Sector map with Sol System/Earth On it?

khelbiros

Mongoose
I'm developing a homebrew setting for Traveller, and Earth features rather prominently in it. Does anyone have or know of a Traveller-style subsector map with our own Solar System on it and other neighbouring planets/systems based on real astronomical data?
 
http://www.travellermap.com/

Over on the right-hand side there is a 'go to' link right to Terra. Hope that helps.
 
khelbiros said:
I'm developing a homebrew setting for Traveller, and Earth features rather prominently in it. Does anyone have or know of a Traveller-style subsector map with our own Solar System on it and other neighbouring planets/systems based on real astronomical data?

If you want it actually based on real data, I strongly recommend that you look at my Realistic Star Mapping page. The Travellermap link is not even remotely close to realistic.

My one is out of date by a few years, but broadly speaking that's still most of the stars within 6pc of Sol, in the right directions and at the right distances too.
 
For real life data you can go to:
http://www.solstation.com/
but be prepared to adjust this so that it fits on a 2d map or you can adjust Traveller to use the ChView software.

You can go to:
http://www.travellermap.com/
Or you could go to:
http://www.utzig.com/cgi-bin/iai/map_top.pl
and click on the Solomani Rim sector and see a copy of the sector from older versions of Traveller that contains Terra (Earth) on it. Just click on th Sol sub-sector for a closer look.
 
Thanks for the help, everyone. I've found EDG's 'Realistic Star Mapping' page the most useful for my project since it focuses on year (or real at the time) data and is nicely sorted out in Traveller-style sector maps.
 
khelbiros said:
Thanks for the help, everyone. I've found EDG's 'Realistic Star Mapping' page the most useful for my project since it focuses on year (or real at the time) data and is nicely sorted out in Traveller-style sector maps.

Yer welcome, that's what I really made it for :).

I think it's accurate to RECONS 2003 data (cripes, was it really that long ago that I did that stuff?!). Any changes since then to RECONS have as far as I know been stars being moved closer or further away, and a few new bodies being discovered. With the excel sheets there, users should be able to figure out where any real star is given the right input (co-ordinate) data.
 
Here is a quadrant map I've made centered on Sol some time ago using a real data with a 'flattening' method. Note that there is a good chance of still-undetected (as of today) M-type stars or Brown Dwarfs existing nearby so you could very plausibly add more stars to the map to fill any blanks you see fit to fill.

nearearthes0.gif

By golan2072 at 2009-01-16
 
Golan2072 said:
Here is a quadrant map I've made centered on Sol some time ago using a real data with a 'flattening' method. Note that there is a good chance of still-undetected (as of today) M-type stars or Brown Dwarfs existing nearby so you could very plausibly add more stars to the map to fill any blanks you see fit to fill.


!!!!! Neat -o !

MayI be a geek and ask what your flattening method was ?
 
He used the Right Ascension and Declination values given in a star catelog.

Then he ignored Declination and mapped the stars using RA and distance. Once located, he fit them into hexes.

When there were multiple stars per hex, which there will be especially as you move farther out (3D space fills up fast with stars), you have to pick and choose which ones to represent. Referee's choice at that point.
 
Rikki Tikki Traveller said:
He used the Right Ascension and Declination values given in a star catelog.

Then he ignored Declination and mapped the stars using RA and distance. Once located, he fit them into hexes.

When there were multiple stars per hex, which there will be especially as you move farther out (3D space fills up fast with stars), you have to pick and choose which ones to represent. Referee's choice at that point.

Flattening is a big problem (it seriously distorts distances and/or directions), which is why I avoided it completely in my Realistic Mapping project - I just used stacked subsector grids with a vertical separation of 1pc between them. That way, every star is where it's supposed to be.
 
The good doctor is right. There really is no way to get a "realistic" map without going 3D.

But, Omer's map gives you the nearer stars that are recognizable by name and puts them at the right distance from Earth and in ABOUT the right position relative to each other.

However you flatten a 3D map, you are going to end up with 2 stars that are right next to each other on your map, but are on opposite sides of the sky in reality.

For true accuracy, you need to use EDG's star list or make your own 3D list.
 
So here's a question: how would you represent high Declination stars like Polaris on a 2D map?
 
EDG said:
So here's a question: how would you represent high Declination stars like Polaris on a 2D map?
You'd ignore them, because while real space might be 3D, Jump Space is 2D... and there's no way to reach Polaris from Sol using Jump Drive.
8)
 
Thanks to Rikki Tikki Traveller for describing the general method I've used. In addition to what he's said, I've also used a method inspired by Leo Knight's post in a previous thread to manually locate the stars on a hex-map, starting with Earth at the center. The method was:

Leo Knight said:
Manually. I started with distance. 0.5 -1.5 parsecs was 1 hex out (Alpha Centauri), 1.5 -2 parsecs waas 2 hexes out (Barnard's Star, Wolf 359), etc. Then at each distance, I divided the right ascenscion by the number of hexes in that ring. IIRC, the galactic core is in the constellatiopn Sagittarius, so Barnard's Star and 70 Ophiuchi lined up directly coreward. At the 1 parsec ring, each hex was 4 hours RA, at 2 parsecs 2 hours, etc.

There are probably more elegant ways to do this, but this method works quite well up to circa 10-13 parsecs from Earth. Unlike him I rounded distances up rather than down so Alpha Centauri was two Jump-1's away from Earth. However, most TL10 ships in my ATU have fuel for two consecutive jumps and supplies for a month for the very least, so it was reachable - but taking two weeks of travel to get to until J2 came around.
 
StephenT said:
EDG said:
So here's a question: how would you represent high Declination stars like Polaris on a 2D map?
You'd ignore them, because while real space might be 3D, Jump Space is 2D... and there's no way to reach Polaris from Sol using Jump Drive.
8)

If that were the case, the Traveller star map around Sol should be like my "+0 pc" map from my Realistic Mapping page, and no other stars should be accessible. A lot of major stars aren't on that +0 pc plane relative to Sol so they shouldn't be accessible by jump with that logic.
 
Wow, this: http://members.nova.org/~sol/chview/chvc.htm

is a very simple 3D local star map that even I can use. It is configurable, and best of all allows you to edit star names and type up notes that appear when you click on each star. ie. you can 'colonise' the map. I am going to use this I think as the Traveller star map for my group. All I need to do is give jump distances in light years, or find a preference on the map for parsecs instead of ly.
 
EDG said:
So here's a question: how would you represent high Declination stars like Polaris on a 2D map?

Use a separate map for each star... since direction doesn't really matter, only distance... :wink:

Me - I've actually mapped the TU out in interactive 3D (about 9 years ago in OpenGL) and it looks sweet (especially the rift) when rotating it around and 'flying' through it and the jump numbers are 100% the same and so is the 2D projection. (I never got around to creating 'night sky' views, but maybe one day I'll do that too.)
 
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