Not that simple, because if you use the smallest size for the white dwarf it has an older main sequence lifespan which can be in the order of 10+ billion. You should assume that the age of the system is the total lifespan experienced by the white dwarf.It's a bit confusing, but the answer is both*.
Small Star Age = normal formula, results in value between 2-14 Gyrs
+Dead Star Age, using M * (D3+2) as the mass; this simulates the very beginning of the star's life and shouldn't result in a value more than a few hundred million years
For a White Dwarf, Mass (M) is at most 11/10 + 10/100, or 1.2. If we then use the smallest multiplier (which will result in the maximum age), we get M = 1.2 * 5 = 6.
Calculating the final age (i.e. the age of the star when it died):
Main Sequence = 10 / 6^2.5 = 0.1134 Gyr
Subgiant = Main Sequence / (4 + M) = 0.1134 / (6 + 4) = 0.01134
* Note the variance bit on p21 is just for Class IV stars, not ones that have died
Giant = Main Sequence / (10 * M^3) = 0.1134 / (10 * 6^3) = 0.1134 / (10 * 216) = 0.0000525
Thus, Final Age = 0.1134 + 0.01134 + 0.0000525 = 0.1247925 Gyr, or about 0.125 Gyr.
That's the highest it will ever be for a White Dwarf, which you then add on to the Small Star Age.
Yeah I updated the post, used the highest instead of lowest Mass. At a Mass of 0.11, just the main sequence lifespan is 44.5+ Gyrs and that's using the highest D3+2 roll; assuming the lowest instead, it's 10/(0.11 * 3)^2.5 which is nearly 160 Gyrs...Not that simple, because if you use the smallest size for the white dwarf it has an older main sequence lifespan which can be in the order of 10+ billion. You should assume that the age of the system is the total lifespan experienced by the white dwarf.
I very much appreciate your going through this in detail. Thank you. I will keep an eye on the error you said you made when I go through on my end.It's a bit confusing, but the answer is both*.
Oh, so the formula as written does make some white dwarfs with overly inflated ages?Yeah I updated the post, used the highest instead of lowest Mass. At a Mass of 0.11, just the main sequence lifespan is 44.5+ Gyrs and that's using the highest D3+2 roll; assuming the lowest instead, it's 10/(0.11 * 3)^2.5 which is nearly 160 Gyrs...
That does indeed appear to be the case. p20 even states that:Oh, so the formula as written does make some white dwarfs with overly inflated ages?
Which, doing the math, yeah, 3162 Gyrs... but post-stellar objects multiply their dead-star mass by 3 to 5, so the smallest they could be for that calculation is 0.3 (technically 0.33), which is where I got that 160 Gyr number from.[A star] of mass 0.1 [solar masses] will last for more than three trillion years.
Yep. And paraphrasing Wikipedia: https://en.wikipedia.org/wiki/White_dwarf#FormationOK so it does jibe with with my original calculations. My test sector using RAW had a couple 20+ Gyr white dwarfs and that led me to posting here.
So, in the end, it may be better to simply ignore Post-Stellar object age when generated as secondaries and assume any with lower mass got that way through some process other than going supernova.If the mass of a main-sequence star is < 0.5 solar mass, it will never become hot enough to ignite and fuse helium in its core... Due to the very long time this process takes, it is not thought to be the origin of the observed helium white dwarfs.
Rather, they are thought to be the product of mass loss in binary systems or mass loss due to a large planetary companion.
x3 | x5 | x3 | x5 | x3 | x5 | |
rolled | rolled | observed | observed | limit | limit | |
WD | 0.11 | 0.11 | 0.14 | 0.14 | 0.327 | 0.1962 |
x# | 3 | 5 | 3 | 5 | 3 | 5 |
MS Mass | 0.33 | 0.55 | 0.42 | 0.7 | 0.981 | 0.981 |
MSL | 159.8509 | 44.5752 | 87.47355 | 24.39242 | 10.49126 | 10.49126 |
SGLS | 36.91707 | 9.796747 | 19.7904 | 5.189877 | 2.106255 | 2.106255 |
GLS | 444.8088 | 26.792 | 118.0671 | 7.111493 | 1.111272 | 1.111272 |
Total age: | 641.5768 | 81.16395 | 225.3311 | 36.69379 | 13.70878 | 13.70878 |
Sounds like interference from the Ancients to me.but hey, nothing is perfect. If the formulas are close to being correct that one at 0.14 lost a good chunk of mass somewhere in its dying or post-life phase.
Historical reasons... I carried forward an old "roll 2D" for the orbit from Classic Traveller (Book 6), but did 2D-2 to allow for closer "Captured Planets". I suppose I could have made it more complicated:p50, Step 7, am I understanding correctly that when determining a random Orbit# for an anomalous planet, the 2D-2 roll is intended to be used as is for the Orbit# (before adding +/-D6s if out of bounds), ranging from Orbit# 0.0 to Orbit#10.0?
What is the reason for doing it that way rather than using an Orbit# guaranteed to be between the min and max?
For example, we could use the same roll divided by 10, (or D100/100) and multiply that by (max - min), then add that to MAO, and the result will not only be within the allowed Orbit#s, but also allows for generating Orbit#s beyond 10.0 when they are allowed.
So roll 1D-1 for tens digit, 1D10 for ones digit, and, in general, add those directly as arc minutes and arc seconds.Linear variance for axial tilt values is appropriate and should be additive (using the result as a base) on the Extreme Axial Tilt table.
So you mean the 1D on the Extreme Axial Chart? Then yes. The example skips a roll (a 4), I think. It should be:Having a little trouble parsing the Axial Tilt variance:
So roll 1D-1 for tens digit, 1D10 for ones digit, and, in general, add those directly as arc minutes and arc seconds.
But for Extreme, also add the 1D roll? That seems to be what the Zed Prime example on p105 did.
That's the intent. 80-100 have an effective DM-10Another Axial Tilt-related question - are the ranges underlined in red correct for the Tidal Lock DMs?
These are additive, so it may indeed be intended for a world with e.g. 90 degree tilt to have a DM-10, but the again, maybe not:
View attachment 2247
In this case: rather odd, a retrograde rotation and an axial tilt more than 90 should, logically be the same as rotating prograde. (two flips are better than one??) and the day is longer than the year which is annoying, but happens . It should be equivalent to a prograde rotation based on 34.788 degrees and so treating the rotation as effectively positive, that yields -0.47. Which means the sunrise to sunrise period experienced on the surface is 3600/-0.47 = -7628.36 hours... for which the absolute value should be correct from a temperature perspective and the sun still goes backwards, rising in the east (at the 34.788 axial tilt, prograde, assumption (I guess it would be west in upside-down logic- but it would behave that way looking at the sky - ouch my head hurts, but I think that's right - effectively three flips. I'd have to build an orrery* to test it.)Seem to be running into an edge case calculating solar year, but maybe I'm doing it wrong.
Solar Days in a local year = (Years(hours) / Sideral Day(hours)) - 1
Years(hours) = Orbit Period * 8766
Sidereal Day (hours) = Basic Day Length formula, possibly modified by Tidal Lock
I've rolled up a world with the following data:
Orbit Period: 0.2168693327005174
Year Length: 1901.0765704527355 (calculated as above)
Sidereal Day: 3600 (modified tidal lock roll of 10, so Retrograde Rotation and Siderial = 50 * 24 * D6)
Axial Tilt: 145.21194444444444
Plugging those numbers in, I get -0.47 as the number of days per solar year.
If I treat the sidereal days as negative, I get -1.53 days per year instead.
Now, that's not really a big deal, I suppose, but it's screwing me up when I try to use the Solar Period to calculate High/Low Temperature. Should I just treat it as 1.0 as if it were in a 1:1 tidal lock with its sun?