M
Malenfant
Guest
Anyone tried either (or both) of these programs?
How good are they? Easy to learn? Lots of functions? Any problems/flaws?
How good are they? Easy to learn? Lots of functions? Any problems/flaws?
I've got the 2300AD universe in a csv file for Astrosynthesis, and I've mapped all the colony worlds as well using Fractal Terrains. I'm working on updating the 2300 NSL, but that's a huge project that I may not have time for.Originally posted by Jadawin:
AstroSynthesis
<SNIP>
It is however, very useful for 2300-era play as it creates very good 3D maps. I've been slowly building the base 2300 map within in over the last several weeks.
When used in conjunction with ProFantasy's Campaign Cartographer (and its add-ons) you really end up with a full mapping solution. As such, its my intention to build a complete "atlas" of the 2300 universe, right down to planetary maps. Its alot for one person, that's for sure (and I'm pulled in 3427673 different directions everyday).
I'd be interested in hooking up with anyone else who has Astro and CC2 to collaborate on such a project. Heck, I'd be willing to do some mapping work for 2320 if its needed.
ThanksOriginally posted by Captain Bob of the LEXX:
Hal,
Three files that can be downloaded for Astrosynthesis are explained as:
All stars within 50ly of Sol
All stars within 100ly of Sol
All stars within 1000ly of Sol
I have been using AstroSynthesis to set up my Humanx Campaign star systems. I leave the Z axis at 0. I also set my sector propererties:units of measure to parsecs. I then place the systems on the map based on light years, then set up trade routes. The program shows the trade route distances in parsecs, which allows me to see in an instant what size jump to use.Originally posted by Bhoins:
Anyone using AstroSynthesis for Traveller itself? My problem is what settings to use to preserve the Traveller feel.
Considering a good percentage of Traveller systems aren't habitable or even hospitable by normal definitions this isn't neccessarily a bad thing.Originally posted by jappel:
Astrosynthesis is a rather different beastie. As others have said, it's not intended for Traveller, but rather for generating and mapping 3-d stellar regions. The generation is supposed to be based on current science, though the program will do a bit of minor "terraforming" behind the scenes if a planet is close to the border between "habitable" and "hospitable". It's worth noting that "hospitable" does not mean "Earthlike" - Mars, for example, might fit the bill. The planetary generation is very detailed in some areas, but if you modify a planetary characteristic (for example, albedo) the program won't recalculate the affected values (or at least I haven't found a way to do so). One thing that is generated is atmospheric content, a nice touch, along with temperature ranges, hydrographic percentages, and the other usual items.
Which is similar to Traveller, though I am not sure how it comes up with its pop figures. All you will really still need at this end is three rolls, Govt, Tech Level and Starport type, then determine bases and read the stats to determine trade classifications. And many Traveller populated worlds aren't by any definition Habitable.Astrosynthesis does generate populations for inhabited systems but nothing further in the way of government type, tech levels etc. It will occasionally place space stations as the sole point of habitation in a system. Inhabited systems may have their populations spread across multiple bodies in the system.
The program is definitely quick. I personally expected to let it run for hours with the amount of information and number of systems it is generating. I only have a Celeron M clocked at 1.4mhz, with 768 megs of RAM.(I guess I got used to Heaven and Earth which will run for hours generating a sector from a sec file then crash part way though after running for a few hours.)
You can specify a cubical or spherical region to be generated and can select between several different levels (e.g., star positions only, stars, stars & systems, etc.) for the bulk generation. Generating a 200x200x200 parsec cube took about 10 minutes on my 1.8 GHz Pentium 4 w/ 1 GB of RAM.
Wouldn't that fall under system government? (Which we already discussed that the system doesn't do.)You can specify allegiances for at least systems (I'm not sure if you can split the worlds of a system between different allegiances) and routes between systems can be designated.
This is the feature that I have been using to try to get a playable Traveller Universe out of it. In Traveller the average stellar density, if you stay out of the rifts, is about one system every 2.55 parsecs. Now going 3D I expected some problems, but tweeking it so your populated systems come out about right is getting to be a nightmare. Now if we stick with the default settings and allow a Jump drive to go all the way to jump number.9, so a J1 ship can go from 0 to 1.9 parsecs, etc. it actually gets close. An area 12 parsecs, by 10 parsecs by 10 parsecs generates, about the same number of populated systems as the Standard Traveller 40 parsecs by 28 parsecs. (And if you say the Traveller Sector is one parsec high it is a similar volume.) So I am getting closer to a playable Traveller Universe.One feature I've found handy when playing around is the "proximity routes" feature, which will automatically generate and display routes based on criteria you enter. For example, you could have the system mark routes only between inhabited systems no more than 4 parsecs apart; the cross-roads systems will really leap out at you then.
Actually Fractal World Explorer is included with Astrosynthesis and generates worlds down to the contour levels for export into Fractal Mapper, so you can get to the real details of the planet if you like. Or if you happen to have Fractal Terrains Pro (Recent Build) and CC2 Pro with the Cosmographer add on, you can have Astrosynthesis pass the planets to Fractal Terrains for generation, then dump them right into CC2 Pro in Traveller world map format. Just add the Starport, any spaceports, settlements and points of interestWhile Universe's mapping stops at the subsector level, Astrosynthesis itself will generate contour maps for bodies (or at least cloud images for gas giants). You can export the contour maps to NBOS' Fractal World Explorer or Fractal Mapper.
In many ways it is better than that, you can add, either with Fractal Mapper or CC2 whole world maps as part of these "notes," which the software will generate and keep persistent for you. Both Fractal Mapper and CC2 Pro allow you to have hidden GM areas, and almost more importantly easy porting to GRIP or ScreenMonkey for an Online RPG.You can add notes to planets and systems. I'm not sure if there is a feature analogous to the dual Referee / player modes of Universe.
Thanks John for the excellent review. I hope you don't mind me expanding on what i have discovered in terms of Traveller use for Astrosynthesis.There's a data import facility but I haven't looked into that at all yet.
Sooo... apples and oranges. For pure Traveller mapping, Universe is excellent. If you want to play around with a 3-D universe, Astrosynthesis might fit the bill, though I haven't looked into the freeware programs mentioned up-thread.
- John
One other point I have noticed with Astrosynthesis. YOu can get plenty of worlds that are under 1000 in population, Most populated worlds fall under 10,000, with the occasional world getting as high as a couple hundred thousand. Getting up to a million happens about one chance in about 400, I have yet to see 100 million or more, though I have been told it definitely happens.Originally posted by jappel:
Bhoins,
I don't mind at all. I certainly learned a few things from your expansions! Haven't played with AS enough to really get a handle on all of it's capabilities.
Your comments about the habitability of most Traveller worlds are correct. From my brief explorations it seems that AS gives preference to putting populations on hospitable worlds, then habitable worlds, then sticking stations occasionally in systems without one or the other. Does this match your experience?
Regarding size - I'd been musing on this and my thoughts seem to be heading down the same path you've taken. The population becomes much more concentrated, and some of the feeling that the powers that be are really far, far away fades. I've been contemplating shifting my homebrew TU into a 3D universe, but this is obviously going to take some thought and a good deal of revision.
Regards,
John
You can generate a sector with a 1 parsec height, but why would you want to? There are plenty of sector generation programs out there that work in 2 dimensions and do it for Traveller, using the traveller rule system to generate your systems. The allure for Astrosynthesis is realistic 3D space.Originally posted by jappel:
Oh, the things that come to me at odd moments. I *think* you can create a sector with a 1 parsec height - which would possibly give you something like a Traveller sector... have to see if the other dimensions for the "cube" can be adjusted...
-John