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Thread: Gemini Ascendant Star System Map [WIP]

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    Update:

    -Changed the font on all the labels. They are now a bunch easier to read.
    -Changed the names on many of the systems to be less obscure and remove Greek influence.

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    Community Leader Facebook Connected Ascension's Avatar
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    Your trade routes could be a tad brighter or lighter, I lose them frequently, especially the blue ones.
    If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
    -J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)


    My Maps ~ My Brushes ~ My Tutorials ~ My Challenge Maps

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    Quote Originally Posted by Ascension View Post
    Your trade routes could be a tad brighter or lighter, I lose them frequently, especially the blue ones.
    That's another thing I have been considering. I think I might try a smaller size brush but at a brighter setting. I will go ahead and increase the opacity. Right now it is at 20%. Maybe bring it up to 30% and see how it looks. Thanks for the suggestion.
    Last edited by nolgroth; 10-09-2009 at 01:17 AM.

  4. #4

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    Space is BIG.
    You're much more likely to hit something in the ocean than you are in space. You can safely bet your life on not hitting anything in space - especially interstellar space.

    However, if you don't use some 'crazy new dimension', relativity is gonna halt your FTL system in its tracks. Hyperspace is a necessity.
    Mapping a Traveller ATU.

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    Quote Originally Posted by icosahedron View Post
    Space is BIG.
    You're much more likely to hit something in the ocean than you are in space. You can safely bet your life on not hitting anything in space - especially interstellar space.

    However, if you don't use some 'crazy new dimension', relativity is gonna halt your FTL system in its tracks. Hyperspace is a necessity.
    If you have a temporal Dilation, IE a way to cause time to pass faster close to the ship, say an antigrave field, you can cheat relativity and actually use it to your advantage to balance out time.

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    Guild Journeyer someguy's Avatar
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    The Map looks great, save that its missing one thing. The Reference Star.

    In my old Alternity: Star*Drive setting, the Blue Fall System was that star. It was located at 00.00.00 * 00.00.00 * 00.00.00 IE the very center of the map.

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    Quote Originally Posted by someguy View Post
    The Map looks great, save that its missing one thing. The Reference Star.

    In my old Alternity: Star*Drive setting, the Blue Fall System was that star. It was located at 00.00.00 * 00.00.00 * 00.00.00 IE the very center of the map.
    Just curious as to why you would need a star in that position. I actually designed the map from the basis of NOT having one there. Is there some rule of star mapping I'm violating?

    Thanks for the feedback.

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    Quote Originally Posted by nolgroth View Post
    Just curious as to why you would need a star in that position. I actually designed the map from the basis of NOT having one there. Is there some rule of star mapping I'm violating?

    Thanks for the feedback.
    With out a reference point all navigation is impossible. The more local that reference point is the faster one can find where one is.

    On earth its the magnetic poles. In space it would be three specific pulsars.

    Once you have the First pulsar's signal located (your reference star) you can then search for the secondary pulsar's signal. Once you have the second, finding the third is a mater of following a ring until you hit it. And once you have all three of them you can triangulate your position based off those three points by figuring out how far each is from you.

    I'm X billion AU from Point A, X billion AU from point B, and X billion AU from point C, so i must be at XYZ.

    For a map, specifically a 3-D space map you need a center point. The easiest point to center on is reference point A. Even if this is a flat map with the third axis noted by each star (-/+Z), or even on the back of the map in a table. Its easiest for the Navigator to plot a course if he has an easy point of correlation between the map and the universe he sees through his instruments.
    Last edited by someguy; 10-29-2009 at 04:48 PM. Reason: Clean up.

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    Guild Journeyer someguy's Avatar
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    The FTL principle i use in my setting is that in the Void distance is relative to you proximity to a mass shadow. The gravity of mass in normal space greatly effects the void, compressing it and decreasing the disparity of distance between normal space and void space.

    Away from a star you can travel very fast comparatively to normal space, but when you get in close to a star your relative speed decreases. For instance it takes an hour to get from earth to mars, it takes 2 hours to make it to the Outer colonies (Europa, Ganymede and Titan). And 3 hours to get to The Pluto Observatory Outpost. And only 11 hours to get to Wolf 359.

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    Interesting.

    I like your concept of FTL too.

    Thanks again for the feedback. I need to get back to work on the map soon. I took a break when I started playing Battlefield 2142 again. And then the October challenge came around. And now I got hooked on Fallout 3 again.

    Yes I'm that fickle.

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