In response to the person who asked how to do a Traveller style map using the Astrosynthesis map program...
Assuming that I were inclined towards working on such a project, this is how I'd approach it.
Create a universal hex ID system that allows me to uniquely identify any and every star system listed in the Traveller Universe. Instead of using a 4 digit numbering system (which works for a sector with only 32 columns by 40 rows), I'd use a 6 digit system. Why? Lets say we're talking about creating a map for a 4 sector by 4 sector universe. That would be 4 x 32 hexes wide, by 4 x 40 hexes deep. That would require a numbering system that runs from 001 on through 4 x 32 or 128 hexes wide. It would also run 001 on through 4 x 40 hexes deep, or 160. Thus, we'd need a numbering system for hex id that would run into (for computer programmers) a value of 999.
Next step? If you note carefully, the distance from center of hex to center of hex is identical. In other words, there is a precise mathematical value to be had that would permit someone to determine the location of any center of hex relative to another center of hex. If anyone could find that formula, I would be willing to bet it would be Anthony - he tends to be pretty sharp when it comes to math
In any event - once you have that universal hex ID system in place, and you've modified all of the hex id's of every single star system listed in the HEAVEN & EARTH data files - all of which are available on a single Excel spreadsheet, the next step would be to convert the data for the Third Imperium Universe over to the csv data file that can be used to import data for use with Astrosynthesis.
Why? Because once Anthony (or someone else) figures out how to convert any given HEX Id into an X/Y co-ordinate - all you need to do is enter the value of ZERO for all of the Y co-ordinates. The Sample LocalStarData.csv file that came with Astrosynthesis 2.0, shows you precisely how you need to enter the data from the Traveller Universe in a usable format for use with Astrosynthesis.
Now, the hard part would be to manually go in and detail each of the star systems in Astrosynthesis. First, you'd have to add in the star's planetary bodies. Next, you'd have to Right Click on the planet itself to bring up the properties window. There, you will see a tabbed window that allows you to edit things such as:
planet/mood - physical data of the body in question along with allowing you to determine the allegience of the world in question.
Orbital properties - the data that determines how far away from the star, its eccentricity value, etc.
Surface Map - tells where the file is located that has the surface map on your computer for that particular world
Notes - self explanitory
GM Notes - also self explanitory
System Data Fields - THIS is the biggie. Here is where you can add field names for use with Astrosynthesis. Once you add in extra Data fields, a new "tab" will open up with all of the new data fields that you entered in the System Data Fields tab. In the new tab, you can then enter in the data for all those nifty things you want such as TTL (Traveller Tech Level) or perhaps Gov level or even starport type etc.
Sadly, you'd either need to detail every single world by hand (a laborious prospect to say the least) or you'd need to study on how to create scripts for use with Astrosynthesis. There is already a script for creating GURPS SPACE data fields available for free from NBOS, if you want to download it and give it a shot. If nothing else, it will show you how scripts can help automate certain processes.
That is how I'd approach the project. If I had to choose a given world to specify as the point of origin (ie zero, zero, zero co-ordinates), I'd likely use Capital as the origin point and go from there. Each species/empire would calculate the origin point differently and use their own cultural center point as the point of origin for their maps
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