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2300AD Realistic Star Map Data
http://sfrpg-discussion.net/viewtopic.php?f=60&t=3126
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 5:52 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

But then it would probably flag me for an "empty message"

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File comment: Dingir Subsector J
JULIET.jpg
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 5:56 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

I moved Earth back to 1827 because I was pretty sure they wouldn't all fit in "Quadrant II." I was right.

I wasn't real sure that they'd all map to the Solomani Rim. They did.

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File comment: Sol Subsector K
KILO.jpg
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 6:06 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

Arcturus actually maps to Esperance Subsector F Hex 1518.

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File comment: Arcturus [sic] Subsector L
LIMA.jpg
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 6:15 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

Capella actually does map to Subsector N Hex 1438.

Hooray! Harshman got one right :)

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File comment: Capella Subsector N
NOVEMBER.jpg
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 6:19 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

Well, Pollux does map to Gemini Subsector O Hex 2036, so he's half right.

Castor maps to Aldebaran Sector 2002 Wovoka Subsector C.

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File comment: Gemini Subsector O
OSCAR.jpg
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 6:25 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

Alderamin maps to Albadawi Subsector I Hex 0330.

(I know. It has nothing to do with Subsector P. I'm just talkng to the message board software so that it'll let me post all these low-rez pics)

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File comment: Kukulkan Subsector P
PAPA.jpg
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 6:28 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

Ulltra Low-Rez Solomani Rim Dot Map.

Hey, it's no worse than some of DGP's maps :)

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File comment: Solomani Rim Dot Map
SOLRIM.jpg
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Author:  LiNeNoiSe [ Wed Feb 28, 2018 6:55 pm ]
Post subject:  2D Galactic Coordinates for Stellagama Map

Raw Data in case I screwed something up, or if someone disagrees wth my positions.

Sometimes it's a judgment call when more than one star maps to the same hex.

X and Y are two-dimensional Cartesian coordinates in parsecs. D is the actual distance in parsecs. GalLong is the actual Galactic Longitude. Sector Hex and Subsector should be self-explanatory.

Hexagonal grids don't exactly conform to the Pythagorean Theorem, so it's often another judgment call when choosing a hex.

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File comment: Raw Data
Near Stars.txt [5.44 KiB]
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Author:  Cyborg IM1 [ Tue Mar 06, 2018 2:28 pm ]
Post subject:  Re: 2300AD Realistic Star Map Data

LiNeNoiSe wrote:
Cyborg IM1 wrote:
Perhaps we simplied it too much.


While I am a simpleton, it's not helping me too much :)

Quote:
We used the Right Ascension value of each star, AD2000 data. We then adjusted simply for galactic center as follows:

RA = 0-hours (TRAILING)
RA = 6-hours (RIMWARD)
RA = 12-hours (SPINWARD)
RA = 18-hours (COREWARD)

We did NOT do any more serious adjustments. I know that throws some things off, but since the flattening of the 3-D map into 2-D does so much of that already, we felt our simplification was OK.

Hope that helps!


Let's take an example. How about Barnard's Star? Coincidentally (?), you've got it exactly where I put it with galactic coordinates.

It's at 17h 57m 48s +4° 41' 36"

What do you do wth the 17 hours and how does that relate to the hex positon?


Ok, maybe I'm seeing it now. Barnyard is close to 18 hours, so it's Coreward. Proxims st 14 29 43 is close to 12, so it's Spinward?


Yes, that is how we did it. If the RA was 18 hours, it was straight Coreward, if it was 14 hours, it would be Core-Spinward. Then we used actual distance and put it in the nearest hex. Basically, use a counter-clockwise rotation of the RA value starting with Zero being to the Right (Trailing) or at 0-degrees in a cartesian coordinate system.

We DID have situations where multiple stars would have fallen in the same hex. The farther from Earth, the more likely this was to happen as the numbers go up with the cube of radius in 3D but only the square of the radius in 2D. In that case, we picked the most "interesting" star (if it had a common name it was likely to get picked for example) and either moved the other to a nearby hex, or ignored it.

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