[TML] ANNOUNCE: New Sourceforge Project
Knapp
magick.crow at gmail.com
Tue Feb 12 16:39:49 MST 2008
On Feb 12, 2008 10:50 PM, Jerry W Barrington <jursamaj at yahoo.com> wrote:
> On 2/12/08 9:18 AM, "Peter L. Berghold" <peter at berghold.net> wrote:
>
> > Jerry W Barrington wrote:
> >> In addition, you only seem to generate spectral sub-types 0
> >> and 5, instead of 0 through 9. I realize this was the basic system in
> >> Scouts, But that's why I'm going the more complicated route. There's *so*
> >> much more to stars that the standard Traveller stargen covers.
> >
> > Jerry,
> >
> > I'm very cognizant of what you mention here. I did miss your discussion
> > prior to this.
> >
> > What you are seeing right now is a **baseline** or a starting point. I
> > will undoubtedly make revisions from the basic scouts systems and
> > enhance things as things progress. But I have to start *somewhere* and
> > reviving some "legacy" code of mine is a good way to start.
>
> Cool, that's one way to go. I'm diving straight into the deep end, but
> unfortunately, the code I'm borrowing failed to compile on the 1st attempt.
> I haven't gotten back to it in a few weeks. I think I need about 10 more
> hours to the day... :(
>
> And 25 candles off my birthday cake wouldn't hurt either.
>
> Of course, as envisioned, my system makes little or no effort to put social
> details onto planets. It starts from (accurately) random star masses, runs
> a simulation for a few billion years, and leaves you with a cluster of stars
> and (if I get that far) their planets. It's based on a lot of science.
> >From what I've read on these simulations, it'll probably take days for a
> full run (about 1000 stars for about 4-5 billion years), but I don't intend
> to do it really often. :)
My system is giving about 6% of the planets (all the types) in the
life zone. That means that you don't end up with many playable planets
with just 1000 stars.
Douglas E Knapp
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