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Classic Traveller Discussion on the granddaddy of them all, Classic Traveller!

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  #31  
Old January 13th, 2007, 06:03 PM
kaladorn kaladorn is offline
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To do a 3D jump mask, you'd have to know the position of the start point, end point, and points you care to check for intersection. Then I think you'd have to figure the mask sphere size for each of those possible interfering points and then you'd have to calculate if a line from start point to end point intersected the surface of any of the mask spheres (check one at a time).

This is probably a pretty standard computer/geometry type problem by now, but would undoubtedly be best done using Mr. Computer and a bit of programming. Doing it by hand would be... painful. And on the fly would be interesting.... (argh!) (like Math Test interesting...)
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  #32  
Old January 13th, 2007, 06:03 PM
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To do a 3D jump mask, you'd have to know the position of the start point, end point, and points you care to check for intersection. Then I think you'd have to figure the mask sphere size for each of those possible interfering points and then you'd have to calculate if a line from start point to end point intersected the surface of any of the mask spheres (check one at a time).

This is probably a pretty standard computer/geometry type problem by now, but would undoubtedly be best done using Mr. Computer and a bit of programming. Doing it by hand would be... painful. And on the fly would be interesting.... (argh!) (like Math Test interesting...)
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  #33  
Old January 13th, 2007, 06:10 PM
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I think jump masking is a bit overblown to be honest - the chance that a straight line drawn from an exit point in one system to an entry point in another system will cross a 100D limit of any body in between is going to be miniscule - especially in 3D where objects can basically be anywhere within a 1 cubic parsec volume, and with orbits at any orientation or inclination relative to other systems.

Within a given system, it's going to be a real problem if you have to get from one side of the system to another, because then you are probably more likely to intersect the primary's 100D limit.
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  #34  
Old January 13th, 2007, 06:10 PM
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I think jump masking is a bit overblown to be honest - the chance that a straight line drawn from an exit point in one system to an entry point in another system will cross a 100D limit of any body in between is going to be miniscule - especially in 3D where objects can basically be anywhere within a 1 cubic parsec volume, and with orbits at any orientation or inclination relative to other systems.

Within a given system, it's going to be a real problem if you have to get from one side of the system to another, because then you are probably more likely to intersect the primary's 100D limit.
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  #35  
Old January 13th, 2007, 10:48 PM
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You're right, Mal, but some folks seem to really not like it. It's easier on gameplay to just go by CT: nothing can affect a starship in jump. Then there are NO geometry problems to work.
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  #36  
Old January 13th, 2007, 10:48 PM
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You're right, Mal, but some folks seem to really not like it. It's easier on gameplay to just go by CT: nothing can affect a starship in jump. Then there are NO geometry problems to work.
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  #37  
Old January 13th, 2007, 10:54 PM
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[quote]Originally posted by SGB - Steve B:
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Astrosynthesis is what I'm looking at using - and I concur that density is an issue. But the program allows you to import files and a couple of files with actual known star locations are available.

Always interested in learning and exploring - but I'm ignorant of PERL - will it run in script form or will I need special software/skills to run it? If I can get it to work fairly simply I'm interested.
You can get a (Free if you're not a commercial user) PERL Interpreter At ActiveState Here which is most of what you need to run PERL scripts.

Yes, it's a scripting language, so it's pretty dead easy (no funky UI's or anything, feed in parameters, get out what you want...)

As for the 2300 AD map, the stars that were "moved" were to allow the "Arms" to work and be within (IIRC) 7.7 LY, which was the "range limit" of stutterwarp.

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  #38  
Old January 13th, 2007, 10:54 PM
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[quote]Originally posted by SGB - Steve B:
Quote:
Astrosynthesis is what I'm looking at using - and I concur that density is an issue. But the program allows you to import files and a couple of files with actual known star locations are available.

Always interested in learning and exploring - but I'm ignorant of PERL - will it run in script form or will I need special software/skills to run it? If I can get it to work fairly simply I'm interested.
You can get a (Free if you're not a commercial user) PERL Interpreter At ActiveState Here which is most of what you need to run PERL scripts.

Yes, it's a scripting language, so it's pretty dead easy (no funky UI's or anything, feed in parameters, get out what you want...)

As for the 2300 AD map, the stars that were "moved" were to allow the "Arms" to work and be within (IIRC) 7.7 LY, which was the "range limit" of stutterwarp.

Scott Martin
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  #39  
Old January 13th, 2007, 11:30 PM
kaladorn kaladorn is offline
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Quote:
Originally posted by Scott Martin:
As for the 2300 AD map, the stars that were "moved" were to allow the "Arms" to work and be within (IIRC) 7.7 LY, which was the "range limit" of stutterwarp.
That seems fairly likely. Yet at the same time, that doesn't necessarily explain a few non-existent entities. :0)

Still, I really enjoyed that one aspect of 2300 AD more than almost anything else. A game that used a 3D map and distance formulae! And of course, the whole 'Colonial Period' feel to the game was neat too.
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  #40  
Old January 13th, 2007, 11:30 PM
kaladorn kaladorn is offline
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Quote:
Originally posted by Scott Martin:
As for the 2300 AD map, the stars that were "moved" were to allow the "Arms" to work and be within (IIRC) 7.7 LY, which was the "range limit" of stutterwarp.
That seems fairly likely. Yet at the same time, that doesn't necessarily explain a few non-existent entities. :0)

Still, I really enjoyed that one aspect of 2300 AD more than almost anything else. A game that used a 3D map and distance formulae! And of course, the whole 'Colonial Period' feel to the game was neat too.
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