epic engineering endeavors by mankind (the tonnage of nitrogen, water, and calcium needed to be delivered to Mars and Venus is best described with exponents or fractions of Titan's mass) and most other terraforming efforts around the Inner Sphere are smaller.

I think the places the idea would break down is costs, logistics (tonnages of equipment required), and trying to set numbers to the tonnages of water and oxygen or nitrogen to be added (or removed) from planets. BattleTech's economics are not set up to handle trillion- or quadrillion-CB projects. Its merchant stellaris is in shambles for most common eras of play (so importing giant "atmosphere processors" or other mega-engineering equipment is hard). Existing, well-described space transports (DropShips) are poorly suited for moving teratons of water or other useful terraforming materials.

In short, terraforming rules open several cans of worms. It's easier to let players designate a planet as having been terraformed, particularly when the system generation rules note the star or planet is unlikely to pass a habitability roll.

I agree that mega-scale engineering would be impractical, and even implausible for non-Terran Hegemony terraforming projects. What I had in mind was more along Robert Zubrin's In-Situ approach for propellant, but on an atmospheric scale using large, automated dropships converted into atmospheric processors. Here would be the assumptions/requirements:

And for the actual process: The idea is that there are many star systems with uninhabited worlds that were never compatible with terraforming, but a few fell into the narrow range that were technically and economically feasible to terraform. For these, a jumpship with Mule-sized atmospheric processor drones arrives in system, lands at strategic points on the planet, and cranks on the atmosphere for 20-50 years. Meanwhile, aerostat drones seed the planet with algae and microorganisms to establish minimally habitable pressure, temperature, and O2 partial pressure (and locking up any toxins). Once they're done, the drones gather up, dock with their JS, and move on to the next scheduled planet.

If this line of thinking sounds interesting, I'd be happy to take a swing at a roll-table for terraforming planets. This could also be an interesting IE and RPG thread (if these terraforming drones had a long list of scheduled planets, are they still roving the deep periphery?).
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 22 November 2012, 16:17:03
Thanks, Cray!  I should definitely have something by then, probably more for the errata thread than this one, so no worries on re-writing large tracts of rules.  My last astrophysics course was almost twenty years ago now, but most of what specter (and Kaltenegger) was talking about is still intelligible.

Before posting to errata (except the most blatant formatting / spelling errors), please share your findings here. Sometimes there are reasons behind the oddities.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 22 November 2012, 16:51:50
Will do!
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 22 November 2012, 17:04:51
Terraforming is already addressed in Era Report: 2750. Did you want something other than those guidelines?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: wwwjason on 22 November 2012, 17:35:35
Terraforming is already addressed in Era Report: 2750. Did you want something other than those guidelines?

IIRC, ER:2750 covered the terraforming of Mars and Venus, and hinted at the mass-scale terraforming of other planets. There was no description on how the DoME did this at a (Inner Sphere + Periphery) mass scale, much less as far out as the peripheral and deep periphery (as implied in IE).

At a minimum, some rule for modification of the habitability of a rolled system would help make IO applicable to the Star League eras. Preferabley, some depth on how terraformation of so many planets, over a relatively short timeframe, was accomplished.

I also thing this will enrich the Solar System Generation rules, especially for lost worlds.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Blacknova on 22 November 2012, 19:00:09
Perhaps inserting a fiction piece in IO from the point of view of a DoME engineer would be a good way to do it without creating rules for it.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 22 November 2012, 20:02:21
Cray, I've just started my detailed read through, but I must say the scientist in me cheers at the carefully crafted caveats in the language.  The gamer in me cries, however.  I think there's a happy medium that I'll shoot for in my recommendations.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 22 November 2012, 20:50:08
Cray, I've just started my detailed read through, but I must say the scientist in me cheers at the carefully crafted caveats in the language.  The gamer in me cries, however.  I think there's a happy medium that I'll shoot for in my recommendations.

When the gamer in you is weeping, please read the ATOW:Companion, which has the simplified system generation rules. IntOps is meant to be the science-heavy, detailed version of the system generation rules.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 23 November 2012, 05:16:20
Fortunately, I picked that up at the same time as the open beta.  I'll definitely compare the two before submitting my comments.  Thanks again, cray!
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 25 November 2012, 01:41:41
I've noticed something but I'm pretty sure it is an intentional choice and thus I'm commenting here instead of the Errata Thread.

If I'm reading everything right a M6V star can never have a planet in the life zone unless you monkey with the life zone.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Korzon77 on 25 November 2012, 03:36:59
quoted from the ISP thread:
Quote
On the IO operations, I think that the far colony numbers may be low-- and high.  That is to say, that I would expect that a colony world more than 1500 LY away, and beyond any support has either prospered, or become a completely failed colony especially if its old. A borderline colony would have too many opportunities for events to push them over to the level of non-viability.

I'm not certain how to work this--one possibility might just be a mention that the older a colony is, the more likely it will be to diverge (in either direction) from the norm, either being non-viable or larger than average.

Another suggestion I have is to include some comment about population growth rates (depending on deadline and wordcount permitting). I don't know if the mathematical formula would be wise (there are a wealth of online population calculators) but a point mentioning that especially on garden worlds, even small starting populations can increase radically due to natural growth over the course of centuries might be a good idea.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 25 November 2012, 09:08:27
If I'm reading everything right a M6V star can never have a planet in the life zone unless you monkey with the life zone.

There's some issues with the initial planet placements. They'll be fiddled to get more orbits in the life zone.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 25 November 2012, 10:20:02
As far as I can tell that is the only outlier.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Scotty on 25 November 2012, 15:39:43
As far as I can tell that is the only outlier.
It is; the previous discussion is on the first or second page.

By chance, my first system came up M6V, and I pointed it out.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Daryk on 25 November 2012, 16:24:42
Cray, my comments are attached.  I suspect many of them have already been noted here or (more likely) in the errata thread.  Given the Companion simplified system, I limited my edits of what I thought was overly cautious language to the most extreme examples.  I hope these help.  If I was unclear (or outright wrong) about anything, please let me know.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 25 November 2012, 20:10:31
Feldergarb.  :P

Though I don't mind the idea of such possibilities.  Could make for an interesting terraforming project hook.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Vulp on 25 November 2012, 23:51:03
I went through these rules and generated a system and habitable planet.  I really appreciated the level of detail in the rules as well as the science-centric approach.  For my non-canon version of the New Hope system, I generated a habitable planet that had a High Pressure atmosphere.  Are there any guidelines for how many bars of atmosphere this represents?  With the level of information in the doc it is possible to develop a great deal of detail about a planet, including temperature bands and continents, so I found the lack of detail on habitable atmospheres a bit odd.

Currently there is only a cross-ref to TacOps, which contains the effects on aircraft movement and drop rates, but it would be great to have a little bit of additional detail on what exactly is meant by High / Low atmospheric pressure.  There is a brief mention of Earth's historic atmosphere as a good model for atmospheres mentioned on page 13.  This is a great source of info (in my generated system, I think I'd want to up the CO2 to increase the overall density -- the world temperature is Very Hot, so this is consistent), but the real question is how high is "High"?  We know that a "Very High" result is inhabitable.  What are appropriate ranges for each of the results in the table titled "ATMOSPHERIC PRESSURE AND HABITABILITY TABLE"?

Overall very impressed with this set of rules, looking forward to the finished product.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 26 November 2012, 11:25:15
I already factored escape velocity into habitability and atmosphere thickness. Did you want a different, more detailed approach than just escape velocity?

Your approach is alright. I only wondered if you were interested to supplement it (if page space permits) with respect to atmospheric composition.

One could list required minimum radii for planets in order to have a long-term stable atmosphere of a certain composition, e.g., atmosphere that contain O_2.

Since this is mostly interesting for planets in the habitable zone, the surface temperature range is well constrained. Likewise, the density of terrestrials is well constrained. Roughly, only the planetary radius of the planet determines the balance between thermal gas velocity and gravity.

The higher the mass of a certain gas molecule, the lower is its thermal velocity, i.e., heavier molecules are less likely to exceed escape velocity.

For instance, a terrestrial (Rho_Earth, T_Earth) requires at least a radius of ~3000km in order to maintain some O_2 in its atmosphere over longer timescales. Therefore, Mars is not even worth terraforming as it would quickly lose all atmospheric oxygen for a second time.

A similar terrestrial planet as above, would have to have a radius of ~10000km to maintain an atmosphere of H_2. Likewise a Jovian (1g/cm^3, 100K) requires a minimum radius of ~15000km in order to avoid thermal vaporization.

Depending on your preferences and page space allocation one could make a simple list of minimum planet radii for different critical molecules or even create a table to consider the dependence on surface temperatures.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 27 November 2012, 23:36:06
Having finally gotten through a run without making any mistakes of such severity that I had to abandon and start over I will say this does absolutely need a cheat sheet with all the calculations on it somewhere.  It would have saved me a lot of trouble knowing before hand the variables that would need to be repeated in other equations that needed calculations to determine the value of before hand.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: gnome76 on 29 November 2012, 08:12:14
Should there be a way to randomly get a settlement that turns out to be an outpost (Planetary Population table), because I haven't noticed one.

Unless "Recently established colony/occupation force from the ..." means "outpost".
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 30 November 2012, 00:08:04
Looking at the record sheet it may be necessary to make it a two page affair with more detailed information of the habitable planets getting their own sheet.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 01 December 2012, 15:25:03
Some things I have been looking at again lately.

Mostly for my own information I've calculated the minimum and maximum gravity of Dwarf Terrestrials, Terrestrials, and Giant Terrestrials.  I am a little unsure about how low the maximum gravity for Giant Terrestrials seems to be but I'm not a scientist and my knowledge of astronomy is little above layman so it could be just fine.  *shrug*

The Life Zone Position Modifier I'll have to take a closer look at the errata and perhaps even the earlier discussion to see if this has already been addressed but it does seem counter intuitive to me that the farther away from the sun in the life zone provides a better positional modifier.  Shouldn't being closer to the middle of the life zone be best?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 04 December 2012, 22:42:09
Mostly for my own information I've calculated the minimum and maximum gravity of Dwarf Terrestrials, Terrestrials, and Giant Terrestrials.  I am a little unsure about how low the maximum gravity for Giant Terrestrials seems to be but I'm not a scientist and my knowledge of astronomy is little above layman so it could be just fine.  *shrug*

Depending on their size, giant terrestrials can have surprisingly low densities that likewise lower surface gravity. Taken to extremes, you find that Saturn (100x Earth's mass) and Uranus have surface gravities equal to or less than Earth's. A low-density giant terrestrial can likewise have relatively low gravity despite high mass.

Quote
The Life Zone Position Modifier I'll have to take a closer look at the errata and perhaps even the earlier discussion to see if this has already been addressed but it does seem counter intuitive to me that the farther away from the sun in the life zone provides a better positional modifier.  Shouldn't being closer to the middle of the life zone be best?

The modifier is a compromise between mathematical difficulty (easier to produce a linear equation than some parabolic distribution that favored the middle) and that it seems easier to keep a planet warm than to keep it cool. You can always toss more CO2 into the atmosphere to keep it warm on the outer edge of a life zone, but skirting the inner edge of the life zone may require choice arrangements of continents (to keep albedo high and minimize heat-trapping bodies of water) in addition to choice atmospheric compositions.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 04 December 2012, 23:44:00
Oh don't get me wrong, I don't mind the distribution of possible gravitational outcomes itself too much.  Like I said it just seems the maximum possible gravity just seems too low to me.  Maybe I am doing the calculation wrong though and it is possible to get much higher than what I am coming up with(2.105).

As to the positional modifier I'll admit it still seems a bit counter intuitive but with the swift kick to the back of my head for forgetting to account for terraforming and such greenhouse effect manipulation I think I can live with it the way it is.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: SCC on 05 December 2012, 01:16:08
Remember that as the world gets bigger the lower the gravity gets, the distance between the person and the CENTER of the planet effects surface gravity, also centrifugal force SHOULD mean that as the planet spins faster apparent surface gravity should decrease
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: monbvol on 05 December 2012, 11:36:00
Remember that as the world gets bigger the lower the gravity gets, the distance between the person and the CENTER of the planet effects surface gravity, also centrifugal force SHOULD mean that as the planet spins faster apparent surface gravity should decrease

That just opens up a whole can of mathematical worms that I think cray was hoping to avoid.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: PsihoKekec on 05 December 2012, 12:43:37
Yeah I think Cray was trying to keep this accessible to wider audience than just mathematical Freemen.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: bytedruid on 05 December 2012, 14:09:53
Perhaps inserting a fiction piece in IO from the point of view of a DoME engineer would be a good way to do it without creating rules for it.
Yes do this please!  That fluff piece alone would help convince at least 3 non-players to buy IO.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: specter on 07 December 2012, 10:16:15
Depending on their size, giant terrestrials can have surprisingly low densities that likewise lower surface gravity. Taken to extremes, you find that Saturn (100x Earth's mass) and Uranus have surface gravities equal to or less than Earth's. A low-density giant terrestrial can likewise have relatively low gravity despite high mass.

Your gravities are fine. The planet radius is proportional to density^(1/3). For the realistic range of densities, the range of possible surface gravities is not as wide as one might expect on the first look.

One of my favorite papers on radius-mass relations of Terrestrial planets can be downloaded here: http://arxiv.org/abs/0704.3454
Another paper dealing with this problem is: http://arxiv.org/abs/0707.2895

Remember that as the world gets bigger the lower the gravity gets, the distance between the person and the CENTER of the planet effects surface gravity, also centrifugal force SHOULD mean that as the planet spins faster apparent surface gravity should decrease

Correct, but this should not be used to draw wrong conclusions.  ;) Larger planets rotate slower because angular momentum needs to be conserved. Also, "centrifugal force" should hardly play a role. A too fast rotation will mess with the atmosphere, climate, tectonic plate movement, etc. and might also cause a much stronger magnetic field. This is an actual can of worms.
Not to forget that a bigger radius requires a higher total mass (if the planet composition is identical) which increases the gravity stronger than the radius...
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: WONC on 22 December 2012, 16:38:25
Hey, just thought I'd throw this out there for anyone playing around with the Beta System Generation. Long story short, I put together an ODS file (openoffice spreadsheet file) for some of the calculations required for system generation. I've enclosed it below for anyone who might find it useful or fun!  :)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: WONC on 23 December 2012, 14:58:49
Hey again. So I went over my spreadsheet this morning and found an error in how year length was calculated. I've fixed this, cleaned up the layout just a bit, and added a calculator for planetary density, for those who might find it useful (unfortunately the program rounds to the nearest hundredth, and I'm still trying to figure out how to change that.) Attached below is the updated sheet!
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 26 December 2012, 10:13:02
Thanks for the work, WONC.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: AchanhiArusa on 09 February 2013, 09:56:17
This is my first post.  I am a science teacher with masters in astrophysics and astrobiology (less impressive than it sounds):

Here is the most comprehensive catalog of solar systems available:

http://exoplanet.eu/catalog/

I wish this had all been available when I was doing my reasearch, but it also seems that in Open Clusters there are probably only free floating or terrestrial sized planets.  But the closest is over 800 LY away.

Also this might help:

http://simbad.u-strasbg.fr/simbad/

This is the best catalog of stars used by astronomers.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Jayof9s on 24 March 2013, 11:48:36
Has there been any thought of adding a modified "Colonization/Settlement-Friendly" way to determine the diameter/density for an inhabitable terrestrial planet that gives a less realistic distribution of gravity for planets in general but one that is more likely to have been chosen for colonization? I.e. the typical IS planet is not going to have .6 gravity, some inhabited planets might but they'd be in the vast minority, most I would expect to be in the range of .9 to 1.1 or at the very least .8 to 1.2 (the 2nd group based on the population penalties for anything above/below .8/1.2). The assumption being that most planets were passed over for colonization if they were too uncomfortable unless there was a really good reason to be there - i.e. rare metals or to avoid other colonists showing up, etc. but they'd be very rare.

In my case I'm working on generating planetary data for MekHQ for pretty much all of the published systems/planets that do not have canon data and I'm finding that if I use the current method I end up with a lot of planets outside of the typical range that would have been colonized (i.e. less than 16% of results fall between .9 to 1.1 or 30% fall between .8 to 1.2, meaning 70% of results are outside of the relatively comfortable zone). The current method certainly gives a more realistic distribution of gravity for terrestrial planets but not so much for planets that would support regular settlements.

Obviously I can just reroll until I get more acceptable results for these settled planets but that's 1) a lot of rerolling and 2) removes the random element that would allow for some planets to have 'extreme' gravity results.

I'm liking going to come up with a homebrew method to deal with this but I figured I'd ask here since it is still in beta and to see if there has been any thought towards generating stats for 'settled' planets that don't involve a 70% or higher rate of them having 'extreme' high/low gravity.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 24 March 2013, 17:10:16
Has there been any thought of adding a modified "Colonization/Settlement-Friendly" way to determine the diameter/density for an inhabitable terrestrial planet that gives a less realistic distribution of gravity for planets in general but one that is more likely to have been chosen for colonization? I.e. the typical IS planet is not going to have .6 gravity, some inhabited planets might but they'd be in the vast minority, most I would expect to be in the range of .9 to 1.1 or at the very least .8 to 1.2 (the 2nd group based on the population penalties for anything above/below .8/1.2).

It's supposed to be built implicitly into the planet creation rules. The only planet classes (terrestrial and super terrestrial) that can be habitable have roughly Earth-like gravity.

Quote
In my case I'm working on generating planetary data for MekHQ for pretty much all of the published systems/planets that do not have canon data and I'm finding that if I use the current method I end up with a lot of planets outside of the typical range that would have been colonized (i.e. less than 16% of results fall between .9 to 1.1 or 30% fall between .8 to 1.2, meaning 70% of results are outside of the relatively comfortable zone). The current method certainly gives a more realistic distribution of gravity for terrestrial planets but not so much for planets that would support regular settlements.

Well, I can impose a habitability penalty on planets with gravity outside the comfort zone. Could you show the break down of results by dice rolls that you're getting?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Jayof9s on 24 March 2013, 18:14:44
Well, I can impose a habitability penalty on planets with gravity outside the comfort zone. Could you show the break down of results by dice rolls that you're getting?

Assuming I didn't mess up the calculation for a standard Terrestrial planet here's a link to a google doc (https://docs.google.com/spreadsheet/ccc?key=0AmnCtiMLxh_0dEQwbUE0M3NEczljTDhTZEdaRmlfYVE&usp=sharing) with the possible outcomes. I've highlighted all the outcomes at or between .8 and 1.2.

The formulas got lost when I copied into google docs so I posted what was used by openoffice calc for the calculated gravity.

Edit: I did realize I had been including results of 1 and 2 for diameter in my table, which are not possible results since it was a 3d6 but it still means that only 1/3 of planets (32 of 96 total possible outcomes) are in the 'comfortable' range. I've updated that to correctly reflect the possible rolls.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 27 March 2013, 17:06:34
Alright, thanks for the analysis, Jay. I'll see if I can tweak the habitability rules to favor comfortable gravity ranges.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: DaddyHolby on 30 March 2013, 12:36:41
I must say that these rules are just what I was looking for.  I'm about half way through and I need a bit of help, either I messed up an equation (most likely) or the transit times and distance for safe jump in the table are way off (less likely).  I also apologize if this has already been answered before, but I don't have the time right now to check through all of the posts in this thread.

I rolled a K2V star which according to the table should have a 4.85 day travel time from either the zenith or nadir point to the habitable zone and the safe jump distance is 433,890,326 km.

But when I got to the section that covers the calculations for the Transit Distance and Transit Times I decided to run through that equation just to see.

According to the rules:
Quote
Transit Distance = √[(Distance A)2 + (Distance B)2]

Where:
Distance A = .43 AU (according to page 86 of SO) * 150,000,000,000 m
Distance B = .7 (mass of the Primary) * .7 AU (base location for Orbit 2) * 150,000,000,000 m

Plugging these in I get a Transit Distance of 97,788,036.08 km. 

Now this seems wrong as Distance A which should be the distance from the primary to the zenith or nadir is only 64,500,000 km which is well below the 433,890,326 km from the table.

According to page 259 of SO I find that
Quote
Time = 2 x square root (Distance / Acceleration)

Where:
Distance = 97,788,036.08 km * 1,000m
Acceleration = 9.8 m/s/s

Plugging these in I get a Transit time of 2.31 days or a little less than half the time from the table.

What am I doing wrong?
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 30 March 2013, 20:09:38
Where:
Distance A = .43 AU (according to page 86 of SO) * 150,000,000,000 m
Distance B = .7 (mass of the Primary) * .7 AU (base location for Orbit 2) * 150,000,000,000 m

Distance A is the distance between the star and the jump point. Per the Primary Stats table of the System Generation Draft, that is 433,890,326 kilometers. Page 86 StratOps agrees: the distance for a K2 star is 0.43 billion kilometers.

Ah, there's the issue. Look at the table on pg86 StratOps: the footnote is "all distances are given in billions of kilometers," not AU.

Try again with "A" as 433,890,326,000 meters and let me know what you get.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: DaddyHolby on 01 April 2013, 17:10:14
Try again with "A" as 433,890,326,000 meters and let me know what you get.

That was it, misread the SO value as AU instead of billions of km. 

I'm now getting values closer to the table (4.88 days for orbit 1 and 4.91 for orbit 2 which is close enough to the table's 4.85).

Thanks Cray!
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Acolyte on 02 April 2013, 11:21:30
pg. 29 under the heading Exceptions lists the average Inner Sphere planet as having a population of 3 billion.

Pg. 27 under Agricultural Dependants says feeding hundreds of millions (the Inner Sphere average planetary population).

Pg. 23 under Population The average Inner Sphere planet has a population of several hundred million, but a sizable minority boasts populations in the billions.

In addition, the table on pg.24 seems to support the quote on pg. 23.

Pg. 29 is probably the error.

   - Shane
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 April 2013, 17:27:18
pg. 29 under the heading Exceptions lists the average Inner Sphere planet as having a population of 3 billion.

That was written before Herb laid down a new law. :)
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Acolyte on 02 April 2013, 17:54:21
That was written before Herb laid down a new law. :)

Cool, I always thought the BT population was too large on most planets! I mean, did colonization packages include Viagra or something? >:D

   - Shane
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 April 2013, 18:58:11
Cool, I always thought the BT population was too large on most planets! I mean, did colonization packages include Viagra or something? >:D

If you start human population growth during the interstellar era (c2100AD+) at 6 billion people, throw in a modest 1% population growth, and keep that growth up from 2100AD to 2750AD, then you get an Inner Sphere with a population of just under 4 trillion at the height of the Star League, or around 2 billion per planet. That's in relatively good agreement with populations seen prior to Herb's ruling, if you assume that the collapse of the Star League brought population growth to a halt in the Inner Sphere.

Obviously, using population growth rates seen in developing nations or pre-1950 North America would excuse much larger populations than 2 billion per planet. In 650 years at 2% growth rates, you could have over 2 quadrillion people, or reach the Inner Sphere's pre-ruling population at about the end of the Age of War.

Though 2100AD+ Terran colonists are not likely to be inclined toward high population growth rates. Too pampered, too developed to have big families. Second generation colonists are another matter.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Crunch on 02 April 2013, 19:48:37
I had always assumed that the Collapse of the Star League > Third Succession War period accounted for a significant increase in mortality as support systems broke down and the sphere degenerated into some fairly dirty wars.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: cray on 02 April 2013, 20:42:18
I had always assumed that the Collapse of the Star League > Third Succession War period accounted for a significant increase in mortality as support systems broke down and the sphere degenerated into some fairly dirty wars.

The 1st and 2nd Succession Wars took about 250 out of 2250 planets off the map. That's a ~10% loss. Per the Liao SB, the Capellans were suffering an overpopulation problem in the 2900s.
Title: Re: Interstellar Operations Open Beta Test: Solar System Generation: Discussion
Post by: Atlas3060 on 02 April 2013, 21:01:54
As stated by people higher than I, this thread is locked.
Thank you for your input.  [copper]