Recent Changes - SF Journey Creationshttp://sf-journey-creations.wikispot.org/Recent_ChangesRecent Changes on SF Journey Creations.en-us Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 08:05:05Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 11: </td> <td> Line 11: </td> </tr> <tr> <td> <span>-</span> Game Masters: You can make spaceships of great size, with 3D floorplans, weapons, armor, real physics in battle, fleet tactics, "Billion Dollar Squadrons." You make your own Planetary System, your own City, your Own House, and add it to the whole of the Galaxy! True flexibility is the key, tools so that the artist can fly, tools so that the story teller can thrill, tools so that you can do what you want like in the real world! Maybe we could make it so that you can design an adventure in the system, own the copyrights to it, and charge players to play it. I am open to all ideas at this point. </td> <td> <span>+</span> Game Masters: You can make spaceships of great size, with 3D floor<span>&nbsp;</span>plans, weapons, armor, real physics in battle, fleet tactics, "Billion Dollar Squadrons." You make your own Planetary System, your own City, your Own House, and add it to the whole of the Galaxy! True flexibility is the key, tools so that the artist can fly, tools so that the story teller can thrill, tools so that you can do what you want like in the real world! Maybe we could make it so that you can design an adventure in the system, own the copyrights to it, and charge players to play it. I am open to all ideas at this point. </td> </tr> <tr> <td> Line 26: </td> <td> Line 26: </td> </tr> <tr> <td> <span>-</span> The system is being made with [http://panda3d.org/index.php Panda3d]. Will <span>be prototyping</span> in Python and perhaps doing some bits with C or C++. This game will run on both Linux and MS system as does Panda3d. If Panda does it then we do too.<br> <span>-</span> For Art we will use [http://www.gimp.org/ Gimp] and [http://www.blender.org/ Blender3d]. Both are free software and work with Linux and MS and Apple. If you need help with either, then we will train you, even if you are a total beginner. Naturally you can use what you want if it can make the files that Panda3d needs. </td> <td> <span>+</span> The system is being made with [http://panda3d.org/index.php Panda3d]. Will <span>are writing mostly</span> in Python and perhaps doing some bits with C or C++. This game will run on both Linux<span>, Apple</span> and MS system as does Panda3d. If Panda does it then we do too.<br> <span>+</span> For Art we will use [http://www.gimp.org/ Gimp]<span>, Inkscape</span> and [http://www.blender.org/ Blender3d]. Both are free software and work with Linux and MS and Apple. If you need help with either, then we will train you, even if you are a total beginner. Naturally you can use what<span>ever software</span> you want if it can make the files that Panda3d needs.<span><br> + Anything else can be done in Open Office formats.</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 08:02:05Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 13: </td> <td> Line 13: </td> </tr> <tr> <td> <span>- We need people to make worlds, cities, characters, ships, solar systems, and anything else you might think of a universe like this having. We also need people to do the art, the math behind it and the programming.</span> </td> <td> </td> </tr> <tr> <td> Line 15: </td> <td> Line 14: </td> </tr> <tr> <td> <span>- The system is being made with [http://panda3d.org/index.php Panda3d]. Will be prototyping in Python and perhaps doing some bits with C or C++. This game will run on both Linux and MS system as does Panda3d. If Panda does it then we do too.<br> - <br> - For Art we will use [http://www.gimp.org/ Gimp] and [http://www.blender.org/ Blender3d]. Both pieces are free software and work with Linux and MS. If you need help with either, then we will train you, even if you are a total beginner. Naturally you can use what you want if it can make the files that Panda3d needs.</span> </td> <td> </td> </tr> <tr> <td> Line 20: </td> <td> Line 16: </td> </tr> <tr> <td> </td> <td> <span>+ </span> </td> </tr> <tr> <td> Line 22: </td> <td> Line 19: </td> </tr> <tr> <td> </td> <td> <span>+ </span> </td> </tr> <tr> <td> Line 24: </td> <td> Line 22: </td> </tr> <tr> <td> </td> <td> <span>+ </span> </td> </tr> <tr> <td> Line 26: </td> <td> Line 25: </td> </tr> <tr> <td> </td> <td> <span>+ We need people to make worlds, cities, characters, ships, solar systems, and anything else you might think of a universe like this having. We also need people to do the art, the math behind it and the programming.<br> + The system is being made with [http://panda3d.org/index.php Panda3d]. Will be prototyping in Python and perhaps doing some bits with C or C++. This game will run on both Linux and MS system as does Panda3d. If Panda does it then we do too.<br> + For Art we will use [http://www.gimp.org/ Gimp] and [http://www.blender.org/ Blender3d]. Both are free software and work with Linux and MS and Apple. If you need help with either, then we will train you, even if you are a total beginner. Naturally you can use what you want if it can make the files that Panda3d needs.</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 08:00:07Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 25: </td> <td> Line 25: </td> </tr> <tr> <td> <span>-</span> These are the great men and women th<span>e</span> make our art, write code and or help with other tasks th<span>e</span> make our game come to life. We will help newbies to become good devs. Please start helping today! </td> <td> <span>+</span> These are the great men and women th<span>at</span> make our art, write code and or help with other tasks th<span>at</span> make our game come to life. We will help newbies to become good devs. Please start helping today! </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 07:49:13Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 36: </td> <td> Line 36: </td> </tr> <tr> <td> <span>-</span> = <span>P</span>ages For The Game Design = </td> <td> <span>+</span> = <span>Douglas' chaotic rambling or p</span>ages For The Game Design = </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 07:47:38Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 21: </td> <td> Line 21: </td> </tr> <tr> <td> </td> <td> <span>+ The great people that play our game and tell others about it.</span> </td> </tr> <tr> <td> Line 22: </td> <td> Line 23: </td> </tr> <tr> <td> </td> <td> <span>+ Players that write up bug reports and suggest new features and improvements. Anyone can do this.</span> </td> </tr> <tr> <td> Line 23: </td> <td> Line 25: </td> </tr> <tr> <td> </td> <td> <span>+ These are the great men and women the make our art, write code and or help with other tasks the make our game come to life. We will help newbies to become good devs. Please start helping today!</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 07:44:59Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 23: </td> <td> Line 23: </td> </tr> <tr> <td> <span>-</span> ["Development<span>_</span>Schedule"] </td> <td> <span>+</span> ["Development<span>&nbsp;</span>Schedule"] </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 07:44:30Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p>No differences found!</div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-21 07:43:41Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 20: </td> <td> Line 20: </td> </tr> <tr> <td> </td> <td> <span>+ = Players =<br> + = Beta Testers =<br> + = Devs =<br> + ["Development_Schedule"]</span> </td> </tr> </table> </div> Development Schedulehttp://sf-journey-creations.wikispot.org/Development_Schedule2009-11-21 07:41:20Douglas.E <div id="content" class="wikipage content"> Differences for Development Schedule<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 5: </td> <td> Line 5: </td> </tr> <tr> <td> <span>-</span> Currently we have need of all types of people. </td> <td> <span>+</span> Currently we have need of all types of people<span>; devs, bete testers, players</span>. </td> </tr> <tr> <td> Line 14: </td> <td> Line 14: </td> </tr> <tr> <td> <span>- </span> * You can walk around and look at stuff, including other players<br> <span>- </span> * You can chant with all players at the same time </td> <td> <span>+</span> * You can walk around and look at stuff, including other players<br> <span>+</span> * You can chant with all players at the same time </td> </tr> <tr> <td> Line 19: </td> <td> Line 19: </td> </tr> <tr> <td> <span>- </span> * Collision with objects: 0.2.0<br> <span>- </span> * Real time loading of new objects 0.3.0<br> <span>- </span> * Money System including banking, taxes, and interest.<br> <span>- </span> * Object ownership system<br> <span>- </span> * Inventory for players. 0.4.0<br> <span>- </span> * Real time modification of objects/models that get damaged.<br> <span>- </span> * Wear and Tear on all objects<br> <span>- </span> * Character Stats Based on Savage Worlds System 0.5.0<br> <span>- </span> * Player Skills System<br> <span>- </span> * Player Fighting System<br> <span>- </span> * Implement beaming system from town to town and to space station (We may replace this later with a subway system and reentry of the planets)<br> <span>- </span> * Character Generator 0.6.0<br> <span>- </span> * Physics 0.7.0 </td> <td> <span>+</span> * Collision with objects: 0.2.0<br> <span>+</span> * Real time loading of new objects 0.3.0<br> <span>+</span> * Money System including banking, taxes, and interest.<br> <span>+</span> * Object ownership system<br> <span>+</span> * Inventory for players. 0.4.0<br> <span>+</span> * Real time modification of objects/models that get damaged.<br> <span>+</span> * Wear and Tear on all objects<br> <span>+</span> * Character Stats Based on Savage Worlds System 0.5.0<br> <span>+</span> * Player Skills System<br> <span>+</span> * Player Fighting System<br> <span>+</span> * Implement beaming system from town to town and to space station (We may replace this later with a subway system and reentry of the planets)<br> <span>+</span> * Character Generator 0.6.0<br> <span>+</span> * Physics 0.7.0 </td> </tr> <tr> <td> Line 33: </td> <td> Line 33: </td> </tr> <tr> <td> <span>- </span> * Space ship movement<br> <span>- * other Stars and star mapping<br> - </span> * Ships Controls in normal space (making the ship move rather than player input stations)<br> <span>- </span> * Captains Controls Station<br> <span>- </span> * N-Navigation Controls Station<br> <span>- </span> * Ship Fighting System<br> <span>- </span> * War Station Controls Station<br> <span>- </span> * Jump Drive Systems<br> <span>- </span> * Jump Drive Control Station<br> <span>- </span> * Other worlds exploration tools, space based surveillance.<br> <span>- </span> * Science Officers Controls for exploration<br> <span>- </span> * Space to ground animation, currently using Star Trek like beam down to replace this.<br> <span>- </span> * Object Generator<br> <span>- </span> * Ship and Vehicle Generator<br> <span>- <br> -</span> == Side Programs ==<br> <span>- </span> * Galaxy maker; Finish and working. Makes a Swiss cheese torus of stars.<br> <span>- </span> * Star System Maker, currently mostly done. Needs some work on orbits of stars.<br> <span>- </span> * Ship Testing in space, crudely done. </td> <td> <span>+</span> * Space ship movement<br> <span>+ * other Stars and star mapping<br> +</span> * Ships Controls in normal space (making the ship move rather than player input stations)<br> <span>+</span> * Captains Controls Station<br> <span>+</span> * N-Navigation Controls Station<br> <span>+</span> * Ship Fighting System<br> <span>+</span> * War Station Controls Station<br> <span>+</span> * Jump Drive Systems<br> <span>+</span> * Jump Drive Control Station<br> <span>+</span> * Other worlds exploration tools, space based surveillance.<br> <span>+</span> * Science Officers Controls for exploration<br> <span>+</span> * Space to ground animation, currently using Star Trek like beam down to replace this.<br> <span>+</span> * Object Generator<br> <span>+</span> * Ship and Vehicle Generator<br> <span>+ </span> == Side Programs ==<br> <span>+</span> * Galaxy maker; Finish and working. Makes a Swiss cheese torus of stars.<br> <span>+</span> * Star System Maker, currently mostly done. Needs some work on orbits of stars.<br> <span>+</span> * Ship Testing in space, crudely done. </td> </tr> <tr> <td> Line 54: </td> <td> Line 53: </td> </tr> <tr> <td> <span>- </span> * Finish making Aliens; modeling, texturing, rigging, animation.<br> <span>- *</span>* Battle Armor<br> <span>- *</span>* Night Walker<br> <span>- *</span>* Jabber Stabber male, female<br> <span>- *</span>* Wood Alien male, female<br> <span>- *</span>* Fire Alien male,female<br> <span>- *</span>* Metal Alien<br> <span>- *</span>* Earth Alien, male, female<br> <span>- *</span>* Water Alien<br> <span>- *</span>* Elephant<br> <span>- *</span>* Horse<br> <span>- ** Tiger<br> - *</span>* White Tailed Deer male, female<br> <span>- *</span>* Rhinoceros Viper<br> <span>- </span> * Work on making trees, rocks, plants<br> <span>- *</span>* Pine Tree 5 types<br> <span>- *</span>* Oak Tree 5 types<br> <span>- *</span>* Rock 5 types<br> <span>- </span> * Objects that the players can wear, trade, sell, produce<br> <span>- </span> * the 5 basic cities </td> <td> <span>+</span> * Finish making Aliens; modeling, texturing, rigging, animation.<br> <span>+ </span>* Battle Armor<br> <span>+ </span>* Night Walker<br> <span>+ </span>* Jabber Stabber male, female<br> <span>+ </span>* Wood Alien male, female<br> <span>+ </span>* Fire Alien male,female<br> <span>+ </span>* Metal Alien<br> <span>+ </span>* Earth Alien, male, female<br> <span>+ </span>* Water Alien<br> <span>+ </span>* Elephant<br> <span>+ </span>* Horse<br> <span>+ * Tiger<br> + </span>* White Tailed Deer male, female<br> <span>+ </span>* Rhinoceros Viper<br> <span>+</span> * Work on making trees, rocks, plants<br> <span>+ </span>* Pine Tree 5 types<br> <span>+ </span>* Oak Tree 5 types<br> <span>+ </span>* Rock 5 types<br> <span>+</span> * Objects that the players can wear, trade, sell, produce<br> <span>+</span> * the 5 basic cities<span><br> + * Earth Old West Town<br> + * Wood Town<br> + * Metal Town<br> + * Fire Town<br> + * Water Town</span> </td> </tr> <tr> <td> Line 75: </td> <td> Line 79: </td> </tr> <tr> <td> </td> <td> <span>+ * Docked Space Ship</span> </td> </tr> <tr> <td> Line 77: </td> <td> Line 82: </td> </tr> <tr> <td> </td> <td> <span>+ * set up our 3 main sites and make them nice<br> + * Get other sites to link to us.<br> + * Post videos on video sites with links to us.<br> + <br> + == Administration ==<br> + * Set Google Project site cleaned up and working.</span> </td> </tr> </table> </div> Development Schedulehttp://sf-journey-creations.wikispot.org/Development_Schedule2009-11-21 07:31:28Douglas.E <div id="content" class="wikipage content"> Differences for Development Schedule<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 55: </td> <td> Line 55: </td> </tr> <tr> <td> </td> <td> <span>+ ** Battle Armor<br> + ** Night Walker<br> + ** Jabber Stabber male, female<br> + ** Wood Alien male, female<br> + ** Fire Alien male,female<br> + ** Metal Alien<br> + ** Earth Alien, male, female<br> + ** Water Alien<br> + ** Elephant<br> + ** Horse<br> + ** Tiger<br> + ** White Tailed Deer male, female<br> + ** Rhinoceros Viper</span> </td> </tr> <tr> <td> Line 56: </td> <td> Line 69: </td> </tr> <tr> <td> </td> <td> <span>+ ** Pine Tree 5 types<br> + ** Oak Tree 5 types<br> + ** Rock 5 types</span> </td> </tr> </table> </div> Development Schedulehttp://sf-journey-creations.wikispot.org/Development_Schedule2009-11-19 11:59:30Douglas.E <div id="content" class="wikipage content"> Differences for Development Schedule<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 32: </td> <td> Line 32: </td> </tr> <tr> <td> <span>-</span> ==== <span>b</span>egin <span>w</span>ork <span>o</span>n <span>s</span>pace ==== </td> <td> <span>+</span> ==== <span>B</span>egin <span>W</span>ork <span>O</span>n <span>S</span>pace ==== </td> </tr> <tr> <td> Line 35: </td> <td> Line 35: </td> </tr> <tr> <td> <span>- * Ships Controls</span> </td> <td> <span>+ * Ships Controls in normal space (making the ship move rather than player input stations)<br> + * Captains Controls Station<br> + * N-Navigation Controls Station</span> </td> </tr> <tr> <td> Line 37: </td> <td> Line 39: </td> </tr> <tr> <td> </td> <td> <span>+ * War Station Controls Station<br> + * Jump Drive Systems<br> + * Jump Drive Control Station</span> </td> </tr> <tr> <td> Line 38: </td> <td> Line 43: </td> </tr> <tr> <td> </td> <td> <span>+ * Science Officers Controls for exploration</span> </td> </tr> <tr> <td> Line 48: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> * <span>f</span>inish making Aliens; modeling, texturing, rigging, animation. </td> <td> <span>+</span> * <span>F</span>inish making Aliens; modeling, texturing, rigging, animation. </td> </tr> </table> </div> Development Schedulehttp://sf-journey-creations.wikispot.org/Development_Schedule2009-11-19 11:53:33Douglas.E <div id="content" class="wikipage content"> Differences for Development Schedule<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 42: </td> <td> Line 42: </td> </tr> <tr> <td> </td> <td> <span>+ == Side Programs ==<br> + * Galaxy maker; Finish and working. Makes a Swiss cheese torus of stars.<br> + * Star System Maker, currently mostly done. Needs some work on orbits of stars.<br> + * Ship Testing in space, crudely done.<br> + </span> </td> </tr> </table> </div> Development Schedulehttp://sf-journey-creations.wikispot.org/Development_Schedule2009-11-19 11:50:28Douglas.E <div id="content" class="wikipage content"> Differences for Development Schedule<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Development Schedule =<br> + We release as features are finished. This is a features driven schedule.<br> + <br> + == Recruitment ==<br> + Currently we have need of all types of people.<br> + <br> + == Server ==<br> + Currently working mostly as a relay between clients.<br> + === To Do ===<br> + Better mail sorting and address targeting.<br> + <br> + == Client ==<br> + === Current features ===<br> + * You can walk around and look at stuff, including other players<br> + * You can chant with all players at the same time<br> + <br> + === To Do, in order of need ===<br> + ==== Earth Based ====<br> + * Collision with objects: 0.2.0<br> + * Real time loading of new objects 0.3.0<br> + * Money System including banking, taxes, and interest.<br> + * Object ownership system<br> + * Inventory for players. 0.4.0<br> + * Real time modification of objects/models that get damaged.<br> + * Wear and Tear on all objects<br> + * Character Stats Based on Savage Worlds System 0.5.0<br> + * Player Skills System<br> + * Player Fighting System<br> + * Implement beaming system from town to town and to space station (We may replace this later with a subway system and reentry of the planets)<br> + * Character Generator 0.6.0<br> + * Physics 0.7.0<br> + ==== begin work on space ====<br> + * Space ship movement<br> + * other Stars and star mapping<br> + * Ships Controls<br> + * Ship Fighting System<br> + * Other worlds exploration tools, space based surveillance.<br> + * Space to ground animation, currently using Star Trek like beam down to replace this.<br> + * Object Generator<br> + * Ship and Vehicle Generator<br> + <br> + == Art ==<br> + * finish making Aliens; modeling, texturing, rigging, animation.<br> + * Work on making trees, rocks, plants<br> + * Objects that the players can wear, trade, sell, produce<br> + * the 5 basic cities<br> + * The Space Station<br> + <br> + == PR ==</span> </td> </tr> </table> </div> Douglas' Journal of Designinghttp://sf-journey-creations.wikispot.org/Douglas%27_Journal_of_Designing2009-11-18 09:11:33Douglas.E <div id="content" class="wikipage content"> Differences for Douglas' Journal of Designing<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ November 18, 2009, New baby is at last settled into the house. I can at last begin to get back to programming this project. In the last few months so really nice models have been made.<br> + </span> </td> </tr> </table> </div> Development, Beta Testers and Other Good Ideashttp://sf-journey-creations.wikispot.org/Development%2C_Beta_Testers_and_Other_Good_Ideas2009-11-18 09:04:55 <div id="content" class="wikipage content"> Differences for Development, Beta Testers and Other Good Ideas<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> <span>- </span> * Released early and often (almost never less often than every ten days; during periods of intense development, once a day).<br> <span>- </span> * Grow the beta testers list by adding to it everyone who contacts us about our game.<br> <span>- </span> * Sent chatty announcements to the beta list whenever we released, encouraging people to participate.<br> <span>- </span> * Listened to our beta-testers, poll them about design decisions and stroking them whenever they sent in patches and feedback. They are our life blood!<br> <span>- </span> * If you treat your beta-testers as if they're your most valuable resource, they will respond by becoming your most valuable resource. </td> <td> <span>+ * Our goal is to have a large group of happy community oriented people that want to have a good time making a great game.<br> +</span> * Released early and often (almost never less often than every ten days; during periods of intense development, once a day).<br> <span>+</span> * Grow the beta testers list by adding to it everyone who contacts us about our game.<br> <span>+</span> * Sent chatty announcements to the beta list whenever we released, encouraging people to participate.<br> <span>+</span> * Listened to our beta-testers, poll them about design decisions and stroking them whenever they sent in patches and feedback. They are our life blood!<br> <span>+</span> * If you treat your beta-testers as if they're your most valuable resource, they will respond by becoming your most valuable resource. </td> </tr> </table> </div> Development, Beta Testers and Other Good Ideashttp://sf-journey-creations.wikispot.org/Development%2C_Beta_Testers_and_Other_Good_Ideas2009-11-18 08:42:14 <div id="content" class="wikipage content"> Differences for Development, Beta Testers and Other Good Ideas<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 8: </td> <td> Line 8: </td> </tr> <tr> <td> </td> <td> <span>+ == Versions ==<br> + * The program is divided into two parts, client and server.<br> + * The program will have two versions; Stable and Bleeding Edge.<br> + * Version numbers will be; Major changes dot minor changes dot bug fixes.<br> + * 0.0.0 is the very first Version.<br> + * Ideal Stable has no bugs and has all features implemented.<br> + * Ideal Bleeding Edge has no bugs but changes often in rapid development thus introducing bugs. After time Bleeding Edge will be locked and called Stable.<br> + * SVN version has a version number and is a snapshot of the current state of the program. Only programmers/devs and advanced beta testers are expected to use this. There is no formal help given to users of this version.<br> + <br> + == Stages ==<br> + <br> + * Pre-Alpha design stage where ideas are talked about and tested. The new visions are debated and tried out.<br> + * Alpha design is mostly understood and work on implementation begins. There are missing features and known bugs, it does run but is not that interesting for the end users.<br> + * Beta design is finalized all features are starting to work. The program is mostly feature complete and does not have a lot of known bugs or missing features. More bugs are expected to be found as the software is released to a wider audience. Beta testers are a big focus now.<br> + * Pre-release code in frozen and only bug changes are added to code base. This is the time to find and kill the last bugs and make sure documentation is all there.<br> + * Final Bleeding edge, code is given to the public as a Bleeding Edge release, more bugs are found and fix. There can be daily releases but weekly is more likely.<br> + * Final Stable, code has shown itself to be bug free for some time and users are happy with it. Stable should come out about 2 to 12 times a year. It will come out less often as the project matures.<br> + * Final Stable all bugs are found, no changes are made to the code or are needed.<br> + <br> + == People ==<br> + <br> + There are 4 groups that flow freely into each other.<br> + * Artist; writers, sound, 3d and 2d people, HTML and all the other aspects of the game. We want to see and hear it right? They bring the suns to our worlds.<br> + * Devs; programmers, designers, bug fixers. Can't make it go without them.<br> + * Beta Testers; Our life blood, finders of mistakes, our best fans.<br> + * Players; They are the reason we make this game! Listen to them! They are great to have.<br> + </span> </td> </tr> <tr> <td> Line 9: </td> <td> Line 36: </td> </tr> <tr> <td> </td> <td> <span>+ Many ideas on this page come from this work.</span> </td> </tr> </table> </div> Development, Beta Testers and Other Good Ideashttp://sf-journey-creations.wikispot.org/Development%2C_Beta_Testers_and_Other_Good_Ideas2009-11-17 20:40:37 <div id="content" class="wikipage content"> Differences for Development, Beta Testers and Other Good Ideas<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Development, Beta Testers and Other Good Ideas =<br> + * Released early and often (almost never less often than every ten days; during periods of intense development, once a day).<br> + * Grow the beta testers list by adding to it everyone who contacts us about our game.<br> + * Sent chatty announcements to the beta list whenever we released, encouraging people to participate.<br> + * Listened to our beta-testers, poll them about design decisions and stroking them whenever they sent in patches and feedback. They are our life blood!<br> + * If you treat your beta-testers as if they're your most valuable resource, they will respond by becoming your most valuable resource.<br> + <br> + Credit: http://catb.org/~esr/writings/cathedral-bazaar/cathedral-bazaar/ar01s06.html</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-11-17 20:36:43 <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 31: </td> <td> Line 31: </td> </tr> <tr> <td> </td> <td> <span>+ ["Development, Beta Testers and Other Good Ideas"]</span> </td> </tr> </table> </div> Woodhttp://sf-journey-creations.wikispot.org/Wood2009-10-09 17:04:17 <div id="content" class="wikipage content"> Differences for Wood<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 65: </td> <td> Line 65: </td> </tr> <tr> <td> <span>- </span> They love to swim and have grand hot pools like the romans did but with light foresty art. </td> <td> <span>+</span> They love to swim and have grand hot pools like the romans did but with light foresty art. </td> </tr> </table> </div> Woodhttp://sf-journey-creations.wikispot.org/Wood2009-10-09 10:22:11 <div id="content" class="wikipage content"> Differences for Wood<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 6: </td> <td> Line 6: </td> </tr> <tr> <td> <span>-</span> The basic personality is some cross of the style sense of James bond; good wines, beauty, art and great gambling with a love of politics and people with the hearty earthy nature of main dwarf character Gimli in the movie Lord Of The Rings played by John Rhys-Davies or Brian Blessed as a Hawkman, Prince Vultan in Flash Gordon. </td> <td> <span>+</span> The basic personality is some cross of the style sense of James bond; good wines, beauty, art and great gambling with a love of politics and people with the hearty earthy nature of main dwarf character Gimli in the movie Lord Of The Rings played by John Rhys-Davies or Brian Blessed as a Hawkman, Prince Vultan in Flash Gordon.<span>&nbsp;They have a tendency to be Shakespearian in their actions, speaking and body language.</span> </td> </tr> <tr> <td> Line 10: </td> <td> Line 10: </td> </tr> <tr> <td> <span>-</span> Only top leaders of firms, greatly accomplish and honored or political leaders breed, others can not due to natural hormones and have no interest in sex. Instead of sex drive they have a drive to become leaders and gain power and status; if that is not possible then to support the leader who is often a close relation is almost as good. This is true for both sexes. Seirios have about 6 babies per season and thus leaders have very large families. </td> <td> <span>+</span> Only top leaders of firms, greatly accomplish and honored or political leaders<span>, head of the pack,</span> breed, others can not due to natural hormones and have no interest in sex. Instead of sex drive<span>,</span> they have a drive to become leaders and gain power and status; if that is not possible then to support the leader<span>,</span> who is often a close relation<span>,</span> is almost as good. This is true for both sexes. Seirios have about 6 babies per season and thus leaders have very large families.<span>&nbsp;Mates stay together until they are upstaged for their place of power in their pack often this does not happen until the leader gets sick or old thus "marriages" are long term affairs with big celebrations.</span> </td> </tr> <tr> <td> Line 12: </td> <td> Line 12: </td> </tr> <tr> <td> <span>- War like? No never, the other side will walk out of the meeting happy to have given the Seirios indefinite rights to half their planet.</span> </td> <td> <span>+ Challenges for leadership must come in person. This has had the tendency to stabilize the interstellar Seirios community. Just as packs have a hierarchy so do the packs themselves. Pack leaders meet in super pack meetings to establish super packs with its own leadership hierarchy and rulership. The hierarchy here is established much like the normal pack rulership with prestige of the firm and personal accomplishments being seen as valuable.<br> + <br> + War-like? No never, the other side will walk out of the meeting happy to have given the Seirios indefinite rights to half their planet.</span> </td> </tr> <tr> <td> Line 28: </td> <td> Line 30: </td> </tr> <tr> <td> </td> <td> <span>+ They find risk taking to be great fun and make great gamblers. Their games tend to be intense, fun and very completive. They love poker and all games of chance that involve bluffing, charm and power struggles or give them a change to show off their greatest skills.</span> </td> </tr> <tr> <td> Line 33: </td> <td> Line 36: </td> </tr> <tr> <td> <span>- They mint the money.</span> </td> <td> <span>+ They mint the money. Some might call them greedy but really they are just connoisseur of fine things and power.</span> </td> </tr> </table> </div> Woodhttp://sf-journey-creations.wikispot.org/Wood2009-10-09 09:29:05 <div id="content" class="wikipage content"> Differences for Wood<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 9: </td> <td> Line 9: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + Only top leaders of firms, greatly accomplish and honored or political leaders breed, others can not due to natural hormones and have no interest in sex. Instead of sex drive they have a drive to become leaders and gain power and status; if that is not possible then to support the leader who is often a close relation is almost as good. This is true for both sexes. Seirios have about 6 babies per season and thus leaders have very large families.<br> + <br> + War like? No never, the other side will walk out of the meeting happy to have given the Seirios indefinite rights to half their planet.</span> </td> </tr> </table> </div> Woodhttp://sf-journey-creations.wikispot.org/Wood2009-10-09 09:14:19 <div id="content" class="wikipage content"> Differences for Wood<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 20: </td> <td> Line 20: </td> </tr> <tr> <td> <span>-</span> They like to w<span>here</span> jewelry in their ears and bracelets on their wrists. These show their respect, wealth, honor and prestige in the<span>re</span> society. This is very important to them. They are honest and would never we<span>re</span> costume jewelry. </td> <td> <span>+</span> They like to w<span>ear</span> jewelry in their ears and bracelets on their wrists. These show their respect, wealth, honor and prestige in the<span>ir</span> society. This is very important to them. They are honest and would never we<span>ar</span> costume jewelry. </td> </tr> <tr> <td> Line 30: </td> <td> Line 30: </td> </tr> <tr> <td> <span>-</span> They love to look at the sky, the sun, the stars and the planets. They build many sky sculptures like Stonehenge. </td> <td> <span>+</span> They love to look at the sky, the sun, the stars and the planets. They build many sky sculptures like Stonehenge<span>&nbsp;or sun clocks often with a wispy Art Neovo look</span>. </td> </tr> <tr> <td> Line 38: </td> <td> Line 38: </td> </tr> <tr> <td> <span>-</span> They work for the crabs bringing them wood and other resources needed to make crab technologies. </td> <td> <span>+</span> They work for the crabs bringing them wood and other resources needed to make crab technologies<span>&nbsp;but only in balance with nature and art</span>. </td> </tr> </table> </div> Woodhttp://sf-journey-creations.wikispot.org/Wood2009-10-09 09:10:51 <div id="content" class="wikipage content"> Differences for Wood<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 6: </td> <td> Line 6: </td> </tr> <tr> <td> <span>-</span> The basic personality is some cross of the style sense of James bond; good wines, beauty, art and great gambling with a love of politics and people with the hearty earthy nature of main dwarf character Gimli in the movie Lord Of The Rings played by John Rhys-Davies or Brian Blessed as a Hawkman, Prince Vultan in Flash Gordon. The<span>&nbsp;love and</span> Earthling's books, The Art Of War, The Book Of Five Rings, The Prince, and How to Win Friends and Influence People but only in a political or corporate way. The have great honor and morals and will never break a contract but you had better read the fine print! You want one as your best friend but you don't want to have to gamble or fight for power with one. They are never happy until they have put you in your place, above or below them does not matter but knowing is VERY important, they are a pack people much like wolves. They are not violent but don't shy from a fight for the right cause. </td> <td> <span>+</span> The basic personality is some cross of the style sense of James bond; good wines, beauty, art and great gambling with a love of politics and people with the hearty earthy nature of main dwarf character Gimli in the movie Lord Of The Rings played by John Rhys-Davies or Brian Blessed as a Hawkman, Prince Vultan in Flash Gordon.<span><br> + <br> +</span> The<span>y love the</span> Earthling's books, The Art Of War, The Book Of Five Rings, The Prince, and How to Win Friends and Influence People but only in a political or corporate way. The have great honor and morals and will never break a contract but you had better read the fine print! You want one as your best friend<span>&nbsp;or running your bank or even as a boss</span> but you don't want to have to gamble or fight for power with one. They are never happy until they have put you in your place, above or below them does not matter but knowing is VERY important, they are a pack people much like wolves. They are not violent but don't shy from a fight for the right cause. </td> </tr> </table> </div> Woodhttp://sf-journey-creations.wikispot.org/Wood2009-10-09 09:03:21 <div id="content" class="wikipage content"> Differences for Wood<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 5: </td> <td> Line 5: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + The basic personality is some cross of the style sense of James bond; good wines, beauty, art and great gambling with a love of politics and people with the hearty earthy nature of main dwarf character Gimli in the movie Lord Of The Rings played by John Rhys-Davies or Brian Blessed as a Hawkman, Prince Vultan in Flash Gordon. The love and Earthling's books, The Art Of War, The Book Of Five Rings, The Prince, and How to Win Friends and Influence People but only in a political or corporate way. The have great honor and morals and will never break a contract but you had better read the fine print! You want one as your best friend but you don't want to have to gamble or fight for power with one. They are never happy until they have put you in your place, above or below them does not matter but knowing is VERY important, they are a pack people much like wolves. They are not violent but don't shy from a fight for the right cause.<br> + </span> </td> </tr> <tr> <td> Line 7: </td> <td> Line 10: </td> </tr> <tr> <td> <span>-</span> They love Administration, licen<span>c</span>es, taxes, university, banking and running things. </td> <td> <span>+</span> They love Administration, licen<span>s</span>es, taxes, university, banking and running things. </td> </tr> <tr> <td> Line 52: </td> <td> Line 55: </td> </tr> <tr> <td> <span>-</span> The private homes are nice and made for group living. They tend to frame doors and windows and other large spaces with natural wooden logs. </td> <td> <span>+</span> The private homes are nice and made for group living. They tend to frame doors and windows and other large spaces with natural wooden logs<span>&nbsp;with flowing Celtic patterns</span>. </td> </tr> </table> </div> Woodhttp://sf-journey-creations.wikispot.org/Wood2009-10-09 08:29:43 <div id="content" class="wikipage content"> Differences for Wood<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 47: </td> <td> Line 47: </td> </tr> <tr> <td> <span>-</span> This is a city built high on the hills, never on top but always with a good view and a nice breeze. The homes are make of cement and are painted mostly earth yellows and brown. They have the look of a Greek hill city but in yellows and browns. It is orderly but a bit of a maze at the same time, roads snake around in a direct but curving way. </td> <td> <span>+</span> This is a city built high on the hills, never on top but always with a good view and a nice breeze. The homes are make of cement and are painted mostly earth yellows and brown. They have the look of a Greek hill city but in yellows and browns. It is orderly but a bit of a maze at the same time, roads snake around in a direct but <span>a natural </span>curving way.<span>&nbsp;There are works of art and pagodas in an open spidery Celtic art nouveau designs with a real touch of earthy nature.<br> + </span> </td> </tr> <tr> <td> Line 49: </td> <td> Line 50: </td> </tr> <tr> <td> <span>-</span> The insides of public spaces are rich and strong, they have the look of a rich dark wooden lawyer's office. </td> <td> <span>+</span> The insides of public spaces are rich and strong, they have the look of a rich dark wooden lawyer's office<span>&nbsp;with open spidery Celtic art nouveau designs to things</span>. </td> </tr> </table> </div> Setting and Hookhttp://sf-journey-creations.wikispot.org/Setting_and_Hook2009-07-16 20:29:57Douglas.E <div id="content" class="wikipage content"> Differences for Setting and Hook<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + === Setting ===<br> + On the Earth, hard science fiction with the exceptions of all races having latent psionics but only highly trained users have any powers at all. Jump between stars but farther with a psi-navigator, FTL travel within systems, and Beaming technology from a spaceship to the ground but only to preset receiver areas (and it is expensive but better than taking a ship down). Psi bio scanner people make planet scans 20 times more accurate.</span> </td> </tr> <tr> <td> Line 27: </td> <td> Line 30: </td> </tr> <tr> <td> </td> <td> <span>+ making money<br> + getting training<br> + learning about ships and what is needed.<br> + buying equipment<br> + getting permission to leave the Earth.<br> + buying a ship.<br> + getting your crew together.<br> + doing tasks for your master to receive more training.<br> + getting your quarters.<br> + eating.<br> + hunting and surviving the imported alien critters.</span> </td> </tr> </table> </div> Douglas' Journal of Designinghttp://sf-journey-creations.wikispot.org/Douglas%27_Journal_of_Designing2009-07-16 20:05:27Douglas.E <div id="content" class="wikipage content"> Differences for Douglas' Journal of Designing<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ July 16, 2009, New kid has sucked up my time but am working hard on the paper RPG plot aspects of the game. Very important stuff, really the basics making a good game.</span> </td> </tr> </table> </div> Setting and Hookhttp://sf-journey-creations.wikispot.org/Setting_and_Hook2009-07-16 20:03:00Douglas.E <div id="content" class="wikipage content"> Differences for Setting and Hook<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 4: </td> <td> Line 4: </td> </tr> <tr> <td> <span>-</span> Earth and solar system but in a new galaxy of stars. Play happens in a compound that is a about 40 km by 80 km. In the middle is a USA small old west town. Around the compound are <span>4</span> other cities, each owned by one alien race. </td> <td> <span>+</span> Earth and solar system but in a new galaxy of stars. Play happens in a compound that is a about 40 km by 80 km. In the middle is a USA small old west town. Around the compound are <span>four</span> other cities, each owned by one alien race. </td> </tr> <tr> <td> Line 13: </td> <td> Line 13: </td> </tr> <tr> <td> <span>-</span> The aliens have landed on the Earth. Men want to get into space but the only fast way is with the help of the <span>4</span> alien races. Can you do it? The aliens have the transportation, they have a space station in orbit and they even have a few ships for sale! </td> <td> <span>+</span> The aliens have landed on the Earth. Men want to get into space but the only fast way is with the help of the <span>four</span> alien races. Can you do it? The aliens have the transportation, they have a space station in orbit and they even have a few ships for sale! </td> </tr> <tr> <td> Line 24: </td> <td> Line 24: </td> </tr> <tr> <td> <span>-</span> *The Union of Equals. A secret society, they feel that lesser races must be kept at home, secretly watched and secretly controlled. You can never tell what a race will become, they might seem nice enough until they start eating your eggs! Don't let them know you are there, contol, deceive, destroy. </td> <td> <span>+</span> *The Union of Equals. A secret society, they feel that lesser races must be kept at home, secretly watched and secretly controlled. You can never tell what a race will become, they might seem nice enough until they start eating your eggs! Don't let them know you are there, cont<span>r</span>ol, deceive, destroy. </td> </tr> </table> </div> Setting and Hookhttp://sf-journey-creations.wikispot.org/Setting_and_Hook2009-07-16 19:56:19Douglas.E <div id="content" class="wikipage content"> Differences for Setting and Hook<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 17: </td> <td> Line 17: </td> </tr> <tr> <td> <span>-</span> *Water aliens. Masters of biotech, leaders of the biomages.<br> <span>-</span> *Metal aliens. Masters of technology, leaders of the technomages.<br> <span>-</span> *Fire Aliens, Masters of war, makers of weapons, killers of the weak.<br> <span>-</span> *Wood Aliens, Masters of control, leaders of the universe, risk takers with no match, true gamblers. </td> <td> <span>+</span> *Water aliens. Masters of biotech, leaders of the biomages.<span>&nbsp;Trainers of healers and psionic eco-explores.</span><br> <span>+</span> *Metal aliens. Masters of technology, leaders of the technomages.<span>&nbsp;Trainers of mechanics and robot runners.</span><br> <span>+</span> *Fire Aliens, Masters of war, makers of weapons, killers of the weak.<span>&nbsp;Trainers of fighters and space weapons.</span><br> <span>+</span> *Wood Aliens, Masters of control, leaders of the universe, <span>masters of money, </span>risk takers with no match, true gamblers.<span>&nbsp;Trainers of leaders and bankers.</span> </td> </tr> </table> </div> Setting and Hookhttp://sf-journey-creations.wikispot.org/Setting_and_Hook2009-07-16 19:50:21Douglas.E <div id="content" class="wikipage content"> Differences for Setting and Hook<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 24: </td> <td> Line 24: </td> </tr> <tr> <td> <span>-</span> *The Union of Equals. <span>T</span>hey feel that lesser races must be kept at home, watched and controlled. You can never tell what a race will become, they might seem nice enough until they start eating your eggs! </td> <td> <span>+</span> *The Union of Equals. <span>A secret society, t</span>hey feel that lesser races must be kept at home, <span>secretly </span>watched and <span>secretly </span>controlled. You can never tell what a race will become, they might seem nice enough until they start eating your eggs!<span>&nbsp;Don't let them know you are there, contol, deceive, destroy.</span> </td> </tr> </table> </div> Setting and Hookhttp://sf-journey-creations.wikispot.org/Setting_and_Hook2009-07-16 19:47:27Douglas.E <div id="content" class="wikipage content"> Differences for Setting and Hook<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 3: </td> <td> Line 3: </td> </tr> <tr> <td> <span>-</span> Place<span>,</span> Earth and solar system but in a new galaxy of stars. Play happens in a compound that is a about 40 km by 80 km. In the middle is a USA small old west town. Around the compound are 4 other cities, each owned by one alien race. </td> <td> <span>+ ===</span> Place<span>&nbsp;===<br> +</span> Earth and solar system but in a new galaxy of stars. Play happens in a compound that is a about 40 km by 80 km. In the middle is a USA small old west town. Around the compound are 4 other cities, each owned by one alien race. </td> </tr> <tr> <td> Line 5: </td> <td> Line 6: </td> </tr> <tr> <td> <span>-</span> Time<span>,</span> <span>f</span>ew years in the future. </td> <td> <span>+ ===</span> Time <span>===<br> + F</span>ew years in the future. </td> </tr> <tr> <td> Line 7: </td> <td> Line 9: </td> </tr> <tr> <td> <span>-</span> Tech Level<span>,</span> <span>a</span>s per the year. Aliens have different tech levels but all have Jump Drives and other advanced Tech. There is no form of gravity technology. </td> <td> <span>+ ===</span> Tech Level <span>===<br> + A</span>s per the year. Aliens have different tech levels but all have Jump Drives and other advanced Tech. There is no form of gravity technology. </td> </tr> <tr> <td> Line 9: </td> <td> Line 12: </td> </tr> <tr> <td> <span>- Hook, the aliens have landed on the Earth. Men want to get into space but the only fast way is with the help of the 4 alien races. Can you do it? The aliens have the transportation, they have a space station in orbit and they even have a few ships for sale!</span> </td> <td> <span>+ ===Hook===<br> + The aliens have landed on the Earth. Men want to get into space but the only fast way is with the help of the 4 alien races. Can you do it? The aliens have the transportation, they have a space station in orbit and they even have a few ships for sale!<br> + <br> + == Factions: ==<br> + *Humans, they want into space.<br> + *Water aliens. Masters of biotech, leaders of the biomages.<br> + *Metal aliens. Masters of technology, leaders of the technomages.<br> + *Fire Aliens, Masters of war, makers of weapons, killers of the weak.<br> + *Wood Aliens, Masters of control, leaders of the universe, risk takers with no match, true gamblers.<br> + <br> + *The League Of The Helping Limb (translation). They feel that all races have a place in space and must be help to get there. Give them a fish, feed them for a day, teach them to fish, feed them for life.<br> + <br> + *The Union of Equals. They feel that lesser races must be kept at home, watched and controlled. You can never tell what a race will become, they might seem nice enough until they start eating your eggs!<br> + <br> + == Plot Points ==</span> </td> </tr> </table> </div> Setting and Hookhttp://sf-journey-creations.wikispot.org/Setting_and_Hook2009-07-16 19:33:37Douglas.E <div id="content" class="wikipage content"> Differences for Setting and Hook<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Setting and Hook =<br> + <br> + Place, Earth and solar system but in a new galaxy of stars. Play happens in a compound that is a about 40 km by 80 km. In the middle is a USA small old west town. Around the compound are 4 other cities, each owned by one alien race.<br> + <br> + Time, few years in the future.<br> + <br> + Tech Level, as per the year. Aliens have different tech levels but all have Jump Drives and other advanced Tech. There is no form of gravity technology.<br> + <br> + Hook, the aliens have landed on the Earth. Men want to get into space but the only fast way is with the help of the 4 alien races. Can you do it? The aliens have the transportation, they have a space station in orbit and they even have a few ships for sale!</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-07-16 19:27:03Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 23: </td> <td> Line 23: </td> </tr> <tr> <td> </td> <td> <span>+ ["Setting and Hook"]</span> </td> </tr> </table> </div> Character Creationhttp://sf-journey-creations.wikispot.org/Character_Creation2009-06-17 21:57:15Douglas.E <div id="content" class="wikipage content"> Differences for Character Creation<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 50: </td> <td> Line 50: </td> </tr> <tr> <td> </td> <td> <span>+ Perception, how well the main senses work.</span> </td> </tr> </table> </div> Douglas' Journal of Designinghttp://sf-journey-creations.wikispot.org/Douglas%27_Journal_of_Designing2009-06-15 08:51:16Douglas.E <div id="content" class="wikipage content"> Differences for Douglas' Journal of Designing<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + June 15, 2009, been working so hard, I forgot to update this. The program is up and running with a lot of cool stuff to see. Player accounts are up and working at the web store, working on collisions and new alien animations and buildings. Did some cool work with making the character generator but it is still very much in flux. Had a new baby girl, AnnaLisa!<br> + </span> </td> </tr> </table> </div> Character Creationhttp://sf-journey-creations.wikispot.org/Character_Creation2009-06-15 08:48:51Douglas.E <div id="content" class="wikipage content"> Differences for Character Creation<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 27: </td> <td> Line 27: </td> </tr> <tr> <td> </td> <td> <span>+ Style of locomotion, legs and number, wings number, flippers number, tail, belly(snake, slug), passive (floats or blown about).</span> </td> </tr> <tr> <td> Line 43: </td> <td> Line 44: </td> </tr> <tr> <td> <span>- Dexterity, how steady can it hold a laser at 100 meters on a point.</span> </td> <td> <span>+ Fitness, 0 to 100%, with a normal life style your fitness is about 65%, sickness will drop it, training will raise it.<br> + Dexterity how well you can to tasks that involve complex movements.<br> + Reflexes ability to instantly respond to a surprise situation<br> + Steadiness, how steady can it hold a laser at 100 meters on a point.</span> </td> </tr> <tr> <td> Line 49: </td> <td> Line 53: </td> </tr> <tr> <td> <span>- Understanding and Insight, 0 to 1000 with humans 0 to 200 as per normal IQ.</span> </td> <td> <span>+ Understanding, Intuition and Insight, 0 to 100% with humans 50% is normal. 100% means you always have a very good idea of why things are happening and what might happen next.<br> + Empathy, how well you can feel what others feel and how much you respond to that. 0 to 100%</span> </td> </tr> </table> </div> Character Creationhttp://sf-journey-creations.wikispot.org/Character_Creation2009-05-28 09:50:25Douglas.E <div id="content" class="wikipage content"> Differences for Character Creation<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 11: </td> <td> Line 11: </td> </tr> <tr> <td> <span>- The skill is stored as a number from 0 to 100 this can be show in a linear veiw or in a bell curve view or selector.</span> </td> <td> <span>+ The skill is stored as a number from 0 to 100 this can be show in a linear view or in a bell curve view or selector.<br> + <br> + After some thought, I saw that traits are ether absolute or relative to that species. So since we are making aliens including humans we need an absolute rating unless the quality is species specific like beauty. I now have these traits.<br> + <br> + Name<br> + Home planet<br> + Home City<br> + Date of Birth<br> + <br> + Max and min temperatures nude<br> + Atmosphere preferred, range tolerated.<br> + Environment; water surface, underwater, air, ground, underground. Can have more than one listed.<br> + water drunk per day, liter<br> + Food eaten per day, kilos<br> + Food, list of what it can eat. ??<br> + <br> + Walk KPH<br> + Run KPH<br> + Swim KPH<br> + Fly KPH<br> + Burrow KPH<br> + <br> + Fight to Flight, on a bell curve 0 to 200 like IQ<br> + Cheerful to Depressed bell curve<br> + Angry to Peaceful bell curve<br> + Charming to Boorish (within the species) bell curve<br> + Loner to Groupy bell curve 0 to 200<br> + Sharing to Territorial, Bell Curve.<br> + Ugly to Beautiful, Bell curve, only has meaning within the species.<br> + <br> + Strength, kilos that can be lifted over head with one arm 50% of the time.<br> + Endurance, Meters it can run (or best movement type) full out.<br> + Dexterity, how steady can it hold a laser at 100 meters on a point.<br> + Nimble, Narrowest smallest path it can walk on for 1 km without falling off.<br> + Quick, How fast accelerate its limbs meters per second per second<br> + Math, calculations per second.<br> + Memory, total capacity in MB.<br> + Logic, number of if/thens that can be tracked and combined to solve a problem without getting lost.<br> + Understanding and Insight, 0 to 1000 with humans 0 to 200 as per normal IQ.</span> </td> </tr> </table> </div> Character Creationhttp://sf-journey-creations.wikispot.org/Character_Creation2009-05-11 19:14:57Douglas.E <div id="content" class="wikipage content"> Differences for Character Creation<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 10: </td> <td> Line 10: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + The skill is stored as a number from 0 to 100 this can be show in a linear veiw or in a bell curve view or selector.</span> </td> </tr> </table> </div> Character Creationhttp://sf-journey-creations.wikispot.org/Character_Creation2009-04-30 09:05:46Douglas.E <div id="content" class="wikipage content"> Differences for Character Creation<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Character Creation =<br> + A challenge is a problem VS the characters abilities and skills to solve it.<br> + The problem will be listed as the ability needed to solve it and the number 0 to 200 needed to succeed. 100 means that you have a 50% chance of success. 0 means that you have 0% changes of failure and 200 means that you have 100% of failure. If more than one skill is needed then the 2 skill numbers are averaged. If one skill is more important than another, it can be listed 2 times or more and or with different numbers.<br> + <br> + Skills relate to the use of an object and the skill needed to use it. It is listed just like a Challenge but can be tied to an object. For example a Gun skill lists Gun as the object and dex and quick as stats needed for it. To get the Challenge level you must take the targets number averaged with the shooters number averaged with the skill number. You must roll higher or equal to this to succeed<br> + <br> + If you have a arm wrestling contest between 2 people with no skill then you would take the str of each and average it. So thus char A has a str of 0 and player be has a strength of 0, then you have a 50/50 chance of winning. The attribute number is based on a bell curve or a standard normal distribution. At plus one standard deviation you have a +34% chance of success. The games scale goes from -3 to +3 standard deviations with the numbers 0 to 200, thus a str of 200 has a 0.0013498980315 chance of failure! A strength of 100 has a 50% chance of failure with a weight that on average only 50% of tested humans can lift. All stats of 100 are average and that is based on the average human because we all know about what that is. Only super humans would have a strength of 200.<br> + <br> + There is are also 3 stats that are overview stats call body, mind and spirit. These are used in cases of aliens or animals. Horse can easily lift a weight that is much greater than what 50% of the humans max out at. A SF super computer AI has a mind that is WAY better than any human and some aliens might have powers of spirit that make humans look weak and spiritless. Each point increases the standard weight by 1%, negative or percentages over 100% are possible. Body for example will effect all body stats together, thus str, dex, end and quick. Mind effects only smart and give or takes away form the human norm of the ability to consciously change emotional settings like fight or flight. Spirit effects beautiful, charming and any magical or physic abilities of the skill set.</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2009-04-30 08:22:15Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 36: </td> <td> Line 36: </td> </tr> <tr> <td> </td> <td> <span>+ ["Character Creation"]</span> </td> </tr> </table> </div> Douglas' Journal of Designinghttp://sf-journey-creations.wikispot.org/Douglas%27_Journal_of_Designing2009-04-20 21:39:24Douglas.E <div id="content" class="wikipage content"> Differences for Douglas' Journal of Designing<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ April 20, 2009, Long time no write. I have been super busy! I now have the sever and client written and working. Soon I will set up player's accounts and invite the masses to explore and chat with each other. My new baby is due in about 6 weeks! Now, if I could just make some money!</span> </td> </tr> </table> </div> Douglas' Journal of Designinghttp://sf-journey-creations.wikispot.org/Douglas%27_Journal_of_Designing2009-01-22 08:16:01 <div id="content" class="wikipage content"> Differences for Douglas' Journal of Designing<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + January 22, 2009! It has been a while and Obama is now president but the world is in the tank! All I can say is, we will see.<br> + </span> </td> </tr> </table> </div> Douglas' Journal of Designinghttp://sf-journey-creations.wikispot.org/Douglas%27_Journal_of_Designing2008-11-06 16:13:34Douglas.E <div id="content" class="wikipage content"> Differences for Douglas' Journal of Designing<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ November 6, 2008 Wow, Obama won! Can you believe it is almost 2009? I remember when 2001 came and I was wondering, where was HAL, now that we live in SF times. Project is moving along. We have a good script for the game movie and I just wrote the keyboard reader for the game! It really works the way I thought it would! SolarCReations was completely rewritten in a much more OO way and is much better. It now has multiple star orbits also.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-10-17 05:05:34Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 92: </td> <td> Line 92: </td> </tr> <tr> <td> </td> <td> <span>+ Current ion drives goe up to about 10,000 Isp. The (still prototype) VASIMIR looks to get 30,000.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-10-12 10:09:40Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 6: </td> <td> Line 6: </td> </tr> <tr> <td> <span>-</span> Basics are that we have high class passenger ships that are large and QEII like. Then we have private ships that are basically like Lear jets. Then we have military ships. These are <span>H</span>igh G ships<span>&nbsp;and</span> the crew are in tanks where they breath liquid to withstand the Gs of combat. The rest of the time they are normal. There are pipes and works out where they can be fixed with ease on a mill ship but civilian ships <span>are all hidden.</span> Then there are the transport ships. They are long spindles with cargo pods hanging all along them. Sort of like a tree look with nothing but metal webbing between. The insides of commercial ships are more like war ships but with more luxury and more space for long term habitation. Then there are rotating space stations that are at a minimum 1800 meters across. The insides of the space stations are very lived in but have a look that is a lot like the commercial ships. The insides of the space stations are very lived in but have a look that is a lot like the commercial ships. People only live and work on the inside of the outside ring. The rest is just framework but with central docking station and some warehouse space there also. </td> <td> <span>+</span> Basics are that we have high class passenger ships that are large and QEII like. Then we have private ships that are basically like Lear jets. Then we have military ships. These are <span>h</span>igh G ships<span>, 70Gs short burst and 2 G constant,</span> the crew are in tanks where they breath liquid to withstand the Gs of combat. The rest of the time they are normal<span>&nbsp;ship people walking around and wasting time</span>. There are pipes and works out where they can be fixed with ease on a mill ship but civilian ships <span>they are all hidden behind access pannels.<br> + <br> +</span> Then there are the transport ships. They are long spindles with cargo pods hanging all along them. Sort of like a tree look with nothing but metal webbing between. The insides of commercial ships are more like war ships but with more luxury and more space for long term habitation. Then there are rotating space stations that are at a minimum 1800 meters across. The insides of the space stations are very lived in but have a look that is a lot like the commercial ships. The insides of the space stations are very lived in but have a look that is a lot like the commercial ships. People only live and work on the inside of the outside ring. The rest is just framework but with central docking station and some warehouse space there also.<span><br> + <br> + There are also some science ships that tend to look like little private ships but the insides are full of equipment.</span> </td> </tr> </table> </div> Early Game Design Noteshttp://sf-journey-creations.wikispot.org/Early_Game_Design_Notes2008-10-11 08:24:56Douglas.E <div id="content" class="wikipage content"> Differences for Early Game Design Notes<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 4: </td> <td> Line 4: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + <br> + Our Basic plan is simple. Make a data about a cluster of stars, planets and moons. Then make a simple ship with just one crew member in a G pod that can go and look at them using jump, warp and Normal Drive and some sensors. Next make a bigger ship that has cargo space and crews quarters and G pods for each station. Next add networking so that you can have a full crew, one person for each station. From there add more ship types and more game details then add in beam down to the ground and fighting. Naturally this is a very rough outline.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-10-07 09:52:21Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 7: </td> <td> Line 7: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + Command centers will be VR goggle based. I always thought that the argument about needing real buttons to push for feedback was valid. I see the control room as looking like a bunch of seats that are good for high G maneuvers with each person sitting in one and having lots of buttons and panels in front of them. The VR would project what is needed as needed. The advantage of the goggles being the level of 3d interaction that can be had.<br> + <br> + For example, if one needed, one could be outside looking down on the ship to see damage or they could be in a 360 sphere looking at the battle or they could move to be outside the sphere view and get that perspective or they could be more just in the room with the other people looking at your control panels with info projected there. Just more versatile and not having it. You can also plug in from anywhere in the ship and take a look at what is happening by having the view you need patched in to you from control central.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-10-07 09:16:59Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 6: </td> <td> Line 6: </td> </tr> <tr> <td> <span>-</span> Basics are that we have high class passenger ships that are large and QEII like. Then we have private ships that are basically like Lear jets. Then we have military ships. These are High G ships and the crew are in tanks where they breath liquid to withstand the Gs of combat. The rest of the time they are normal. There are pipes and works out where they can be fixed with ease on a mill ship but civilian ships are all hidden. Then there are the transport ships. They are long spindles with cargo pods hanging all along them. Sort of like a tree look with nothing but metal webbing between. The insides of commercial ships are more like war ships but with more luxury and more space for long term habitation. Then there are rotating space stations that are at a minimum 1800 meters across. The insides of the space stations are very lived in but have a look that is a lot like the commercial ships. </td> <td> <span>+</span> Basics are that we have high class passenger ships that are large and QEII like. Then we have private ships that are basically like Lear jets. Then we have military ships. These are High G ships and the crew are in tanks where they breath liquid to withstand the Gs of combat. The rest of the time they are normal. There are pipes and works out where they can be fixed with ease on a mill ship but civilian ships are all hidden. Then there are the transport ships. They are long spindles with cargo pods hanging all along them. Sort of like a tree look with nothing but metal webbing between. The insides of commercial ships are more like war ships but with more luxury and more space for long term habitation. Then there are rotating space stations that are at a minimum 1800 meters across. The insides of the space stations are very lived in but have a look that is a lot like the commercial ships.<span>&nbsp;The insides of the space stations are very lived in but have a look that is a lot like the commercial ships. People only live and work on the inside of the outside ring. The rest is just framework but with central docking station and some warehouse space there also.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-10-07 09:13:28Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 3: </td> <td> Line 3: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + I see now that I need a strong vision about what it all looks like to share with everyone. So far I have been looking at the tech side but that is wrong as far as sharing with artists goes.<br> + <br> + Basics are that we have high class passenger ships that are large and QEII like. Then we have private ships that are basically like Lear jets. Then we have military ships. These are High G ships and the crew are in tanks where they breath liquid to withstand the Gs of combat. The rest of the time they are normal. There are pipes and works out where they can be fixed with ease on a mill ship but civilian ships are all hidden. Then there are the transport ships. They are long spindles with cargo pods hanging all along them. Sort of like a tree look with nothing but metal webbing between. The insides of commercial ships are more like war ships but with more luxury and more space for long term habitation. Then there are rotating space stations that are at a minimum 1800 meters across. The insides of the space stations are very lived in but have a look that is a lot like the commercial ships.</span> </td> </tr> </table> </div> Douglas' Journal of Designinghttp://sf-journey-creations.wikispot.org/Douglas%27_Journal_of_Designing2008-10-06 13:42:06Douglas.E <div id="content" class="wikipage content"> Differences for Douglas' Journal of Designing<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> <span>- August 2 2008 We now have a small team that is working on the website and the Django interface. I think the first script is close to finished.</span> </td> <td> <span>+ <br> + October 6, 2008 Been a long time since I updated and a lot has happened. We not have the svn working and loaded with a lot of blender art. We have SolarCreations up and running but still in need of a lot of work. We also have some plans for the next few steps. Basically we will get SolarCreations to the point that it fills the star database and then we will make a little ship that can visit the stars. The art for the ship is done enough to use. The animation needs some more work for walking around the ship and interacting. I would love to find a panda3d programmer that would do the man walking on the ship so that I could focus on the animation and SolarCreations programming.<br> + <br> + August 2, 2008 We now have a small team that is working on the website and the Django interface. I think the first script is close to finished.</span> </td> </tr> </table> </div> Ship Designhttp://sf-journey-creations.wikispot.org/Ship_Design2008-10-04 21:11:49Douglas.E <div id="content" class="wikipage content"> Differences for Ship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 187: </td> <td> Line 187: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + == 3d interactive ship designer notes ==<br> + <br> + Ships are built using cubes that are 3 meters square.<br> + There is a spot that lets you set the height, length and width as you go in squares. Each square is one level.<br> + There is an editor that lets you select different kinds of 3 meter cubes. Some examples would be, crew cabin, part of a large room, engine block, Jump drive block, hall block, door types,</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-27 14:46:03Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 48: </td> <td> Line 48: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + === Cost of ships to operate ===<br> + For that reason and because operating costs for giant vessels can run $20,000 to $30,000 a day,</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-24 06:29:02Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 135: </td> <td> Line 135: </td> </tr> <tr> <td> </td> <td> <span>+ 3.1.1 non xray 160 Mj laser an extreme range of only 516 KILOMETERS according to the formulas in TNE FF&amp;S. non xray 160 Mj laser has an extreme range of only 10,320 Kilometers.<br> + 3.1.2 *max* range is fairly easy to figure. Once distance a ship can change it's position by (from what it'd have if it cut power) at max accelerate during the speed of light lag from last known position to arrival of weapons fire exceeds the maximum"radius" of the ship by a significant amount, it can't be hit with a light speed weapon except by sheer luck.</span> </td> </tr> <tr> <td> Line 140: </td> <td> Line 142: </td> </tr> <tr> <td> <span>-</span> 4.3 Projectile weapons. These have unlimited range and maintain full damage at any range. The down side is that they are slow and easy to avoid at range. Projectile weapons are also used to hit things planet side with great effect. These weapons are mostly chemically projected or else the use rail guns. The mass of a projectile is almost unlimited as is the speed but each is limited by the gun design. Many guns can fire at very high rates to cover a large area with rounds. This can be very effective at cutting out an approach vector but has a high cost in terms of the price of the bullets and storage area for them. Large amounts can also make ships mass become extream. This can be seen in the class of ships that area made to screen fleets. </td> <td> <span>+ </span> 4.3 Projectile weapons. These have unlimited range and maintain full damage at any range. The down side is that they are slow and easy to avoid at range. Projectile weapons are also used to hit things planet side with great effect. These weapons are mostly chemically projected or else the use rail guns. The mass of a projectile is almost unlimited as is the speed but each is limited by the gun design. Many guns can fire at very high rates to cover a large area with rounds. This can be very effective at cutting out an approach vector but has a high cost in terms of the price of the bullets and storage area for them. Large amounts can also make ships mass become extream. This can be seen in the class of ships that area made to screen fleets. </td> </tr> </table> </div> Fusion Power Plantshttp://sf-journey-creations.wikispot.org/Fusion_Power_Plants2008-09-19 16:08:06Douglas.E <div id="content" class="wikipage content"> Differences for Fusion Power Plants<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Fusion Power Plants =<br> + == By Peter Brenton ==<br> + <br> + Well OK, then, here's a round description of a fusion power plant of the future based rather loosely on the one down the street from me.<br> + <br> + [note: I'm an administrator, this is part fiction, part science, but definitely "hard" except where obvious]<br> + <br> + In a fusion tokomak the components of deuterium are forced close enough to the components of the tritium using heat and pressure to let the strong nuclear force take over and fuse into helium, while releasing a lot of heat and neutrons. The heat is converted to electricity (either with a steam turbine or with a thermionic heat-electricity transference device) and the neutrons are captured in a lithium shell which breeds tritium to go back into the reactor. The helium is an unwanted byproduct and is siphoned off. Input energy on start up is quite high. Shielding from neutron radiation is required (see lithium blanket below). Tritium is needed for the start up, but deuterium is needed constantly in a relatively small quantity relative to the energy released. Deuterium is a frequent ion of the hydrogen gas scrounged from gas giants or cracked from seawater.<br> + <br> + The fusion power plant itself consists of the following components; startup system, magnetic confinement tokamak, tritium collector, coolant circulation, thermionic heat collector (or steam plant if you prefer). Each of these systems is a complex system in its own right.<br> + <br> + The start up system consists of a powerful energy storage device, such as a flywheel or a capacitor bank, coupled with an electricity delivery system. The system needs to provide initial power to the tokamak (on the order of 8-12MJ over a period of seconds). During regular operations, power is scavenged from the regular plant to maintain the charge in the energy storage system.<br> + <br> + A Magnetic confinement tokamak is a doughnut-shaped vacuum chamber surrounded in three dimensions with superconducting magnets. Each of the magnets confines the plasma created at the center of the vacuum chamber in one of the three main axes. A fourth superconducting magnet induces an initial "flow" or current to the plasma. Since the magnets are superconducting, power is only needed to establish and adjust the fields. A computer adjusts the balance of forces in the magnets millions of times per second to keep the plasma contained and operating in the correct shape for maximum efficiency. The plasma is initially fueled by a small amount of deuterium and tritium. Microwave and radio frequency radiation is used to heat this to a plasma state, stripping the atoms of their protons and electrons, and releasing the neutrons (since they are neutral, the magnetic field does not contain them). Once temperature/pressure reaches a certain level, the physics takes over the atoms will "fuse" at a certain rate and continue as long as there are is deuterium and tritium and the conditions do not change.<br> + <br> + The tokamak itself is a cylinder of high strength material (low activation candidate materials include vanadium and carbon fiber, but steel is the current material of choice) surrounded by wires and cables for power input, sensor signals, controls, and power collection equipment (thermionic collectors), all surrounded by shielding against neutron radiation reaching the crew compartments. If steam is used to make electricity, the primary coolant loop will also circle the tokamak. There is a system of vacuum pumps, a cryogenic cooling system for instrument probes and other components that uses liquid hydrogen, a helium collector system at the lower end of the tokamak, and a lot of power transmission equipment.<br> + <br> + The inner surface of the shielding layer has a Tritium Collector system consisting of a neutron slowing layer of hydrogen, a layer of liquid lithium circulating in a grid surrounding the tokamak several layers deep, and a neutron reflector like graphite. A refining system separates the collected tritium from the lithium and introduces it into the reactor in a controlled flow. The lithium will last several weeks, but must be replenished eventually for the reaction to continue. Lithium is highly flammable, and tritium is dangerously radioactive, so these substances are the biggest hazards in the device aside from the neutron radiation being emitted when the plant is running. The lithium will shield some large percentage of the neutrons, but the remaining neutrons must either be stopped or bounced back into the reactor (and therefore the lithium shell). Graphite or beryllium will scatter the neutrons, some back, some not. A final layer of hydrogen, water or paraffin blocks will prevent any residual neutrons from breaking out to the inhabited part of the ship. This might be combined with the coolant system below.<br> + <br> + Coolant circulation is provided by a cryogenic coolant system that would circulate inside the shielding then outside using liquid hydrogen as the coolant. The expansion of the hydrogen would be overcome by a series of compressors, whose waste heat would be converted to electricity through thermionic collection. The coolant tubing would need to go through radiation 'blinds' - a series of right angle turns - to ensure the shielding is not compromised by the coolant runs (although the hydrogen makes a good shielding, the heated hydrogen might not be dense enough to stop the required number of neutrons from getting through).<br> + <br> + The Thermionic heat collector system uses the principle of thermionics to take the heat from the reactor and other ship's systems and convert it directly into electricity. This is a big handwave to take care of the problem of heat in space; it just can't be gotten rid of through the methods used on earth - radiation is the only means remaining and is not sufficient to shed the heat of a fusion power plant or the remaining hot steam after making electricity. Besides, I can't stand the idea that we would still be getting power from making steam, just like Fulton :). Thermionics (the Seebeck effect) converts heat into electricity, and the future materials and physics advances needed to convert heat to electricity with the needed efficiency are foreseeable (if not likely).<br> + <br> + To convert heat to electricity will require a series of thin, connected ceramic sandwiches with a "hot" face towards the heat source and a "cold" face away from the heat. The difference across the device generated a flow of electrons due to the "Seebeck effect". These plates need power connectors and power infrastructure to bring the electricity generated to a storage place or to the consuming equipment. Around the tokamak these will likely be "stacked" five or six layers deep to absorb the heat output. They will also be around any other piece of equipment needing cooling, like pumps, compressors, transformers, etc.<br> + <br> + Safety; the Tokamak cannot operate without containment, and that requires active control. The flow of deuterium and tritium must continue, and the temperature from the various heating sources must stay above a certain level. If any of these components are not present, the fusion reaction will stop and the plasma will simply collapse. This my itself is not a catastrophic event; the plasma is quite a low density material, so despite temperatures and pressures that are similar to that in the Sun, the collapse of the field releases little damaging heat to the surrounding infrastructure. Since the reaction is the source of the neutron, there will not be much radiation when the reaction is not running (residual activity from irradiated components like the pressure vessel - these are even less if non-activating materials like carbon fiber or vanadium can be used in the construction). In the event of a field collapse there will be a lot of electricity flowing in the system and electric arcs are common.<br> + <br> + Lithium and hydrogen are both quite flammable. Release of either or both of these will be something the sensors and alarms would be tuned to detect. Fire in space is pretty easy to deal with if you can evacuate a chamber to vacuum, however. Cryogenic liquid spills can also be very dangerous and damaging. Liquid Hydrogen will be stored at 20 degrees Kelvin (-423F or -253C). This will 'burn' the skin off a person, liquefy the air and make the oxygen percentage too low to breathe in a close space, and of course be an explosion hazard once it has turned gaseous and mixed with oxygen. Some materials (i.e. plastics) will become brittle and non-functioning if L-Hyd is spilled on them. It's also stored at pressure, over 10,000 psi. Failure of the pressure container has obvious consequences.<br> + <br> + ******************************************<br> + Peter Brenton, Administrative Officer<br> + MIT Nuclear Science and Engineering Dept.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-19 16:04:25Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> <span>-</span> ["Ship_Design" More<span>&nbsp;</span> ship design info is here] </td> <td> <span>+</span> ["Ship_Design" More ship design info is here] </td> </tr> <tr> <td> Line 5: </td> <td> Line 5: </td> </tr> <tr> <td> <span>-</span> First you must determine the building planet, it's technology year. This will effect all other design details.<span><br> - </span> </td> <td> <span>+ Thing built in different years have different technologies to do the same thing. New tech tends to be small, lighter, more powerful and cheaper.<br> +</span> First you must determine the building planet, <span>and </span>it's technology year. This will effect all other design details. </td> </tr> <tr> <td> Line 92: </td> <td> Line 92: </td> </tr> <tr> <td> </td> <td> <span>+ ["Fusion_Power_Plants" More details about Fusion]</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-17 09:12:20Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 111: </td> <td> Line 111: </td> </tr> <tr> <td> </td> <td> <span>+ === Windows ===<br> + Spaceships do not have windows. Windows would allow lights that are to bright or lasers to enter the ship. They also make for weak points in the hull. For seeing outside the ship all people on board have 3d viewers that they can use. These views give better views that you could get from any window. THe computer can stitch together a view from any point in any direction and can also do it at any wavelength the ship is equipped to sense. It can also in most cases provide magnification or reduction of the viewing field. Pictures may also be taken with this system.<br> + </span> </td> </tr> <tr> <td> Line 112: </td> <td> Line 115: </td> </tr> <tr> <td> <span>- </span> </td> <td> <span>+ Crew quarters are simple and small, much like you might find in the captains quarters of a submarine. They include a bed, simple urination device, and storage closets, and a chair. All computer interactions are done with a simple helmet and glove device. The crew can with the help of the computer see any area inside or outside the ship unless it is restricted to them. All views are 3d.</span> </td> </tr> <tr> <td> Line 127: </td> <td> Line 130: </td> </tr> <tr> <td> <span>-</span> 1. Propulsion to maneuver quickly. Most ships have a constant one G acceleration to simulate gravity but warships can pull up to 100gs in emergency situations. 100gs might kill half the crew but if the computer sees it will save the ship and part of the crew then it is programmed to do the emergency maneuver. Normal warfare involves many accelerations in the 25-30G range when all personnel are in their liquid bath G suits<span>&nbsp;and chair</span>s. For longer time periods, like a week, the warships will pull a max of 2gs. </td> <td> <span>+</span> 1. Propulsion to maneuver quickly. Most ships have a constant one G acceleration to simulate gravity but warships can pull up to 100gs in emergency situations. 100gs might kill half the crew but if the computer sees it will save the ship and part of the crew then it is programmed to do the emergency maneuver. Normal warfare involves many accelerations in the 25-30G range when all personnel are in their liquid bath G suits<span>, breathing perfluorocarbon liquid and chairs that support this with the feet pointed towards the engine</span>s. For longer time periods, like a week, the warships will pull a max of 2gs. </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-17 09:01:53Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p>No differences found!</div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-17 07:51:06Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 127: </td> <td> Line 127: </td> </tr> <tr> <td> <span>- 1. Propulsion to maneuver quickly</span> </td> <td> <span>+ 1. Propulsion to maneuver quickly. Most ships have a constant one G acceleration to simulate gravity but warships can pull up to 100gs in emergency situations. 100gs might kill half the crew but if the computer sees it will save the ship and part of the crew then it is programmed to do the emergency maneuver. Normal warfare involves many accelerations in the 25-30G range when all personnel are in their liquid bath G suits and chairs. For longer time periods, like a week, the warships will pull a max of 2gs.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-17 07:33:13Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 131: </td> <td> Line 131: </td> </tr> <tr> <td> <span>- 3.2 Lead bullet guns. In some cases lasers can not do the job and then these guns then do the job. They shoot around 1,000,000 rounds a minute. They are very effective against a large range of targets but are costly to fire.</span> </td> <td> <span>+ 3.2 Lead bullet guns. In some cases lasers can not do the job and then these guns then do the job. They shoot around 1,000,000 rounds a minute for most of these. They use rail guns or chemical propellants. Some also have terminal guidance packages and are almost missiles. They are very effective against a large range of targets but are costly to fire. Bullets also have the advantage of infinite range and a no reduction of damage with range. Of course targeting becomes a big problem at great ranges especially if the target is changing it's vector or knows the shot is coming.</span> </td> </tr> <tr> <td> Line 134: </td> <td> Line 134: </td> </tr> <tr> <td> <span>-</span> 4.1 Lasers. Lasers have a max range of X because at ranges longer that that you can't predict the place the enemy will be because of limit with the speed of light. Higher power, faster cycling lasers mean more shots per second with more power in each shot. This means you can spread out the shots in a sort of shotgun blast thus giving you a greater chance of hitting the enemy ship. </td> <td> <span>+</span> 4.1 Lasers. Lasers have a max range of X because at ranges longer that that you can't predict the place the enemy will be because of limit with the speed of light<span>, also light spreads with distance lowering power of the shot</span>. Higher power, faster cycling lasers mean more shots per second with more power in each shot<span>&nbsp;and longer ranges</span>. This means you can spread out the shots in a sort of shotgun blast thus giving you a greater chance of hitting the enemy ship. </td> </tr> <tr> <td> Line 136: </td> <td> Line 136: </td> </tr> <tr> <td> </td> <td> <span>+ 4.3 Projectile weapons. These have unlimited range and maintain full damage at any range. The down side is that they are slow and easy to avoid at range. Projectile weapons are also used to hit things planet side with great effect. These weapons are mostly chemically projected or else the use rail guns. The mass of a projectile is almost unlimited as is the speed but each is limited by the gun design. Many guns can fire at very high rates to cover a large area with rounds. This can be very effective at cutting out an approach vector but has a high cost in terms of the price of the bullets and storage area for them. Large amounts can also make ships mass become extream. This can be seen in the class of ships that area made to screen fleets.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-16 17:16:19Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 133: </td> <td> Line 133: </td> </tr> <tr> <td> <span>- 4. Offensive weapons to destroy or disable the attacker.</span> </td> <td> <span>+ 4. Offensive weapons to destroy or disable the attacker. These weapons are high power and long range.<br> + 4.1 Lasers. Lasers have a max range of X because at ranges longer that that you can't predict the place the enemy will be because of limit with the speed of light. Higher power, faster cycling lasers mean more shots per second with more power in each shot. This means you can spread out the shots in a sort of shotgun blast thus giving you a greater chance of hitting the enemy ship.<br> + 4.2 Missiles have almost unlimited range on coast but have big problems with getting through point defenses. They also can carry massive destruction in one shot. Missiles overcome point defenses ether by not being detected or else having massive numbers of dummy clones or hitting at such a high speed that they can survive the point defenses.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-16 16:03:49Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 129: </td> <td> Line 129: </td> </tr> <tr> <td> <span>- 3. Point defense weapons to shoot down incoming weapons.</span> </td> <td> <span>+ 3. Point defense weapons to shoot down incoming weapons. All point defense weapons are short range and are made with the idea of blowing up or stopping incoming weapons.<br> + 3.1 Lasers. These are high speed targeting lasers linked to computer that are in turn liked to sensors. They seek to shoot down incoming missiles.<br> + 3.2 Lead bullet guns. In some cases lasers can not do the job and then these guns then do the job. They shoot around 1,000,000 rounds a minute. They are very effective against a large range of targets but are costly to fire.<br> + 3.3 High Tech Smoke screen. This just casting particles into the space around the ship to confuse or stop enemy weapons. It has limited use because if the ship's vector changes then new smoke must be released.</span> </td> </tr> <tr> <td> Line 136: </td> <td> Line 139: </td> </tr> <tr> <td> <span>- 6. Detection equipment to see the enemy.<br> - 7. Computer AI to out smart the enemy.<br> - 8. Electronic warfare devices to confound the enemies equipment.</span> </td> <td> <span>+ 6. Detection equipment to see the enemy. These are just sensors set to see in different spectrum. The computer takes images from each sensor and attempts to create a complete picture of what is happening around the ship. Sensors can be blinded or fooled, or fail to receive any signal at all depending on the enemies counter measures.<br> + 7. Computer AI to out smart the enemy. Smarter computers have better tactics and can coordinate more ships and weapons at the same time. Mostly this is relavant only when one starts to become damaged or else one Tech level is much higher than another. Bigger computers cost more but can do more.<br> + 8. Electronic warfare devices to confound the enemies equipment. These devices come online when everyone has seen everyone else. These devices attempt to fill the spectrum with noise, overload enemy sensors or else lie to them about what is coming or who owns it.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-16 15:44:44Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 2: </td> <td> Line 2: </td> </tr> <tr> <td> </td> <td> <span>+ ["Ship_Design" More ship design info is here]</span> </td> </tr> <tr> <td> Line 5: </td> <td> Line 6: </td> </tr> <tr> <td> </td> <td> <span>+ </span> </td> </tr> </table> </div> Ship Designhttp://sf-journey-creations.wikispot.org/Ship_Design2008-09-16 15:41:19Douglas.E <div id="content" class="wikipage content"> Differences for Ship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> <span>- = Space Ship Design =</span> </td> <td> <span>+ = Space Ship Design Ideas and Thoughts =<br> + This page is about making a ship. There is a second page that is more about how one is made.<br> + ["spaceship design"]<br> + </span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-15 18:45:16Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 77: </td> <td> Line 77: </td> </tr> <tr> <td> </td> <td> <span>+ Power plant make power for every system of the ship including Jump Engines. These engines run from the fission, fusion or antimatter depending on the tech level.<br> + <br> + ==== Fission ====<br> + small low power bad waste but it can be dumped into a sun. Finding the fuel can be very difficult and expensive.<br> + power outputs are in the range of<br> + mass is<br> + volume is<br> + <br> + ==== Fusion ====<br> + This is just a matter of taking to hydrogen atoms and pushing them together to make helium. The fuel is easy to find as water or gas. It can be had on planets, comets or gas giants but raw like this will be a lot of processing to get it to fuel grade. The plants tend to be rather large but also have high outputs.<br> + power outputs are in the range of<br> + mass is<br> + volume is<br> + <br> + ==== Antimatter ====<br> + Making antimatter takes a high technology level and is expensive. It is also a very dangerous substance to have on board ship. If it breaks out of containment the ship is doomed. The power plants are small, light and have very high outputs.<br> + power outputs are in the range of<br> + mass is<br> + volume is</span> </td> </tr> <tr> <td> Line 82: </td> <td> Line 101: </td> </tr> <tr> <td> <span>-</span> All systems are controlled by onboard and central computer systems and coordinated by a central (usually redundant) computer. Each system's controller typically has its own interface for use by local crew members. The bridge has stations for controlling all the various systems and providing diagnostics. Connecting the various systems are electrical or fiber optic wiring running throughout the ship inside the exterior hull. The precise nature of the control runs, controllers and computers are dependent on tech year, but basically require (insert percentage here) of the hull devoted to this infrastructure (perhaps a higher percentage as tech gets lower). </td> <td> <span>+</span> All systems are controlled by on<span>&nbsp;</span>board and central computer systems and coordinated by a central (usually redundant) computer. Each system's controller typically has its own interface for use by local crew members. The bridge has stations for controlling all the various systems and providing diagnostics. Connecting the various systems are electrical or fiber optic wiring running throughout the ship inside the exterior hull. The precise nature of the control runs, controllers and computers are dependent on tech year, but basically require (insert percentage here) of the hull devoted to this infrastructure (perhaps a higher percentage as tech gets lower). </td> </tr> <tr> <td> Line 84: </td> <td> Line 103: </td> </tr> <tr> <td> <span>-</span> The number of crew required to operate a ship is heavily dependent on the sophistication (read cost) of the control system installed. The likelihood of a system being damaged is based more on the redudancy of the system (read volume consumed). The number of crew required to maintain such systems is a function of volume. </td> <td> <span>+</span> The number of crew required to operate a ship is heavily dependent on the sophistication (read cost) of the control system installed. The likelihood of a system being damaged is based more on the redu<span>n</span>dancy of the system (read volume consumed). The number of crew required to maintain such systems is a function of volume. </td> </tr> <tr> <td> Line 97: </td> <td> Line 116: </td> </tr> <tr> <td> <span>-</span> The ship can be fitted to take standard cargo pods also. Normal pots must use 10% of their volume for structure in a normal 1G ship, more for extras. A standard cargo pod is, 12 met<span>re</span>s x 2.4 x 2.6 for historical reasons. High tech pods can navigate and reenter by themselves, under computer control, when in communication with ground flight controllers. They have very limited thrusters that are only good for one reentry before needing a recharge. More low tech or fragile cargo must be taken down with a tug or other spaceship. Some freight is beamed down but the costs for this are very high. </td> <td> <span>+</span> The ship can be fitted to take standard cargo pods also. Normal pots must use 10% of their volume for structure in a normal 1G ship, more for extras. A standard cargo pod is, 12 met<span>er</span>s x 2.4 x 2.6 for historical reasons. High tech pods can navigate and reenter by themselves, under computer control, when in communication with ground flight controllers. They have very limited thrusters that are only good for one reentry before needing a recharge. More low tech or fragile cargo must be taken down with a tug or other spaceship. Some freight is beamed down but the costs for this are very high. </td> </tr> <tr> <td> Line 99: </td> <td> Line 118: </td> </tr> <tr> <td> <span>-</span> Pod Ships Capacity is measured in 12m equivalent unit (TEU), the number of standard 12-metr<span>e</span> containers measuring 12.2 × 2.4 × 2.6 metr<span>e</span>s (40 × 8.0 × 8.5 feet) a vessel can carry. </td> <td> <span>+</span> Pod Ships Capacity is measured in 12m equivalent unit (TEU), the number of standard 12-met<span>e</span>r containers measuring 12.2 × 2.4 × 2.6 met<span>e</span>rs (40 × 8.0 × 8.5 feet) a vessel can carry. </td> </tr> <tr> <td> Line 101: </td> <td> Line 120: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + TEU is two times bigger than the one used in the year 2009 on the planet Earth in the system Sol.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-15 18:32:45Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 108: </td> <td> Line 108: </td> </tr> <tr> <td> <span>- 5. Stealth Technology to prevent detection.<br> - absorb, redirect or hide behind, make it flow over you.</span> </td> <td> <span>+ 5. Stealth Technology to prevent detection. Although this covers the full spectrum from heat to high energy particles, it is most easy to understand by thinking of it as simple light.<br> + 5.1 Absorb, these are materials on the ship or sprayed from the ship that absorb light. The obvious problem is that it will make a black spot in space with no stars or it will not absorb all frequencies. This leads to a war of detectors VS absorbers. Sometimes a ship can have a projector on the surface to make it look like there are stars there but it is hard to do this at all frequencies.<br> + 5.2 Redirect; this works best for active systems like radar. The radar bonces off the target but does not get back to the receiver and thus is not detected. It can be overcome by having receivers in places that signal is reflected to.<br> + 5.3 Hide behind; You can hide behind a comet or meteor or a planet or even a sun. You might be able to make a small cloud to hide behind but most systems will monitor all of space and thus will know something is different.<br> + 5.4 Make it flow over you. These coatings can take the radiation around them and bend it so that it flows around the ship as if it were not there at all. This would be prefect except that a perfect coating has not been found. Some are very good though at high tech levels.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-15 18:05:44Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 109: </td> <td> Line 109: </td> </tr> <tr> <td> </td> <td> <span>+ absorb, redirect or hide behind, make it flow over you.</span> </td> </tr> </table> </div> Life, aliens, animals and charactershttp://sf-journey-creations.wikispot.org/Life%2C_aliens%2C_animals_and_characters2008-09-14 07:57:02Douglas.E <div id="content" class="wikipage content"> Differences for Life, aliens, animals and characters<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 18: </td> <td> Line 18: </td> </tr> <tr> <td> </td> <td> <span>+ Location x,y,z, (object, planet, star, or in space relative)<br> + </span> </td> </tr> <tr> <td> Line 20: </td> <td> Line 22: </td> </tr> <tr> <td> </td> <td> <span>+ Birth weight for each sex<br> + Adult weight for each sex<br> + Age of adult weight in minutes per sex.<br> + <br> + Age of sexual maturity per sex<br> + Number of babies max, average, minimum.<br> + Justation length in minutes.<br> + Time between justations in minutes.<br> + Survival rate<br> + Distance of dispersion from birth location.<br> + Max separation distance for reproduction to occur.<br> + <br> + Health max<br> + Current health level<br> + Health points healed per minute<br> + Max Temperature for reproduction, living, dormant,dead.<br> + Min Temperature for reproduction, living, dormant, dead.<br> + Preferred elevation, range that is ok, range for reproduction.<br> + habitat yes/no; under water, on water, air, land, under land, host (and pointers to hosts)<br> + Eats, drinks yes/no for each.<br> + pointers to drinks and pointers to eats followed by a number of food units each unit of that food contains for it.<br> + Food level, food use rate,<br> + Max separation from food for it to be eaten in cm. Zero mean on top of it or touching it. -1 means light. -2 means that it always has food.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-13 18:12:15Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=<span>(</span>(M+<span>.5)*(</span>m+.<span>5</span>)<span>)^.4</span> * (&lt;jump number&gt; <span>* .20 </span>+ .<span>8</span>) </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs<span>&nbsp;</span>=<span>&nbsp;ln</span>(M+m+<span>2</span>.<span>1</span>) * <span>ln</span>(&lt;jump number&gt; + <span>2</span>.<span>1</span>) </td> </tr> </table> </div> Life, aliens, animals and charactershttp://sf-journey-creations.wikispot.org/Life%2C_aliens%2C_animals_and_characters2008-09-13 14:40:47Douglas.E <div id="content" class="wikipage content"> Differences for Life, aliens, animals and characters<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 17: </td> <td> Line 17: </td> </tr> <tr> <td> </td> <td> <span>+ == Earth Animal ==<br> + Sex type: 1,2,3 sexes.<br> + Sex crosses types: M = Male, F = Female, B = Bemale, MFBxMFB, MxFxB, FBxM, FMxB, MBxF, MFxMF, MxF, Clone</span> </td> </tr> </table> </div> Life, aliens, animals and charactershttp://sf-journey-creations.wikispot.org/Life%2C_aliens%2C_animals_and_characters2008-09-13 14:22:19Douglas.E <div id="content" class="wikipage content"> Differences for Life, aliens, animals and characters<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 16: </td> <td> Line 16: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + <br> + == In game Objects ==<br> + === Each level inherits the properties of the one above it. ===<br> + These links are not just for life forms but all objects in the game.<br> + ==== ["Earth Object"] ====<br> + Earth objects are objects that can not move under their own power. They are not alive.<br> + <br> + ==== ["Water Object"] ====<br> + Water Objects are objects that can reproduce but are not very smart. Plants and other simple life forms are made with this data type.<br> + <br> + ====[" Fire Object"] ====<br> + Fire Objects are objects that can move and tend to need AI for what they do. Basic animals are described here.<br> + <br> + ==== ["Wind Object"] ====<br> + Wind Objects are objects that can move and think. They have good AI and or scripting. They can be run by players. Theses objects include the 5 basic races of the game plus all sub-races.<br> + <br> + ==== ["Void Object"] ====<br> + Void objects are objects of creativity. They could be anything from gods to Super strong AI's with many robot subparts. Often they are run by the Game Masters only.</span> </td> </tr> </table> </div> Life, aliens, animals and charactershttp://sf-journey-creations.wikispot.org/Life%2C_aliens%2C_animals_and_characters2008-09-13 14:18:10Douglas.E <div id="content" class="wikipage content"> Differences for Life, aliens, animals and characters<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 7: </td> <td> Line 7: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + Life is broken into 5 groups based on how many points it has and also how mobile and intelligent it is. As with all concepts there are no solid lines to prove that something fits into one group or the other.<br> + The first group is the Earth Group. These creatures have no intelligence and can't move by themselves. Examples include single simple celled animals and viruses.<br> + The second group is the Water Group. These creatures are more reactive to the environment but still can't move but may have simple moving parts like traps. Examples include trees, plants and more complex but still simple animals like worms.<br> + Next comes the Fire Group. Fire group animals are very reactive to their environment and can move. They can also have limited intelligence and often work in groups on the highest levels of this group. Examples go from bugs like spiders up to elephants and dolphins.<br> + The forth group is the Air Group. The Air Group has a large brain and can abstract from what is seen to tools to solve problems. These tools are kept and used more that one time. This group also engages in communication of information for the use and development of tools or techniques for problem solving. Examples go from crows, monkeys and apes up to the high end of humans.<br> + The last group, the Void Group, are super human. They can solve problems that humans can not understand and thus seem to be god like. No know examples exist.<br> + <br> + To make an animal you must start by describing it at each level and work you way up until you reach the maximum level that the creature can operate at.</span> </td> </tr> </table> </div> Life, aliens, animals and charactershttp://sf-journey-creations.wikispot.org/Life%2C_aliens%2C_animals_and_characters2008-09-13 13:56:25Douglas.E <div id="content" class="wikipage content"> Differences for Life, aliens, animals and characters<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Life, aliens, animals and characters =<br> + All life in the known universe is based on DNA. This is thought to have happened because DNA evolved around some of the first stars and then was blown around the universe, landing on planets, evolving and being blasted on to the next system. Don't let this limit your ideas of how life could have evolved.<br> + <br> + All things that can reproduce and evolve are considered to be life forms. Reproduction comes in 4 types, sexual with one female, one male. Sexual with both sexes in each animal, and asexual. There are also systems that have 3 sexual types and all their permutations.<br> + <br> + Life is described based on the natural logarithm. Thus the number is X and that is put into a formula of y=ln(x) to reach a value that is used to see how good one critter is compared to the next. The basic assumption here is that a skill like sight goes from 0 to infinity with it getting much harder to get better after a certain easy to reach optimum is reached. In other words worms can't see well but do sense light. At some point eyes start working and then almost everything has eyes that work equally well. In some cases super sight is seen like in eagles or giant squids but this takes a lot of points to get there.</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2008-09-13 13:29:55Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 35: </td> <td> Line 35: </td> </tr> <tr> <td> </td> <td> <span>+ ["Life, aliens, animals and characters"]</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-13 13:18:27Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 119: </td> <td> Line 119: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + === Spinning Wheel Space Stations ===<br> + Space stations are meant to be used for long term space habitation with a large need for movement. They can be moved but only slowly unless designed for travel. They often only have what is needed in terms or motors to maintain orbit. Moving is often done with a Space Tug.<br> + <br> + Because humans and most of other animals prefer to have gravity. Space Stations are made to simulate gravity with centrifugal force. Space ships use constant acceleration at one G.<br> + The minimum radius of a space station is 900m because this prevents motion sickness you would get from having your head spin faster than your feet.<br> + <br> + Mulder's constant is the perception threshold for angular acceleration.<br> + At first thought to be two degrees per second in man (acceleration x<br> + duration of acceleration), it has been shown to vary by up to fifty percent<br> + depending on the axis of rotation (3 for roll, 2.6 for pitch and 1 for yaw).<br> + <br> + The threshold for detection is 0.001G-0.03G.<br> + After five seconds of stimulation some adaptation occurs, but the disjoint<br> + between vestibular and visual cues can still cause significant motion<br> + sickness. This is minimized by good space station design.<br> + <br> + The centrifugal acceleration is proportional to (the rate of spin)^2 and the<br> + distance from the axis of spin.<br> + R = meters from axis:<br> + g = R*(pi*rpm/30)^2/9.81<br> + or<br> + R = 9.81*g/(pi*rpm/30)^2<br> + <br> + Acceleration on a cylinder (space colony, etc.) of radius r and<br> + rotation period t:<br> + <br> + a = 4 pi**2 r / t^2</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-13 13:15:25Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 64: </td> <td> Line 64: </td> </tr> <tr> <td> <span>- === Spinning Wheel Space Stations ===<br> - Because humans and most of other animals prefer to have gravity. Space Stations are made to simulate gravity with centrifugal force. Space ships use constant acceleration at one G.<br> - The minimum radius of a space station is 900m because this prevents motion sickness you would get from having your head spin faster than your feet.<br> - <br> - Mulder's constant is the perception threshold for angular acceleration.<br> - At first thought to be two degrees per second in man (acceleration x<br> - duration of acceleration), it has been shown to vary by up to fifty percent<br> - depending on the axis of rotation (3 for roll, 2.6 for pitch and 1 for yaw).<br> - <br> - The threshold for detection is 0.001G-0.03G.<br> - After five seconds of stimulation some adaptation occurs, but the disjoint<br> - between vestibular and visual cues can still cause significant motion<br> - sickness. This is minimized by good space station design.<br> - <br> - The centrifugal acceleration is proportional to (the rate of spin)^2 and the<br> - distance from the axis of spin.<br> - R = meters from axis:<br> - g = R*(pi*rpm/30)^2/9.81<br> - or<br> - R = 9.81*g/(pi*rpm/30)^2<br> - <br> - Acceleration on a cylinder (space colony, etc.) of radius r and<br> - rotation period t:<br> - <br> - a = 4 pi**2 r / t^2<br> - <br> - </span> </td> <td> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-13 13:14:30Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 53: </td> <td> Line 53: </td> </tr> <tr> <td> <span>- ["A Page In The Wiki" blah blah]</span> </td> <td> <span>+ All ships that go between stars much have a jump drive.<br> + ["Space_Travel_and_Future_Tech" For more info about jumping look here.]</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-13 13:12:34Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 53: </td> <td> Line 53: </td> </tr> <tr> <td> </td> <td> <span>+ ["A Page In The Wiki" blah blah]</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-13 12:41:37Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 95: </td> <td> Line 95: </td> </tr> <tr> <td> <span>-</span> The ship can be fitted to take standard cargo pods also. Normal pots must use 10% of their volume for structure in a normal 1G ship, more for extras. A standard cargo pod is, 12 metres x 2.4 x 2.6 for historical reasons. High tech pods can navigate and reenter by themselves, under computer control, when in communication with ground flight controllers. They have very limited thrusters that are only good for one reentry before needing a recharge. More low tech or fragile cargo<span>s</span> must be taken down with a tug or other spaceship. Some freight is beamed down but the costs for this are very high. </td> <td> <span>+</span> The ship can be fitted to take standard cargo pods also. Normal pots must use 10% of their volume for structure in a normal 1G ship, more for extras. A standard cargo pod is, 12 metres x 2.4 x 2.6 for historical reasons. High tech pods can navigate and reenter by themselves, under computer control, when in communication with ground flight controllers. They have very limited thrusters that are only good for one reentry before needing a recharge. More low tech or fragile cargo must be taken down with a tug or other spaceship. Some freight is beamed down but the costs for this are very high. </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-13 12:40:59Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 98: </td> <td> Line 98: </td> </tr> <tr> <td> </td> <td> <span>+ The busiest port on the Earth ships 27,932,000/2 TEUs a year. The biggest Earth based water ship holds 15,200/2 TEUs. The top 30 ports in 2007 ship 1,33,449,000 TEUs a year giving us some idea of the amount shipped from a planet.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-13 12:01:18Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 93: </td> <td> Line 93: </td> </tr> <tr> <td> </td> <td> <span>+ Cargo space is done like most spaces but can be separate and have it's own systems. These systems might include, cooling, heating, light, atmosphere, or even a spinning ship section to simulate high G or low G as needed. At 1 G this section would be large, about 900 meter in radius for a happy human but then there would still be acceleration to mess that up.<br> + <br> + The ship can be fitted to take standard cargo pods also. Normal pots must use 10% of their volume for structure in a normal 1G ship, more for extras. A standard cargo pod is, 12 metres x 2.4 x 2.6 for historical reasons. High tech pods can navigate and reenter by themselves, under computer control, when in communication with ground flight controllers. They have very limited thrusters that are only good for one reentry before needing a recharge. More low tech or fragile cargos must be taken down with a tug or other spaceship. Some freight is beamed down but the costs for this are very high.<br> + <br> + Pod Ships Capacity is measured in 12m equivalent unit (TEU), the number of standard 12-metre containers measuring 12.2 × 2.4 × 2.6 metres (40 × 8.0 × 8.5 feet) a vessel can carry.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 20:53:14 <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 78: </td> <td> Line 78: </td> </tr> <tr> <td> <span>- === Computers ===</span> </td> <td> <span>+ === Computers and Controls===<br> + <br> + All systems are controlled by onboard and central computer systems and coordinated by a central (usually redundant) computer. Each system's controller typically has its own interface for use by local crew members. The bridge has stations for controlling all the various systems and providing diagnostics. Connecting the various systems are electrical or fiber optic wiring running throughout the ship inside the exterior hull. The precise nature of the control runs, controllers and computers are dependent on tech year, but basically require (insert percentage here) of the hull devoted to this infrastructure (perhaps a higher percentage as tech gets lower).<br> + <br> + The number of crew required to operate a ship is heavily dependent on the sophistication (read cost) of the control system installed. The likelihood of a system being damaged is based more on the redudancy of the system (read volume consumed). The number of crew required to maintain such systems is a function of volume.<br> + <br> + Workstations for individual crew may be more or less capable depending on tech year and cost. Military vessels tend to have more capable workstations, and more of them, while commercial vessels have fewer complicated workstations serving more functions, but sacrificing some of the "information overload" protections of more sophisticated military controls. Commercial vessels tend to have fewer crew for the same tonnage but are less capable in an emergency.<br> + <br> + [Peter Brenton, pbrenton@mit.edu]</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-10 18:15:59Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 19: </td> <td> Line 19: </td> </tr> <tr> <td> <span>-</span> Fantasy Tech is anything that can not be easily explained using modern science. </td> <td> <span>+</span> Fantasy Tech is anything that can not be easily explained using modern science.<span>&nbsp;I try to limit it as much as I can and still have a fun game that the computer can run.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 18:12:31Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p>No differences found!</div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 18:12:13Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> </td> <td> <span>+ === Some ideas ===<br> + System failure design to limit cascading failures. This includes<br> + redundancy of components, partitioning, and identification (and<br> + removal) of unintentional single points of failure. This might be<br> + nicely abstracted as a value that costs mass and credits to improve<br> + and results in reducing the chance of cascading damage. On civilian<br> + ships this will largely partition life support from everything<br> + else but not limit cascading effects on fire control, jump, stealth,<br> + AI, EW, etc.<br> + <br> + Basically I'd model this by making the damage model "exploding" in<br> + some fashion: a hit does X damage with p chance of doing another X<br> + damage, with each X damage similarly having p chance of more damage.<br> + The ship's safety design (resilience?) would reduce p or limit the<br> + number of times p can occur (those might actually reflect two totally<br> + different strategies for implementing resilience).<br> + Brad Murray (halfjack)<br> + </span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 18:08:40Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 79: </td> <td> Line 79: </td> </tr> <tr> <td> <span>-</span> 10. Damage Control and Repair. </td> <td> <span>+</span> 10. Damage Control<span>, Redundancy</span> and Repair. </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 18:07:47Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 69: </td> <td> Line 69: </td> </tr> <tr> <td> <span>-</span> Ships have <span>9</span> basic systems for fighting. </td> <td> <span>+</span> Ships have <span>10</span> basic systems for fighting. </td> </tr> <tr> <td> Line 79: </td> <td> Line 79: </td> </tr> <tr> <td> </td> <td> <span>+ 10. Damage Control and Repair.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 16:59:55Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 37: </td> <td> Line 37: </td> </tr> <tr> <td> </td> <td> <span>+ *Converted asteroid just use the ellipsoid that best fits the shape of the asteroid. The costs are 20% less but armor costs 40% more because it must be done on the inside of the structure to hide it. All external surface components also cost 50% more to hide them.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 16:47:25Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 51: </td> <td> Line 51: </td> </tr> <tr> <td> </td> <td> <span>+ === Star Hopping AKA Jump Drive or Hyper Drive or Warp Drive ===<br> + <br> + === Space Engines ===<br> + <br> + === Power Plant ===<br> + <br> + === Fuel Tanks ===<br> + <br> + === Computers ===<br> + <br> + === Crew quarters ===<br> + <br> + === Passengers ===<br> + <br> + === Cargo ===<br> + </span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 16:39:25Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 62: </td> <td> Line 62: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + === Things to think about later ===<br> + Fuel scoops.<br> + Fuel purifiers (if installed)<br> + Supplemental tankage</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 16:30:43Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 22: </td> <td> Line 22: </td> </tr> <tr> <td> <span>- If you have battle hardening then the price is 10 times more.</span> </td> <td> <span>+ If you have battle hardening then the price is 10 times more and does not include extra armor. The costs go towards making it less massive per volume and making it stronger to take very high Gs.</span> </td> </tr> <tr> <td> Line 50: </td> <td> Line 50: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + === Warfare ===<br> + Ships have 9 basic systems for fighting.<br> + 1. Propulsion to maneuver quickly<br> + 2. Armor to absorb radiation and kinetic damage.<br> + 3. Point defense weapons to shoot down incoming weapons.<br> + 4. Offensive weapons to destroy or disable the attacker.<br> + 5. Stealth Technology to prevent detection.<br> + 6. Detection equipment to see the enemy.<br> + 7. Computer AI to out smart the enemy.<br> + 8. Electronic warfare devices to confound the enemies equipment.<br> + 9. Communications and coordination equipment.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 15:53:52Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 12: </td> <td> Line 12: </td> </tr> <tr> <td> <span>-</span> Hull Cost = Volume * Tech Year </td> <td> <span>+</span> Hull Cost = Volume * Tech Year<span>&nbsp;* cost modifier.</span> </td> </tr> <tr> <td> Line 18: </td> <td> Line 18: </td> </tr> <tr> <td> <span>- If you must enter the atmosphere then the price is 5 times more.</span> </td> <td> <span>+ If you must enter the atmosphere then the price is 4 times more. For water landings it becomes 5 times more. It becomes 6 times more to land on a 1g world. Ships larger that what the ground and landing gear can support must land in water and must be designed for that.<br> + <br> + 4,000,000 kilos max weight for ground landings with a rock surface. (Saturn V rocked was about that big.)</span> </td> </tr> <tr> <td> Line 43: </td> <td> Line 45: </td> </tr> <tr> <td> </td> <td> <span>+ <br> + === Hard Points and other external components ===<br> + Hard points are places in the hull that have the electronics and structure to support weapons. The amount of hard points is based on the surface area of the ship. Each hard point takes about 2x2 square meters and internally take up 3x3x3 cubed meters. Note that weapons systems may take up an additional volume and also make take more than one hard point combined. They costs X per point.<br> + <br> + A ship must have doors. These take up area also. All ships must have door that will let people escape in any case that the ship may encounter. These doors are airlocks and take up 2x3 meters of surface area and 3x4x5 meters of internal volume. These cost X per door.</span> </td> </tr> </table> </div> Spaceship Designhttp://sf-journey-creations.wikispot.org/Spaceship_Design2008-09-10 11:46:55Douglas.E <div id="content" class="wikipage content"> Differences for Spaceship Design<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 1: </td> <td> Line 1: </td> </tr> <tr> <td> </td> <td> <span>+ = Spaceship Design =<br> + <br> + == Technology Year ==<br> + First you must determine the building planet, it's technology year. This will effect all other design details.<br> + <br> + == Hull ==<br> + <br> + All ships have a hull. The hull is made up of enclosed areas and girder like open areas.<br> + Closed areas have a volume and a shape. The basic shapes and the math to calculate the volumes and surface area follows.<br> + <br> + <br> + Hull Cost = Volume * Tech Year<br> + <br> + If you want to built at plus one Tech Year then the price is 3 times more.<br> + If you want to build at minus one Tech Year then the price is .5<br> + You may not build more that plus one or minus one Tech Year.<br> + <br> + If you must enter the atmosphere then the price is 5 times more.<br> + <br> + If you have battle hardening then the price is 10 times more.<br> + <br> + You may make hull shapes of different types and stick them together. For example a long Rectangular Prism with cargo pod hooks and an engine with a Cylinder on top for the people.<br> + <br> + All price mods are cumulative.<br> + <br> + Volume Formulas. If these are not clear please surf the net. There are lots of good pages for this math.<br> + Side1 means length of side one; same for radius.<br> + *Rectangular Prism side1 * side2 * side3. Might be used for the long center body of a transport.<br> + *Sphere (4/3) * pi * radius^3. Ball shaped. Good for storage tanks and very strong.<br> + *Ellipsoid (4/3) * pi * radius1 * radius * 2 * radius3. This is your basic flattened ball shape or UFO. IT can also be an oval shaped ball. This is a good shape for ships that have large floor areas.<br> + *Cylinder pi * radius^2 * height. Often used to get a UFO shape without limiting headroom on the edges. You may use this to make space stations also by subtracting one from a larger one to make the center hollow.<br> + *Cone (1/3) * pi * radius^2 * height. Basic shape for ships that enter atmospheres.<br> + *Pyramid (1/3) * (base area) * height. Can also be used for atmospheres.<br> + *Torus (1/4) * pi^2 * (r1 + r2) * (r1 - r2)^2. Often used for rotating space stations that must be used in battle.<br> + <br> + Surface Area Formulas:<br> + l = length, w= width, h = height<br> + *Rectangular solid = 2lw + 2lh + 2wh<br> + *Sphere 4 * pi * radius^2<br> + *Cylinder Areas of top and bottom circles + Area of the side2(pi * radius2) + 2 * pi * radius * height<br> + *Cone (surface) pi * radius * side<br> + *Torus (surface) pi^2 * (radius2^2 - radius1^2)</span> </td> </tr> </table> </div> Front Pagehttp://sf-journey-creations.wikispot.org/Front_Page2008-09-10 11:01:13Douglas.E <div id="content" class="wikipage content"> Differences for Front Page<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 32: </td> <td> Line 32: </td> </tr> <tr> <td> </td> <td> <span>+ ["Spaceship Design"]</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-09-09 14:00:48Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 64: </td> <td> Line 64: </td> </tr> <tr> <td> </td> <td> <span>+ === Spinning Wheel Space Stations ===<br> + Because humans and most of other animals prefer to have gravity. Space Stations are made to simulate gravity with centrifugal force. Space ships use constant acceleration at one G.<br> + The minimum radius of a space station is 900m because this prevents motion sickness you would get from having your head spin faster than your feet.<br> + <br> + Mulder's constant is the perception threshold for angular acceleration.<br> + At first thought to be two degrees per second in man (acceleration x<br> + duration of acceleration), it has been shown to vary by up to fifty percent<br> + depending on the axis of rotation (3 for roll, 2.6 for pitch and 1 for yaw).<br> + <br> + The threshold for detection is 0.001G-0.03G.<br> + After five seconds of stimulation some adaptation occurs, but the disjoint<br> + between vestibular and visual cues can still cause significant motion<br> + sickness. This is minimized by good space station design.<br> + <br> + The centrifugal acceleration is proportional to (the rate of spin)^2 and the<br> + distance from the axis of spin.<br> + R = meters from axis:<br> + g = R*(pi*rpm/30)^2/9.81<br> + or<br> + R = 9.81*g/(pi*rpm/30)^2<br> + <br> + Acceleration on a cylinder (space colony, etc.) of radius r and<br> + rotation period t:<br> + <br> + a = 4 pi**2 r / t^2<br> + <br> + </span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-29 22:16:23Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=((M*m)^.<span>6</span> * (&lt;jump number&gt; * .20 + .8)<span>&nbsp;)</span> </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=((M<span>+.5)</span>*<span>(</span>m<span>+.5)</span>)^.<span>4</span> * (&lt;jump number&gt; * .20 + .8) </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-29 09:54:52Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>Light Ye</span>ars=(Mm)^.<span>3</span> * (jump number * .<span>1</span>0 + .<span>9</span>) </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>P</span>ars<span>ecs</span>=(<span>(</span>M<span>*</span>m)^.<span>6</span> * (<span>&lt;</span>jump number<span>&gt;</span> * .<span>2</span>0 + .<span>8</span>)<span>&nbsp;)</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-29 09:41:32Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>P</span>ar<span>sec</span>s=(Mm)^.3 * (jump number * .10 + .9) </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? <span>Light Ye</span>ars=(Mm)^.3 * (jump number * .10 + .9) </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-25 12:59:55Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=(Mm)^.3 </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m (in sun masses)? Parsecs=(Mm)^.3<span>&nbsp;* (jump number * .10 + .9)</span> </td> </tr> <tr> <td> Line 57: </td> <td> Line 57: </td> </tr> <tr> <td> <span>- *What is the maximum jump number or range? This depends on the masses of the stars in question.</span> </td> <td> <span>+ *What is the maximum jump number or range? This depends on the masses of the stars in question, the technology level of the jump engine and the rating of the engine. Jump Engines can be rated from 0 to infinity with the max being dictated by the tech level of the manufacturer, real numbers are used.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-25 10:22:25Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one between two stars of mass M and m? Parsecs=(Mm)^.3<br> <span>-</span> *How far apart are our stars anyway?<br> <span>-</span> *What is the maximum jump number or range? </td> <td> <span>+</span> *How far can a ship jump at jump one between two stars of mass M and m<span>&nbsp;(in sun masses)</span>? Parsecs=(Mm)^.3<br> <span>+</span> *How <span>often do jump lanes change? That is based on the average mass of the 2 stars (In sun masses). The number of days until you check if the lane changes = 100/(M+m)/2. There is a 2 in 6 chance it will change.<br> + *How </span>far apart are our stars anyway?<span>&nbsp;On average there is about 50% chance of a star per parsec.</span><br> <span>+</span> *What is the maximum jump number or range?<span>&nbsp;This depends on the masses of the stars in question.</span> </td> </tr> </table> </div> Space Travel and Future Techhttp://sf-journey-creations.wikispot.org/Space_Travel_and_Future_Tech2008-08-25 07:22:12Douglas.E <div id="content" class="wikipage content"> Differences for Space Travel and Future Tech<p><strong></strong></p><table> <tr> <td> <span> Deletions are marked with - . </span> </td> <td> <span> Additions are marked with +. </span> </td> </tr> <tr> <td> Line 23: </td> <td> Line 23: </td> </tr> <tr> <td> <span>-</span> The Jump drive works based on Jump Energy that gathers around high gravity wells. This energy then arcs over to other wells. The stronger the gravity the farther it can arch. The ships travel by jumping into this energy and following an arcs to a new star. It is easy to jump into this energy when it is very thick, in the gravity wells but very hard to get out of when it is thick. The arcs are not constant and jump from star to star in a random pattern. This jumping happens on average every 100 days. Less often for smaller stars but more often for bigger ones. </td> <td> <span>+</span> The Jump drive works based on Jump Energy that gathers around high gravity wells. This energy then arcs over to other wells. The stronger the gravity the farther it can arch. The ships travel by jumping into this energy and following an arcs to a new star. It is easy to jump into this energy when it is very thick, in the gravity wells but very hard to get out of when it is thick. The arcs are not constant and jump from star to star in a random pattern. This jumping happens on average every 100 days. Less often for smaller stars but more often for bigger ones.<span>&nbsp;See chart. (note to self, 10 days for O types about 300 days for G2V stars)</span> </td> </tr> <tr> <td> Line 35: </td> <td> Line 35: </td> </tr> <tr> <td> <span>-</span> For ships to jump they must have a jump drive, jump sensors and jump navigation systems. <span>War</span>p engines do not use reaction mass and hence do not need to be mounted on the surface of the ship. </td> <td> <span>+</span> For ships to jump they must have a jump drive, jump sensors and jump navigation systems. <span>Jum</span>p engines do not use reaction mass and hence do not need to be mounted on the surface of the ship.<span>&nbsp;Jump Engines create a sphere of energy that allows the ship to transition into and out of jump space. This sphere shape can be modified by the use of jump nodes on the surface of the ship or at least close to it. Jump engines use large amounts of power.</span> </td> </tr> <tr> <td> Line 48: </td> <td> Line 48: </td> </tr> <tr> <td> <span>-</span> * Miss jump. Gate closes as you jump. Ship comes out at wrong star and you can't go to the star you <span>w</span>a<span>n</span>ted. </td> <td> <span>+</span> * Miss jump. Gate closes as you jump. Ship comes out at wrong star and you can't go <span>directly back </span>to the star you <span>st</span>a<span>r</span>ted<span>&nbsp;from</span>. </td> </tr> <tr> <td> Line 54: </td> <td> Line 54: </td> </tr> <tr> <td> <span>-</span> *How far can a ship jump at jump one? </td> <td> <span>+</span> *How far can a ship jump at jump one<span>&nbsp;between two stars of mass M and m</span>?<span>&nbsp;&nbsp;Parsecs=(Mm)^.3</span> </td> </tr> <tr> <td> Line 67: </td> <td> Line 67: </td> </tr> <tr> <td> <span>- Artificial gravity is used because programming for everything floating around is very time consuming and non-intuitive for the players. With AG players can walk about in a ship doing high gee maneuvers without felling the effects.</span> </td> <td> <span>+ Artificial gravity is not used because it takes to much magic to make it work and this is hard SF with the exception of Jump Tech. Most ships pull one G at all times to give the feeling of gravity on the ships. Others rotate for this reason.</span> </td> </tr> <tr> <td> Line 70: </td> <td> Line 70: </td> </tr> <tr> <td> <span>- Star to Star Communications is done using a sideline of Jump Tech. It is instantaneous and requires the use of a large amount of energy and is thus expensive. At the rate of about 1 credit per 1000 bytes of data. It travels from one Beacon to the next Beacon and from there at the speed of light to anyplace in a system. This also implies that the communications might be intercepted by the Beacon stations.</span> </td> <td> <span>+ Star to Star Communications is done using a sideline of Jump Tech. It is instantaneous and requires the use of a Beacon or jump ship it the system. It travels from one Beacon to the next Beacon and from there at the speed of light to anyplace in a system. This also implies that the communications might be intercepted by the Beacon stations.</span> </td> </tr> </table> </div>