From infojunky at ceecom.net Sat Dec 1 01:25:54 2007 From: infojunky at ceecom.net (Evyn MacDude) Date: Sat, 1 Dec 2007 00:25:54 -0800 Subject: [TML] We who Travel In-Reply-To: <5aca9be50711301928o1fa02aaq6bb7139ebded1747@mail.gmail.com> References: <20071130090645.S91644@shell.rawbw.com> <5aca9be50711301928o1fa02aaq6bb7139ebded1747@mail.gmail.com> Message-ID: On Nov 30, 2007, at 7:28 PM, Richard Aiken wrote: > On Nov 30, 2007 12:18 PM, Azalais Aranxta wrote: >> I still remember every detail about Julissa, >> my first character. (I couldn't tell you the *name* of my first >> D&D character.) > > Ditto. My first was Sir Alois "The Hammer" Hamner-Brown. A Marine > (!) who spent time in a Zhodani prison camp during the 5FW and was > never quite sane thereafter. NOTE: I was reading "The Manchurian > Candidate" the week I rolled him up. I've lived with that, My Dear Departed Father was a graduate of a Chinese reeducation camp, parts of what went on there are still classified to this day. Wow... It will be nine years Christmas day since he passed, I still think about him everyday, I hear his voice with the words coming out of my mouth. Ob Trav; >Lifted glass< "To Absent Friends!" Evyn MacDude infojunky at ceecom.net Then somewhere near Salinas, Lord, I let her slip away, Lookin' for the home I hope she'll find. And I'd trade all my tomorrows for a single yesterday, Me & Bobby Mcgee, Kris Kristofferson From traveller at dhimaging.com.au Sat Dec 1 01:29:56 2007 From: traveller at dhimaging.com.au (traveller at dhimaging.com.au) Date: Sat, 1 Dec 2007 19:29:56 +1100 Subject: [TML] We who Travel In-Reply-To: References: <20071130090645.S91644@shell.rawbw.com> <5aca9be50711301928o1fa02aaq6bb7139ebded1747@mail.gmail.com> Message-ID: <002c01c833f4$5d60a230$1821e690$@com.au> -----Original Message----- From: tml-bounces at travellercentral.com [mailto:tml-bounces at travellercentral.com] On Behalf Of Evyn MacDude Sent: Saturday, 1 December 2007 7:26 PM To: The Traveller Mailing List Subject: [TML] We who Travel On Nov 30, 2007, at 7:28 PM, Richard Aiken wrote: > On Nov 30, 2007 12:18 PM, Azalais Aranxta wrote: >> I still remember every detail about Julissa, >> my first character. (I couldn't tell you the *name* of my first >> D&D character.) > > Ditto. My first was Sir Alois "The Hammer" Hamner-Brown. A Marine > (!) who spent time in a Zhodani prison camp during the 5FW and was > never quite sane thereafter. NOTE: I was reading "The Manchurian > Candidate" the week I rolled him up. I've lived with that, My Dear Departed Father was a graduate of a Chinese reeducation camp, parts of what went on there are still classified to this day. Wow... It will be nine years Christmas day since he passed, I still think about him everyday, I hear his voice with the words coming out of my mouth. Ob Trav; >Lifted glass< "To Absent Friends!" Evyn MacDude =============================================== [joel] Tomorrow will be the 30th anniversary of the passing of my father. I was 12 and it happened on the day before my 12th birthday. It tends to be a day of quiet reflection and some emotion. I can see still my father, but sadly I have forgotten what he sounds like. I can almost hear it, but I fear it's been too long. With the technology that's come out since then, I've made an effort to photograph and make an audio/video recording of as many loved ones as possible. -Joel From cybergoths at dsl.pipex.com Sat Dec 1 01:38:36 2007 From: cybergoths at dsl.pipex.com (Dom Mooney) Date: Sat, 1 Dec 2007 08:38:36 +0000 Subject: [TML] TravCon08 UK details now up at the BITS website Message-ID: BITS UK Limited (British Isles Traveller Support) I've just posted the TravCon08 UK details up on the BITS website at http://www.bits.org.uk/ At the moment, registration is restricted to BITS members, but will be opened generally shortly afterwards. Dom ------------------cybergoths at dsl.pipex.com--------------- "Everyone needs a volume control. When you shout every day and make everything a catastrophe, no one will hear you when you need to say something really important." advert for 'The Guardian', 2007 From cybergoths at dsl.pipex.com Sat Dec 1 01:41:53 2007 From: cybergoths at dsl.pipex.com (Dom Mooney) Date: Sat, 1 Dec 2007 08:41:53 +0000 Subject: [TML] Dragonmeet 2007 (London UK) is today Message-ID: <529622F6-88D2-4EFD-88A8-5172D449A29E@dsl.pipex.com> BITS UK Limited (British Isles Traveller Support) The BITS demo team are at Dragonmeet UK today along with our trade stall. Mongoose are doing a seminar on Traveller as well. You know you want to be there. Details at: http://www.bits.org.uk/ Dom ---------cybergoths_at_dsl.pipex.com---------- http://www.powerprojection.net/ Power Projection: "It's all about going to other people's planets and making *them* do what *we* want." CPO Vandenbroucke, IIN Dreadnought 'Cleon the First'. From magick.crow at gmail.com Sat Dec 1 02:57:08 2007 From: magick.crow at gmail.com (Knapp) Date: Sat, 1 Dec 2007 10:57:08 +0100 Subject: [TML] New 3d computer simulation design In-Reply-To: <20071130225720.GG9074@soprano.little-possums.net> References: <20071126003453.GZ9074@soprano.little-possums.net> <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> Message-ID: On Nov 30, 2007 11:57 PM, Timothy Little wrote: > On Fri, Nov 30, 2007 at 06:00:57PM +0100, Knapp wrote: > > Again it would depend on what the GM in question is given the rights > > to do based on the settings of the Linux like permisions in the > > database. > > I'm not talking about the technical back-end. I'm talking about > whether you would *expect* GMs to have the means of very strongly > affecting players' ability to travel. > > If they do, then ease of travel will be up to the GM. > > If they don't, what do you see them as actually being able to do to > help create and advance the setting and storyline? For each type of > ability, ask yourself how the GM could use it to help or hinder the > players getting to another system. > I think you missed my point. If the GM wants he can add a ship to the things an NPC owns and then jump in an run the NPC thus he does have the power. > > > If the game universe says that players should not talk much then I > > think it is ok to write it so that they are inhibited. Yes, they can > > cheat but that is their thing. > > The vast majority of players in online games do not consider talking > to each other to be cheating, period. If you try to push the view > that it is, you will fail. Remember, you only set the rules for the > *game*, not the players' lives. Players talking to each other are > real life actions, and being players can be expected to like to talk > about the game. > > - Tim Yes, but if the rules say you pay X amount to talk to someone in a different star system and then you go and use a free method to do it then it should be obvious that you are cheating. But no one in the game would know that this was happening nor would it really off balance the game play. It would just make one player a bit richer or maybe let a poor player do what she should not. Douglas From traveller at dhimaging.com.au Sat Dec 1 03:29:16 2007 From: traveller at dhimaging.com.au (traveller at dhimaging.com.au) Date: Sat, 1 Dec 2007 21:29:16 +1100 Subject: [TML] Adventure Seed - The Travelling Gourmet In-Reply-To: References: <20071126003453.GZ9074@soprano.little-possums.net> <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> Message-ID: <003001c83405$0751c7a0$15f556e0$@com.au> The Travelling Gourmet The Personal Assistant for a locally famous (one of the top chefs on a particular world) contacts the PC's ship, seeking to hire the entire ship for a month-long expedition. There is a rare animal on a world 2 parsecs from the world the PCs are currently berthed, and it makes a wonderful main dish. Depending upon the size of the PC's ship, the P.A. may want to bring some famous local celebrities onboard as well, and prepare food for them (and the crew) on the way to and from the planet. When preparing the food, the Chef will become outraged and violent, throwing food, plates and cooking gear around. "You call that food? That is dog food!" , but will be very calm and polite when not cooking. The Chef has a pair of anti-grav CamBots that will be documenting this for the Chef's cooking show. Complications: 1) Everything is on the up and up. The Chef is good, but temperamental. The food he cooks for the crew, while he proclaims it to be 'not fit for a Poni', is just about the best food they've ever tasted. 2) The animal that the Chef needs (the entire purpose of his patronage) is a very rare, elusive animal. The Chef needs a few dozen of them, as he intends to mate them to he can have a continuous supply. 3) The animal is so rare that it's protected and not allowed to be exported without a license.if at all! 4) The animal is (unknown to everyone) psionic and whomever tries to capture it always ends up with 'missing time'. The other players find them asleep, or otherwise incapacitated just as they are closing in on it. 5) The animal is local to this planet and will not survive if taken off-world. It needs a particular enzyme in its' diet, or it dies. One dies shortly after lift-off (he hadn't eaten in a while) and someone can make a "savings throw" to see if they make the diet connection. If so, they have to go back and figure out which plant is the needed one. 6) The Chef is down on his luck. His holovision show is about to be cancelled and this is his last chance. Pick/Roll for another option besides "6" and his desperate situation will make him even more hostile and unbalanced. On the way back from the planet, an assistant Chef is killed with a cooking knife to the heart. The Chef denies any involvement and blames the Captain and crew of PCs. From tim at little-possums.net Sat Dec 1 04:47:07 2007 From: tim at little-possums.net (Timothy Little) Date: Sat, 1 Dec 2007 22:47:07 +1100 Subject: [TML] New 3d computer simulation design In-Reply-To: References: <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> Message-ID: <20071201114706.GJ9074@soprano.little-possums.net> On Sat, Dec 01, 2007 at 10:57:08AM +0100, Knapp wrote: > I think you missed my point. If the GM wants he can add a ship to > the things an NPC owns and then jump in an run the NPC thus he does > have the power. Yes, that was my point. The ease of travel is up to the GM, not set by how much it costs. > Yes, but if the rules say you pay X amount to talk to someone in a > different star system and then you go and use a free method to do it > then it should be obvious that you are cheating. *You* might view it as cheating, as the game designer. The *players* will simply view it as an unfortunate misfeature to be worked around. At best you'll have allies in one or two players who harp on about how everyone else cheats, but nobody will listen to them - or to you. I'm not talking just from theory here - I've been in a few games where the developers did design in communication restrictions. In one case the players told the developers how stupid it was in beta, and they were removed before launch. In the second, they were retained but hardly noticed except by newbies. Oddly enough, the developers later even built an IRC client into the game (allowing anyone to communicate in-game with anyone else via an external IRC server) but still didn't remove the restrictions from the usual in-game communication channels. In the third case it was just one of many misfeatures that the players had to work around, and the game didn't last long anyway. - Tim From domhanai at juno.com Sat Dec 1 06:36:22 2007 From: domhanai at juno.com (domhanai at juno.com) Date: Sat, 1 Dec 2007 13:36:22 GMT Subject: [TML] We who Travel Message-ID: <20071201.053622.3294.0@webmail07.dca.untd.com> Evyn MacDude infojunky at ceecom.net, on Saturday, Dec 1, posted: >ObTrav; >Lifted glass< "To absent friends!" So say we all. Cougashika _____________________________________________________________ IRS Tax Help - Tax Pros help solve IRS problems. Click Here. http://thirdpartyoffers.juno.com/TGL2111/fc/Ioyw6iif5XUORLZ5RosiFGKiME1RIEuZRSPgOnW1xMVRU2XqCnnD3u/ From threeeyesmcgurk at hotmail.com Sat Dec 1 10:27:38 2007 From: threeeyesmcgurk at hotmail.com (alan hume) Date: Sat, 1 Dec 2007 17:27:38 +0000 Subject: [TML] Adventure Seed - The Travelling Gourmet In-Reply-To: <003001c83405$0751c7a0$15f556e0$@com.au> References: <20071126003453.GZ9074@soprano.little-possums.net> <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <003001c83405$0751c7a0$15f556e0$@com.au> Message-ID: The Travelling Gourmet > > The Personal Assistant for a locally famous (one of the top chefs on a > particular world > ) contacts the PC's ship, seeking to hire the entire ship > for a month-long expedition. There is a rare animal on a world 2 parsecs > from the world the PCs are currently berthed, and it makes a wonderful main > dish. > That is too cool, excellent idea and would make for loads of fun I reckon Cheers Alan Hume P.s. He should have a home brew kit with him too:.) _________________________________________________________________ Who's friends with who and co-starred in what? http://www.searchgamesbox.com/celebrityseparation.shtml From pare at pieni.net Sat Dec 1 10:49:50 2007 From: pare at pieni.net (Mikko Parviainen) Date: Sat, 1 Dec 2007 19:49:50 +0200 Subject: [TML] New 3d computer simulation design In-Reply-To: <20071130225720.GG9074@soprano.little-possums.net> References: <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> Message-ID: <20071201174950.GN16122@pieni.net> On Sat, Dec 01, 2007 at 09:57:20AM +1100, Timothy Little wrote: > > If the game universe says that players should not talk much then I > > think it is ok to write it so that they are inhibited. Yes, they can > > cheat but that is their thing. > The vast majority of players in online games do not consider talking > to each other to be cheating, period. In some restricted cases, you can get players not talking to some players, of course. Again I'm using my experience in EVE online: even if the players are our (OOC and IC) friends, we staunch defenders of the Republic don't discuss most internal stuff with mercenaries and 0.0 sec pirates... This of course comes from in-game loyalties. In our own group we of course do use almost every means possible to communicate - though if somebody says she's planetside, she probably won't pass on intel she hears out-of-game, unless she can think of a reason in-game why she would've heard it. Kind of hard to explain, really, though. -- Mikko Parviainen http://www.iki.fi/pare/ http://mikkop.livejournal.com/ From johnson at pharmacy.arizona.edu Sat Dec 1 11:07:30 2007 From: johnson at pharmacy.arizona.edu (Bruce Johnson) Date: Sat, 1 Dec 2007 11:07:30 -0700 Subject: [TML] Adventure Seed - The Travelling Gourmet In-Reply-To: <003001c83405$0751c7a0$15f556e0$@com.au> References: <20071126003453.GZ9074@soprano.little-possums.net> <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <003001c83405$0751c7a0$15f556e0$@com.au> Message-ID: On Dec 1, 2007, at 3:29 AM, wrote: > The Travelling Gourmet You forgot one possible outcome: the Captain and crew space that insufferable bastard Ramsay three days into jump, to the applause and cheers of the passengers. :-) -- Bruce Johnson "No matter where you go, there you are", B. Banzai From johnson at pharmacy.arizona.edu Sat Dec 1 11:12:41 2007 From: johnson at pharmacy.arizona.edu (Bruce Johnson) Date: Sat, 1 Dec 2007 11:12:41 -0700 Subject: [TML] Don't try this at home (was New 3d computer simulation design) In-Reply-To: References: <59804ab60711290334r6e6b56d5he09067c92e7be62f@mail.gmail.com> <20071130121439.GD9074@soprano.little-possums.net> Message-ID: <46B4B2F6-864D-4258-B285-906045B6D094@pharmacy.arizona.edu> On Nov 30, 2007, at 9:44 AM, Knapp wrote: > Yes, but surely you would have much more power you could use in the > sun? It is after all a much bigger fusion power plant. > Douglas No. The Sun is not "a much bigger fusion power plant". It is a huge, continuous, uncontrolled thermonuclear explosion. This is like saying, "Well if we can get 12 MW out of Palo Verde Nuclear plant we should be able to get MUCH more out of a couple 10 megaton nuclear bombs." -- Bruce Johnson "No matter where you go, there you are", B. Banzai From johnson at pharmacy.arizona.edu Sat Dec 1 11:25:59 2007 From: johnson at pharmacy.arizona.edu (Bruce Johnson) Date: Sat, 1 Dec 2007 11:25:59 -0700 Subject: [TML] What is Traveller? In-Reply-To: <5aca9be50711301928o1fa02aaq6bb7139ebded1747@mail.gmail.com> References: <20071130090645.S91644@shell.rawbw.com> <5aca9be50711301928o1fa02aaq6bb7139ebded1747@mail.gmail.com> Message-ID: <11D34DFD-7708-4E17-9671-C820452D0987@pharmacy.arizona.edu> On Nov 30, 2007, at 8:28 PM, Richard Aiken wrote: > On Nov 30, 2007 12:18 PM, Azalais Aranxta wrote: >> I still remember every detail about Julissa, >> my first character. (I couldn't tell you the *name* of my first >> D&D character.) > > Ditto. My first was Sir Alois "The Hammer" Hamner-Brown. A Marine > (!) who spent time in a Zhodani prison camp during the 5FW and was > never quite sane thereafter. NOTE: I was reading "The Manchurian > Candidate" the week I rolled him up. I can name both: Nessus, my centaur cleric was my first D&D character (well first that lived more than two sessions) who eventually retired and became a powerful NPC in that DM's world, and Jethro Tully (yah yah I know) a scout who got blown up in his Sulieman fighting a delaying action to protect our main ship's escape from an ambush. Buggers got a critical on him. -- Bruce Johnson "No matter where you go, there you are", B. Banzai From magick.crow at gmail.com Sat Dec 1 11:32:15 2007 From: magick.crow at gmail.com (Knapp) Date: Sat, 1 Dec 2007 19:32:15 +0100 Subject: [TML] New 3d computer simulation design In-Reply-To: <20071201114706.GJ9074@soprano.little-possums.net> References: <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <20071201114706.GJ9074@soprano.little-possums.net> Message-ID: On Dec 1, 2007 12:47 PM, Timothy Little wrote: > On Sat, Dec 01, 2007 at 10:57:08AM +0100, Knapp wrote: > > I think you missed my point. If the GM wants he can add a ship to > > the things an NPC owns and then jump in an run the NPC thus he does > > have the power. > > Yes, that was my point. The ease of travel is up to the GM, not set > by how much it costs. Sorry, I see what you mean now. The other side of my thoughts where that there might me a NPC run shop that sells tickets on the interstellar liners that come to most worlds. This could be a very standard thing on most hight tech worlds. This would be there in most cases. I mean why would only special people have tickets off a planet? Even on the Earth for the right price you can get off planet for a little bit. > > > > Yes, but if the rules say you pay X amount to talk to someone in a > > different star system and then you go and use a free method to do it > > then it should be obvious that you are cheating. > > *You* might view it as cheating, as the game designer. The *players* > will simply view it as an unfortunate misfeature to be worked around. > At best you'll have allies in one or two players who harp on about how > everyone else cheats, but nobody will listen to them - or to you. > > I'm not talking just from theory here - I've been in a few games where > the developers did design in communication restrictions. In one case > the players told the developers how stupid it was in beta, and they > were removed before launch. In the second, they were retained but > hardly noticed except by newbies. Oddly enough, the developers later > even built an IRC client into the game (allowing anyone to communicate > in-game with anyone else via an external IRC server) but still didn't > remove the restrictions from the usual in-game communication channels. > In the third case it was just one of many misfeatures that the players > had to work around, and the game didn't last long anyway. > > > > - Tim You probably are right. I have never done this before but I still think that it should cost more (in game money not real). Even on the Earth it cost more to call a long distance. If nothing else this is a bit of realism. Perhaps if the price is not to crazy then I will work fine and when they go to some really Podunk place the price will go sky high. Play testing will tell. Douglas Douglas From shadow at shadowgard.com Sat Dec 1 13:25:14 2007 From: shadow at shadowgard.com (shadow at shadowgard.com) Date: Sat, 01 Dec 2007 12:25:14 -0800 Subject: [TML] Does "Operation Reset" Make Sense? In-Reply-To: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com> References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com> Message-ID: <475152AA.17310.1938E2C4@shadow.shadowgard.com> On 30 Nov 2007 at 23:35, Richard Aiken wrote: > Setup: I'm giving the Savage Worlds RPG to a local "needy kid" for > Christmas. I've printed off the free adventures Pinnacle has on line > for this game. I also wanted to include a photocopy of the Free City > of Krakow adventure, written for Twilight: 2000. But in re-reading > the intro to this adventure (after some 22 years), I stumbled upon a > possible problem. The default adventure plot for this product involves > a covert operation to acquire a secret invention: a bread-boarded, > re-configurable macroscale electronic replacement for the silicon > microchips that were fried by all that EMP. Everybody and his cousin > (DIA, CIA, KGB, Shin Bet, etc, etc) is supposed to be trying to get > their hands on the plans for this item. > > Does this make sense? I mean, from what I've picked up reading posts > here, making one of these isn't that technically difficult. At least, > it isn't for anyone with the appropriate degrees in electrical > engineering and computer science. It just isn't done because there > isn't any current, real-world need. Actually replacing even *one* late 80s IC with something using non- semiconductor parts is not a trivial undertaking. > So - assuming that this plot device doesn't make sense as written - > what might I recommend that my gift-recipient use to replace it? A > device which can somehow "magically" resurrect EMP-fried chips? It'd *take* magic. The way EMP kills semiconductor based electronics (not just chips, but even individual transistors and diodes) is due to large voltages getting induced in the wiring the device is attached to. A quite modest voltage will "burn thrn" the PN junctions inside the part. Causing permanent damage ythat'd have to be repaired by shifting atoms inside the substrate. > A > huge stash of *unfried* pre-war chips (making the critical information > the location of the stash)? Not a bad idea. Loose parts aren't likely to get killed. -- Leonard Erickson (aka shadow) shadow at shadowgard dot com From traveller at dhimaging.com.au Sat Dec 1 14:01:48 2007 From: traveller at dhimaging.com.au (traveller at dhimaging.com.au) Date: Sun, 2 Dec 2007 08:01:48 +1100 Subject: [TML] Adventure Seed - The Travelling Gourmet In-Reply-To: References: <20071126003453.GZ9074@soprano.little-possums.net> <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <003001c83405$0751c7a0$15f556e0$@com.au> Message-ID: <001b01c8345d$666495d0$332dc170$@com.au> -----Original Message----- From: tml-bounces at travellercentral.com [mailto:tml-bounces at travellercentral.com] On Behalf Of alan hume Sent: Sunday, 2 December 2007 4:28 AM To: The Traveller Mailing List Subject: Re: [TML] Adventure Seed - The Travelling Gourmet The Travelling Gourmet > > The Personal Assistant for a locally famous (one of the top chefs on a > particular world > ) contacts the PC's ship, seeking to hire the entire ship > for a month-long expedition. There is a rare animal on a world 2 parsecs > from the world the PCs are currently berthed, and it makes a wonderful main > dish. > That is too cool, excellent idea and would make for loads of fun I reckon Cheers Alan Hume P.s. He should have a home brew kit with him too:.) =============================================== [joel] Thanks Alan. I was sitting on the couch and dozed off. When I woke up, there was a cooking show on t.v. I started to turn it, but then I saw it went from the kitchen to a vineyard in the North of Scotland! The Chef was sampling many, many, many different styles of whiskey, trying to find one that would go best with the raspberries he was preparing for an upcoming event. Then he's off to a pig farm in the Scottish mountains, hand-picking pigs for the sweetest pork he could get. "When does he have time to cook, if he's always off on these adventures...." :) The rest wrote itself. From traveller at dhimaging.com.au Sat Dec 1 14:07:28 2007 From: traveller at dhimaging.com.au (traveller at dhimaging.com.au) Date: Sun, 2 Dec 2007 08:07:28 +1100 Subject: [TML] Adventure Seed - The Travelling Gourmet In-Reply-To: References: <20071126003453.GZ9074@soprano.little-possums.net> <20071127033105.GI9074@soprano.little-possums.net> <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <003001c83405$0751c7a0$15f556e0$@com.au> Message-ID: <001c01c8345e$2f80a7b0$8e81f710$@com.au> -----Original Message----- From: tml-bounces at travellercentral.com [mailto:tml-bounces at travellercentral.com] On Behalf Of Bruce Johnson Sent: Sunday, 2 December 2007 5:08 AM To: The Traveller Mailing List Subject: Re: [TML] Adventure Seed - The Travelling Gourmet On Dec 1, 2007, at 3:29 AM, wrote: > The Travelling Gourmet You forgot one possible outcome: the Captain and crew space that insufferable bastard Ramsay three days into jump, to the applause and cheers of the passengers. :-) -- Bruce Johnson =============================================== [joel] There is always that possibility. Hehehe But what if it's Nigella? The buxom girl upon whom the camera does soft-focuses on her breasts more than the chicken breasts. http://www.nigella.com/ "I like to make sure the strawberries are firm and plump and full of life..." [close-up of camera following her hand to a bowl of strawberries. Camera pauses when it reaches her breasts. Pause. Pause. Cut to Nigella's mouth.] [she bites. Bright red juice squirts out. She giggles.] [close-up of her lips] "Perfect" From mcrobertson at cix.compulink.co.uk Sat Dec 1 16:01:00 2007 From: mcrobertson at cix.compulink.co.uk (Megan Robertson) Date: Sat, 1 Dec 2007 23:01 +0000 (GMT) Subject: [TML] What is Traveller? Message-ID: In-Reply-To: <11D34DFD-7708-4E17-9671-C820452D0987 at pharmacy.arizona.edu> > I can name both: Nessus, my centaur cleric was my first D&D > character (well first that lived more than two sessions) who > eventually retired and became a powerful NPC in that DM's world, > and Jethro Tully (yah yah I know) a scout who got blown up in his > Sulieman fighting a delaying action to protect our main ship's > escape from an ambush. Likewise. First D&D character - October 1977 - Trewavas, a female barbarian with a big axe. First Traveller character - February 1981 - Frances D. Kane, engineer. Mexal. From tim at little-possums.net Sat Dec 1 16:40:32 2007 From: tim at little-possums.net (Timothy Little) Date: Sun, 2 Dec 2007 10:40:32 +1100 Subject: [TML] New 3d computer simulation design In-Reply-To: References: <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <20071201114706.GJ9074@soprano.little-possums.net> Message-ID: <20071201234028.GK9074@soprano.little-possums.net> On Sat, Dec 01, 2007 at 07:32:15PM +0100, Knapp wrote: > Even on the Earth it cost more to call a long distance. If nothing > else this is a bit of realism. Never used any form of VoIP? ;^) If you want realism and expensive communication, you'll probably want to make real-time video communication practically impossible. Voice should be prohibitive to all but the richest. That enables text communication to be merely expensive - 1000 written words typically requires fewer bits than 2 seconds of voice-optimised compressed audio. - Tim From tim at little-possums.net Sat Dec 1 17:28:02 2007 From: tim at little-possums.net (Timothy Little) Date: Sun, 2 Dec 2007 11:28:02 +1100 Subject: [TML] Don't try this at home (was New 3d computer simulation design) In-Reply-To: <46B4B2F6-864D-4258-B285-906045B6D094@pharmacy.arizona.edu> References: <59804ab60711290334r6e6b56d5he09067c92e7be62f@mail.gmail.com> <20071130121439.GD9074@soprano.little-possums.net> <46B4B2F6-864D-4258-B285-906045B6D094@pharmacy.arizona.edu> Message-ID: <20071202002802.GL9074@soprano.little-possums.net> On Sat, Dec 01, 2007 at 11:12:41AM -0700, Bruce Johnson wrote: > This is like saying, "Well if we can get 12 MW out of Palo Verde > Nuclear plant we should be able to get MUCH more out of a couple 10 > megaton nuclear bombs." That statement is very probably true. There were some moderately serious proposals to detonate bombs in an underground chamber and harness the pressures that resulted. If all other fusion reactors fail, this one would most likely work even if inefficiently, expensively, and messily :-) - Tim From tim at little-possums.net Sat Dec 1 17:46:52 2007 From: tim at little-possums.net (Timothy Little) Date: Sun, 2 Dec 2007 11:46:52 +1100 Subject: [TML] What is Traveller? In-Reply-To: <11D34DFD-7708-4E17-9671-C820452D0987@pharmacy.arizona.edu> References: <20071130090645.S91644@shell.rawbw.com> <5aca9be50711301928o1fa02aaq6bb7139ebded1747@mail.gmail.com> <11D34DFD-7708-4E17-9671-C820452D0987@pharmacy.arizona.edu> Message-ID: <20071202004652.GM9074@soprano.little-possums.net> On Nov 30, 2007 12:18 PM, Azalais Aranxta wrote: > I still remember every detail about Julissa, my first character. (I > couldn't tell you the *name* of my first D&D character.) I can remember both: Darrien, a cleric who eventually became a lesser god (I *told* you we were a munchkin lot to begin with!); and Ker Mella, a scientist who died as a result of accidentally releasing a planet full of thoroughly evil robots from ancient imprisonment. - Tim From carlino at cox.net Sat Dec 1 19:56:31 2007 From: carlino at cox.net (Terry Carlino) Date: Sat, 01 Dec 2007 21:56:31 -0500 Subject: [TML] What is Traveller? In-Reply-To: References: Message-ID: <47521EDF.9060904@cox.net> > Well, as multiple people have answered, what Traveller is depends on who you > ask. Many of the answers are mutually incompatible. > > Perhaps a better question, in light of these differences, is why Traveller > has remained so popular for 30 years? What are the important things to > capture in an SF RPG to make it popular, whether Traveller or not? Are > there lots of contradictory answers, depending who you ask, or can it be > boiled down to some sort of Truth? Maybe Traveller is so popular because many of the answers are mutually incompatible? One person likes the rule system from the LBB and never plays in the Imperium at all. Another could care less about the CT rules systems and plays Traveller using the Hero system, or GURPS or FUDGE. Another plays mostly Imperium and Fifth Frontier War, Another is most interested in Striker and has a closet full of painted lead. All these people play Traveller and support the game. I don't think that there is a boiled down Truth, rather each person finds their own truth in Traveller. -- TerryC All that is Gold does not glitter Not all who travel are lost From carlino at cox.net Sat Dec 1 20:25:22 2007 From: carlino at cox.net (Terry Carlino) Date: Sat, 01 Dec 2007 22:25:22 -0500 Subject: [TML] Gunboat in GT In-Reply-To: <474F01F5.7070102@iii.com> References: <474CB0D4.5010506@cox.net> <20071128005921.GO9074@soprano.little-possums.net> <474E40EA.4080002@cox.net> <474DF675.25910.C0BA3CD@shadow.shadowgard.com> <474EFB14.50908@cox.net> <474F01F5.7070102@iii.com> Message-ID: <475225A2.30304@cox.net> > The other trick is to just stack enough armor on the gunboat that total > weight is 15-16 tons per dton. > _______________________________________________ > Which reduces acceleration to 4 Gs from 6 Gs. I see the obvious benefits though. Now depth can be controlled using CG instead f RX thrusters which takes much less power. I won't use it for this design, but it would make a very nice opposition craft. Reduce the TL to GTL11, which will reduce the top acceleration even more, but not by too much, I think, and in return get a SDB which can hide under water for hours using energy banks. -- TerryC All that is Gold does not glitter Not all who travel are lost From traveller at dhimaging.com.au Sat Dec 1 20:29:16 2007 From: traveller at dhimaging.com.au (traveller at dhimaging.com.au) Date: Sun, 2 Dec 2007 14:29:16 +1100 Subject: [TML] What is Traveller? In-Reply-To: <47521EDF.9060904@cox.net> References: <47521EDF.9060904@cox.net> Message-ID: <003101c83493$85d89660$9189c320$@com.au> -----Original Message----- From: tml-bounces at travellercentral.com [mailto:tml-bounces at travellercentral.com] On Behalf Of Terry Carlino Sent: Sunday, 2 December 2007 1:57 PM To: The Traveller Mailing List Subject: Re: [TML] What is Traveller? > Well, as multiple people have answered, what Traveller is depends on who you > ask. Many of the answers are mutually incompatible. > > Perhaps a better question, in light of these differences, is why Traveller > has remained so popular for 30 years? What are the important things to > capture in an SF RPG to make it popular, whether Traveller or not? Are > there lots of contradictory answers, depending who you ask, or can it be > boiled down to some sort of Truth? Maybe Traveller is so popular because many of the answers are mutually incompatible? One person likes the rule system from the LBB and never plays in the Imperium at all. Another could care less about the CT rules systems and plays Traveller using the Hero system, or GURPS or FUDGE. Another plays mostly Imperium and Fifth Frontier War, Another is most interested in Striker and has a closet full of painted lead. All these people play Traveller and support the game. I don't think that there is a boiled down Truth, rather each person finds their own truth in Traveller. -- TerryC =============================================== [joel] To borrow a line from a religion: "If you see Buddha walking down the street, kill him. Because the real Buddha is in each of us." I think the real Traveller is in each of us, and how we choose to listen to him or her is how we play the game. -Joel From glenn.goffin at yahoo.com Sat Dec 1 21:37:43 2007 From: glenn.goffin at yahoo.com (Glenn M. Goffin) Date: Sat, 1 Dec 2007 20:37:43 -0800 (PST) Subject: [TML] Don't try this at home Message-ID: <266043.91815.qm@web45513.mail.sp1.yahoo.com> >From: Knapp >Can you explain that? I have no idea what TNE or CG is >and how it works. A little new to Traveller, are we? --Glenn ____________________________________________________________________________________ Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs From glenn.goffin at yahoo.com Sat Dec 1 21:50:17 2007 From: glenn.goffin at yahoo.com (Glenn M. Goffin) Date: Sat, 1 Dec 2007 20:50:17 -0800 (PST) Subject: [TML] Carousing techniques. Message-ID: <678841.2245.qm@web45506.mail.sp1.yahoo.com> >From: "John Kwon" >The real question is, what is the hilarity level on >success? I think you may have to make a saving throw against End to avoid busting your own ribs while laughing. --Glenn ____________________________________________________________________________________ Get easy, one-click access to your favorites. Make Yahoo! your homepage. http://www.yahoo.com/r/hs From glenn.goffin at yahoo.com Sat Dec 1 21:53:21 2007 From: glenn.goffin at yahoo.com (Glenn M. Goffin) Date: Sat, 1 Dec 2007 20:53:21 -0800 (PST) Subject: [TML] What is Traveller? Message-ID: <848292.1510.qm@web45511.mail.sp1.yahoo.com> >From: Tom Naro >I am not going to presume to offer a "Truth" just a few >observations as a long time referee (started with LBBs). Those were some excellent observations. --Glenn ____________________________________________________________________________________ Get easy, one-click access to your favorites. Make Yahoo! your homepage. http://www.yahoo.com/r/hs From traveller at dhimaging.com.au Sat Dec 1 22:45:16 2007 From: traveller at dhimaging.com.au (traveller at dhimaging.com.au) Date: Sun, 2 Dec 2007 16:45:16 +1100 Subject: [TML] Don't try this at home In-Reply-To: <266043.91815.qm@web45513.mail.sp1.yahoo.com> References: <266043.91815.qm@web45513.mail.sp1.yahoo.com> Message-ID: <003301c834a6$85a1d450$90e57cf0$@com.au> -----Original Message----- >From: Knapp >Can you explain that? I have no idea what TNE or CG is >and how it works. TNE is The New Era and CG is ContraGrav. :) Welcome aboard. -Joel From ajackson at iii.com Sun Dec 2 00:12:34 2007 From: ajackson at iii.com (Anthony Jackson) Date: Sat, 01 Dec 2007 23:12:34 -0800 Subject: [TML] Gunboat in GT In-Reply-To: <475225A2.30304@cox.net> References: <474CB0D4.5010506@cox.net> <20071128005921.GO9074@soprano.little-possums.net> <474E40EA.4080002@cox.net> <474DF675.25910.C0BA3CD@shadow.shadowgard.com> <474EFB14.50908@cox.net> <474F01F5.7070102@iii.com> <475225A2.30304@cox.net> Message-ID: <47525AE2.3010306@iii.com> Terry Carlino wrote: > would make a very nice opposition craft. Reduce the TL to GTL11, which > will reduce the top acceleration even more, but not by too much, I > think, and in return get a SDB which can hide under water for hours > using energy banks. More like a few days to weeks. As long as the sea floor isn't too far down, you can just drop down and rest there, using no power other than life support and electronics. From traveller at dhimaging.com.au Sun Dec 2 01:22:45 2007 From: traveller at dhimaging.com.au (traveller at dhimaging.com.au) Date: Sun, 2 Dec 2007 19:22:45 +1100 Subject: [TML] Unified Field Theory In-Reply-To: <47525AE2.3010306@iii.com> References: <474CB0D4.5010506@cox.net> <20071128005921.GO9074@soprano.little-possums.net> <474E40EA.4080002@cox.net> <474DF675.25910.C0BA3CD@shadow.shadowgard.com> <474EFB14.50908@cox.net> <474F01F5.7070102@iii.com> <475225A2.30304@cox.net> <47525AE2.3010306@iii.com> Message-ID: <004601c834bc$85653e80$902fbb80$@com.au> Science Question: Do you think there will ever be a solved Unified Field Theory? If so, what do you feel will be a result of it? Anti-Grav? Ultra-high Gauss Magnetic Fields (what IS the speed of light in a Million+ gauss field?) Do you think Traveller Technology will be unlocked when/if this happens? Thanking you... -Joel From magick.crow at gmail.com Sun Dec 2 02:11:19 2007 From: magick.crow at gmail.com (Knapp) Date: Sun, 2 Dec 2007 10:11:19 +0100 Subject: [TML] Don't try this at home In-Reply-To: <003301c834a6$85a1d450$90e57cf0$@com.au> References: <266043.91815.qm@web45513.mail.sp1.yahoo.com> <003301c834a6$85a1d450$90e57cf0$@com.au> Message-ID: > >From: Knapp > > >Can you explain that? I have no idea what TNE or CG is > >and how it works. > > TNE is The New Era and CG is ContraGrav. > > :) > > Welcome aboard. > > -Joel Thanks, but I don't think I would say new. I started in the 80's with classic and have almost all of it save for the journals and some of the later adventures and stuff. I have never looked at anything newer than that. Also all my Travellers stuff is back in the states. :-( Douglas From tim at little-possums.net Sun Dec 2 02:18:38 2007 From: tim at little-possums.net (Timothy Little) Date: Sun, 2 Dec 2007 20:18:38 +1100 Subject: [TML] Unified Field Theory In-Reply-To: <004601c834bc$85653e80$902fbb80$@com.au> References: <474CB0D4.5010506@cox.net> <20071128005921.GO9074@soprano.little-possums.net> <474E40EA.4080002@cox.net> <474DF675.25910.C0BA3CD@shadow.shadowgard.com> <474EFB14.50908@cox.net> <474F01F5.7070102@iii.com> <475225A2.30304@cox.net> <47525AE2.3010306@iii.com> <004601c834bc$85653e80$902fbb80$@com.au> Message-ID: <20071202091838.GN9074@soprano.little-possums.net> traveller at dhimaging.com.au wrote: > Do you think there will ever be a solved Unified Field Theory? Yes. That is, in the sense that we will find a theory that fairly elegantly encompasses our observations to date. We will reconcile gravity with the other forces. However, I also expect that we will make observations that aren't properly explained by that theory. Either before such a theory is developed, or afterward. > If so, what do you feel will be a result of it? Anti-Grav? I suspect that almost all of the new physics brought to light by such a theory would require engineering that we can't build. I expect that most of the new technology in the foreseeable future will come from applied physics based on principles we already understand. > Ultra-high Gauss Magnetic Fields (what IS the speed of light in a > Million+ gauss field?) Given that a million gauss is 100 Tesla, and that we have already created fields that (temporarily) exceed that, I can pretty safely say that it's just the same. If you count observations of astronomical objects, we've observed magnetic fields on the order of 10^15 gauss. > Do you think Traveller Technology will be unlocked when/if this > happens? Almost certainly not. I expect the technology that does occur (regardless of whether this theory is developed) to be far more unexpected. - Tim From magick.crow at gmail.com Sun Dec 2 02:20:43 2007 From: magick.crow at gmail.com (Knapp) Date: Sun, 2 Dec 2007 10:20:43 +0100 Subject: [TML] New 3d computer simulation design In-Reply-To: <20071201234028.GK9074@soprano.little-possums.net> References: <20071127224725.GL9074@soprano.little-possums.net> <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <20071201114706.GJ9074@soprano.little-possums.net> <20071201234028.GK9074@soprano.little-possums.net> Message-ID: We are talking, about talking :-}, between planets and I was just assuming that it would take a lot of power to do it thus have high cost but getting cheaper with higher tech planets. Even with VoIP you must pay for your internet. Cost more for more bandwidth makes sense to me. Douglas On Dec 2, 2007 12:40 AM, Timothy Little wrote: > On Sat, Dec 01, 2007 at 07:32:15PM +0100, Knapp wrote: > > Even on the Earth it cost more to call a long distance. If nothing > > else this is a bit of realism. > > Never used any form of VoIP? ;^) > > If you want realism and expensive communication, you'll probably want > to make real-time video communication practically impossible. Voice > should be prohibitive to all but the richest. That enables text > communication to be merely expensive - 1000 written words typically > requires fewer bits than 2 seconds of voice-optimised compressed > audio. > > > - Tim > > _______________________________________________ > TML mailing list > TML at travellercentral.com > http://lists.travellercentral.com/mailman/listinfo/tml > -- Ein Leben ohne Mops ist m?glich, doch v?llig sinnlos. -Loriot From magick.crow at gmail.com Sun Dec 2 02:26:46 2007 From: magick.crow at gmail.com (Knapp) Date: Sun, 2 Dec 2007 10:26:46 +0100 Subject: [TML] Unified Field Theory In-Reply-To: <20071202091838.GN9074@soprano.little-possums.net> References: <474CB0D4.5010506@cox.net> <474E40EA.4080002@cox.net> <474DF675.25910.C0BA3CD@shadow.shadowgard.com> <474EFB14.50908@cox.net> <474F01F5.7070102@iii.com> <475225A2.30304@cox.net> <47525AE2.3010306@iii.com> <004601c834bc$85653e80$902fbb80$@com.au> <20071202091838.GN9074@soprano.little-possums.net> Message-ID: > > Do you think there will ever be a solved Unified Field Theory? > > Yes. That is, in the sense that we will find a theory that fairly > elegantly encompasses our observations to date. We will reconcile > gravity with the other forces. > > However, I also expect that we will make observations that aren't > properly explained by that theory. Either before such a theory is > developed, or afterward. > > > > If so, what do you feel will be a result of it? Anti-Grav? > > I suspect that almost all of the new physics brought to light by such > a theory would require engineering that we can't build. I expect that > most of the new technology in the foreseeable future will come from > applied physics based on principles we already understand. > > > > Ultra-high Gauss Magnetic Fields (what IS the speed of light in a > > Million+ gauss field?) > > Given that a million gauss is 100 Tesla, and that we have already > created fields that (temporarily) exceed that, I can pretty safely say > that it's just the same. If you count observations of astronomical > objects, we've observed magnetic fields on the order of 10^15 gauss. > > > > Do you think Traveller Technology will be unlocked when/if this > > happens? I don't know what will happen but I think that it will be huge! Here is something that always guides my way of thinking about the future. This is just one persons views of it but the underlying change will happen unless disaster strikes us. Douglas The Law of Accelerating Returns by Ray Kurzweil An analysis of the history of technology shows that technological change is exponential, contrary to the common-sense "intuitive linear" view. So we won't experience 100 years of progress in the 21st century -- it will be more like 20,000 years of progress (at today's rate). The "returns," such as chip speed and cost-effectiveness, also increase exponentially. There's even exponential growth in the rate of exponential growth. Within a few decades, machine intelligence will surpass human intelligence, leading to The Singularity -- technological change so rapid and profound it represents a rupture in the fabric of human history. The implications include the merger of biological and nonbiological intelligence, immortal software-based humans, and ultra-high levels of intelligence that expand outward in the universe at the speed of light. From jursamaj at yahoo.com Sun Dec 2 02:58:30 2007 From: jursamaj at yahoo.com (Jerry W Barrington) Date: Sun, 02 Dec 2007 04:58:30 -0500 Subject: [TML] What is Traveller? In-Reply-To: Message-ID: On 12/1/07 3:23 PM, Timothy Little wrote: > On Thu, Nov 29, 2007 at 11:26:00AM -0500, John Kwon wrote: >> I always believed that "Traveller" was a simpler idea. >> >> You are "travelers" (ok, not just "travelers" but members or friends >> of members of the Traveller's Aid Society) in the far future (an >> alternative future, if you will). > > I don't think I've ever had a game involving the Traveller's Aid > Society, or more than a trivial few PCs who were members. Looking > back, that seems so odd ... Given the expense, most "travellers" would *not* be TAS members... From jursamaj at yahoo.com Sun Dec 2 03:36:14 2007 From: jursamaj at yahoo.com (Jerry W Barrington) Date: Sun, 02 Dec 2007 05:36:14 -0500 Subject: [TML] New 3d computer simulation design In-Reply-To: Message-ID: On 12/1/07 3:23 PM, Douglas Knapp wrote: > You probably are right. I have never done this before but I still > think that it should cost more (in game money not real). Even on the > Earth it cost more to call a long distance. If nothing else this is a > bit of realism. Perhaps if the price is not to crazy then I will work > fine and when they go to some really Podunk place the price will go > sky high. Play testing will tell. Even if in-game comm is free and instant, people will likely use their own outside comm. If it has *any* restriction or cost in-game, they definitely will. Many prefer a voice-chat system like Ventrilo. Especially if the combat is "real-time". Nobody wants to try to type messages while fighting the Bug-Eyed Monsters(tm). From jursamaj at yahoo.com Sun Dec 2 03:36:33 2007 From: jursamaj at yahoo.com (Jerry W Barrington) Date: Sun, 02 Dec 2007 05:36:33 -0500 Subject: [TML] What is Traveller? In-Reply-To: Message-ID: On 12/1/07 3:23 PM, Richard Aiken wrote: > Same here. I avoided buying it for some time, figuring it couldn't be > better than his original "Path Of The Fury" that I read many, many > moons ago. I was wrong. IFB greatly details the backstory of the > hero, making her and her actions a lot more believable. FYI, POTF > opens with the "pirate" raid on her family's farm. Yes, I read POTF a few years back. IFB was so much larger, I figured it was worth it. I only waited for it to come out in paperback. :) The man can definitely write good military SF. On 12/1/07 3:23 PM, Tom Naro wrote: > Traveller has done a reasonable job at satisfying these elements. But > honestly, Traveller is still alive because we want it to stay alive. That segues to the question of who "we" are. I've noticed that Traveller seems to attract a large percentage of veterans. Perhaps this is why the military careers were highlighted. May also indicate less attraction to the teen group of players. Are there many new players, or are we dominated by long-time players? "Should" we be trying to pull in the young ones, or will that change Traveller the way D&D went to all the "punk" illustrations? From jursamaj at yahoo.com Sun Dec 2 03:38:46 2007 From: jursamaj at yahoo.com (Jerry W Barrington) Date: Sun, 02 Dec 2007 05:38:46 -0500 Subject: [TML] New 3d computer simulation design In-Reply-To: Message-ID: On 12/1/07 3:23 PM, Timothy Little wrote: > On Thu, Nov 29, 2007 at 10:17:07PM -0500, Jerry W Barrington wrote: >> I think the big issue though is, if it's so easy to get to the edge >> of explored space, why *is* it the edge. How can we have almost no >> info on systems right next door to major inhabited worlds? > > Purely out-of-game reasons, nothing more. It takes time to create > worlds, and there isn't enough time to do it for many of them. Even > more so if you want to publish the results. It takes almost no time to generate bare systems, especially if your random generator just does the physical stuff. > Another reason (out of game) is to provide frontiers so that the > players can feel like their characters are heading into the unknown, > boldly going where no man has gone before. ("Man" in the sense of > Humaniti, that is. Obviously the inhabitants of these worlds were > there already) There will always a be a frontier. There will be an edge of surveyed but not settled systems, then the unsurveyed stuff beyond that. But having the unsurveyed right next to the settled worlds doesn't make sense to me. I'm not real fond of these out of game reasons. That's why I want something like the Great Game to flesh that stuff out. > The TNE setting did at least provide a decent in-game reason: the > knowledge was lost, and much of what was retained had become obsolete. > > > My Traveller universe goes some way toward explaining the frontiers. > In every jump "hex" there are typically hundreds of stars, with > usually at most one worth settling - and sometimes pretty marginally > just to have a jump stopover at that. Completely surveying whole new > hexes is very expensive, and keeping them updated even more so. In > this Traveller universe, someone could settle a system and quite > likely nobody would notice for some time. Such a settlement wouldn't > last without substantial support, though. A failing and desperate > settlement might even resort to piracy. If you have hundreds of stars per hex: A. Your hex size is probably way too big. Your hex is equivalent to 5 + Traveller subsectors. You've effectively multiplied Traveller's jump range by 20+ (but with weird issues where 2 stars just across the hex-line, and 2 at opposite sides of adjacent hexes, are each J1 apart). B. There should never be an empty hex: *somewhere* in there should be a place to refuel (water world, gas giant, etc.). And it would be worth a little investment to find one and shorten 3 J1's to go around to 2 J1's to go straight. Besides, you have to survey to find the useful planet anyway. On average, you'll have to survey over half of those stars to do so. All of them, if there's *no* useful planet. And why would the empire ignore all those stars? That's just asking for somebody to set up their own empire intermingled with yours. Some sort of patrol to at least pop in and see if anybody has set up shop seems appropriate. It's not much of an empire if it doesn't know what's going on in 99+% of it's territory! From jursamaj at yahoo.com Sun Dec 2 03:46:38 2007 From: jursamaj at yahoo.com (Jerry W Barrington) Date: Sun, 02 Dec 2007 05:46:38 -0500 Subject: [TML] Space 1999 (was Orbital mechanics question, trash In-Reply-To: Message-ID: On 12/1/07 3:23 PM, Douglas Knapp wrote: > Have you seen this? > http://www.eurekalert.org/pub_releases/2007-11/yu-3sf112107.php > This being true, a hight oxygen world might end up with smart big bugs. > Also I thought that anthropoids did not use this spiracle thing. Am I > wrong here? I said arthropods, not anthropoids. Totally different. Arthropods include insects, arachnids, crustaceans, and some others. Anthropoids are "near humans": monkeys, apes, and humans. Some use spiracles, some gills, some a thing called a "book lung" (not related to the lung). Note that they don't have a fossil of the creature in that article, only of it's *claw*. The size of the rest of the body is pure speculation. Also it lived in water, and oxygen transfer is very different there. I expect it used some sort of gill (like crabs do), which fossils wouldn't preserve anyway. > the largest insect ever to be found with a full > wingspan of 30 inches and a body length of 18 inches But look how thin the dragonfly is. While 18 inches long, it's only a couple inches wide. Fairly easy for oxygen to diffuse in over that distance. > So I think that in a hight oxygen planet you could still evolve giant > intelligent bugs. Atmospheric oxygen is self-limiting. Too much and it burns off with whatever fuel it can find. :) From tim.rattray at gmail.com Sun Dec 2 04:19:22 2007 From: tim.rattray at gmail.com (Tim Rattray) Date: Sun, 2 Dec 2007 22:19:22 +1100 Subject: [TML] Don't try this at home (was New 3d computer simulation design) In-Reply-To: <20071202002802.GL9074@soprano.little-possums.net> References: <59804ab60711290334r6e6b56d5he09067c92e7be62f@mail.gmail.com> <20071130121439.GD9074@soprano.little-possums.net> <46B4B2F6-864D-4258-B285-906045B6D094@pharmacy.arizona.edu> <20071202002802.GL9074@soprano.little-possums.net> Message-ID: <483f95360712020319n3e3bf208ra44acf0c516add11@mail.gmail.com> Umm, the surface temperatures of stars is a mere 6,000K - 20,000K. The real problem lies in the sun's "atmosphere":- the Chromashpere, the Transition Region, and the Corona. Temperatures of 1-2 million K, but the gas is pretty thin, so the temperature isn't really the issue - what is heating the gases is the issue. Dr Tanya Hill, Astronomy Curator, Melbourne Planetarium, has told me that this is caused by extreme magnetism, which cooks up the ionised gasses to millions of degrees. (See http://en.wikipedia.org/wiki/Sun#Atmosphere) So you can just forget about going anywhere near the sun in anything made of metal. Maybe you could get close in a nice teacup, or similar ceramic. Of course, the effects of such magnetism on a human brain would be interesting (http://en.wikipedia.org/wiki/Transcranial_magnetic_stimulation) so maybe a robot? A mechanical ceramic robot? Gee, rusty hydrogen at the bottom of a simple gravity well is looking nice and refreshing.... Tim. From magick.crow at gmail.com Sun Dec 2 04:23:12 2007 From: magick.crow at gmail.com (Knapp) Date: Sun, 2 Dec 2007 12:23:12 +0100 Subject: [TML] New 3d computer simulation design In-Reply-To: References: Message-ID: > And why would the empire ignore all those stars? That's just asking for > somebody to set up their own empire intermingled with yours. Some sort of > patrol to at least pop in and see if anybody has set up shop seems > appropriate. It's not much of an empire if it doesn't know what's going on > in 99+% of it's territory! If there are aliens then it would be my bet that they don't want the same stars (planets) that humans do, So it would seem normal to me that there are intermixed empires and that they might trade with each other and perhaps share jump points and gas giants. Douglas From magick.crow at gmail.com Sun Dec 2 04:28:06 2007 From: magick.crow at gmail.com (Knapp) Date: Sun, 2 Dec 2007 12:28:06 +0100 Subject: [TML] Don't try this at home (was New 3d computer simulation design) In-Reply-To: <483f95360712020319n3e3bf208ra44acf0c516add11@mail.gmail.com> References: <59804ab60711290334r6e6b56d5he09067c92e7be62f@mail.gmail.com> <20071130121439.GD9074@soprano.little-possums.net> <46B4B2F6-864D-4258-B285-906045B6D094@pharmacy.arizona.edu> <20071202002802.GL9074@soprano.little-possums.net> <483f95360712020319n3e3bf208ra44acf0c516add11@mail.gmail.com> Message-ID: > Dr Tanya Hill, Astronomy Curator, Melbourne Planetarium, has told me that > this is caused by extreme magnetism, which cooks up the ionised gasses to > millions of degrees. (See http://en.wikipedia.org/wiki/Sun#Atmosphere) > > So you can just forget about going anywhere near the sun in anything made of > metal. Maybe you could get close in a nice teacup, or similar ceramic. Of > course, the effects of such magnetism on a human brain would be interesting > (http://en.wikipedia.org/wiki/Transcranial_magnetic_stimulation) so maybe a > robot? A mechanical ceramic robot? > > Tim. So then are we also talking about a sort of EMP also or something related? Douglas From andrew.long at yahoo.com Sun Dec 2 06:17:05 2007 From: andrew.long at yahoo.com (Andrew Long) Date: Sun, 2 Dec 2007 17:17:05 +0400 Subject: [TML] Don't try this at home (was New 3d computer simulation design) In-Reply-To: References: <59804ab60711290334r6e6b56d5he09067c92e7be62f@mail.gmail.com> <20071130121439.GD9074@soprano.little-possums.net> <46B4B2F6-864D-4258-B285-906045B6D094@pharmacy.arizona.edu> <20071202002802.GL9074@soprano.little-possums.net> <483f95360712020319n3e3bf208ra44acf0c516add11@mail.gmail.com> Message-ID: On 2 Dec 2007, at 15:28, Knapp wrote: >> Dr Tanya Hill, Astronomy Curator, Melbourne Planetarium, has told >> me that >> this is caused by extreme magnetism, which cooks up the ionised >> gasses to >> millions of degrees. (See http://en.wikipedia.org/wiki/ >> Sun#Atmosphere) >> I remember, way back when, in a short article by Arthur C. Clarke (or maybe it was Dr. Asimov; they both seemed to sugar each others' tea in the old days), where he was demolishing some un-learned press article that tried to explain how we'd never have have space flight, and in fact shouldn't even try. The basis of this was that the Van Allen belts (or some other region of the outer atmosphere) was Very Hot (millions of degrees?) and so any probe that we sent up would just melt. And punching holes in the layer separating us from all this hot gas might just bring it all down on us. This was explained as being not really a problem due to the extremely low density of the gasses at that height, and that the temperatures were just an expression of the mean free path for atoms. Does this relate to these huge temperatures in the Corona? >> So you can just forget about going anywhere near the sun in >> anything made of >> metal. Maybe you could get close in a nice teacup, or similar >> ceramic. Of >> course, the effects of such magnetism on a human brain would be >> interesting >> (http://en.wikipedia.org/wiki/Transcranial_magnetic_stimulation) >> so maybe a >> robot? A mechanical ceramic robot? I was so sad to read about this kind of thing... I was really looking forward to riding Bussard ramscoops after reading Larry Niven's known space books. I was roughing out some fanfic about having someone trying to 'herd' some starseeds from one system to another. The protagonist had been hired because he had been on that slowboat (the Lazy eight- something?) that had gone astray and was thus experienced at STL travel (unlike Bey Schaeffer, who was also along on the trip). The expedition had been funded by Gregory Pelton (Bey's frind 'Elephant') after the adventure of the evaporating starship. Sadly, when I found that ramscoops were deadly it just took the heart out of my plot. Ah, those were the days. Andy (BOF) -- Andrew Long andrew dot long at yahoo dot com From sburchett at gmail.com Sun Dec 2 07:23:20 2007 From: sburchett at gmail.com (Steve Burchett) Date: Sun, 2 Dec 2007 08:23:20 -0600 Subject: [TML] Don't try this at home In-Reply-To: References: <266043.91815.qm@web45513.mail.sp1.yahoo.com> <003301c834a6$85a1d450$90e57cf0$@com.au> Message-ID: <3cf5ea650712020623hd642463scb6b0814b859e348@mail.gmail.com> On Dec 2, 2007 3:11 AM, Knapp wrote: > Thanks, but I don't think I would say new. I started in the 80's with > classic and have almost all of it save for the journals and some of > the later adventures and stuff. I have never looked at anything newer > than that. Also all my Travellers stuff is back in the states. :-( > Douglas I am in the same situation. I started when the LBBs first came out (the late Seventies) and have scrupulously avoided all the later incarnations. Steve From magick.crow at gmail.com Sun Dec 2 07:30:58 2007 From: magick.crow at gmail.com (Knapp) Date: Sun, 2 Dec 2007 15:30:58 +0100 Subject: [TML] Don't try this at home In-Reply-To: <3cf5ea650712020623hd642463scb6b0814b859e348@mail.gmail.com> References: <266043.91815.qm@web45513.mail.sp1.yahoo.com> <003301c834a6$85a1d450$90e57cf0$@com.au> <3cf5ea650712020623hd642463scb6b0814b859e348@mail.gmail.com> Message-ID: Why change perfection? :--) Douglas From sburchett at gmail.com Sun Dec 2 07:35:45 2007 From: sburchett at gmail.com (Steve Burchett) Date: Sun, 2 Dec 2007 08:35:45 -0600 Subject: [TML] Don't try this at home In-Reply-To: References: <266043.91815.qm@web45513.mail.sp1.yahoo.com> <003301c834a6$85a1d450$90e57cf0$@com.au> <3cf5ea650712020623hd642463scb6b0814b859e348@mail.gmail.com> Message-ID: <3cf5ea650712020635v739b42d1yeb8b53834e59d568@mail.gmail.com> On Dec 2, 2007 8:30 AM, Knapp wrote: > Why change perfection? :--) > Douglas > Indeed; a man after me own heart. :D Steve From magick.crow at gmail.com Sun Dec 2 07:37:55 2007 From: magick.crow at gmail.com (Knapp) Date: Sun, 2 Dec 2007 15:37:55 +0100 Subject: [TML] The Perfect Character Design Message-ID: So, I am at the point that I need to design a character generation system. What do you feel are the most important points? What stats could you not live without? Remember that this could be an alien too! What do you need to know of the description? What is the best system for making it? What do you love and hate about the current systems? What system is best for you? I was thinking about those pick your own path stories that came out in the late 80s. Maybe you could start with picking your parents and then choose an adventure that made what your character becomes. It seems to me that the worst way is random and the best is with the player taking what he needs but given a budget to work from. Also a story and an attachment should develop between the player and his character. Douglas From shadow at shadowgard.com Sun Dec 2 10:09:57 2007 From: shadow at shadowgard.com (shadow at shadowgard.com) Date: Sun, 02 Dec 2007 09:09:57 -0800 Subject: [TML] Don't try this at home (was New 3d computer simulation design) In-Reply-To: References: <59804ab60711290334r6e6b56d5he09067c92e7be62f@mail.gmail.com>, <483f95360712020319n3e3bf208ra44acf0c516add11@mail.gmail.com>, Message-ID: <47527665.3472.330D540@shadow.shadowgard.com> On 2 Dec 2007 at 12:28, Knapp wrote: > > Dr Tanya Hill, Astronomy Curator, Melbourne Planetarium, has told me that > > this is caused by extreme magnetism, which cooks up the ionised gasses to > > millions of degrees. (See http://en.wikipedia.org/wiki/Sun#Atmosphere) > > > > So you can just forget about going anywhere near the sun in anything made of > > metal. Maybe you could get close in a nice teacup, or similar ceramic. Of > > course, the effects of such magnetism on a human brain would be interesting > > (http://en.wikipedia.org/wiki/Transcranial_magnetic_stimulation) so maybe a > > robot? A mechanical ceramic robot? > > > > Tim. > So then are we also talking about a sort of EMP also or something related? No, more like an induction furnace. As in "heat metal white hot in minutes"... -- Leonard Erickson (aka shadow) shadow at shadowgard dot com From threeeyesmcgurk at hotmail.com Sun Dec 2 11:00:25 2007 From: threeeyesmcgurk at hotmail.com (alan hume) Date: Sun, 2 Dec 2007 18:00:25 +0000 Subject: [TML] Welcom to our Universe sticker was(Don't try this at home) In-Reply-To: <003301c834a6$85a1d450$90e57cf0$@com.au> References: <266043.91815.qm@web45513.mail.sp1.yahoo.com> <003301c834a6$85a1d450$90e57cf0$@com.au> Message-ID: I was just wondering if anyone had any of the old (way old) GDW promo stickers that said "Welcome to our Universe" or some such, kind of looked the same as the old ad that appeared in The Space Gamer and elsewhere I collect stickers you see (I have them plastered all over a large filing cabinet that holds my wargames minis), Star Wars insignia, Trek stuff, I even have one of Linus from Peanuts (don't ask, let's just say that when I was a kid I worried about everything so much that everyone started calling me Linus!!) Anyway, I saw someone selling 4!! of them on ebay once but the auction had already ended:.( they appear to be rarer than a Zhodani with a sense of humour:.) So, if anyone has one they could sell me or know where I could buy one they would be doing me a huge favour Cheers Alan Hume ---------------------------------- > From: traveller at dhimaging.com.au > To: tml at travellercentral.com > Date: Sun, 2 Dec 2007 16:45:16 +1100 > Subject: Re: [TML] Don't try this at home > > > > -----Original Message----- > > >From: Knapp > > >Can you explain that? I have no idea what TNE or CG is > >and how it works. > > TNE is The New Era and CG is ContraGrav. > > :) > > Welcome aboard. > > -Joel > > _______________________________________________ > TML mailing list > TML at travellercentral.com > http://lists.travellercentral.com/mailman/listinfo/tml _________________________________________________________________ Who's friends with who and co-starred in what? http://www.searchgamesbox.com/celebrityseparation.shtml From raikenclw at gmail.com Sun Dec 2 12:05:07 2007 From: raikenclw at gmail.com (Richard Aiken) Date: Sun, 2 Dec 2007 14:05:07 -0500 Subject: [TML] Does "Operation Reset" Make Sense? In-Reply-To: <20071201054930.GI9074@soprano.little-possums.net> References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com> <20071201054930.GI9074@soprano.little-possums.net> Message-ID: <5aca9be50712021105v3fcb5973s288d92f804e245d@mail.gmail.com> On Dec 1, 2007 12:49 AM, Timothy Little wrote: > OK, so maybe someone > was stupid enough to deliberately cripple both sides - that can > happen. I'm suggesting he update the timeline to "Twilight: 2017." Maybe not a nuclear war, but a "natural" disaster. Such as what happens in "Ill Wind" by Kevin J. Anderson and Doug Beason; an oil company releases an oil-eating microbe on a massive oil spill which propogates by air and within days all oil-based materials either evaporate or dissolve. Civilization basically ends. But before it does, paranoid Russia tries to nuke everybody else. > Disconnected semiconductors are vastly more resistant to EMP. [snip] > It is also not unlikely for some large stocks of semiconductors to be > in locations with substantial shielding from such long wavelengths - > warehouses with metal walls and roof would do an excellent job. The > gaps (indeed, warehouses as a whole) are vastly smaller than the > wavelength. So the location of the huge stash becomes the critical info. > So there is really only one possibility that makes sense with the plot > and setting: the inventor came up with some fundamentally new way of > engineering such a processor. This would indeed be worth capturing > and analysing! Or then again . . . using something like the (GURPS) Science! skill? This would certainly fit the "Fast! Furious! Fun!" mantra of Savage Worlds. Remember those old Asimov stories where the robot brains were allowed to grow there own "positronic circuits" after manufature? Maybe this invention does that, allowing the manufacture of new chips without the usual infrastructure? -- Richard Aiken "Never insult anyone by accident." Robert A. Heinlein From raikenclw at gmail.com Sun Dec 2 12:10:33 2007 From: raikenclw at gmail.com (Richard Aiken) Date: Sun, 2 Dec 2007 14:10:33 -0500 Subject: [TML] Does "Operation Reset" Make Sense? In-Reply-To: <475152AA.17310.1938E2C4@shadow.shadowgard.com> References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com> <475152AA.17310.1938E2C4@shadow.shadowgard.com> Message-ID: <5aca9be50712021110y5122f1d9v814a27929ece8fc0@mail.gmail.com> On Dec 1, 2007 3:25 PM, wrote: > Actually replacing even *one* late 80s IC with something using non- > semiconductor parts is not a trivial undertaking. Oh, I didn't mean that it would be easy to do. Just that it wouldn't take any secret knowledge or a "new" invention to do it. > A quite modest voltage will "burn thrn" the PN junctions inside the > part. Causing permanent damage ythat'd have to be repaired by > shifting atoms inside the substrate. Okay. The fixing burned chips is out, unless we invoke the Science! skill. > Not a bad idea. > Loose parts aren't likely to get killed. Thanks. As per my reply to Tim, I'll give my gift recipient the option between the real-world and game-only possibilities, then let him choose which fits his and his friends style best. -- Richard Aiken "Never insult anyone by accident." Robert A. Heinlein From raikenclw at gmail.com Sun Dec 2 12:21:13 2007 From: raikenclw at gmail.com (Richard Aiken) Date: Sun, 2 Dec 2007 14:21:13 -0500 Subject: [TML] We who Travel In-Reply-To: <20071201.053622.3294.0@webmail07.dca.untd.com> References: <20071201.053622.3294.0@webmail07.dca.untd.com> Message-ID: <5aca9be50712021121o68151675ue44400025bcd5601@mail.gmail.com> On Dec 1, 2007 8:36 AM, domhanai at juno.com wrote: > Evyn MacDude infojunky at ceecom.net, on Saturday, Dec 1, posted: > > > > >ObTrav; >Lifted glass< "To absent friends!" > > So say we all. > > Cougashika Hear. Hear. (My Dad passed August 26, 2000, at 75 years and two months old. He was a Navy veteran of WWII and Korea. He never saw combat, but helped repair many destroyers ravaged in the Solomon Islands, with accompanying nightmares of what he found in emergency-flooded compartments.) -- Richard Aiken "Never insult anyone by accident." Robert A. Heinlein From tim at little-possums.net Sun Dec 2 16:01:17 2007 From: tim at little-possums.net (Timothy Little) Date: Mon, 3 Dec 2007 10:01:17 +1100 Subject: [TML] New 3d computer simulation design In-Reply-To: References: <20071129012821.GR9074@soprano.little-possums.net> <20071130123319.GE9074@soprano.little-possums.net> <20071130225720.GG9074@soprano.little-possums.net> <20071201114706.GJ9074@soprano.little-possums.net> <20071201234028.GK9074@soprano.little-possums.net> Message-ID: <20071202230116.GO9074@soprano.little-possums.net> On Sun, Dec 02, 2007 at 10:20:43AM +0100, Knapp wrote: > We are talking, about talking :-}, between planets and I was just > assuming that it would take a lot of power to do it thus have high > cost but getting cheaper with higher tech planets. Even with VoIP > you must pay for your internet. Cost more for more bandwidth makes > sense to me. The flip side is "costs less for less bandwidth". Voice communication requires *hundreds* of times the bitrate of text. Basing the difficulty of character-to-character communication on the cost of voice calls and ignoring text is just silly in a game that will likely be based almost entirely on text communication anyway. And yes, I agree you must pay for your bandwidth even with VoIP. For me, that's about 0.000000005 cents per bit. Your cost is probably lower. If it were 0.01 cents per bit, then VoIP would cost about $36/minute. At the same bandwidth cost, the contents of this email would be at most 90 cents - but probably quite a bit less, since then it would be worth encoding more efficiently. Not that any of this matters since the players won't accept any nontrivial cost (or even free with restrictions), regardless of how realistic it might be or how much you want it. - Tim From tim at little-possums.net Sun Dec 2 16:44:10 2007 From: tim at little-possums.net (Timothy Little) Date: Mon, 3 Dec 2007 10:44:10 +1100 Subject: [TML] New 3d computer simulation design In-Reply-To: References: Message-ID: <20071202234410.GP9074@soprano.little-possums.net> On Sun, Dec 02, 2007 at 05:38:46AM -0500, Jerry W Barrington wrote: > It takes almost no time to generate bare systems, especially if your > random generator just does the physical stuff. Bare systems aren't interesting for gameplay. Even so, it takes time and some skills to write the programs to generate and effectively present even bare systems on a map for your players. It takes vastly more time (and not negligible expense) to arrange for those tens of thousands of systems to be published as a canonical work for Traveller players as a whole. > I'm not real fond of these out of game reasons. That's why I want > something like the Great Game to flesh that stuff out. Well you did ask why. The reasons why are out of game reasons. There's certainly nothing preventing you from generating as much detail as you like for as many of Traveller's tens of thousands of worlds as you like and for sectors around. > If you have hundreds of stars per hex: > A. Your hex size is probably way too big. They're standard Traveller 1-parsec hexes in cross-section. It's just that they're on the order of a few thousand parsecs long. Remember the storyline I mentioned about the Ancients shattering jumpspace? That's the structure they were breaking. > B. There should never be an empty hex: *somewhere* in there > should be a place to refuel (water world, gas giant, etc.). That's right, there are no empty hexes in that sense IMTU. There is always somewhere to refuel, if you have the appropriate wilderness refuelling equipment. I also doubt that there are any truly empty hexes even without stars. Interstellar space probably contains at least hundreds of billions of ejected bodies larger than a kilometre across per cubic parsec, mostly composed of hydrogen compounds. Finding them would be a little trickier, but they're there. > Besides, you have to survey to find the useful planet anyway. On > average, you'll have to survey over half of those stars to do so. > All of them, if there's *no* useful planet. Absolutely. That's a very expensive process, which is why you don't have to go very far from settled worlds to find systems that haven't been surveyed in detail. > And why would the empire ignore all those stars? That's just asking > for somebody to set up their own empire intermingled with yours. They're not completely ignored, just irrelevant for the most part. Yes, the ones in and near inhabited hexes are resurveyed infrequently. That's a large part of what the Scout Service does. Just because their existence is known doesn't mean that they're important enough to appear on every map. They certainly aren't important enough to publish on maps you give to the players. - Tim From tim at little-possums.net Sun Dec 2 17:17:07 2007 From: tim at little-possums.net (Timothy Little) Date: Mon, 3 Dec 2007 11:17:07 +1100 Subject: [TML] Don't try this at home (was New 3d computer simulation design) In-Reply-To: <483f95360712020319n3e3bf208ra44acf0c516add11@mail.gmail.com> References: <59804ab60711290334r6e6b56d5he09067c92e7be62f@mail.gmail.com> <20071130121439.GD9074@soprano.little-possums.net> <46B4B2F6-864D-4258-B285-906045B6D094@pharmacy.arizona.edu> <20071202002802.GL9074@soprano.little-possums.net> <483f95360712020319n3e3bf208ra44acf0c516add11@mail.gmail.com> Message-ID: <20071203001707.GQ9074@soprano.little-possums.net> On Sun, Dec 02, 2007 at 10:19:22PM +1100, Tim Rattray wrote: > Dr Tanya Hill, Astronomy Curator, Melbourne Planetarium, has told me that > this is caused by extreme magnetism, which cooks up the ionised gasses to > millions of degrees. (See http://en.wikipedia.org/wiki/Sun#Atmosphere) The magnetic field is actually pretty weak. The typical field strengths are on the order of 0.0001 Tesla, only about twice Earth's average field. It's also very steady on human distance and time scales, though it is much more intense near sunspots (up to 0.1 Tesla). The power of the field is due to the fact that it operates over *huge* distances. The energy density of a typical volume of field is only on the order of 0.004 J/m^3 - but over the volume of the Sun that adds up to more than 10^26 J. It also changes rapidly - but again, only compared with the distances across which it operates. > So you can just forget about going anywhere near the sun in anything > made of metal. Maybe you could get close in a nice teacup, or > similar ceramic. Of course, the effects of such magnetism on a > human brain would be interesting MRI scanners operate with fields of up to 20 Tesla, without having adverse effects on human brains. TMS is based on rapidly pulsed changes in magnetic field with very specific focussed fields. The Sun's field is far too weak, too slow changing, and too diffuse in gradient to have any such effects. - Tim From tim at little-possums.net Sun Dec 2 18:36:09 2007 From: tim at little-possums.net (Timothy Little) Date: Mon, 3 Dec 2007 12:36:09 +1100 Subject: [TML] The Perfect Character Design In-Reply-To: References: Message-ID: <20071203013609.GR9074@soprano.little-possums.net> On Sun, Dec 02, 2007 at 03:37:55PM +0100, Knapp wrote: > So, I am at the point that I need to design a character generation > system. What do you feel are the most important points? For me, by far the most important point is the ability to design a pre-existing character concept. It's not character generation, but a description or expression of those aspects of a character that the game system requires. > What stats could you not live without? That's entirely up to the rest of the game system: there is no point in having stats that the system never uses. It sounds like you intend wealth to be a substantial variable, so that should certainly go in. You mentioned asking about skills for running a spacecraft, so something for those should go in too. If it's going to be a game in a visual medium, you'll probably also want to be able to have characters with different appearances. What other game mechanics do you expect to have that will vary by aspects of the character? > Also a story and an attachment should develop between the player and > his character. I don't think any system will do that. At best a system can suggest character traits and stories, but an attachment will only develop to the degree that the player accepts a character and story as being *theirs*. Even completely random generation will suffice sometimes. Other times players already have an idea of who they want to play, and attachment drops in relation to how far from that concept they are forced to go. And sometimes the character is an unattached game token, simulated personality, or a story part - regardless of how it was created or how well it is played. - Tim From shadow at shadowgard.com Sun Dec 2 20:16:25 2007 From: shadow at shadowgard.com (shadow at shadowgard.com) Date: Sun, 02 Dec 2007 19:16:25 -0800 Subject: [TML] New 3d computer simulation design In-Reply-To: <20071202230116.GO9074@soprano.little-possums.net> References: <20071129012821.GR9074@soprano.little-possums.net>, , <20071202230116.GO9074@soprano.little-possums.net> Message-ID: <47530489.28073.55E2697@shadow.shadowgard.com> On 3 Dec 2007 at 10:01, Timothy Little wrote: > On Sun, Dec 02, 2007 at 10:20:43AM +0100, Knapp wrote: > > We are talking, about talking :-}, between planets and I was just > > assuming that it would take a lot of power to do it thus have high > > cost but getting cheaper with higher tech planets. Even with VoIP > > you must pay for your internet. Cost more for more bandwidth makes > > sense to me. > > The flip side is "costs less for less bandwidth". Voice communication > requires *hundreds* of times the bitrate of text. Basing the > difficulty of character-to-character communication on the cost of > voice calls and ignoring text is just silly in a game that will likely > be based almost entirely on text communication anyway. Yep. I'm old enough to remember when telegrams were still used. Though by then they were actually sent by teletype. For that matter, 15 years ago businesses with international customers still used telex systems to send messages. One of my jobs was keeping an eye on one (a proprietary computer, that used quad density 5.25" floppies as well as a hard disk) > And yes, I agree you must pay for your bandwidth even with VoIP. For > me, that's about 0.000000005 cents per bit. Your cost is probably > lower. If it were 0.01 cents per bit, then VoIP would cost about > $36/minute. At the same bandwidth cost, the contents of this email > would be at most 90 cents - but probably quite a bit less, since then > it would be worth encoding more efficiently. It's instructive comparing transmission technologies. For example, the fax machine was invented (and in *use*) before the telephone. Somewhere in the archives is a discussion of formats and cost for X- boat messages. At a guess, 10 years back. We had it broken down using then current stuff and a bit of guessing as to future tech. For example, based on per bit or byte charges, it's noticeably cheaper to use a limited character set (Baudot or ASCII) than to use something like unicode. Images cost more, depending on resolution, colors and compression. Some things, like logos can be encoded for as a code number or something, saving a lot. And for some things, vector formats are a big win. Sound? Again you can save a lot by reducing the frequency range and digitization rate. It's instructive to compare stuff digitization at different rates and with different parameters. Video gets interesting. 2 hours of high quality video (DVD) uses a bit over 4 gig. But you can get quite acceptable results in 1 gig. Below that you start getting *serious* digitization artifacts. 3d moving images will only be worse... -- Leonard Erickson (aka shadow) shadow at shadowgard dot com From patrik.holmstrom at gmail.com Sun Dec 2 21:01:58 2007 From: patrik.holmstrom at gmail.com (Patrik Holmstrom) Date: Mon, 3 Dec 2007 05:01:58 +0100 Subject: [TML] New 3d computer simulation design In-Reply-To: <47530489.28073.55E2697@shadow.shadowgard.com> References: <20071129012821.GR9074@soprano.little-possums.net> <20071202230116.GO9074@soprano.little-possums.net> <47530489.28073.55E2697@shadow.shadowgard.com> Message-ID: <6c4d915b0712022001n277e7ae3h2d7bacc6fd3d6a12@mail.gmail.com> On Dec 3, 2007 4:16 AM, wrote: > Somewhere in the archives is a discussion of formats and cost for X- > boat messages. At a guess, 10 years back. > > We had it broken down using then current stuff and a bit of guessing > as to future tech. > > For example, based on per bit or byte charges, it's noticeably > cheaper to use a limited character set (Baudot or ASCII) than to use > something like unicode. Yeah, but the Shannon entropy of the data is still the same so if you compress it you end up with identical (theoretical case) or near identical (real world case) sizes. For instance Mary Shelly's Frankenstein goes from (ascii/unicode) 439kB/877kB to 140kB/142kB using the 7z compression algorithm. Since you'd like to compress the message anyway you don't save anything useful from using a more compact character set. /Patrik From tim at little-possums.net Sun Dec 2 21:48:57 2007 From: tim at little-possums.net (Timothy Little) Date: Mon, 3 Dec 2007 15:48:57 +1100 Subject: [TML] New 3d computer simulation design In-Reply-To: <47530489.28073.55E2697@shadow.shadowgard.com> References: <20071202230116.GO9074@soprano.little-possums.net> <47530489.28073.55E2697@shadow.shadowgard.com> Message-ID: <20071203044857.GS9074@soprano.little-possums.net> On Sun, Dec 02, 2007 at 07:16:25PM -0800, shadow at shadowgard.com wrote: > For example, based on per bit or byte charges, it's noticeably > cheaper to use a limited character set (Baudot or ASCII) than to use > something like unicode. Not really, since they losslessly compress to identical sizes in cases where the extended range is not used. A restricted character set is a form of lossy compression. Of course, text itself is a form of lossy compression. It's just one that is applied by humans instead of computers, and it takes years to be taught how to apply it effectively. > Video gets interesting. 2 hours of high quality video (DVD) uses a > bit over 4 gig. But you can get quite acceptable results in 1 gig. > Below that you start getting *serious* digitization artifacts. You can get picture quality better than many analog TV receptions in about 150 MB per hour for typical TV content. Certainly nowhere near DVD quality, but better than most people watched 20 years ago. But yes, quality does decrease pretty drastically with bitrate. > 3d moving images will only be worse... Probably not as much worse as it might seem at first. You can nearly always only see the surfaces of objects, and so most of the time you only need to add a bit more data for the sides/rear of objects and add depth information. Better yet, depth should compress even better than surface appearance, and would drastically improve motion estimation algorithms. It would likely even greatly *reduce* data used by video formats, since failure to distinguish and re-use data from moving objects is by far the biggest cost in bandwidth. - Tim From bjmurray.halfjack at gmail.com Sun Dec 2 22:06:35 2007 From: bjmurray.halfjack at gmail.com (Brad Murray) Date: Sun, 2 Dec 2007 21:06:35 -0800 Subject: [TML] New 3d computer simulation design In-Reply-To: <20071203044857.GS9074@soprano.little-possums.net> References: <20071202230116.GO9074@soprano.little-possums.net> <47530489.28073.55E2697@shadow.shadowgard.com> <20071203044857.GS9074@soprano.little-possums.net> Message-ID: <889263490712022106j3023bc5pf8efc9c83dfc11f1@mail.gmail.com> On Dec 2, 2007 8:48 PM, Timothy Little wrote: > Not really, since they losslessly compress to identical sizes in cases > where the extended range is not used. A restricted character set is a > form of lossy compression. Even where the extended range is used, texts usually only need one small piece of that range (say, all of Arabic) and therefore half the bytes in the message will be identical (marking the range in use), and compress to practically zero. -- Brad Murray (halfjack) From shadow at shadowgard.com Sun Dec 2 22:54:46 2007 From: shadow at shadowgard.com (shadow at shadowgard.com) Date: Sun, 02 Dec 2007 21:54:46 -0800 Subject: [TML] New 3d computer simulation design In-Reply-To: <6c4d915b0712022001n277e7ae3h2d7bacc6fd3d6a12@mail.gmail.com> References: <20071129012821.GR9074@soprano.little-possums.net>, <47530489.28073.55E2697@shadow.shadowgard.com>, <6c4d915b0712022001n277e7ae3h2d7bacc6fd3d6a12@mail.gmail.com> Message-ID: <475329A6.14128.5EFAF6D@shadow.shadowgard.com> On 3 Dec 2007 at 5:01, Patrik Holmstrom wrote: > On Dec 3, 2007 4:16 AM, wrote: > > Somewhere in the archives is a discussion of formats and cost for X- > > boat messages. At a guess, 10 years back. > > > > We had it broken down using then current stuff and a bit of guessing > > as to future tech. > > > > For example, based on per bit or byte charges, it's noticeably > > cheaper to use a limited character set (Baudot or ASCII) than to use > > something like unicode. > > Yeah, but the Shannon entropy of the data is still the same so if you > compress it you end up with identical (theoretical case) or near > identical (real world case) sizes. For instance Mary Shelly's > Frankenstein goes from (ascii/unicode) 439kB/877kB to 140kB/142kB > using the 7z compression algorithm. Since you'd like to compress the > message anyway you don't save anything useful from using a more > compact character set. On the other hand, compressing the data makes it more vulnerable to errors in transmission. BTW, have you tried seeing what size Frankenstein would be in Baudot? -- Leonard Erickson (aka shadow) shadow at shadowgard dot com From shadow at shadowgard.com Sun Dec 2 22:54:46 2007 From: shadow at shadowgard.com (shadow at shadowgard.com) Date: Sun, 02 Dec 2007 21:54:46 -0800 Subject: [TML] New 3d computer simulation design In-Reply-To: <20071203044857.GS9074@soprano.little-possums.net> References: <20071202230116.GO9074@soprano.little-possums.net>, <47530489.28073.55E2697@shadow.shadowgard.com>, <20071203044857.GS9074@soprano.little-possums.net> Message-ID: <475329A6.59.5EFB0E4@shadow.shadowgard.com> On 3 Dec 2007 at 15:48, Timothy Little wrote: > On Sun, Dec 02, 2007 at 07:16:25PM -0800, shadow at shadowgard.com wrote: > > Video gets interesting. 2 hours of high quality video (DVD) uses a > > bit over 4 gig. But you can get quite acceptable results in 1 gig. > > Below that you start getting *serious* digitization artifacts. > > You can get picture quality better than many analog TV receptions in > about 150 MB per hour for typical TV content. Certainly nowhere near > DVD quality, but better than most people watched 20 years ago. > > But yes, quality does decrease pretty drastically with bitrate. I find anything below 350/hr is more messed up than I prefer to watch. At least in part because the losses aren't simple "fuzziness" but image artifacts that get really annoying. > > 3d moving images will only be worse... > > Probably not as much worse as it might seem at first. > > You can nearly always only see the surfaces of objects, and so most of > the time you only need to add a bit more data for the sides/rear of > objects and add depth information. Better yet, depth should compress > even better than surface appearance, and would drastically improve > motion estimation algorithms. It would likely even greatly *reduce* > data used by video formats, since failure to distinguish and re-use > data from moving objects is by far the biggest cost in bandwidth. By three-d, I *don't* mean "stereo imagery" like three-d movies. I mean the sort of image you can project into space and walk around to view from all sides. -- Leonard Erickson (aka shadow) shadow at shadowgard dot com From healyzh at aracnet.com Sun Dec 2 23:39:51 2007 From: healyzh at aracnet.com (Zane H. Healy) Date: Sun, 2 Dec 2007 22:39:51 -0800 Subject: [TML] Does "Operation Reset" Make Sense? In-Reply-To: <5aca9be50712021110y5122f1d9v814a27929ece8fc0@mail.gmail.com> References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com> <475152AA.17310.1938E2C4@shadow.shadowgard.com> <5aca9be50712021110y5122f1d9v814a27929ece8fc0@mail.gmail.com> Message-ID: At 2:10 PM -0500 12/2/07, Richard Aiken wrote: >On Dec 1, 2007 3:25 PM, wrote: > > A quite modest voltage will "burn thrn" the PN junctions inside the >> part. Causing permanent damage ythat'd have to be repaired by >> shifting atoms inside the substrate. > >Okay. The fixing burned chips is out, unless we invoke the Science! skill. Fixing burned out chips is just plain out. Even manufacturing replacements wouldn't be practical, it would take years to rebuild the necessary infrastructure if it gets fried. However, small scale fabs exist all over the place, it is likely that some sort of manufacturing facilities would survive. I've a bad feeling the major manufacturing centers would be considered strategic military targets in this day and age, and likely to be targeted in the event of a nuclear war. There is also the question of the design files needed to fabricate modern electronic devices. Schematics haven't been available since the 80's for most devices, and even then the chips were largely black boxes. Just tracing out a circuit can be "fun". The software used in the various steps is quite specialized, often very expensive, and often requiring specific license keys. All in all In the event of a global collapse brought upon by nuclear war, pandemic, biological attacks, global warming, etc., one of the key problems will be that the manufacturing of any high-tech devices are so spread out that without transportation links, the manufacture will become impractical. In fact if such an event occurs, China might be the only country left capable of producing high-tech equipment, which would give them a serious military advantage in the aftermath. Realistically you'd probably be looking at scavenged modern tech, with any new manufacturing being at closer to 1910 through 1950's tech levels. This exhibits why it is important to preserve information on how to build and maintain that old of equipment. Having this information digitized and online doesn't cut it, the information needs to be retained in a paper format. BTW, you'd originally said: >possible problem. The default adventure plot for this product involves >a covert operation to acquire a secret invention: a bread-boarded, >re-configurable macroscale electronic replacement for the silicon >microchips that were fried by all that EMP. Everybody and his cousin >(DIA, CIA, KGB, Shin Bet, etc, etc) is supposed to be trying to get >their hands on the plans for this item. Personally this sounds like an EMP hardened FPGA development board. No idea if such a thing exists, but I doubt it. In any case, it doesn't really make a whole lot of sense as to why everyone would be after one. Why are they after it? A good reason for that and it might make a lot more sense. Something to consider is when the plot was written, at that time, electronics were a *LOT* simpler. In the mid-80's tech was such that you could still work on it fairly easily with stuff you'd find at Radio Shack, now you need special micro-miniature repair tools. Here is an idea, how about a fully functional 3D printer. Right now they're only able to make fairly basic objects I believe, but in a few years, especially using nanotechnology, who knows what they might be capable of. Zane -- | Zane H. Healy | UNIX Systems Administrator | | healyzh at aracnet.com (primary) | OpenVMS Enthusiast | | MONK::HEALYZH (DECnet) | Classic Computer Collector | +----------------------------------+----------------------------+ | Empire of the Petal Throne and Traveller Role Playing, | | PDP-10 Emulation and Zane's Computer Museum. | | http://www.aracnet.com/~healyzh/ | From shadow at shadowgard.com Mon Dec 3 00:54:00 2007 From: shadow at shadowgard.com (shadow at shadowgard.com) Date: Sun, 02 Dec 2007 23:54:00 -0800 Subject: [TML] Does "Operation Reset" Make Sense? In-Reply-To: References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com>, <5aca9be50712021110y5122f1d9v814a27929ece8fc0@mail.gmail.com>, Message-ID: <47534598.7973.65D44F4@shadow.shadowgard.com> On 2 Dec 2007 at 22:39, Zane H. Healy wrote: > Even manufacturing replacements wouldn't be practical, it would take > years to rebuild the necessary infrastructure if it gets fried. > However, small scale fabs exist all over the place, it is likely that > some sort of manufacturing facilities would survive. I've a bad > feeling the major manufacturing centers would be considered strategic > military targets in this day and age, and likely to be targeted in > the event of a nuclear war. There is also the question of the design > files needed to fabricate modern electronic devices. Schematics > haven't been available since the 80's for most devices, and even then > the chips were largely black boxes. Just tracing out a circuit can > be "fun". The software used in the various steps is quite > specialized, often very expensive, and often requiring specific > license keys. All in all "All in all" what? > Here is an idea, how about a fully functional 3D printer. Right now > they're only able to make fairly basic objects I believe, but in a > few years, especially using nanotechnology, who knows what they might > be capable of. Yeah, I like that sort of "fabber" (in more advanced models) as a standard gizmo at higher TLs that gives a lot of the advantages of "anything box" type manufacture without the mahjor headaches that "free living" nanos cause. -- Leonard Erickson (aka shadow) shadow at shadowgard dot com From patrik.holmstrom at gmail.com Mon Dec 3 02:30:27 2007 From: patrik.holmstrom at gmail.com (Patrik Holmstrom) Date: Mon, 3 Dec 2007 10:30:27 +0100 Subject: [TML] New 3d computer simulation design In-Reply-To: <475329A6.14128.5EFAF6D@shadow.shadowgard.com> References: <20071129012821.GR9074@soprano.little-possums.net> <47530489.28073.55E2697@shadow.shadowgard.com> <6c4d915b0712022001n277e7ae3h2d7bacc6fd3d6a12@mail.gmail.com> <475329A6.14128.5EFAF6D@shadow.shadowgard.com> Message-ID: <6c4d915b0712030130i64eb5a6apdab9686d7ef0e219@mail.gmail.com> On Dec 3, 2007 6:54 AM, wrote: > > On 3 Dec 2007 at 5:01, Patrik Holmstrom wrote: > > > On Dec 3, 2007 4:16 AM, wrote: > > > Somewhere in the archives is a discussion of formats and cost for X- > > > boat messages. At a guess, 10 years back. > > > > > > We had it broken down using then current stuff and a bit of guessing > > > as to future tech. > > > > > > For example, based on per bit or byte charges, it's noticeably > > > cheaper to use a limited character set (Baudot or ASCII) than to use > > > something like unicode. > > > > Yeah, but the Shannon entropy of the data is still the same so if you > > compress it you end up with identical (theoretical case) or near > > identical (real world case) sizes. For instance Mary Shelly's > > Frankenstein goes from (ascii/unicode) 439kB/877kB to 140kB/142kB > > using the 7z compression algorithm. Since you'd like to compress the > > message anyway you don't save anything useful from using a more > > compact character set. > > On the other hand, compressing the data makes it more vulnerable to > errors in transmission. If the channel is error prone it's going to have some sort of error correction. Compressed data (and that would also include images, sound, 2D/3D video) is not the most vulnerable data, consider source code/compiled code, finacial data, encrypted files, et.c. > BTW, have you tried seeing what size Frankenstein would be in Baudot? A quick look around couldn't find any converters (although I found a lot of software teletype emulators) but uncompressed it should be 5/8th the size of ASCII and compressed it would be the same size as compressed ASCII or a hair smaller. The original encoding is of little significance since compression replaces it by (in theory) the typical set or (in practice) Huffman/Lempel-Ziv/etc encoding. A good compression algorithm is really a pretty accurate estimate of the amount of information in a piece of data. Try for instance to compress something like PI in binary form (a patternless sequence of binary digits with no wasted encoding). /Patrik From healyzh at aracnet.com Mon Dec 3 02:44:26 2007 From: healyzh at aracnet.com (Zane H. Healy) Date: Mon, 3 Dec 2007 01:44:26 -0800 Subject: [TML] Does "Operation Reset" Make Sense? In-Reply-To: <47534598.7973.65D44F4@shadow.shadowgard.com> References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com>, <5aca9be50712021110y5122f1d9v814a27929ece8fc0@mail.gmail.com>, <47534598.7973.65D44F4@shadow.shadowgard.com> Message-ID: At 11:54 PM -0800 12/2/07, shadow at shadowgard.com wrote: >On 2 Dec 2007 at 22:39, Zane H. Healy wrote: > > be "fun". The software used in the various steps is quite >> specialized, often very expensive, and often requiring specific >> license keys. All in all > >"All in all" what? Heh... Excellent question, I seem to have gotten distracted when I went back to add that bit, and am not sure what my point was. Probably something about how getting all the pieces of software, and all the pieces of hardware needed to setup shop wouldn't be very easy. In such a situation you could quite conceivably have entire scenario's built around nothing more than obtaining specific pieces of software, and it would be a near impossible task. Zane -- | Zane H. Healy | UNIX Systems Administrator | | healyzh at aracnet.com (primary) | OpenVMS Enthusiast | | MONK::HEALYZH (DECnet) | Classic Computer Collector | +----------------------------------+----------------------------+ | Empire of the Petal Throne and Traveller Role Playing, | | PDP-10 Emulation and Zane's Computer Museum. | | http://www.aracnet.com/~healyzh/ | From ewan at quibell.org.uk Mon Dec 3 04:18:44 2007 From: ewan at quibell.org.uk (Ewan Quibell) Date: Mon, 03 Dec 2007 11:18:44 +0000 Subject: [TML] The Sky at Night? In-Reply-To: References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com>, <5aca9be50712021110y5122f1d9v814a27929ece8fc0@mail.gmail.com>, <47534598.7973.65D44F4@shadow.shadowgard.com> Message-ID: <4753E614.8030300@quibell.org.uk> Hi Guys, Just a quick question. If I have a system with a G2 V as the primary and an F7 V in a far (1000AU) orbit, what would the sky at night look like? Would the F7 V just look like a bright star or would it produce something like moon light? Also if I had a standard atmosphere with lots of water, would the companion show up in the day time? Best Regards Ewan -- ewan at quibell.org.uk They shall grow not old, as we that are left grow old; Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them. Laurence Binyon My spelling is entirerly due to dyslexia, typos, and poetic license From garry.e.ward at worldnet.att.net Mon Dec 3 05:03:34 2007 From: garry.e.ward at worldnet.att.net (Garry Ward) Date: Mon, 3 Dec 2007 07:03:34 -0500 Subject: [TML] The Sky at Night? References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com>, <5aca9be50712021110y5122f1d9v814a27929ece8fc0@mail.gmail.com>, <47534598.7973.65D44F4@shadow.shadowgard.com> <4753E614.8030300@quibell.org.uk> Message-ID: <000301c835a4$909d0f60$642d4b0c@YOURFEDDA97C02> ----- Original Message ----- From: "Ewan Quibell" To: "The Traveller Mailing List" Sent: Monday, December 03, 2007 6:18 AM Subject: [TML] The Sky at Night? > Hi Guys, > > Just a quick question. If I have a system with a G2 V as the primary and > an F7 V in a far (1000AU) orbit, what would the sky at night look like? > according to my notes, a V luminosity star can be anywhere from 1/10,000th to 1,000 times the brightness of the Sun, so first thing you need to decide is where the companion lines on that scale. It can be barely visible at the low end or as bright as the sun at the high end. One reason that for my generation of stars I now set a magnitude and then derive the luminosity from that so I have a specific number rather than the very, very broad and overlapping catagories that luminosity provides. Garry > Would the F7 V just look like a bright star or would it produce > something like moon light? > > Also if I had a standard atmosphere with lots of water, would the > companion show up in the day time? > > Best Regards > > Ewan > -- > ewan at quibell.org.uk > > They shall grow not old, as we that are left grow old; > Age shall not weary them, nor the years condemn. > At the going down of the sun and in the morning > We will remember them. > Laurence Binyon > > My spelling is entirerly due to dyslexia, typos, and poetic license > > _______________________________________________ > TML mailing list > TML at travellercentral.com > http://lists.travellercentral.com/mailman/listinfo/tml > From tim at little-possums.net Mon Dec 3 05:07:32 2007 From: tim at little-possums.net (Timothy Little) Date: Mon, 3 Dec 2007 23:07:32 +1100 Subject: [TML] The Sky at Night? In-Reply-To: <4753E614.8030300@quibell.org.uk> References: <47534598.7973.65D44F4@shadow.shadowgard.com> <4753E614.8030300@quibell.org.uk> Message-ID: <20071203120732.GT9074@soprano.little-possums.net> On Mon, Dec 03, 2007 at 11:18:44AM +0000, Ewan Quibell wrote: > Would the F7 V just look like a bright star or would it produce > something like moon light? It would illuminate about the same as a bright full moon, yes. It would be a very dazzling star, apparent magnitude probably about -13. I don't think it would actually be dangerous to look at: despite the pointlike focus on the retina, the light passing through the pupil would be less than a microwatt. > Also if I had a standard atmosphere with lots of water, would the > companion show up in the day time? It would be a very obvious brilliant point in the day time sky, yes. More than a thousand times brighter than Venus at its brightest. - Tim From tim at little-possums.net Mon Dec 3 05:14:30 2007 From: tim at little-possums.net (Timothy Little) Date: Mon, 3 Dec 2007 23:14:30 +1100 Subject: [TML] New 3d computer simulation design In-Reply-To: <475329A6.14128.5EFAF6D@shadow.shadowgard.com> References: <6c4d915b0712022001n277e7ae3h2d7bacc6fd3d6a12@mail.gmail.com> <475329A6.14128.5EFAF6D@shadow.shadowgard.com> Message-ID: <20071203121430.GU9074@soprano.little-possums.net> On Sun, Dec 02, 2007 at 09:54:46PM -0800, shadow at shadowgard.com wrote: > On the other hand, compressing the data makes it more vulnerable to > errors in transmission. Not really. Not compressing it is a form of redundancy, but one that is not tunable to the channel and makes very poor use of the redundant data. Even Baudot 5-bit encoding is about 3-4 bits more than required. If that bandwidth were instead dedicated to a well designed error correction scheme, the message would perfectly survive errors that would leave the raw text completely unrecognisable. > BTW, have you tried seeing what size Frankenstein would be in Baudot? That depends upon how you choose to mangle the characters that do not exist in the Baudot character set. - Tim From patrik.holmstrom at gmail.com Mon Dec 3 05:56:45 2007 From: patrik.holmstrom at gmail.com (Patrik Holmstrom) Date: Mon, 3 Dec 2007 13:56:45 +0100 Subject: [TML] The Sky at Night? In-Reply-To: <20071203120732.GT9074@soprano.little-possums.net> References: <47534598.7973.65D44F4@shadow.shadowgard.com> <4753E614.8030300@quibell.org.uk> <20071203120732.GT9074@soprano.little-possums.net> Message-ID: <6c4d915b0712030456i72c37ce6i46bdd15eec63cea0@mail.gmail.com> On Dec 3, 2007 1:07 PM, Timothy Little wrote: > On Mon, Dec 03, 2007 at 11:18:44AM +0000, Ewan Quibell wrote: > > Would the F7 V just look like a bright star or would it produce > > something like moon light? > > It would illuminate about the same as a bright full moon, yes. It > would be a very dazzling star, apparent magnitude probably about -13. > I don't think it would actually be dangerous to look at: despite the > pointlike focus on the retina, the light passing through the pupil > would be less than a microwatt. That looks like it is in the ballpark. Assuming a luminosity of 2.1 sol I get an apparant magnitude of -14.5 or 6 times brighter than mean full moon luminosity (-12.6). /Patrik From jtkwon at jtkgroup.com Mon Dec 3 06:50:52 2007 From: jtkwon at jtkgroup.com (John Kwon) Date: Mon, 3 Dec 2007 08:50:52 -0500 Subject: [TML] The Sky at Night? In-Reply-To: <6c4d915b0712030456i72c37ce6i46bdd15eec63cea0@mail.gmail.com> References: <47534598.7973.65D44F4@shadow.shadowgard.com> <4753E614.8030300@quibell.org.uk> <20071203120732.GT9074@soprano.little-possums.net> <6c4d915b0712030456i72c37ce6i46bdd15eec63cea0@mail.gmail.com> Message-ID: On 12/3/07, Patrik Holmstrom wrote: > > On Dec 3, 2007 1:07 PM, Timothy Little wrote: > > On Mon, Dec 03, 2007 at 11:18:44AM +0000, Ewan Quibell wrote: > > > Would the F7 V just look like a bright star or would it produce > > > something like moon light? > > > > It would illuminate about the same as a bright full moon, yes. It > > would be a very dazzling star, apparent magnitude probably about -13. > > I don't think it would actually be dangerous to look at: despite the > > pointlike focus on the retina, the light passing through the pupil > > would be less than a microwatt. > > That looks like it is in the ballpark. Assuming a luminosity of 2.1 > sol I get an apparant magnitude of -14.5 or 6 times brighter than mean > full moon luminosity (-12.6). > > So we wouldn't need night vision devices, and we could read our comp-pads without using the backlight. From jtkwon at jtkgroup.com Mon Dec 3 06:58:04 2007 From: jtkwon at jtkgroup.com (John Kwon) Date: Mon, 3 Dec 2007 08:58:04 -0500 Subject: [TML] Does "Operation Reset" Make Sense? In-Reply-To: <5aca9be50712021105v3fcb5973s288d92f804e245d@mail.gmail.com> References: <5aca9be50711302035t41206830h36798283464a5dab@mail.gmail.com> <20071201054930.GI9074@soprano.little-possums.net> <5aca9be50712021105v3fcb5973s288d92f804e245d@mail.gmail.com> Message-ID: On 12/2/07, Richard Aiken wrote: > > On Dec 1, 2007 12:49 AM, Timothy Little wrote: > > OK, so maybe someone > > was stupid enough to deliberately cripple both sides - that can > > happen. > > I'm suggesting he update the timeline to "Twilight: 2017." Maybe not > a nuclear war, but a "natural" disaster. Such as what happens in "Ill > Wind" by Kevin J. Anderson and Doug Beason; an oil company releases an > oil-eating microbe on a massive oil spill which propogates by air and > within days all oil-based materials either evaporate or dissolve. > Civilization basically ends. But before it does, paranoid Russia > tries to nuke everybody else. > Or you could update it to Road Warrior. Let's see - the oil peaks at this year in the timeline, and oil production begins to drop. Economic shocks begin to accumulate rapidly (the first one being that the OPEC nations are found to have vastly overstated their reserves, and have borrowed heavily against those predicted reserves), culminating in the worldwide collapse of banking, followed by world war (see the first 10 minutes of the movie "The Road Warrior"), followed by rampant civil war, then anarchy. At that point, going on a mission to recover some fuel and a working generator would be something worth dying for. Oddly, I still see this as a real possibility. From patrik.holmstrom at gmail.com Mon Dec 3 07:42:26 2007 From: patrik.holmstrom at gmail.com (Patrik Holmstrom) Date: Mon, 3 Dec 2007 15:42:26 +0100 Subject: [TML] The Sky at Night? In-Reply-To: References: <47534598.7973.65D44F4@shadow.shadowgard.com> <4753E614.8030300@quibell.org.uk> <20071203120732.GT9074@soprano.little-possums.net> <6c4d915b0712030456i72c37ce6i46bdd15eec63cea0@mail.gmail.com> Message-ID: <6c4d915b0712030642wb389c54h1770644d56d2c249@mail.gmail.com> On Dec 3, 2007 2:50 PM, John Kwon wrote: > > On 12/3/07, Patrik Holmstrom wrote: > > > > On Dec 3, 2007 1:07 PM, Timothy Little wrote: > > > On Mon, Dec 03, 2007 at 11:18:44AM +0000, Ewan Quibell wrote: > > > > Would the F7 V just look like a bright star or would it produce > > > > something like moon light? > > > > > > It would illuminate about the same as a bright full moon, yes. It > > > would be a very dazzling star, apparent magnitude probably about -13. > > > I don't think it would actually be dangerous to look at: despite the > > > pointlike focus on the retina, the light passing through the pupil > > > would be less than a microwatt. > > > > That looks like it is in the ballpark. Assuming a luminosity of 2.1 > > sol I get an apparant magnitude of -14.5 or 6 times brighter than mean > > full moon luminosity (-12.6). > > > > > So we wouldn't need night vision devices, and we could read our comp-pads > without using the backlight. I have skied a couple of kilometers under a full moon (lights went off one hour ahead of the posted time) and that was interesting but doable. If the second star is above the horizon on a clear night you'd probably be just fine if you're taking a walk but if you suspect that a Vargr with an Gauss rifle might interrupt that walk you'd definitely want the NV goggles. Also the frequency of those clear nights are another matter. Bitter? Me? Got myself a new telescope a while back and the only clear night in the last 4 weeks had hurricane strength wind gusts... /Patrik From ewan at quibell.org.uk Mon Dec 3 08:53:59 2007 From: ewan at quibell.org.uk (Ewan Quibell) Date: Mon, 03 Dec 2007 15:53:59 +0000 Subject: [TML] The Sky at Night? In-Reply-To: <6c4d915b0712030642wb389c54h1770644d56d2c249@mail.gmail.com> References: <47534598.7973.65D44F4@shadow.shadowgard.com> <4753E614.8030300@quibell.org.uk> <20071203120732.GT9074@soprano.little-possums.net> <6c4d915b0712030456i72c37ce6i46bdd15eec63cea0@mail.gmail.com> <6c4d915b0712030642wb389c54h1770644d56d2c249@mail.gmail.com> Message-ID: <47542697.7020703@quibell.org.uk> Patrik Holmstrom wrote: > On Dec 3, 2007 2:50 PM, John Kwon wrote: >> On 12/3/07, Patrik Holmstrom wrote: >>> On Dec 3, 2007 1:07 PM, Timothy Little wrote: >>>> On Mon, Dec 03, 2007 at 11:18:44AM +0000, Ewan Quibell wrote: >>>>> Would the F7 V just look like a bright star or would it produce >>>>> something like moon light? >>>> It would illuminate about the same as a bright full moon, yes. It >>>> would be a very dazzling star, apparent magnitude probably about -13. >>>> I don't think it would actually be dangerous to look at: despite the >>>> pointlike focus on the retina, the light passing through the pupil >>>> would be less than a microwatt. >>> That looks like it is in the ballpark. Assuming a luminosity of 2.1 >>> sol I get an apparant magnitude of -14.5 or 6 times brighter than mean >>> full moon luminosity (-12.6). >> So we wouldn't need night vision devices, and we could read our comp-pads >> without using the backlight. snip > Also the frequency of those clear nights are another matter. Bitter? > Me? Got myself a new telescope a while back and the only clear night > in the last 4 weeks had hurricane strength wind gusts... But at 6x Moonlight on a clear night would you still get the equivalent of Moonlight on an overcast night? And what about the other way around? Say if the primary was the F7 V and the companion was the G2 V at 1000AU, what would the apparent luminosity be? Best Regards Ewan -- ewan at quibell.org.uk They shall grow not old, as we that are left grow old; Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them. Laurence Binyon My spelling is entirerly due to dyslexia, typos, and poetic license From michaeltaylor1329 at hotmail.com Mon Dec 3 09:10:03 2007 From: michaeltaylor1329 at hotmail.com (Michael Taylor) Date: Mon, 3 Dec 2007 16:10:03 +0000 Subject: [TML] What is Traveller? In-Reply-To: References: Message-ID: > I think it's about time the Imperium canon was retired, and a new setting> invented. I like the 'Proto-Traveller' idea. Make the universe a lot smaller an detail the Spinward Marches and leave the rest of it alone to the players. _________________________________________________________________ You keep typing, we keep giving. Download Messenger and join the i?m Initiative now. http://im.live.com/messenger/im/home/?source=TAGLM From ross.winn at gmail.com Mon Dec 3 09:21:37 2007 From: ross.winn at gmail.com (Ross Winn) Date: Mon, 3 Dec 2007 11:21:37 -0500 Subject: [TML] What is Traveller? In-Reply-To: References: Message-ID: <5b0a00340712030821w7576f590l732710d82c4e5154@mail.gmail.com> > "I think it's about time the Imperium canon was retired..." Traveller is the Imperium in very real and measurable ways. There will be ample opportunities to create new canon for new SF campaigns, and there have been hundreds since Traveller was first published. None have lasted, and none have had even temporary comparable success. The only exception is Star Wars, and that has fuck all to do with RPGs. Hell, Mongoose alone will publish 3-5 settings. -Ross From bjmurray.halfjack at gmail.com Mon Dec 3 09:37:59 2007 From: bjmurray.halfjack at gmail.com (Brad Murray) Date: Mon, 3 Dec 2007 08:37:59 -0800 Subject: [TML] Wha