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?
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.
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.
...pssst: Cap'n: he used an ironcaptainjack23 said:!!!!! Neat -o !
MayI be a geek and ask what your flattening method was ?
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.
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.EDG said:So here's a question: how would you represent high Declination stars like Polaris on a 2D map?
Rikki Tikki Traveller said:The good doctor is right. There really is no way to get a "realistic" map without going 3D.
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.
StephenT said: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.EDG said:So here's a question: how would you represent high Declination stars like Polaris on a 2D map?
8)
EDG said:So here's a question: how would you represent high Declination stars like Polaris on a 2D map?