Date: Sat, 2 Dec 1995 15:34:04 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: A forwarded posting

I found this on rec.arts.sf.science. Maybe interesting for our 
antigravity discussion?

From: wbaird@nmsu.edu (William Baird)
Newsgroups: rec.arts.sf.science
Subject: Energy Shields
Date: 1 Dec 1995 20:20:18 GMT

The thought occured to me after having chewed on Albucequire (sp)'s (my 
apologies to Miguel) drive  proposal that *IF* you could build the drive, 
you ought to be able to build a force field of sorts with it.  
Specifically what you would do if possible would be to through up a shell 
of the negative energy around you craft.  You would then be able to use 
it in conjunction with another positive energy shell on that for 
manueavering and propulsion (increase a local negative and it's opposite 
positive energy field to get thrust in any direction).  

Back to the shields (sorry about the digression). "Just" crank up the 
negative energy density in a major way and you have a repelling force.  
IFF, you have a uniform, spherical shell you can and will have no net 
force internally..thus you "could" crank up the energy (-) level to 
massive levels and repell projectiles and with sufficient energy (-) even 
light...without harming the individuals inside...

For me, this seems *IDEAL*.  Defensive shields, maneuaverng thrusters, 
and propulsion all rolled into one...Now you'd need one *MASSIVE* energy 
source for this, but...;)

Will Baird 		InterNet:  	wbaird@nmsu.edu chpwpbai@arriba.nm.org
#include disclaimer.h	Web Page:	http://essex.nmsu.edu/~scomputi/
Creator of the KU, "After All This Time", Jordanite, Ranma 1/2 Addict, & More
"The Creator made women to please the eye and trouble the mind" -RJ, tFoH



From: Bertil Jonell <d9bertil@dtek.chalmers.se>
Subject: Re: Map of Local Stars?
To: jimv@corsa.ucr.edu (james vassilakos)
Date: Tue, 9 Jan 1996 22:15:29 +0100 (MET)

O	0.00002%
B	0.09%
A	0.6%
F	2.9%
G	7.3%
K	15%
M	73%

  That's for main sequence. Non-main sequence is 0.8% of the total
population.
  (This is from an 'intelligent life in the universe?' book (c) 1994
that is used in physics/astronomy courses here on Chalmers)


From: james vassilakos <jimv>
Subject: sfrpg: maps & stuff
Date: Sun, 4 Feb 1996 12:10:48 -0800 (PST)

Hi again...

Well, bet you all thought you heard the last of me. Unfortunately
not. The main reason I've been so inactive these past few months
is this.

I was dinking around with the mapping program I had developed
for the sf-rpg, bemoaning the fact that I didn't have a decent
data file for nearby stars to let it play with, when the
realization struck me that my program could be converted,
relatively painlessly, into a fantasy world mapping program. To
make an long story short, I did that. Those of you who are
interested can find the final version of this monstrosity at
ftp://ftp.cs.pdx.edu/pub/frp/util/worldmap.zip (make sure you
read worldmap.description before getting it). Oh, and if you
are in Europe, you *might* want to try this url instead:
ftp://ftp.funet.fi/pub/doc/games/roleplay/programs/mapping/worldmap.zip
(just make sure you pkunzip it with the "-d" option, keep it away
from windows, and be sure you're computer/graphics card is really
fast).

Of course, in writing worldmap, I came up with some good ideas
for the star mapping program, so it looks like more delays are
in the works.

However, I figured that in the meantime, I should probably share
with you some stuff that's been going on that may have an impact
on the sf-rpg project, particularly as concerns the old question
of star data.

I've been exchanging some email with Jo Grant and Ben Lin, who
were the two guys who did the CHVIEW project. Jo was the programmer
and Ben, the data guy.

Since I'm the kind of weirdo who likes fowarding email back and
forth, I'll share with you some semi-recent corespondence rather
than simply trying to summarize:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

Subject: Near Star Data
To: blin@mailstorm.dot.gov
Date: Tue, 5 Dec 1995 13:01:31 -0800 (PST)
Cc: jo_grant@crd.lotus.com

Hi Ben,

Jo told me that you were the data-guy for the "chv" archive. As it turns
out, I'm on the lookout for some near star data. I'm currently involved
(along with some friends on the net) in a SF-RPG project. We're essentially
designing a setting for a 3d-universe set in the vicinity of Sol, and we
were hoping on using some semi-real data.

What I'm looking for, more specifically, is a file that has the following
info:

  *  Star Name (and/or numeric designation, though actual name is preferred
     where available)
  *  Star Type/Color (O,B,A,F...)
  *  Star Class/Luminosity/Size (Ia, Ib, II, III...)
  *  X-Coordinate
  *  Y-Coordinate
  *  Z-Coordinate

I'm looking for a file that goes out at least 50 light years, preferably
100, preferably further, but which is completely uniform with respect to
what stars are represented (not any of that ignoring the dim stars beyond
X # of light years).

Finally, since we want to distribute our work over the Internet for free,
the file needs to be something we are allowed to redistribute.

One of our members typed in the Trav-2300 data. Aside from the problem
of invented star names, which is easily correctable, it seems that the
2300 data may have other problems. It is based on old (1969) Gliese
data, and we have reason to suspect that GDW (the publishers of Trav-
2300) did a lot of guesswork around the holes in the Gliese data. They
have too many ~1st generation stars than current theory tends to allow,
or so I've been told by people on sci.astro. I've also heard that they
invented stars in particular cases in order to make interstellar
travel easier (by allowing convenient refueling points). The most
difficult problem about the Trav-2300 data, however, is that if GDW
made lots of guesses, then their guesses may be copyrighted material,
and they may get rather upset at us redistributing their data as part
our free sf-rpg setting. After the TSR/Copyright problems on the net,
I want to try to avoid using GDW-invented data if at all possible.

We've also looked at the preliminary Gliese-1991 data (CNS3) which
goes out to 25 parsecs (Trav-2300 data only goes out 50 lightyears).
The main problem with the Gliese-1991 data are the inordinate number
of holes. When Gliese can't figure something out, he doesn't guess.
He just leaves it blank. That means that we're left with lots of
guessing to do, and when you consider that the number of stars is
in the thousands, that could take considerable time. Of course,
Gliese also doesn't provide star names (just his numeric star
designations). Further, he doesn't provide Star Class data. That
is left up to us to deduce.

If you want to take a look at the Trav-2300 data or the Gliese-1991
data, check out my home page at http://cs.ucr.edu/~jimv and go to
the SF-RPG section.

I also took the liberty of looking at 100-ly.lst which was part
of the "chv" archive which you and Jo composed. According to the
documentation, it goes out to 85-100 lightyears, however, I was
confused in that it only seems to contain about 2600 stars whereas
the Gliese-1991 data which goes out not quite as far contains more
(around 3800) stars. That discrepancy made me wonder what you were
using as your data source for 100-ly.lst. Further, I'm not sure what
all the fields represent, and it doesn't appear that any star class
info is present (which, as I previously mentioned, is also the case
with Gliese-1991).

In any case, Jo mentioned that you were working on a file which
would go out to 250 lightyears and contain around 6000 stars.
While this seems like way too few stars for such a great distance,
I'd be interested in learning more. How soon do you envision
completion, what is your data source, will star class info be
provided, and can my group make use of it?

I've completed a 3d-starmap viewing program which runs on the
IBM under MS-DOS. I'd be happy to provide it as an alternative
to Jo's Windows 3d-viewer for those people who don't have windows
or just prefer to run under dos. In any case, I really need a
decent data file, and I'm not sure as to the best way to go
about getting one, so I thought I'd see if you have any
suggestions.


From: Ben Lin <blin@mailstorm.dot.gov>
Subject: Re: Near Star Data
To: jimv@corsa.ucr.edu (james vassilakos)
Date: Tue, 5 Dec 1995 17:35:27 -0500 (EST)

Hi, James,

The new star file, mostly debugged, incorporates the Gliese 1991 preliminary 
(with missing cross-references from Wooley,et al), the electronic Ochsenbein 
and Halwachs for "bright" stars (brighter than magnitude 5.01 and up to 250ly 
away); a 1991 print version of Hirshfeld, Sinnott, and Ochsenbein of stars 
at least as bright as visual magnitude 3.5; various other print sources; and 
electronic sources collected by myself and one other star collector.  Deciding 
between the most up to date information and elminating duplicates has been a 
bear.  Hope to be finished soon -- some possible duplicate dim stars left from 
Wooley's that were not always cited in the 1991 Gliese.  

I have not notified Jo Grant, as yet, of a bug in the "Goto" feature of CHVIEW
which will prevent me from viewing the few hundred stars between 141.8 and 
250.3 light years away, in my effort to root out a few remaining duplicates.

>   *  Star Name (and/or numeric designation, though actual name is preferred
>      where available)
Yes (e.g., Kaus Media for "Place Name", Delta Sagittarii for "Star Name", and 
many catalogue numbers under "Notes" -- many left out or not readable in CHVIEW
due to lack of space.)

>   *  Star Type/Color (O,B,A,F...)
Yes, CHVIEW provides default colors and allows custom mixing as well as extra 
palette choices.

>   *  Star Class/Luminosity/Size (Ia, Ib, II, III...)

Mass estimated based on spectral type and luminosity (sometimes estimated from
absolute magnitude).  "Notes" field provides information on Supergiants (Ia or
Ib, if known), Bright Giants and Giants (IIa,b or IIIa,b; if known), Subgiants,
Dwarf and"Subdwarf" (low metal) stars, as well as other information available
(e.g., variable, dust, planets (includes 1995 "first" confirmation), brown
dwarfs (includes 1995 "first" confirmation), two x-ray sources within 250ly,
etc.).  Main sequence stars are identified by default.  CHVIEW sizes the
display of stars (except for subgiants -- I assume too much variance between
spectral types) -- impossible to size to scale for display anyway, so CHVIEW 
allows you to change the default.

An additional field provides the constellation of position (where known for
dim stars) and for most bright stars.

>   *  X-Coordinate
>   *  Y-Coordinate
>   *  Z-Coordinate

In light years from Earth, with minor perturbations to facilitate viewing for
multiple star systems (unless data already provides a positional differences,
in a few cases).  Positions of bright stars and 14 nearest star systems have
been updated to Year 2000;  most dim stars, however, still have Year 1950
positions.

> I'm looking for a file that goes out at least 50 light years, preferably
> 100, preferably further, but which is completely uniform with respect to
> what stars are represented (not any of that ignoring the dim stars beyond
> X # of light years).

I presume that many dim stars beyond 50 ly light years remain to be discovered.
Based on available data, the data base is now as complete as I can make it -- 
I would presume that it is very complete on known stars to within 100ly.

> Finally, since we want to distribute our work over the Internet for free,
> the file needs to be something we are allowed to redistribute.

I think that Jo and I are still in agreement about distributing a version 1.0 
for free.

> I also took the liberty of looking at 100-ly.lst which was part
> of the "chv" archive which you and Jo composed. According to the
> documentation, it goes out to 85-100 lightyears, however, I was
> confused in that it only seems to contain about 2600 stars whereas
> the Gliese-1991 data which goes out not quite as far contains more
> (around 3800) stars. That discrepancy made me wonder what you were
> using as your data source for 100-ly.lst. Further, I'm not sure what
> all the fields represent, and it doesn't appear that any star class
> info is present (which, as I previously mentioned, is also the case
> with Gliese-1991).

Yes, the earlier data files do not include the 1991 Gliese.

I hope by New Year, everything will be cleaned up.  I notify you when it's 
done.  Feel free to contact me for any other questions not addressed in old 
CHVIEW.doc.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

Oh, before I forget, a small warning about the chview archive is
in order, in case any of you decide to go looking for it. It seems
that Bertil Jonell, using a virus detection program called F-PROT,
shareware version 2.20, detected a tai-pan virus in the executable.
Needless to say, I didn't chance running the damn thing.

Also, Bertil created an analysis program which reads data in the
format that Tony provided us.

Bertil wrote:

  I did a check on the number of stars divided into 10ly thick shells
around Sol. Since some faint ones are missing in the Gliese 1991 it seems
likley that more were missing far away than close, and the distribution
I got seems to confirm that:

Total:

Shell
close           # of    Shell
Range (ly)      Stars   Volume (ly^3)   ly^3/star
0               11      4188.7902       380.79911
10              87      29321.5314      337.029097
20              165     79587.0139      482.345539
30              292     154985.238      530.771362
40              501     255516.202      510.01238
50              630     381179.909      605.047474
60              784     531976.356      678.54127
70              771     707905.545      918.165428
80              291     908967.474      3123.59957
90              73      1135162.15      15550.1664
100             44      1386489.56      31511.1263
110             35      1662949.71      47512.8489
120             41      1964542.61      47915.6733
130             14      2291268.24      163662.017
140             17      2643126.62      155478.036
150             9       3020117.74      335568.638
160             8       3422241.6       427780.2
170             8       3849498.2       481187.275
180             0       4301887.54      #DIV/0!
190             0       4779409.62      #DIV/0!
   Sum          3781

  I cut away some (<20) far stars from the calculations.

  Taking 600 ly^3 as a average value (anyone got the average value for
our area of the milky way? I tried to calculate it and got around 2000 ly^3 
per star) of space per star (it has to be checked with a 3d program. Too
sparse and there won't be any s=D8stutterwarp/jump/potential routes, too dense
and there will be too many) the Gliese 1991 lacks about 26000 stars within
50 parsecs. IMHO most of them dM's (cool M stars on the main sequence),
and including 1 inside 10 ly! Some enterprising astronomer can get a
neighbour star named after themselves...

  And here is the data divided into spectral classes (preliminary, the
program isn't reliably debugged yet):

Dist    O       B       A       F       G       K       M       Tot	
0       0       0       2       0       1       1       7       11	
10      0       0       3       1       3       16      60      87	
20      0       0       7       5       13      24      105     165	
30      0       0       7       10      24      46      180     292	
40      0       1       20      25      50      97      274     501	
50      0       0       27      47      70      134     307     630	
60      0       0       40      63      107     197     323     784	
70      0       2       39      63      117     195     306     771	
80      0       2       13      27      50      88      102     291	
90      0       0       1       7       22      25      14      73	
100     0       0       0       4       13      21      5       44	
110     0       0       0       5       7       9       9       35	
120     0       0       0       4       9       12      7       41	
130     0       0       0       1       3       5       5       14	
140     0       0       0       1       2       6       3       17	
150     0       0       2       0       4       1       0       9	
160     0       0       1       2       1       1       0       8	
170     0       0       1       1       0       2       1       8	
180     0       0       0       0       0       0       0       0	
190     0       0       0       0       0       0       0       0	
        0       5       163     266     496     880     1708    3781	
Dist:   0.00%   0.13%   4.31%   7.04%   13.12%  23.27%  45.17%
Textbook
dist:  0.00007% 0.09%   0.6%    2.9%    7.3%    15%     73%

  The textbook is course litterature on life in space from the physicist/
astronomy major (I'll probably have to buy it, even though it costs $70:(

  BTW: Traveller tend to assume that life is possible on K G & F main 
sequence. The book on the other hand claims that F type stars might be
too short-lived to allow life to develop. This makes K type starts seem
more inviting than previously.
  On the other hand, M types are possible too, as they have extremely long
life spans.
  And on the grasping hand, transplanted live, wether by Grandfather, 
Ziru Siirka, Rule of Man, 3I, RC or Regency ignores how long a given star
stays on the main sequence.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

The gist I got from Bertil was basically what I already knew... that
the Gliese data is incomplete... to say the least. Ben, of course,
is very aware of this, and that seems to be why he's using multiple
sources for his data file.

He writes:

I have already processed all of the data that
James mentioned and have added the Yale Bright Star catalogue -- only 4-6000 of
which have good parallax/distance information.  I don't know what information
you're interested in, but the CHVIEW format includes what James needs plus
notes, constellation, and additional star name/catalogue data.  You may wish to
download the older data base to see the format -- check CHVIEW.DOC, which
provides the two sites (NASA and U. Strasburg, France) where I'm getting the
data that is in ascii format.

I am currently merging in the best of the Yale data, which means that I must
add what appears to be new or recently corrected information, as well as make
other adjustments for names and positional perturbations for members of
multiple star systems that do not have positional differences in RA and DEC.
Unfortunately, I must do this star/system record by record by hand.
All of the "automated" analysis has already been done.

I am limiting the new data base to 250 ly from Sol/Earth (500 ly sphere) and
expect the data base to total between 7,000-9,000 individual stars -- hopefully
finished by February.

To somebody else's email, Ben replied:

The new data set (as yet unreleased) includes:  data cribbed some assorted
sources by myself and Harry Erwin (which have mostly been updated by more 
recent
sources); Gliese's 1991 and Wooley's (somewhat updated 1970) catalogues of dim
stars within 25 parsecs (with revised distances up to 203 light-years);
Ochsenbein(et al)'s updated 1984 electronic and a 1994 cooperative print effort
with Hirshfeld and Sinnott; and assorted data from various print sources.

I use a 123 spreadsheet/database functions for processing the data and then
print an ascii file for CHVIEW.  CHVIEW may eventually use a binary format for
creating star system and "world" files, but I think that retaining the ability
to read ascii files will be useful.

I hope to do a quick job with Yale's Bright Star (1991 preliminary 5th version)
which would add distant G (maybe K) stars as well as update Ochsenbein data --
for stars brighter than magnitude 6.5.

I'll probably add only new stars within 250 light-years (a sphere of 500 ly).

The problem with adding in catalogues has been with determining which data (of
which type) is better and in identifying and combining duplicates.  Dim stars
(mostly M-type), understandably, are not popular catalogue projects for
astronomers.  If you can make any recommendations from NASA's ADC catalogues,
please do.  Most of my dim star positions are 1950 Epoch/Star Date.  If you
want to develop your own catalogue, you can view it in CHVIEW -- and I, among
others, would be very interested in what you found.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 

Anyway, that's where things stand currently. Despite all the progress
in this area for people who are more interested than I, I am growing
increasingly of the opinion that finding "good" data will be next to
impossible, and that we may just want to pull a "GDW" and fudge it for
all we're worth. I'm going to do some more work on that software I
put together (the 3d-mapping software) and hopefully have something
ready in another month or so (thinking wishfully here).

Oh, as for the big tech-debate which you guys had back in November,
being a lover of GDW's Classic Traveller, I'm tending to side with
Tony on most of the items (I think, after pbeming for so long, we
must have suffered some sort of mind-meld). Still, nothing is set
in stone, as far as I'm concerned, as we have a long way to go in
developing this setting. I'm going to try to give the starmapping
program somewhat the look and feel of the worldmapping program I
mentioned at the top of this email. If you have access to a bitchin'
IBM, go ahead and take a look at it and let me know what you think.
Once I get that program updated, we'll be in much better position
to move forward.

See you all later... and if you want me to nix you from this list,
just let me know. I've let things linger for so long that I don't
blame you if you've lost interest.


Date: Wed, 7 Feb 1996 14:30:16 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: sfrpg: maps & stuff

Hello everybody!

On Sun, 4 Feb 1996, james vassilakos wrote:
> Of course, in writing worldmap, I came up with some good ideas
> for the star mapping program, so it looks like more delays are
> in the works.

I assume you know the word "Creeping featurism"? :-)

> Anyway, that's where things stand currently. Despite all the progress
> in this area for people who are more interested than I, I am growing
> increasingly of the opinion that finding "good" data will be next to
> impossible, and that we may just want to pull a "GDW" and fudge it for
> all we're worth. I'm going to do some more work on that software I
> put together (the 3d-mapping software) and hopefully have something
> ready in another month or so (thinking wishfully here).

Probably the best solution. Use the real data, and where it gets too 
sparse start adding "fudge stars" (aha! *thats* where the dark matter 
comes from! :-), according to statistics so that the starmap works.

Are the stars distributed homogenously in the 100 ly sphere we are 
talking about? There are some inhomogenities already in the 50 ly GDW 
map, and I would assume there are even larger ones farther out. Any info 
on this?

> Oh, as for the big tech-debate which you guys had back in November, 
> being a lover of GDW's Classic Traveller, I'm tending to side with 
> Tony on most of the items (I think, after pbeming for so long, we 
> must have suffered some sort of mind-meld). Still, nothing is set 
> in stone, as far as I'm concerned, as we have a long way to go in 
> developing this setting.

OK, but I think we should try to avoid adding too many new assumptions or
physical effects to the world (left to myself, I would probably try to
come up with a Forwardesque ultra hard sf world that would be unplayable).
Maybe we should list the fundamental kinds of ultratech we want? 


From: james vassilakos <jimv>
Subject: Re: sfrpg: maps & stuff
Date: Wed, 7 Feb 1996 22:28:46 -0800 (PST)
 
Anders sez: 
> Probably the best solution. Use the real data, and where it gets too 
> sparse start adding "fudge stars" (aha! *thats* where the dark matter 
> comes from! :-), according to statistics so that the starmap works.

I'm probably going to program it like worldmap in the sense that
just as multiple worlds (up to 100) are allowed in worldmap, so too
will multiple "universes" be allowed in the star mapping program
(tenatively called starmap).

That way we can do our sf-rpg setting for just one of these
universes, but leave the option wide open and encouraged for
other people/groups to take off in a completely different
direction.
 
> Are the stars distributed homogenously in the 100 ly sphere we are 
> talking about? There are some inhomogenities already in the 50 ly GDW 
> map, and I would assume there are even larger ones farther out. Any info 
> on this?

Yeah, star distribution is usually pretty heterogeneous, but I haven't
run any correlations or whatnot (the closest I've seen of this is the
work Bertil has done).
 
> > Oh, as for the big tech-debate which you guys had back in November, 
> > being a lover of GDW's Classic Traveller, I'm tending to side with 
> > Tony on most of the items
> OK, but I think we should try to avoid adding too many new assumptions or
> physical effects to the world (left to myself, I would probably try to
> come up with a Forwardesque ultra hard sf world that would be unplayable).
> Maybe we should list the fundamental kinds of ultratech we want? 
 
Okay, give me a day or two to get back to you on this. I want to
re-read the tech-debate and think about it a little more. By the
way, if you guys want archives of some of the back-discussions,
let me know. It would be pretty easy for me to make this available
since I've been keeping archives of most everything.

 
Date: Thu, 8 Feb 1996 00:38:31 -0800
From: llvogel@teleport.com (Allan Hayes Vogel)
Subject: Ultra-tech in SFRPG

Hi all-

        I'd like to add my 2=A2 here on the subject of ultra-tech in=
 response to:

>> Maybe we should list the fundamental kinds of ultratech we want?

        Be conservative as to the kinds of ultra-tech! There is a
difference between what is theoretically possible and what is engineeringly
feasible. A futurist science fantasy is not the same sort of game, or
story, as a science fiction one. "Gee Whiz" stuff lacks nuts and bolts.
That-is-to-say, have a justification for your technological marvel.

        For me as a scientific researcher and avid SF fan (i.e., IMHO - :-)
), I can buy FTL (though personally I wouldn't ever use it in a story or a
game because I follow DeCamp's reasoning), an orbital elevator, and Snow
White (drugs for suspended animation, i.e., cold sleep) for SubFTL, but in
general predicting the future in detail is probably going to miss badly.
It's better to stay as vague as possible, or else you'll end up dated. I
got too specific one time and ended up with egg on my face. Humans also
have a way of refusing to use the latest piece of technology despite
getting their rears kicked good on occasion, so you should have bi-level
tech as well.

        My caution should not be taken as rejection of amazing inventions
or game elements, but rather as a caution to avoid creating such thing in
the absense of logic or reason. I recommend basing your marvelous
inventions upon sound current science and technology and you won't get in
future trouble.

       In conclusion, as always, please take my comments with one (largish)
grain of salt. Good luck with the game.


Date: Thu, 8 Feb 1996 15:37:38 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: Ultra-tech in SFRPG

On Thu, 8 Feb 1996, Allan Hayes Vogel wrote:
> Be conservative as to the kinds of ultra-tech! There is a
> difference between what is theoretically possible and what is engineeringly
> feasible. A futurist science fantasy is not the same sort of game, or
> story, as a science fiction one. "Gee Whiz" stuff lacks nuts and bolts.
> That-is-to-say, have a justification for your technological marvel.

Exactly what I want too! I can accept hyperdrives, but they have to be 
internally consistent.

> For me as a scientific researcher and avid SF fan (i.e., IMHO - :-)
> ), I can buy FTL (though personally I wouldn't ever use it in a story or a
> game because I follow DeCamp's reasoning), an orbital elevator, and Snow
> White (drugs for suspended animation, i.e., cold sleep) for SubFTL, but in
> general predicting the future in detail is probably going to miss badly.

This level sounds reasonable. 

> It's better to stay as vague as possible, or else you'll end up dated. 

Like the ultra-advanced executive laptop in Cyberpunk 2020: 40 MHz and 8
megabytes of internal memory? :-)

> I got too specific one time and ended up with egg on my face. 

But we have to describe the technology anyway, otherwise the scenario 
will feel very empty. I think there is a fine line between being too 
conservative (and getting into the Cyberpunk 2020 error) and too wild 
(which would make the game very hard to play). But I think there is 
enough room to describe plausible, advanced technology, especially if we 
postulate that progress gradually becomes harder.

> Humans also
> have a way of refusing to use the latest piece of technology despite
> getting their rears kicked good on occasion, so you should have bi-level
> tech as well.

Not to mention that different species might have very different ideas for
what technology should be used for. The Ikaddju (remember them? I will try
to finish my writeup) has a civilization held together by a huge
Net-democracy, but they don't use that advanced computers for it. On the
other hand, one group among the Mothers see it as a philosophical
imperative to develop faster and more powerful quantum computers. And the
Gools regard computers as very distasteful, and prefer to drill their 
secondary bodies to do the math. 


From: jimv
Subject: SF-RPG: Tech
Date: Thu, 14 Mar 1996 14:39:31 -0800 (PST)

I said some eons ago that I would get back to Anders ("in a day or two")
about the technology issues raised during what I'm now calling the great
tech-debate. During my review of this aforementioned brouhaha, the reason
for all the fuss and consternation suddenly came to me in a blinding
flash of insight from which, incidentally, I am still recovering.

Power Generation:

    Tony: Portable fusion available.

    Anders: Fission in suitable environments. Antimatter for spaceships.
    No (portable) microfusion generators (i.e. ghostbuster packs).

    My opinion: I think the staple power source for planetary industry
    should be fusion generators, but that they should be way too large
    to carry around. Let's say something like 10000 displacement tons
    minimum. Perhaps higher. Of course, this will tend to make
    spaceships rather bulky unless antimatter is available as a power
    source, in which case the ships can be quite small by comparison
    since they won't need a fusion reactor or space to store all the
    deuterium. Antimatter, when it is used, will typically be stored
    either in magnetic bottles or some hi-tech crystal which has special
    properties prohibiting an A/M reaction. Where the crystals come from
    and A/M manufacturing happens can be a source of initial mystery,
    but we should have a decent explanation ready with appropriate
    quantities of techno-babble.

Anti-gravity:

    Anders: Anti-gravity systems are possible but very energy-consuming,
    making them impractical except for only a few limited uses. Otherwise,
    a lot of interesting things become possible: gravitic buildings,
    antigravity-assisted launches, antigravity vehicles, remote
    manipulation or even flying suits. This could have interesting effects
    on architecture, daily life and technology. My take is that antigravity
    is energy consuming, limiting its use to larger structures (buildings,
    ships).

    Tony: It should be relatively cheap and portable. As a corollary, we
    should also have, artificial gravity, inertial damping fields,
    tractor/pressor beams. Antigrav vehicles more common than wheeled
    vehicles due to road maintenance expense. As for gravitic buildings,
    antigravity-assisted launches, etc... would it be a problem for these
    things to exist? I don't think that cheap anti-grav is a problem.
    Also, the energy costs and difficulties would scale with size. It's
    cheap to build a car or a go-cart, but to put an entire building on
    wheels is hard and expensive. Why not the same with anti-grav?
    Smaller craft up to say aircraft sized or even small spacecraft would
    be cost effective, but then it would taper off.

    Joerg: Personal anti-grav vehicles are probably a luxury rather than
    standard issue.

    Anders (again): As I see it, having portable, cheap antigravity and
    dense energy sources will lead to *lots* of changes that could easily
    make the world too confusing to deal with. Some ideas off my head:
    Antigravity missiles (since they don't leave hot exhausts they are very
    hard to find with IR). Personal antigravity suits (bulky, but safer
    than jetpacks. Now you have  to lock your windows against burglars).
    Antigravity toys. Antigravity elevators. Crushing things with increased
    gravity. Worldwide very fast travel (say good bye to any nation state
    you don't like; there will be too many vehicles in the air to stop them
    at the border). Bizarre forms of massage/virtual sex using antigravity
    arrays. Weapons (if you have antigravity able to lift a car, you can
    easily rip out a human heart).

    My opinion: I think antigravity technology should be widespread,
    non-power-intensive, but somewhat limited in terms of effect. I
    have no problem with antigravity missiles (better forms of target
    acquisition will develop to counter this). Personal antigravity
    suits aren't a problem for me (so you have to lock your windows...
    big deal). Antigravity toys aren't a big problem. Elevators would
    be an obvious use of the technology. Crushing things might not be
    possible if we throw in the right limitations. Worldwide travel
    isn't going to bug me too much (after the war there won't be
    much in the way of a world anyway). Bizarre forms of massage/sex
    is actually a plus. Weapons can be handled via the same mechanism
    as crushing is handled.
       Here's a more concrete idea. Suppose that you can create "null
    plates" which effectively cancel and/or reverse the gravity which
    would normally be pulling them, so that by switching them on, you
    could get up to 200% compensation, in effect, casting a "feather
    fall" (90%), a "levitate" (105-95%), or going up at up to an
    acceleration of 1 Gee (200%). This would transform society,
    granted, but as long as we can hand-wave a non-projection
    principle, we no longer have to worry about most gravity-based
    weapons.

FTL:

    Anders: FTL is essentially a hi-fi antigravity system used to warp
    spacetime even more, and thus requires prodigious amounts of energy.

    Joerg: I think FTL starships are very expensive, and only *very* few
    individuals may afford even the smallest one!

    Tony: I'm thinking of small starships being equivalent to aircraft or
    ships of today. They're not cheap but, with a little backing and luck,
    nearly anyone can buy a ship or a plane and begin a cargo or passenger
    route. Especially if they can get some government subsidies or a nice
    'cash cow' to help them during the early stages. I'm not talking about
    a starship in everyone's garage any more than large airplanes or ships
    are common today. I just don't like the idea of making them super hard
    to get.

    My opinion: We can compromise on this, perhaps, and say that A/M
    powered starships are relatively cheap, but that the fuel is rather
    hard to come by. If you've got a source, then great. If not, you're
    screwed. As for fusion-powered starships, these would probably be
    more common, since the fuel is easy to come by, but they would be
    more expensive and harder to maintain (you'd need a staff of fusion
    reactor techs on every ship). As for orbit-to-surface shuttles and
    whatnot, we can say that these are powered by electric battery and
    maneuver by use of antigrav technology ("null plates").

Computers/Robots/Communications:

    Tony: Somewhat low-level AI (robots and computers which are starwarsish
    in intelligence). Holographic and/or molecular storage systems (lots
    and lots of data). Natural language interface. Light speed is the limit,
    however. Robots commonplace. Lifelike Androids. Completely automated
    ships.

    Joerg: Each planet has its own global high-speed network, and these
    networks might be interconnected through tiny wormholes. Hence, FTL
    communication.

    Anders: With starwars-like robots, robots/computers could do simple
    clerical or routine work. And you could make as many of them as you
    wished, changing the way administration and industry works completely
    (and removing lots of people to new jobs or unemployment). Everybody
    could have a few specialized AI advisors, helping them or doing
    supporting tasks. Intelligence amplification is not far away. Do we
    really want this sort of setting?

    My opinion: I've got a bias against sustained wormholes for FTL
    communication, but it's largely due to ignorance (I just don't
    know much of anything about it, and maybe if I read a few good
    articles about it, I'd change my mind). As for intelligence
    amplification (i.e. knowledge modules), I think these might be
    beyond human technology, but perhaps are a commodity other species
    could supply. As for memory recorders (ala "Strange Days"), I
    don't mind that too much, but it would probably on the fringe of
    human tech, and might require that a person's brain be "wired" to
    accept the input. I have a hard time buying into fully-virtual
    cyberspace, simply because it would be a nightmare to program,
    and it wouldn't necessarily help you get to what you're looking
    for any faster than just typing on a keyboard or moving a mouse
    pointer or even asking the computer for the info verbally. As for
    artificial intelligence, I don't think anything would change things
    more rapidly than that. Of course computers will be better in the
    future. Of course there will be specialized systems for illness
    diagnosis, robotic construction, education, language translation,
    clerical tasks, games/entertainment, etc. In fact, we already have
    these to some extent. But as for true intelligence, I'm very leery
    of letting a C3PO out of the bag, for instance. He's a good
    character, but the repercussions of that sort of intelligence
    available in a machine would have the result of rendering biological
    life obsolete. We can go that way, but that would be the result, and
    do we really want to accept all the probable repercussion (cloning
    one's mind into a machine, for example, and then back to another
    body, perhaps... all sorts of strange things become possible)?

Weapons:

    Tony: Particle beam weapons, laser weapons, stunners, mini-rocket
    launchers, as well as high-volume slug throwers. Powered armor and
    combat robots would be common.

    Joerg: Beam weapons are not efficient enough to be a vital rival to
    missiles and slug throwers.

    Anders: Prefer slug throwers over particle weapons. Antimatter bombs
    possible for blowing up in the stratosphere and forming an expanding
    cloud of ambiplasma after the initial detonation. This will remain
    several seconds (or even minutes if the air is thin) and bathe
    everything in line-of-sight with hard gamma rays. Good way to sterilize
    a planet (of course MIRVs could do the job, but then you would have much
    more radioactivity left). 

    My opinion: I imagine that straight slug-ammo would be less weighty
    than carrying around a battery, but if we assume vastly improved
    energy storage, then I don't have a problem with portable lasers,
    etc. I really don't see it as a big deal one way or the other. The
    state of technology will be that offense is vastly superior to
    defense, no matter how you look at it, so the best defense naturally
    becomes a quick and bloody offense.

Medicine:

    Tony: Artificial limbs and organs. Most 'simple' illnesses are cured
    easily. Some limited success with artificially grown replacement organs
    (for the all natural you) perhaps cloned from the host body for maximum
    compatibility.  Microsurgery is common place and most surgery is done
    via computer/robot/surgeon combinations.

    Anders/Joerg: Remember that various races have different biology and
    hence will be at different stages of medical technology.

    My opinion: I feel that medicine should be vastly improved such that
    limb/organ regeneration is a snap. Otherwise, the game would be
    unplayable, given the state of weaponry and whatnot. I'm not
    talking about healing potions, necessarily. Simply fast recovery,
    given a decent sickbay or some close approximation thereof.
    As for cyberwear, we have two choices. (1) melding nerves onto
    input jacks is no problem. (2) you can't do it. I'm more inclined
    to go with #1, meaning that cyberwear would be available, but I'd
    recommend that it be prone to failure whenever a piece gets
    "jarred" sufficiently that a nerve/jack connection might get
    strained a bit too much. As for more exotic forms of cyber-
    engineering, I'd say that you'd have to go to the aliens to get
    that stuff, meaning that the GM has a convenient means to control
    what's available in any given campaign.


From: jimv
Subject: SF-RPG: Star Data
Date: Thu, 14 Mar 1996 14:43:46 -0800 (PST)

Hello all...

Well, as you know, I've been holding tight, waiting for a big
pile of good near star data to fall on top of me. Alas, I'm now
of the opinion that "good" data out to any reasonable distance
simply does not exist at this time.

Ben Lin (blin@mailstorm.dot.gov), the "data guy" for the CHVIEW
program which Jo Grant (formerly known as Jo Jaquinta,
jaymin@maths.tcd.ie) has been working on, probably has come up
with the best near star data to date. He writes:

   The star files for CHVIEW are finally ready. After much
   prodding and guilt, the data files now contain not only
   print sources and the electronic 1991 Gliese and earlier
   Wooley but also the electronic Ochsenbein (1984) and Yale
   (1991) bright star catalogues.

In short, he's been going to every source he could find and has
been rummaging them all. However, a problem which Bertil Jonell
(d9bertil@dtek.chalmers.se) noticed with respect to the Gliese
data still exists with Ben's combined data. That is, the further
out you go, the less stars the astronomers have physically been
able to see (and measure). To illustate this problem, consider
the following table:

      radius    ben's # of              estim. % of
        of       observed    number     current data
      sphere      stars     expected    completeness
     -----------------------------------------------
       25LY        240         240        100%
       50LY       1390        1920         72%
       100LY      5150       15360         34%
       250LY      7730      240000          3%

Basically, assuming that stars are relatively evenly distributed
(i.e., that the density of stars within 25 light years is roughly
equal to the density of stars within 50, 100, and 250 light years
respectively), and assuming that there are actually 240 stars
(including major extra solar objects) within 25 light years, then
the farther out you go, the less we've actually observed and
cataloged.

Added to that is the fact that the holes-in-the-data problem
which exists in Gliese also exists in Ben's combined data, so
that for many of the stars that we've actually observed, we can
only guess as to their color and magnitude. These are sad facts,
indeed, but after waiting around several months, and seeing the
situation not improve, I think we're just going to have to live
with them.

In any case, here is what I propose to do. After Anders posted
directions to Winchell Chung's webpage for 3d starmaps, I learned
about all about how to convert right ascension, declination, and
parallax data to celestial coordinates and from there to galactic
coordinates. Then I wrote up a little program to isolate named
stars (that is, stars that have names you might recognize) from
the Gliese data. The next step is learn how Gliese is expressing
parallax in his data (because it looks kinda screwy), and then
come up with some algorithm to isolate the data we need if its
there and randomly make it up if it's not. Then, I just tell the
program to generate lots of new stars to make up for the ones
which haven't been observed yet, and we should be set.

This is the output my "named star" separator currently comes up
with. Can one of you astronomer-types help me with the first step
and explain why the parallax numbers are so high? What are they
being expressed in? Seconds of a degree or something?


162 "Named" Stars from the Gliese-3 Data

                                 resulting  absolute  color
Star Name                         parallax  magnitude & size
61 Cygni                            288.7     7.51    k5 ve     
Aldebaran (Alpha Tauri)             49.4     -0.68    k5 iii    
Alpha Arietis                       46.6      0.34    k2 iiiab  
Alpha Caeli                         44.8      2.7     f2 v      
Alpha Centauri                      749       4.38    g2 v      
Alpha Cephei                        67        1.57    a7 iv-v   
Alpha Chamaeleontis                 57.4      2.86    f6 iv     
Alpha Circini                       54.2      1.86    f0 vp     
Alpha Corvi                         70.7      3.27    f2 iii-iv 
Alpha Fornacis                      72.7      3.26    f7 iv     
Alpha Gruis                         39.8     -0.3     b5 v      
Alpha Hydri                         39.6      0.85    f0 v      
Alpha Indi                          44.8      1.4     k0 iii    
Alpha Mensae                        114.1     5.37    g5 v      
Alpha Ophiuchi                      64.6      1.13    a5 iii    
Alpha Pictoris                      50.9      1.80    a7 iv     
Alpha Serpentis                     49.7      1.12    k2 iii    
Alpha Trianguli                     53.4      2.06    f6 iv     
Alpha Volantis                      49.4      2.5     a5 v      
Altair (Alpha Aquilae)              201       2.29    a7 iv-v   
Arcturus (Alpha Bootis)             91.2     -0.30    k2 iii ep 
Barnard's Star                      545.3    13.23    m5 v      
Beta Andromedae                     48.7      0.49    m0 iiie   
Beta Aquilae                        74.3      3.07    g8 iv     
Beta Arietis                        59        1.49    a5 v      
Beta Caeli                          56.9      3.8     f1 v      
Beta Canum Venaticorum              114.7     4.57    g0 v      
Beta Cassiopeiae                    69.2      1.47    f2 iii-iv 
Beta Ceti                           54.5      0.72    k1 iiie   
Beta Circini                        51.6      2.6     a3 v      
Beta Comae Berenices                119.8     4.65    g0 v      
Beta Crateris                       52.3      3.1     a2 iii    
Beta Hydri                          155.4     3.76    g2 iv     
Beta Pictoris                       59.8      2.73    a5 v      
Beta Reticuli                       43.7      2.1     k0 iv     
Beta Trianguli Australis            82.1      2.41    f2 iv     
Beta Virginis                       98.8      3.58    f9 v      
Capella (Alpha Aurigae)             79        0.20    g5 iii    
Castor (Alpha Geminorum)            68.3      1.11    a1 v      
Chi Cancri                          63.8      4.16    f6 v      
Chi Draconis                        132.6     4.18    f7 v      
Chi Herculis                        57.5      3.41    f9 v      
Delta Aquilae                       72.5      2.66    f0 iv     
Delta Capricorni                    68.1      2.0     a6 m      
Delta Eridani                       103.5     3.60    k0 ive    
Delta Geminorum                     62.4      2.51    f1 iv-v   
Delta Hydri                         48.1      2.5     a3 vn     
Delta Leonis                        45.6      0.9     a4 v      
Delta Pavonis                       175.2     4.78    g8 v      
Delta Ursae Majoris                 56.5      2.06    a3 v      
Delta Velorum                       49.8      0.51    a0 v      
Denebola (Beta Leonis)              78.9      1.63    a3 v      
Epsilon Cygni                       52        1.03    k0- iii   
Epsilon Eridani                     305.6     6.16    k2 v      
Epsilon Indi                        288.9     6.99    k5 ve     
Epsilon Phoenicis                   64.5      2.9     k0 iii    
Epsilon Reticuli                    67        3.57    k2 iv     
Eta Bootis                          104.7     2.78    g0 iv     
Eta Capricorni                      53.5      3.7     a5 v      
Eta Cassiopeiae                     168.4     4.58    g3 v      
Eta Cephei                          76.1      2.84    k0 ive    
Eta Coronae Borealis                59.6      4.50    g2 v      
Eta Corvi                           54.8      2.99    f0 iv     
Eta Crucis                          51.6      2.71    f2 iii    
Eta Draconis                        46.2      1.1     g8 iii    
Eta Leporis                         73.4      3.05    f1 iii    
Eta Ophiuchi                        51.1      1.56    a1 v      
Eta Scorpii                         57.5      2.13    f0 ivn    
Eta Serpentis                       54.9      1.96    k0 iii-iv 
Eta-1 Pictoris                      39        3.33    f2 v      
Fomalhaut (Alpha Piscis Austrini)   153.7     2.09    a3 v      
Gamma Apodis                        54.1      2.6     k0 iv     
Gamma Cephei                        66.5      2.32    k1 ive    
Gamma Coronae Australis             68        4.03    f8 v      
Gamma Leporis                       124.9     4.06    f6 v      
Gamma Pavonis                       115.5     4.53    f8 v      
Gamma Serpentis                     84.1      3.47    f6 v      
Gamma Virginis                      98.7      3.43    f0 v      
Groombridge                         62        9.77   dm0        
Iota Centauri                       60.6      1.66    a2 v      
Iota Horologii                      68.3      4.58    g3 iv     
Iota Microscopii                    49.4      3.57    f1 iv     
Iota Pavonis                        51.6      4.04    g3 iv-v   
Iota Pegasi                         79.9      3.27    f5 v      
Iota Persei                         92.4      3.88    g0 v      
Iota Piscium                        72.5      3.43    f7 v      
Kapetyn's Star                      258.3    10.91    m0 v      
Kapppa Ceti                         104.5     4.92    g5 ve     
Kapppa Fornacis                     83        4.80    g1 v      
Kapppa Phoenicis                    71.2      3.20    a7 vn     
Kapppa Reticuli                     56.9      3.49    f5 iv-v   
Kapppa-1 Tucanae                    50.7      5.7     g5        
Lambda Arae                         42.7      2.92    f2 v      
Lambda Aurigae                      69.5      3.92    g2 iv-v   
Lambda Sagittarii                   59.7      1.70    k1+ iiib  
Lambda Serpentis                    83.9      4.05    g0 v      
Lambda-2 Fornacis                   55.2      4.49    g5 iv     
Mu Arae                             103       5.20    g5 v      
Mu Capricorni                       45.7      3.38    f1 iii    
Mu Cassiopeiae                      134.5     5.81    g5 vi     
Mu Fornacis                         63        4.3     a2 vn     
Mu Herculis                         115.1     3.73    g5 iv     
Mu-1 Cygni                          43.2      2.96    f4 v      
Mu-2 Cygni                          43.2      4.27    g2 v      
Nu Canis Majoris                    54.7      2.65    k1 iii    
Nu Indi                             70        5.21    g0 v j    
Nu Octantis                         51.5      2.31    k0 iii    
Nu Phoenicis                        82        4.53    f8 v      
Nu-2 Columbae                       49        3.75    f5 v      
Nu-2 Lupi                           63.1      4.65    g2 v      
Omicron Aquilae                     59        3.96    f8 v      
Phi Virginis                        44.6      3.08    g2 iv     
Phi-2 Ceti                          61.8      4.12    f7 iv-v   
Phi-2 Pavonis                       55        3.82    f8 v      
Pi Arae                             55.1      3.96    a7 v      
Pi Hydrae                           50        1.76    k2 iii    
Pi Piscis Austrini                  50.2      3.6     f0 iv     
Pi-1 Ursae Majoris                  72.2      4.93    g1 v      
Pollux (Beta Geminorum)             100.3     1.15    k0 iiib   
Procyon (Alpha Canis Minoris)       285.8     2.66    f5 iv-v   
Proxima Centauri                    771.8    15.49   dm5  e     
Psi Capricorni                      77        3.56    f5 v      
Psi Draconis                        54.9      3.28    f5 iv-v   
Psi Serpentis                       50.6      4.38    g5 v      
Psi Velorum                         64.2      3.16    f3 iv     
Psi-5 Aurigae                       66.2      4.34    g0 v      
Rho Capricorni                      52.1      3.36    f2 iv     
Rho Coronae Borealis                60        4.30    g0 v      
Rho Geminorum                       59.1      3.04    f0 v      
Sigma Bootis                        64.1      3.5     f2 v      
Sigma Coronae Borealis              44.4      3.88    f8 v      
Sigma Draconis                      178.2     5.93    k0 v      
Sirius (Alpha Canis Majoris)        380.4     1.47    a1 v      
Tau Bootis                          74        3.85    f7 v      
Tau Ceti                            286       5.77    g8 vp     
Tau Cygni                           51.4      2.37    f0 iv     
Tau Ophiuchi                        58.3      4.07   df3   j    
Tau Piscis Austrini                 59        3.77    f6 v      
Tau-1 Eridani                       73        3.78    f6 v      
Tau-3 Eridani                       61.6      3.03    a4 iv     
Theta Antliae                       52        4.03    f6 v      
Theta Bootis                        81        3.60    f7 v      
Theta Centauri                      58.5      0.9     k0- iiib  
Theta Cygni                         54        3.14    f4 v      
Theta Draconis                      48.7      2.45    f8 iv-v   
Theta Persei                        79.3      3.63    f7 v      
Theta Ursae Majoris                 69.1      2.37    f6 iv     
Upsilon Aquarii                     44        3.42    f3 v      
Vega (Alpha Lyrae)                  129.6     0.59    a0 v      
Xi Bootis                           149.1     5.57    g8 ve     
Xi Geminorum                        50.2      1.86    f5 iii    
Xi Ophiuchi                         59.8      3.29    f2 v      
Xi Pegasi                           50        2.7     f6 iv-v   
Xi Ursae Majoris                    96        4.24    g0 ve     
Zeta Doradus                        73        4.03    f7 v      
Zeta Herculis                       99        2.89    g0 iv     
Zeta Leporis                        48.7      1.99    a3 v      
Zeta Serpentis                      46.7      3.0     f3 v      
Zeta Trianguli Australis            92.4      4.74    g0 v      
Zeta Tucanae                        139       4.94    f9 v      
Zeta-1 Reticuli                     93.6      5.40    g2 v      
Zeta-2 Reticuli                     87.5      4.95    g1 v      


From: Jim Vassilakos <jimv>
Subject: Re: I can't hear you
Date: Fri, 15 Mar 1996 10:42:55 -0800 (PST)

Joerg wrote: 
> There seems to be something wrong.  I seem to miss most of the posts,
> only receive an occasional message perhaps once per month.

Anders responded:
> I think that may be partially due to the recent lull in traffic on this 
> list. Let's see if you can read this. 

Lull isn't quite the word. This list has been downright dead lately.
My apologies for ignoring things for the past few weeks(months?). I
get sidetracked way too easily and frequently end up taking prolonged
vacations from things (just ask Tony).

Fortunately, this latest wait was rather useful on two counts. First,
it resulted in the firm realization that decent star data out to a
resonable distance simply doesn't exist and most probably won't
exist for quite a long time (until we're old and feeble). Second,
that 3d starmap page which Anders recently pointed out was great
assistance. I ended up talking with Winchell Chung about it, and
we wrangled a bit with the celestial-to-galactic coordinate conversion
formulas (which were intially incorrect, but I think he's fixed them
now), and now I know how to convert from RA/Dec/Parallax to X/Y/Z
coordinates which relative ease. So all in all, I'm now in a
position where I can read and actually use the Gliese CNS3 data.
The only problem is that I'm not sure in what units Gliese is
expressing parallax, so if anybody could find the answer to this,
that would be helpful.


From: Jim Vassilakos <jimv>
Subject: SF-RPG: Star Data (revised)
Date: Fri, 15 Mar 1996 15:54:55 -0800 (PST)

Okay, I took a look at the old program Tony wrote in C which he
used to pick apart the Gliese CNS3 data, and he seemed to suppose
that Gliese was expressing parallax in thousandths of arc seconds,
so I went ahead and made that assuption, and then used Winchell's
formulas to compute galactic (not celestial) coordinates in light
years (Xg,Yg,Zg), and this is what I'm left with as far as the
"named" stars go:

                                    Xg     Yg     Zg     Dist    Color/Size
61 Cygni                            1.5    11.1  -1.2    11.2    k5 ve     
Aldebaran (Alpha Tauri)            -62    -1.1   -22.9   65.9    k5 iii    
Alpha Arietis                      -46.1   32.7  -41.4   69.9    k2 iiiab  
Alpha Caeli                        -22.1  -49.9  -48.3   72.7    f2 v      
Alpha Centauri                      3.1   -3.1   -.1     4.3     g2 v      
Alpha Cephei                       -9.2    47.1   7.7    48.6    a7 iv-v   
Alpha Chamaeleontis                 17.9  -49.7  -21     56.7    f6 iv     
Alpha Circini                       41.9  -42.9  -4.9    60.1    f0 vp     
Alpha Corvi                         12.9  -34.5   27.8   46.1    f2 iii-iv 
Alpha Fornacis                     -16.4  -16.3  -38.5   44.8    f7 iv     
Alpha Gruis                         49.1  -8.7   -65     81.8    b5 v      
Alpha Hydri                         16.1  -45.9  -66.4   82.3    f0 v      
Alpha Indi                          57.4  -7.5   -44.1   72.7    k0 iii    
Alpha Mensae                        6.7   -24.1  -13.8   28.5    g5 v      
Alpha Ophiuchi                      37.7   27.3   19.3   50.4    a5 iii    
Alpha Pictoris                      1.9   -58.5  -26.2   64      a7 iv     
Alpha Serpentis                     45.6   11.5   45.6   65.5    k2 iii    
Alpha Trianguli                    -39.2   34.4  -31.9   61      f6 iv     
Alpha Volantis                      14.1  -62.8  -14.9   65.9    a5 v      
Altair (Alpha Aquilae)              10.7   11.8  -2.6    16.2    a7 iv-v   
Arcturus (Alpha Bootis)             12.3   3.3    33.3   35.7    k2 iii ep 
Barnard's Star                      4.9    2.9    1.4    5.9     m5 v      
Beta Andromedae                    -36     47.5  -30.5   66.9    m0 iiie   
Beta Aquilae                        29.8   31    -8.5    43.8    g8 iv     
Beta Arietis                       -33.7   26    -35.3   55.2    a5 v      
Beta Caeli                         -21.8  -37.5  -37.6   57.2    f1 v      
Beta Canum Venaticorum             -5.2    4.9    27.4   28.4    g0 v      
Beta Cassiopeiae                   -21.8   41.7  -2.7    47.1    f2 iii-iv 
Beta Ceti                          -3.6    9     -59.1   59.8    k1 iiie   
Beta Circini                        49    -39.9  -1.3    63.1    a3 v      
Beta Comae Berenices                1.5    1.4    27.1   27.2    g0 v      
Beta Crateris                       4.2   -51.2   35.3   62.3    a2 iii    
Beta Hydri                          9.2   -13.3  -13.5   20.9    g2 iv     
Beta Pictoris                      -9.5   -46    -27.8   54.5    a5 v      
Beta Reticuli                       8.6   -53.4  -51.4   74.5    k0 iv     
Beta Trianguli Australis            30.9  -24.4  -5.2    39.7    f2 iv     
Beta Virginis                       .1    -16.2   28.7   32.9    f9 v      
Capella (Alpha Aurigae)            -39.3   12.3   3.2    41.2    g5 iii    
Castor (Alpha Geminorum)           -43.8  -5.8    18.2   47.7    a1 v      
Chi Cancri                         -42.4  -12     25.9   51      f6 v      
Chi Draconis                       -5.1    21     11.5   24.5    f7 v      
Chi Herculis                        13.7   33.4   43.6   56.6    f9 v      
Delta Aquilae                       34.4   28.5  -4.9    44.9    f0 iv     
Delta Capricorni                    26.3   20.2  -34.5   47.8    a6 m      
Delta Eridani                      -20.8  -6.8   -22.7   31.5    k0 ive    
Delta Geminorum                    -48.3  -13.9   14.2   52.2    f1 iv-v   
Delta Hydri                         16.9  -43.6  -49.1   67.7    a3 vn     
Delta Leonis                       -20.2  -19.7   65.7   71.4    a4 v      
Delta Pavonis                       13.5  -8     -10     18.6    g8 v      
Delta Ursae Majoris                -19.9   21.6   49.6   57.6    a3 v      
Delta Velorum                       2.3   -64.9  -8.4    65.4    a0 v      
Denebola (Beta Leonis)             -4.5   -12.9   39     41.3    a3 v      
Epsilon Cygni                       15.1   60.5  -6.3    62.6    k0- iii   
Epsilon Eridani                    -6.9   -2     -8      10.6    k2 v      
Epsilon Indi                        6.9   -3.1   -8.4    11.2    k5 ve     
Epsilon Phoenicis                   14.3  -10.3  -47.4   50.5    k0 iii    
Epsilon Reticuli                    .1    -35.9  -33     48.6    k2 iv     
Eta Bootis                          9      .8     29.7   31.1    g0 iv     
Eta Capricorni                      42.4   22.6  -37.4   60.9    a5 v      
Eta Cassiopeiae                    -10.4   16.2  -1.8    19.3    g3 v      
Eta Cephei                         -5.8    41.5   8.6    42.8    k0 ive    
Eta Coronae Borealis                20.2   22.1   45.7   54.7    g2 v      
Eta Corvi                           18.1  -36.8   43     59.4    f0 iv     
Eta Crucis                          29.8  -55.7  -2.4    63.1    f2 iii    
Eta Draconis                       -2.4    53.2   46.2   70.5    g8 iii    
Eta Leporis                        -32.4  -27    -14.1   44.4    f1 iii    
Eta Ophiuchi                        61.4   7.2    15.4   63.7    a1 v      
Eta Scorpii                         54.5  -15.3  -2.3    56.6    f0 ivn    
Eta Serpentis                       52.7   26.7   5.5    59.3    k0 iii-iv 
Eta-1 Pictoris                     -16.5  -64.2  -51.1   83.5    f2 v      
Fomalhaut (Alpha Piscis Austrini)   8.4    3.1   -19.3   21.2    a3 v      
Gamma Apodis                        38.2  -41.5  -21.2   60.2    k0 iv     
Gamma Cephei                       -23     41.3   12.9   49      k1 ive    
Gamma Coronae Australis             45.3   .1    -15.4   47.9    f8 v      
Gamma Leporis                      -16.3  -17.4  -10.8   26.1    f6 v      
Gamma Pavonis                       18.2  -11.4  -18.3   28.2    f8 v      
Gamma Serpentis                     23.9   12.6   27.7   38.7    f6 v      
Gamma Virginis                      7.4   -14.1   28.9   33      f0 v      
Groombridge                        -45.3   6.6   -25.9   52.5   dm0        
Iota Centauri                       30.7  -37.5   23.4   53.7    a2 v      
Iota Horologii                     -.6    -25.1  -40.7   47.7    g3 iv     
Iota Microscopii                    51.1  -2.9   -41.6   65.9    f1 iv     
Iota Pavonis                        52.7  -27.9  -20.8   63.1    g3 iv-v   
Iota Pegasi                         5      36.8  -16.8   40.7    f5 v      
Iota Persei                        -28.6   20.2  -4.6    35.2    g0 v      
Iota Piscium                       -1.2    27    -35.9   44.9    f7 v      
Kapetyn's Star                     -3.5   -9.7   -7.5    12.6    m0 v      
Kapppa Ceti                        -22.8   .7    -21.4   31.1    g5 ve     
Kapppa Fornacis                    -12.3  -6.8   -36.8   39.2    g1 v      
Kapppa Phoenicis                    10.1  -9.1   -43.8   45.7    a7 vn     
Kapppa Reticuli                     5.7   -39.5  -41.2   57.2    f5 iv-v   
Kapppa-1 Tucanae                    21.2  -37.4  -47.9   64.2    g5        
Lambda Arae                         71.5  -23.4  -13     76.3    f2 v      
Lambda Aurigae                     -45.9   10     1.2    46.9    g2 iv-v   
Lambda Sagittarii                   53.7   7.2   -6.3    54.6    k1+ iiib  
Lambda Serpentis                    26.8   7.5    27     38.8    g0 v      
Lambda-2 Fornacis                  -12.8  -20.2  -54.1   59      g5 iv     
Mu Arae                             29.1  -10.6  -6.4    31.6    g5 v      
Mu Capricorni                       36.6   32.8  -51.7   71.3    f1 iii    
Mu Cassiopeiae                     -13.9   19.5  -3.4    24.2    g5 vi     
Mu Fornacis                        -10.6  -12.3  -49.2   51.7    a2 vn     
Mu Herculis                         15.5   20.2   12.2   28.3    g5 iv     
Mu-1 Cygni                          11.7   70.6  -23.8   75.4    f4 v      
Mu-2 Cygni                          11.7   70.6  -23.8   75.4    g2 v      
Nu Canis Majoris                   -38.6  -43.9  -12.2   59.5    k1 iii    
Nu Indi                             25.7  -24.2  -30.4   46.5    g0 v j    
Nu Octantis                         36.1  -37.1  -36.5   63.2    k0 iii    
Nu Phoenicis                        4.4   -12.2  -37.6   39.7    f8 v      
Nu-2 Columbae                      -35.6  -47    -31     66.5    f5 v      
Nu-2 Lupi                           43    -27.9   6.6    51.6    g2 v      
Omicron Aquilae                     35.7   41.3  -7.9    55.2    f8 v      
Phi Virginis                        43    -11.4   58     73.1    g2 iv     
Phi-2 Ceti                         -8      12.7  -50.6   52.7    f7 iv-v   
Phi-2 Pavonis                       43.4  -19.4  -35.4   59.2    f8 v      
Pi Arae                             53.3  -22.4  -12.4   59.1    a7 v      
Pi Hydrae                           43.5  -32.9   35.7   65.2    k2 iii    
Pi Piscis Austrini                  26.4   3.7   -59.2   64.9    f0 iv     
Pi-1 Ursae Majoris                 -32     18     26.3   45.1    g1 v      
Pollux (Beta Geminorum)            -29.2  -6.4    12.9   32.4    k0 iiib   
Procyon (Alpha Canis Minoris)      -9.3   -6.2    2.5    11.4    f5 iv-v   
Proxima Centauri                    2.9   -3.1   -.2     4.2    dm5  e     
Psi Capricorni                      32.3   11.7  -24.6   42.3    f5 v      
Psi Draconis                       -11.5   49.5   30.6   59.3    f5 iv-v   
Psi Serpentis                       47.2   8      43     64.4    g5 v      
Psi Velorum                        -2.9   -50.3   6.9    50.7    f3 iv     
Psi-5 Aurigae                      -46.6   6.2    14.8   49.2    g0 v      
Rho Capricorni                      48.7   24.6  -30.6   62.5    f2 iv     
Rho Coronae Borealis                21.2   28.7   40.9   54.3    g0 v      
Rho Geminorum                      -51    -6.4    20     55.1    f0 v      
Sigma Bootis                        13.7   14     46.8   50.8    f2 v      
Sigma Coronae Borealis              29.4   41.5   52.9   73.4    f8 v      
Sigma Draconis                     -3.4    16.6   6.8    18.2    k0 v      
Sirius (Alpha Canis Majoris)       -5.8   -6.3   -1.4    8.5     a1 v      
Tau Bootis                          12.2  -.3     42.3   44      f7 v      
Tau Ceti                           -3.3    .3    -11     11.3    g8 vp     
Tau Cygni                           7.8    62.3  -8.3    63.4    f0 iv     
Tau Ophiuchi                        52.1   19     6.6    55.9   df3   j    
Tau Piscis Austrini                 30.8   7.7   -45.2   55.2    f6 v      
Tau-1 Eridani                      -19.3  -7.4   -39.7   44.6    f6 v      
Tau-3 Eridani                      -21.9  -14.5  -46     52.9    a4 iv     
Theta Antliae                      -10.4  -58.4   20.4   62.6    f6 v      
Theta Bootis                       -1.4    20.2   34.7   40.2    f7 v      
Theta Centauri                      38.6  -33.1   22.7   55.7    k0- iiib  
Theta Cygni                         7.4    58.1   14.4   60.3    f4 v      
Theta Draconis                     -.2     47.6   46.9   66.9    f8 iv-v   
Theta Persei                       -31.6   25.4  -6.9    41.1    f7 v      
Theta Ursae Majoris                -32     8.2    33.7   47.1    f6 iv     
Upsilon Aquarii                     31.1   23.5  -63     74      f3 v      
Vega (Alpha Lyrae)                  9.1    21.9   8.2    25.1    a0 v      
Xi Bootis                           9.6    4.1    19.1   21.8    g8 ve     
Xi Geminorum                       -60.6  -23     5      64.9    f5 iii    
Xi Ophiuchi                         53.7   3.3    8.4    54.5    f2 v      
Xi Pegasi                           7.5    49    -42.3   65.1    f6 iv-v   
Xi Ursae Majoris                   -11.7  -3.2    31.7   33.9    g0 ve     
Zeta Doradus                       -2.5   -35.8  -26.7   44.6    f7 v      
Zeta Herculis                       15.2   19.9   21.2   32.9    g0 iv     
Zeta Leporis                       -48.4  -39.8  -23.9   66.9    a3 v      
Zeta Serpentis                      63     27.7   11.6   69.8    f3 v      
Zeta Trianguli Australis            25.9  -22.2  -8.9    35.2    g0 v      
Zeta Tucanae                        8.9   -11.4  -18.5   23.4    f9 v      
Zeta-1 Reticuli                     3.7   -23.4  -25.6   34.8    g2 v      
Zeta-2 Reticuli                     3.9   -25    -27.4   37.2    g1 v      

My next step will be to stick this into a format my starmap viewer can
read along with all the other gliese stars (making up names for those
on the fly), and then throwing in lots of extra stars at random in
order to make up for the ones which haven't been observed yet. This
may take awhile, but I will finish it eventually, rest assured :-)

If I get stuck, I'll give you guys a holler. In the meantime, maybe
there are things some of you can work on individually. Anders has
put together some aliens, and I have two essays from Joerg on alien
intelligence and planetary evolution. I'm not exactly sure what I'm
looking for on this count, but if you have any ideas, feel free to
send them to the list. We should probably come to terms with our
"tech-debate" disagreements and put together some rules on starship
design/combat. I'm still not sure we're getting the right "feel"
that we should be aiming for, but then I'm not sure either what that
right feel should be. I don't want to do a GURPS approach (too shotgun).
I don't want to have a Traveller look-alike either (regardless of how
much I liked the original setting). I guess I'm just looking for
inspiration. If you come up with any, please be generous with it.


Date: Sat, 16 Mar 1996 18:01:34 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: SF-RPG: Tech

On Thu, 14 Mar 1996 jimv@e2.empirenet.com wrote:

> Power Generation:
> 
>     My opinion: I think the staple power source for planetary industry
>     should be fusion generators, but that they should be way too large
>     to carry around. Let's say something like 10000 displacement tons
>     minimum.

This sounds reasonable.

>  Of course, this will tend to make
>     spaceships rather bulky unless antimatter is available as a power
>     source, in which case the ships can be quite small by comparison
>     since they won't need a fusion reactor or space to store all the
>     deuterium. 

This fits in with the two kinds of ships we have discussed, the one-way
ships that use antimatter to move along trading routes (where they refill
with enough am for the next leg), and two-way ships that have fusion
reactors. The latter are of course quite bulky and expensive, and might
work as carriers for smaller ships. 

>     Antimatter, when it is used, will typically be stored
>     either in magnetic bottles or some hi-tech crystal which has special
>     properties prohibiting an A/M reaction. Where the crystals come from
>     and A/M manufacturing happens can be a source of initial mystery,
>     but we should have a decent explanation ready with appropriate
>     quantities of techno-babble.

What about a combination of antigravity and a magnetic bottle? By adding 
some active control (sensors adjust the fields when the matter moves) it 
could possible become quite usable. Handling and storage of antimatter is 
probably regulated by the Coalition and most races, to minimize the risk 
for accidents or terrorism. 

> Anti-gravity:
> 
>     My opinion: I think antigravity technology should be widespread,
>     non-power-intensive, but somewhat limited in terms of effect. 

Yes, this sounds reasonable. Maybe it will be limited as long as you 
don't use the heavy-duty antigravity units used in spaceships that guzzle 
energy (those would be able to do some rather nasty stuff, but are 
perhaps too slow to be good weapons). 

>        Here's a more concrete idea. Suppose that you can create "null
>     plates" which effectively cancel and/or reverse the gravity which
>     would normally be pulling them, so that by switching them on, you
>     could get up to 200% compensation, in effect, casting a "feather
>     fall" (90%), a "levitate" (105-95%), or going up at up to an
>     acceleration of 1 Gee (200%). This would transform society,
>     granted, but as long as we can hand-wave a non-projection
>     principle, we no longer have to worry about most gravity-based
>     weapons.

A nice solution, but with a slight problem. If you place a wheel half 
above a null-plate set at 0 g, it will start rotate (the parts outside 
the plate will have weight), and this could be used as an energy source. 
Obviously energy has to be supplied or the law of conservation of energy 
goes out of the window. However, suppose you place 1 kg on a plate and 
send it out into space using this system, then you still have to supply 
it with the necessary potential energy (quite a few joules). But it would 
make a nice launch system. 

Perhaps the plates could be manufactured using lots of smaller generator 
units. My idea is that plate technology is quite high-tech and requires 
minaturized gravity generators, while large lifters and FTL require crude 
but powerful devices. So mankind has to import the plates from more 
technologically advanced aliens. 

>     As for intelligence
>     amplification (i.e. knowledge modules), I think these might be
>     beyond human technology, but perhaps are a commodity other species
>     could supply.

Yes, this sounds good. Although such alien technology may have very odd 
side effects ("Don't worry, doctor. That thing in my spinal cord is an 
auxillary brain... it says hi.").

>     As for memory recorders (ala "Strange Days"), I
>     don't mind that too much, but it would probably on the fringe of
>     human tech, and might require that a person's brain be "wired" to
>     accept the input. I have a hard time buying into fully-virtual
>     cyberspace, simply because it would be a nightmare to program,
>     and it wouldn't necessarily help you get to what you're looking
>     for any faster than just typing on a keyboard or moving a mouse
>     pointer or even asking the computer for the info verbally.

Still, I think it might be used for leisure or by other races (like my 
Swimmers) for various reasons. However, this is quite variable.

>     As for
>     artificial intelligence, I don't think anything would change things
>     more rapidly than that.

Here is an idea based on Hofstadter: Most minds are not able to 
understand themselves well enough to create a comparable intelligence, or 
a greater one. Uplifting helps a species fullfill its potential, but it 
is not easy to create a more intelligent species unless the starting 
material is very good (the Old Ones might have stumbled upon a few). It 
is however possible to create more specialized minds, or simple 
generalists. More advanced species can also help less advanced species, 
and intelligence increase is possible within some limits.

However, a *few* species in the galaxy may have managed to breach this
barrier (how is not known), and rapidly increased their intelligence
towards godhood. The Galactics are said to be one such group. However,
this is very rare and none of the Coalition races are even close to this. 

> Weapons:
> 
>     My opinion: I imagine that straight slug-ammo would be less weighty
>     than carrying around a battery, but if we assume vastly improved
>     energy storage, then I don't have a problem with portable lasers,
>     etc. I really don't see it as a big deal one way or the other. The
>     state of technology will be that offense is vastly superior to
>     defense, no matter how you look at it, so the best defense naturally
>     becomes a quick and bloody offense.

Or stealth. Hidden installations. Deep space depots. FTL weapons, or 
subtle weapons that can be hidden in something else (like psychological 
weapons hidden in childrens cartoons). 

> Medicine:
> 
>     My opinion: I feel that medicine should be vastly improved such that
>     limb/organ regeneration is a snap. Otherwise, the game would be
>     unplayable, given the state of weaponry and whatnot. I'm not
>     talking about healing potions, necessarily. Simply fast recovery,
>     given a decent sickbay or some close approximation thereof.

Let's say that bionics is quite usable, but that there are Hafaru methods 
(developed while they were plotting and from their abductions) that can 
do the regeneration too. 

>     As for cyberwear, we have two choices. (1) melding nerves onto
>     input jacks is no problem. (2) you can't do it. I'm more inclined
>     to go with #1, meaning that cyberwear would be available, but I'd
>     recommend that it be prone to failure whenever a piece gets
>     "jarred" sufficiently that a nerve/jack connection might get
>     strained a bit too much. 

I like #1 too. Cyberwear might weaken the immune system of the wearer too,
so that they become more likely to get infections or diseases (I had an
over-cybered NPC in 2300AD who had a chronic cold). 


From: Jim Vassilakos <jimv>
Subject: Re: SF-RPG: Tech
Date: Sat, 16 Mar 1996 13:15:08 -0800 (PST)

A friend of mine (Hi Eric) recently joined our little group, and some
of the ideas I'm going to post in response to Anders' comments are really
ideas I recently got from him.

> > Anti-gravity:
> > 
> >     My opinion: I think antigravity technology should be widespread,
> >     non-power-intensive, but somewhat limited in terms of effect. 
> 
> Yes, this sounds reasonable. Maybe it will be limited as long as you 
> don't use the heavy-duty antigravity units used in spaceships that guzzle 
> energy (those would be able to do some rather nasty stuff, but are 
> perhaps too slow to be good weapons). 

Eric's idea about antigravity, as far as a possible method of limiting
its use, was to give it a negative by-product ("technology always has
a downside"). His idea was that we could have grav plates shoot out
some nasty radiation so that you wouldn't mind using a grav car in some
remote and desolate area (like an uninhabited planet) but that you
wouldn't want to use it in a city for fear of frying the people
below you. He pointed out that this ties in to UFO-folklore in the
respect that whenever you see UFOlogists on TV, they've always got
their geiger counter pointing at some burn spot on the ground (I
don't know if this is true or not, but it sounds halfway plausible).

One problem I see with this is that I was hoping on making antigravity
energy-cheap, but if you've got a huge radiation by-product, it will
probably be a power-sucker. Second is that I still like the idea of
being able to float your starship over a city nice a leisurely and
gently set down at the park, pull out some wicker baskets, and have
a picnic. I suppose you still could with radiation-leaky gravity
technology, only you'd leave huge charred spots on the lawn.  :-(
Also, it would can most of the civilian aspects the technology
could be used for: grav-cycles (the mitsubishi air-scooter),
grav-toys (a birdy your cat will never get tired to chasing),
grav-beds (for those aching back muscles), etc. In short, we lose
lots of possibilities with this sort of assumption, but at the same
time, it would make the day-to-day living conditions of the future
a lot more like things are today. Maybe the best solution would be
to simply compromise and say there are two technologies: one which
is radiation-leaky but available at current tech, and the other
which is environmental-friendly but only available from certain alien
races which have a technological ogilopoly going (this more advanced
technology using weird substances which humans can't yet manufacture
for some reason). Comments?

> >        Here's a more concrete idea. Suppose that you can create "null
> >     plates" which effectively cancel and/or reverse the gravity which
> >     would normally be pulling them, so that by switching them on, you
> >     could get up to 200% compensation, in effect, casting a "feather
> >     fall" (90%), a "levitate" (105-95%), or going up at up to an
> >     acceleration of 1 Gee (200%). This would transform society,
> >     granted, but as long as we can hand-wave a non-projection
> >     principle, we no longer have to worry about most gravity-based
> >     weapons.
> 
> A nice solution, but with a slight problem. If you place a wheel half 
> above a null-plate set at 0 g, it will start rotate (the parts outside 
> the plate will have weight), and this could be used as an energy source. 
> Obviously energy has to be supplied or the law of conservation of energy 
> goes out of the window.

Yeah, I'm assuming it'll be eating electricity. The only question is
how much? Also, it might be helpful to consider that gravity is also
an energy source in this example (untapped for the most part, but
protentially quite powerful). That brings up a rather odd question
which I don't really want to get into, i.e. about the nature of
gravity and all that. But I guess if we're designing antigrav
technology, we need to come up with some explanation for gravity
itself (gravitons vs warped space vs whatever).

> Perhaps the plates could be manufactured using lots of smaller generator 
> units. My idea is that plate technology is quite high-tech and requires 
> minaturized gravity generators, while large lifters and FTL require crude 
> but powerful devices. So mankind has to import the plates from more 
> technologically advanced aliens. 

Hmm... this ties into the previous question over how to have to separate
technologies, one enviro-friendly and the other a mess to work with. We
could say something like, the smaller the individual grav-cells, the more
radiation-absorbant you're able to make them, so that a human-tech, they
are a few milimeters wide and radiate like hell, and at some advanced
alien tech, they are micrometers wide and cause no problem at all. Does
this work for ya?

> >     As for cyberwear, we have two choices. (1) melding nerves onto
> >     input jacks is no problem. (2) you can't do it. I'm more inclined
> >     to go with #1, meaning that cyberwear would be available, but I'd
> >     recommend that it be prone to failure whenever a piece gets
> >     "jarred" sufficiently that a nerve/jack connection might get
> >     strained a bit too much. 
> 
> I like #1 too. Cyberwear might weaken the immune system of the wearer too,
> so that they become more likely to get infections or diseases (I had an
> over-cybered NPC in 2300AD who had a chronic cold). 
 
This is another thing that Eric talked about. Apparently he saw some
movie or something where all the cybered-folk had these problems
associated with their cyberparts. For example, this woman who had a
cyber arm or something like that had developed this weird "twitching"
which turned out to be some type of nerve disease probably caught
because of her exposed nerve tissue (hitching the nerve to an
input jack on the cyberarm). Another guy was a decker or something
like that, and he had so much data in his head that they had to
erase a bunch of his memories. I know... very weird. I think he
said the movie was Johnny Memnomic (I've never seen it myself). In
any case, the important point was that there's always a downside,
and that makes a certain amount of sense. You can't just start
messing around with a machine as complex as the human body without
sustaining some negative consequences. And that, by itself, makes
for a good limitation against people who want to turn their character
into robocop or something.


From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: SF-RPG: Tech
Date: Sat, 16 Mar 1996 23:51:05 -0500 (EST)

> A nice solution, but with a slight problem. If you place a wheel half 
> above a null-plate set at 0 g, it will start rotate (the parts outside 
> the plate will have weight), and this could be used as an energy source. 
> Obviously energy has to be supplied or the law of conservation of energy 
> goes out of the window.

I don't have time for a long comment, that'll come later but I just
had to comment on this.  The wheel will not start rotating because the
gravitational pull will be the same on all parts above the plate
further, though you gain energy as the top part moves 1/4 turn to the
side, you lose energy as the part on the other side move 1/4 turn to
the top.  In short, net gain - zero.  All parts of the wheel below
the gravitational plates would not change potential as they move
as there is no gravitational field.  The wheel should be stable
and not tip over to either side.

Finally, any such energy generation, should we allow it, would
by definition produce less energy then is required to power the
plates.  Think about it.


From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: SF-RPG: Tech
Date: Sun, 17 Mar 1996 12:36:09 -0500 (EST)

Jim Vassilakos writes ->
> > > Anti-gravity:
> > > 
> > >     My opinion: I think antigravity technology should be widespread,
> > >     non-power-intensive, but somewhat limited in terms of effect. 
> > 
> > Yes, this sounds reasonable. Maybe it will be limited as long as you 
> > don't use the heavy-duty antigravity units used in spaceships that guzzle 
> > energy (those would be able to do some rather nasty stuff, but are 
> > perhaps too slow to be good weapons). 
> 
> Eric's idea about antigravity, as far as a possible method of limiting
> its use, was to give it a negative by-product ("technology always has
> a downside"). His idea was that we could have grav plates shoot out
> some nasty radiation so that you wouldn't mind using a grav car in some
> remote and desolate area (like an uninhabited planet) but that you
> wouldn't want to use it in a city for fear of frying the people
> below you. He pointed out that this ties in to UFO-folklore in the
> respect that whenever you see UFOlogists on TV, they've always got
> their geiger counter pointing at some burn spot on the ground (I
> don't know if this is true or not, but it sounds halfway plausible).

Perhaps another negative that isn't so limiting could be fringe effects.
The edges of the plates produce unpredictable results.  For larger plates,
the area is large enough that the fringe effects can be safely ignored
and/or the structure of the car or ship strong enough to withstand
the gravitational stress where a smaller plate (as in a gravbelt or
a toy or a skateboard or the like) doesn't have enough surface area
to compensate for the fringe effects (where the two fields intersect)
or some such hogwash.

Another thought that would be useful in limiting the effect.  The gravitational
field bends around the plate edges forming a "tear drop" shape above the
plates, limiting the height of the plates effect, ruling out anti-grav
buildings or cities.  Additionally, perhaps, the plates only nulify
gravity and don't produce a thrust so you would still need engines to
"fly" the craft but they could be much smaller since they don't need
to fight the gravity well only accellerate the craft.  Then an anti-gravity
belt would allow you to levitate but would require a jet-pack (though
much smaller and simpler) to maneuver or fly.  This would still allow
all the antigrav toys but they would be slightly less fantastic.

Just some ideas.

> probably be a power-sucker. Second is that I still like the idea of
> being able to float your starship over a city nice a leisurely and
> gently set down at the park, pull out some wicker baskets, and have
> a picnic. I suppose you still could with radiation-leaky gravity

My thoughts exactly.  I like the notion or mental image of the ship
floating down to rest lightly like a feather without all the flames.
Or the image of the ship gracefully floating up a few feet off the
ground, spinning around then zooming off toward space.  But that's all
about the feel you are after.  A cool advanced tech feel or a gritty
today's tech feel.

> Hmm... this ties into the previous question over how to have to separate
> technologies, one enviro-friendly and the other a mess to work with. We
> could say something like, the smaller the individual grav-cells, the more
> radiation-absorbant you're able to make them, so that a human-tech, they
> are a few milimeters wide and radiate like hell, and at some advanced
> alien tech, they are micrometers wide and cause no problem at all. Does
> this work for ya?

This also depends on how much of a tech difference you want between
the aliens and the earthers.  If its a huge difference in all areas
then earth is going to be hard pressed to do anything.  They will have
virtually no tradable commodity.  Minerals and other raw resources are
cheaper to mine on dead worlds or asteroids or comets.  Food stuffs are
too easy to grow in greenhouses or hydroponics to make for a viable
export - especially from a war ravaged planet by a race on the brink
of extinction.  And, of course, from the game perspective, there has
to be incentive to play a human.  There has to be reasonable hope that
the situation can be turned around in a reasonable period of time, for
the players if not for the human race.  I've done the underdog style
games before.  They can be very cool, struggling against overwhelming
odds but I've found (not just for me but for virtually every player
I've ever played with) that if you never get a head, all your victories
become hollow, the game becomes boring.  We need to keep that in mind
(in my opinion) and not make the human condition too bad off!

> > I like #1 too. Cyberwear might weaken the immune system of the wearer too,
> > so that they become more likely to get infections or diseases (I had an
> > over-cybered NPC in 2300AD who had a chronic cold). 
>  
> This is another thing that Eric talked about. Apparently he saw some
> movie or something where all the cybered-folk had these problems
> associated with their cyberparts. For example, this woman who had a
> cyber arm or something like that had developed this weird "twitching"
> which turned out to be some type of nerve disease probably caught
> because of her exposed nerve tissue (hitching the nerve to an
> input jack on the cyberarm). Another guy was a decker or something
> like that, and he had so much data in his head that they had to
> erase a bunch of his memories. I know... very weird. I think he
> said the movie was Johnny Memnomic (I've never seen it myself). In
> any case, the important point was that there's always a downside,
> and that makes a certain amount of sense. You can't just start
> messing around with a machine as complex as the human body without
> sustaining some negative consequences. And that, by itself, makes
> for a good limitation against people who want to turn their character
> into robocop or something.

I agree.  I dislike the cyber-future.  Perhaps in addition to various
problems with the equipment or side effects there could be strong
stigmas - perhaps even from the alien races.  For that matter, perhaps
it wasn't the aliens who devistated earth.  Perhaps there was a war
between cybers and naturals and the cybers were driven off world and
are now living as fugitives (a self induced malidy).  Perhaps the
war devistated the planet and some of the aliens came to help or
perhaps the cybers found sympathey with a group of aliens who wanted
earth and prompted them to attack while the other aliens came to
the naturals aid.  Lots of interesting possibilities.  Hmm...too
many plots, not enough games!

A question I've asked before but can't remember the answer to,
are the aliens player characters or just NPCs?


Date: Sun, 17 Mar 1996 19:47:22 -0800
From: Eric Edgeworth <checkers@microsys.net>
Subject: Re: SF-RPG: Tech

Actually, I've been re-thinking it.  I am now of the opinion that
anti-gravity can have low radiation emissions, but is a heavy power-eater.
I think most space-faring races would set up skyhooks (everyone familiar
with them?) to escape the gravity well, but use dropships with enough power
storage for anti-g landing/takeoff when an "unexplored" planet is being
visited.  This allows Jim's little mental image, but makes aircraft and
helicopters still a good idea.

My other idea regarding anti-g is that power consumption is relative
depending on use.  If you have an anti-g skateboard designed for someone
under 200 lbs, only lifting the person a few feet above a surface, it's not
much of a power drain.  However, once you start lifting vehicles completely
out of the well, etc, the power drain increases exponentially (you math
types might be able to work something out using the inverse-square laws of
gravity).  The explanation behind it might be some sort of gravity
"phase-shift;" i.e., it doesn't really "negate" gravity, it just creates a
two-dimensional surface that is unaffected by the gravity well.  This way
you don't have an anti-g skateboard that you float off of every time you try
to step onto it.  I think this version works better than the polluting
version; comments?

>     As for cyberwear,

I suppose it would depend on what sort of stats characters have, but I would
lower some health-associated stat if a person has cyberware installed.  I
think that having chunks of your body replaced by technology, no matter how
friendly it is, results in lowered immune response, increased healing time,
possible rejection by the host, shortened life expentancy, possible
cancerous response, plus the fact that the human body heals (and can be
accelerated), but a robot piece is not self-healing, and needs repairs, etc.
Also you have to consider cultural taboos -- I'm not up to date yet on alien
races, etc, but there are several possibilities here:

1) Aliens are heavy into cybering themselves up, but are hated by humans, so
humans associate cyberware with the aliens, and cybered humans with alien
sympathizers.

2) Cybered humans are weird.  No two ways about it.  Ever talk to somebody
with a glass eye?

Etc.

I don't think cyberware should be wholly disallowed -- even today we have
the beginnings of cyberware in our society; there are examples of blind
people being hooked up to electronics so that they can recognize simple
visual patterns, prosthetic arms reacting to electrochemical impulses, etc.
If you eliminate cyberware, you'd need some sort of worldwide computer crash
or such to explain it (a la Shadowrun).  Also, for human/machine interaction
(decking, etc.), I would allow it, but require that skills for cybernetic
interface be bought separately from regular skills, thereby increasing the
costs for the advantages that might exist for direct interfaces.

I've also got ideas about interstellar modes of travel, but I'll shut up for
now...


From: Jim Vassilakos <jimv>
Subject: sfrpg: "d" vs "D" in gliese data (color/size field)
Date: Sun, 17 Mar 1996 22:38:15 -0800 (PST)

Well, I know I've asked this before, but I'm still not
satisfied with the answer I got. In the Gliese data, the
star color/size field is showing such monstrosities as:

dM0
dM5  e
dF3  J
DC9
dM2  e
dK6  e
dG8
dM2
DA8
dM4  J
DA7
DQ5
DQ9
DZ7

Now, somebody mentioned that they thought that when the "d"
is lower case, what you've got is a red main sequence, but
that when the "D" is upper case, then you've got a white
dwarf. But if that's the case, what is a "dG8" doing there?
Gs are supposed to be yellow, right? Or what about the "dF3".
Fs are yellow-white, last time I checked. So I ask ya again...
what's the difference between the "d" and the "D"? How should
I tell the program to interpret these?


From: Jim Vassilakos <jimv>
Subject: sfrpg: more gliese data questions
Date: Mon, 18 Mar 1996 11:40:01 -0800 (PST)

Welp, I've been analyzing the gliese data a bit more,
and am somewhat gratified on certain counts, but somewhat
mystified on others.

First, the good news. One of the key problems with the
2300AD data was that there were too many type VI stars
(subdwarfs). The reason we knew this was because Joerg
said that nearly all type VI stars are 1st generation
(this being the main sequence for the low metalic stars),
and Ken Croswell (a guy who writes astronomy books)
said that this population should only account for about
0.1% to 0.2% of the stars in our area. The 2300AD data
gave a number closer to 5%, which we reasoned was way
off base. Well, the Gliese-3 data has about 3800 stars,
and of those, only 7 are reported as subdwarfs (which is
right in that 0.1% to 0.2% ballpark). So, in short, the
Gliese-3 data is looking pretty good on this count.

Now here's the funny thing. GURPS:Space seems to indicate
that F-VI stars don't exist, but Gliese-3 has two of 'em.
I'm not too worried about this, because G:S also indicated
that O-VI and B-VI don't exist either, but they do according
to some people (such as Croswell and Dirk Husfeld) on the
astronomy newsgroups... these stars are just exceedingly
rare. Of course, such brighter subdwarfs aren't 1st generation
either (even Joerg seemed to agree with this). So my question
about the two F-VI stars which Gliese-3 came up with is,
are they 1st generation or something different?

Another curiosity came up with respect to A-IV stars. I
think that Joerg mentioned (way back long ago) that they
don't exist, but Gliese-3 seems to have ten of them.
Joerg, can you double check this one and let me know
if Gliese is screwing-up here?

Also, the "d = M-V" proposition is still annoying me.
There are a whopping 510 stars marked with the "d".
Yet, I see other stars (74 of them) in the Gliese-3 data
which are clearly marked as M-V stars but which don't use
the "d" designation. Why would Gliese use the "d"
designation on some M-V stars and not on others?

Sorry to be so anal about all this, but I figure that once
we have our starmap generated, we're not going to be able
to go back and change these sorts of things (at least not
very easily).


Date: Tue, 19 Mar 1996 13:23:26 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: SF-RPG: Tech

On Sun, 17 Mar 1996, Tony L. Hayes wrote:
> Perhaps another negative that isn't so limiting could be fringe effects.
> The edges of the plates produce unpredictable results.  For larger plates,
> the area is large enough that the fringe effects can be safely ignored
> and/or the structure of the car or ship strong enough to withstand
> the gravitational stress where a smaller plate (as in a gravbelt or
> a toy or a skateboard or the like) doesn't have enough surface area
> to compensate for the fringe effects (where the two fields intersect)
> or some such hogwash.

This would probably be a problem for most realistic fields. An antigravity
car would have a field that lowered its attraction to the ground and
pushed it upwards, a kind of dipole. If another car moves too close, the
fields will interact and give rise to a torque, rotating the cars (and if
they roll too much, their fields will no longer keep them up, they will
fall while accelerating horisontally). Antigravity car chases might be very 
fun! 

> > probably be a power-sucker. Second is that I still like the idea of
> > being able to float your starship over a city nice a leisurely and
> > gently set down at the park, pull out some wicker baskets, and have
> > a picnic. I suppose you still could with radiation-leaky gravity
> 
> My thoughts exactly.  I like the notion or mental image of the ship
> floating down to rest lightly like a feather without all the flames.
> Or the image of the ship gracefully floating up a few feet off the
> ground, spinning around then zooming off toward space.  But that's all
> about the feel you are after.  A cool advanced tech feel or a gritty
> today's tech feel.

There will be both, I think. There could be both beautiful and dirty 
ships, perhaps depending on power and design (I imagine sleek, antimatter 
powered yachts owned by the wealthy, covered by designer materials and 
graceful drive spines, and huge, utilitarian Nostromo-like behemoths 
moving minerals from system to system).

> This also depends on how much of a tech difference you want between
> the aliens and the earthers.  If its a huge difference in all areas
> then earth is going to be hard pressed to do anything.  They will have
> virtually no tradable commodity.

I think this requires some ingenuity, there might be some interesting 
kinds of trade. Some ideas: spices to the Gools, Earth antiques, art and 
old weapons to collectors, mercenaries and some Earth organisms (since 
Earth has so far been off-limits, some biotechnological species might 
want samples). 

>  Minerals and other raw resources are
> cheaper to mine on dead worlds or asteroids or comets.  Food stuffs are
> too easy to grow in greenhouses or hydroponics to make for a viable
> export - especially from a war ravaged planet by a race on the brink
> of extinction.

Not to mention that aliens might find earth-food poisonous. Hmm, selling a
bottle of champagne to an alien who poisons its ghubb with it... 

> And, of course, from the game perspective, there has
> to be incentive to play a human.  There has to be reasonable hope that
> the situation can be turned around in a reasonable period of time, for
> the players if not for the human race.  I've done the underdog style
> games before.  They can be very cool, struggling against overwhelming
> odds but I've found (not just for me but for virtually every player
> I've ever played with) that if you never get a head, all your victories
> become hollow, the game becomes boring.  We need to keep that in mind
> (in my opinion) and not make the human condition too bad off!

I think we should have some allies. I have already mentioned the idea 
that the Coalition is gradually, very slowly breaking down (the 
bureaucracy has become too complex, the old rules no longer work and 
several races chafe under unnecessary restrictions), and sooner or later 
things will change - for better or worse. This is in the game still in 
the future, but the rise of the humans might even trigger part of it (as 
the Hafaru had planned). 

Here are some ideas for allies and enemies: The Ikkadju in general are 
against humanity, but individuals might be friendly and supporting. The 
Hafaru wants to use humanity, but are having some trouble; they tend to 
send "diplomatic advisors" and generally behave like an overbearing 
neighbor. The Gools are honor-bound to help humanity, even if they find 
humans very distasteful. The Mothers doesn't like all the chaos, and 
think humans are dangerously insane, but won't do anything hasty. The 
Swimmers and Orbs don't care at all for humanity. 

> A question I've asked before but can't remember the answer to,
> are the aliens player characters or just NPCs?

NPCs. 


Date: Tue, 19 Mar 1996 13:26:36 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: SF-RPG: Tech

On Sun, 17 Mar 1996, Eric Edgeworth wrote:
> My other idea regarding anti-g is that power consumption is relative
> depending on use.  If you have an anti-g skateboard designed for someone
> under 200 lbs, only lifting the person a few feet above a surface, it's not
> much of a power drain.  However, once you start lifting vehicles completely
> out of the well, etc, the power drain increases exponentially (you math
> types might be able to work something out using the inverse-square laws of
> gravity). 

Sounds good. 

> Also you have to consider cultural taboos -- I'm not up to date yet on alien
> races, etc, but there are several possibilities here:
> 
> 1) Aliens are heavy into cybering themselves up, but are hated by humans, so
> humans associate cyberware with the aliens, and cybered humans with alien
> sympathizers.

Could be a fine idea. In the background, the NATO was heavily influenced 
by the Hafaru, who might be into cyberware. And many blame everything 
that went wrong on them.

> 2) Cybered humans are weird.  No two ways about it.  Ever talk to somebody
> with a glass eye?

I think some aliens find cyber distasteful or completely absurd, while 
others regard it as natural (like my Swimmers, who are almost entirely 
cybernetic). 


Date: Tue, 19 Mar 1996 13:36:34 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: SF-RPG: Tech

On Sat, 16 Mar 1996, Jim Vassilakos wrote:
> Eric's idea about antigravity, as far as a possible method of limiting
> its use, was to give it a negative by-product ("technology always has
> a downside"). His idea was that we could have grav plates shoot out
> some nasty radiation so that you wouldn't mind using a grav car in some
> remote and desolate area (like an uninhabited planet) but that you
> wouldn't want to use it in a city for fear of frying the people
> below you. He pointed out that this ties in to UFO-folklore in the
> respect that whenever you see UFOlogists on TV, they've always got
> their geiger counter pointing at some burn spot on the ground (I
> don't know if this is true or not, but it sounds halfway plausible).

This could be a possibility, but it isn't that good (why not place
shielding on the agrav generator?). However, I have an idea based on this:
The agrav units use energy in the form of coherent electromagnetic
radiation, whose frequency depends on their size (macrosize generators use
microwaves, microsized ones use light or even UV). In most cases this
isn't a problem, but if the shielding or device is damaged, microwaves
could leak out and be disruptive (especially to people with cybernetics
:-); a agrav plate that breaks down may start to shine with ultraviolet
laser light. A nice effect.

> Second is that I still like the idea of
> being able to float your starship over a city nice a leisurely and
> gently set down at the park, pull out some wicker baskets, and have
> a picnic. I suppose you still could with radiation-leaky gravity
> technology, only you'd leave huge charred spots on the lawn.  :-(

I also like the idea of huge ships peacefully drifting through the sky. 
However, the field strengths near them might rip up the lawn, and tidal 
forces could be hazardous near powerful devices. 

> Maybe the best solution would be
> to simply compromise and say there are two technologies: one which
> is radiation-leaky but available at current tech, and the other
> which is environmental-friendly but only available from certain alien
> races which have a technological ogilopoly going (this more advanced
> technology using weird substances which humans can't yet manufacture
> for some reason). Comments?

As I see it, large systems are easier to build, so humans can build FTL 
drives (the most powerful systems in normal use), gravity catapults and 
antigravity vehicles. Small simple systems are also possible, like 
gravity toys or other devices. The problem for humans is to combine them 
into more complex fields; placing a lot of dipole units on a plate will 
produce a rather bad agrav plate with a very wobbly field, and it is 
possible they might interfere in interesting ways (not to mention that 
driving them all using UV-lasers is hard for us to do). 

Aliens have much better knowledge of this, and some alien corporations
might produce high quality antigravity plates where the agrav devices,
control and energy supply systems have been integrated and
microminaturized ("Shailschiik antigravity... so smoooooth..."). They are 
also quite good at creating more complex fields, using multipole devices 
and very complex control systems. 

> > A nice solution, but with a slight problem. If you place a wheel half 
> > above a null-plate set at 0 g, it will start rotate (the parts outside 
> > the plate will have weight), and this could be used as an energy source. 
> > Obviously energy has to be supplied or the law of conservation of energy 
> > goes out of the window.
> 
> Yeah, I'm assuming it'll be eating electricity. The only question is
> how much?

I'll look into a bit of GR and see if I can come up with something. 

> Also, it might be helpful to consider that gravity is also
> an energy source in this example (untapped for the most part, but
> protentially quite powerful). That brings up a rather odd question
> which I don't really want to get into, i.e. about the nature of
> gravity and all that. But I guess if we're designing antigrav
> technology, we need to come up with some explanation for gravity
> itself (gravitons vs warped space vs whatever).

We have to think of this a bit, otherwise we will get into trouble or
throw physics overboard completely. As I see it, the explanation is that
gravity can be quantized using a very complex GUT; gravitons and
gravity-waves are just the same thing, although their interactions are
highly nonlinear. 

Gravity fields contain energy (this follows from General Relativity; yes, 
it is possible for a field to be so massive that it collapses into a 
black hole). In the above example, the energy difference between the area 
above the plate and the outside is used to extract energy. In order to 
retain conservation of energy, we can only assume that this lowers the 
energy difference, i.e. the plate field weakens somewhat. That is what 
field generators need power for - to replenish the field when matter is 
accelerated by it (it might be possible to *strengthen* a field by 
deaccelerating matter in it). 

We should also remember that antigravity fields should have limited range.
If we follow physics, a monopole field (an attractive "gravity generator")
would fall off as 1/r^2 like normal gravity (this would be useful for
spherical space stations), and higher order fields (like the
repulsive-attractive dipole field) would fall off as 1/r^3 or more. A
number of agrav units placed as a plate could create an attractive 1/r
field. Note that tidal forces might become troublesome for strong fields,
there is a risk that your system collapses under its own weight when run
on full power (I just *love* dramatic failure modes, they are so good for
the game: "Captain, if we go any faster the drive will collapse into a
pile of neutronium!").

I think we should say that the creation of black holes, wormholes and 
stuff is regarded as possible, but nobody in the Coalition knows how to 
do it. Maybe the Galactics know (everybody assumes they do). 

> This is another thing that Eric talked about. Apparently he saw some
> movie or something where all the cybered-folk had these problems
> associated with their cyberparts. For example, this woman who had a
> cyber arm or something like that had developed this weird "twitching"
> which turned out to be some type of nerve disease probably caught
> because of her exposed nerve tissue (hitching the nerve to an
> input jack on the cyberarm). Another guy was a decker or something
> like that, and he had so much data in his head that they had to
> erase a bunch of his memories. I know... very weird. I think he
> said the movie was Johnny Memnomic (I've never seen it myself).

Yes, it was Johnny Mnemonic. It was an interesting film, although too 
late to be the ultimate cyberpunk movie.

> In any case, the important point was that there's always a downside,
> and that makes a certain amount of sense. You can't just start
> messing around with a machine as complex as the human body without
> sustaining some negative consequences. And that, by itself, makes
> for a good limitation against people who want to turn their character
> into robocop or something.

Exactly. I have always disliked Cyberpunk 2020 for its idea of
cyberpsychosis - that you become an impersonal/psychotic killing machine
by having too much cyber. I would like a more biological approach, where
having lots of cyber will make your body more and more screwed up. Some 
ideas:

Weakened immune system (sine the body has been forced to accept alien 
objects)
Neurological damage (both from the neurointerfacing and long term effects)
Infection risk (for transdermal devices)
General hormone imbalances (just chaotic side effects)
Phantom pains from badly adjusted cyberarms
Cancer.

Aliens might have perfected their kind of cyberware ("Don't worry 
earthling, with your pace of development you will also learn how to build 
good cyber in a few centuries. It is just a matter of trial and 
error..."), but it isn't exactly compatible in most cases. 


Date: Tue, 19 Mar 1996 15:31:42 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Hyperdrives and antigravity

Here is a proposal for antigravity and FTL travel:

Antigravity

Antigravity is based on quantum gravity, which is regarded as rather
complex even by most advanced aliens (it is not that hard to understand,
it is just about self-reinforcing spacetime loops in dimensionless
protogeometry;  but the implications seems to be arbitrarily complex). 
Building an antigravity unit is actually not that hard, although it
requires some precision engineering and powerful computer modelling. 

An antigravity unit can look like anything, but the basics is the same: 
energy in the form of electromagnetism is "squeezed" into protogeometry by
an ingenious use of resonance and cavitronics. In microwave-units, most of
the device is an elaborate onion of resonance chambers filled with vacuum
and superconductors; in a gamma-ray unit crystals of heavy elements are
used. The result of this is the creation of a gravity field.

Energy is required to charge the up field on start, and in theory it could
be restored when the field is deactivated; however, it is usually easier
to let the field decay into gravity waves, the electromagnetic rebounce is
usually an engineering problem. When an unit is activated, the field will
loose strength if energy is taken from it (like things falling through
it), which must be replenished. Otherwise the field will weaken and
vanish. In vacuum this is usually quite slow, but it happens. 

Most units produce simple fields. Monopole units are only attractive, and 
produce a spherical field. Dipole units repel on one side and attract on 
the other, and are used in vehicles, weapons and FTL drives. Their fields 
fall off much faster than the monopole fields. Another kind of unit 
repels along one axis and attracts along the other two (or vice versa), 
and higher order units can have truly complex fields. However, complex 
fields have very short range. 

Units are powered by electromagnetic energy. Large units usually employ
microwaves, while small units use higher frequencies like light or UV. 
Antimatter produces gamma radiation that can be focussed into very small
and powerful units, which are used in the drive spines of antimatter
ships. Large units often look like bulky cylinders, where waveguides focus
energy and heavy reinforcing give them a slightly baroque look (at least
in human designs). Small units are more like precision instruments, filled
with optronics and microelectronics, and antimatter units are covered
entirely in smooth lead shielding. 

Antigravity fields interact in complex ways, which may be undesirable. 
Another problem is tidal forces in localized fields, and that field 
strengths are limited by the sturdiness of the unit (larger units or 
completely solid units are usually more stable).


FTL

A FTL drive works by creating a large dipole field around the ship, as 
predicted in the 20th century by Miguel Alcubierre. In most cases the 
drive units are placed on spines or booms outside the ship to limit 
disruptive tidal forces, and radiation in the case of antimatter drives. 
A very common system is to place the units on spines that can be extended 
along the equator of the ship, and then remain extended using flight. The 
spines usually end in cooling fins and detector arrays.

Fusion powered ships are much bulkier than antimatter-ships, which can be 
extremely sleek and quick. On the other hand, antimatter-ships require 
antimatter refuelling, which is only available in civilized systems. The 
energy requirements for travel are roughly:

E = k r^3 v^2 l + Pot

k konstant
r radius of ship
v speed
l distance travelled
Pot potential energy difference between start and destination

Note that the mass of the ship is irrelevant. The radius r of the ship 
limits the size of the fields, and larger ships require larger/stronger 
fields (many ships are spherical to minimize the radius, and use a 
monopole unit for gravity). The drive also requires energy to move from 
one potential to another, this is usually irrelevant but can sometimes be 
troublesome if a ship appears too close to a planet - the electromagnetic 
rebounce can be damaging. Ships also avoid planets since their gravity 
will twist the fields; this could cause a devastating instability. 

The ship travels conventionally using low-powered dipole units or
thrusters away from local gravity sources (which unbalance the fields too
much). When it has reached a safe distance the ship activates the drive
and begins to charge up a very poverful dipole field around the ship and a
reversed multipole field inside it (to prevent the ship from being ripped
apart by tidal forces from the main field). This requires huge amounts of
energy that has to be balanced rather delicately; a disruption here can be
disastrous. The ship begins to accelerate (as seen by an outside
observer), and quickly becomes FTL. During FTL flight the ship has to
maintain the fields, and balance natural energy losses and instabilities. 
If the fields become unstable, tidal forces can rip apart the ship into
plasma. 

When the destination is reached, the fields are powered down, usually by
allowing them to leak away as gravity waves (this is a common way to
detect intruder ships; most systems have gravity wave detectors). 

Comments? I think this is logically consistent and doesn't break that 
many physical laws. 


From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: SF-RPG: Tech
Date: Tue, 19 Mar 1996 10:25:48 -0500 (EST)

Anders Sandberg writes ->
> On Sun, 17 Mar 1996, Tony L. Hayes wrote:
> > Perhaps another negative that isn't so limiting could be fringe effects.
> > The edges of the plates produce unpredictable results.  For larger plates,
> > the area is large enough that the fringe effects can be safely ignored
> > and/or the structure of the car or ship strong enough to withstand
> > the gravitational stress where a smaller plate (as in a gravbelt or
> > a toy or a skateboard or the like) doesn't have enough surface area
> > to compensate for the fringe effects (where the two fields intersect)
> > or some such hogwash.
> 
> This would probably be a problem for most realistic fields. An antigravity

Most realistic fields I'm aware of have fringe effects if generated by
a plate, which was my assumption.

> car would have a field that lowered its attraction to the ground and
> pushed it upwards, a kind of dipole. If another car moves too close, the
> fields will interact and give rise to a torque, rotating the cars (and if

The effect of bringing two field toward each other might not be that
simple.  First, it would depend on the field geometries and the relative
positions of the two vessels.  

> I think this requires some ingenuity, there might be some interesting 
> kinds of trade. Some ideas: spices to the Gools, Earth antiques, art and 
> old weapons to collectors, mercenaries and some Earth organisms (since 
> Earth has so far been off-limits, some biotechnological species might 
> want samples). 

I agree there is almost always someone who will want something you
have but not in sufficient quantities to constitute a trade commodity.


Date: Tue, 19 Mar 1996 16:49:46 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: SF-RPG: Tech

On Tue, 19 Mar 1996, Tony L. Hayes wrote:
> Most realistic fields I'm aware of have fringe effects if generated by
> a plate, which was my assumption.

Let me see what happens if we use monopole antigravity as a plate:

   \     |   |   |     /
    \    |   |   |    /
     V   V   V   V   V
---> =======PLATE===== <---
     A   A   A   A   A
    /    |   |   |    \
   /     |   |   |     \

Near the edges, the field tilts, and you can actually walk over the edge 
to the other side. This system reminds me of the ships in _Sundiver_ by 
Brin and _Timelike Infinity_ by Baxter.

A dipole field would be rather different, one part would be repulsive and 
the other attractive:

  --     |   |   |     --
 /  \    |   |   |    /  \
|    V   V   V   V   V    |
|    =======PLATE=====    |
|    /   |   |   |   \    |
 \  /    |   |   |    \  /
  --     |   |   |     --
         V   V   V

In the center the fields are as they should, but near the edge there 
might form "convection currents" when used in air which guzzle energy. 
This might actually be used as for some kind of gravity helicopter?

> > car would have a field that lowered its attraction to the ground and
> > pushed it upwards, a kind of dipole. If another car moves too close, the
> > fields will interact and give rise to a torque, rotating the cars (and if
> 
> The effect of bringing two field toward each other might not be that
> simple.  First, it would depend on the field geometries and the relative
> positions of the two vessels.  

Yes, this is something to play around with in simulation. 

> > I think this requires some ingenuity, there might be some interesting 
> > kinds of trade. Some ideas: spices to the Gools, Earth antiques, art and 
> > old weapons to collectors, mercenaries and some Earth organisms (since 
> > Earth has so far been off-limits, some biotechnological species might 
> > want samples). 
> 
> I agree there is almost always someone who will want something you
> have but not in sufficient quantities to constitute a trade commodity.

But are humans really a part of Coalition trade? I think there will be
some trade, but it will be rather limited. Humans want to buy all the
advanced stuff (quantum computers, antigravity plates, antimatter,
nanotechnology, terraforming expertise) the aliens have, but have to find
what others want or need. It is quite possible that some groups want to
sell out as much as possible to get their hands on advanced technology. 


From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: SF-RPG: Tech
Date: Tue, 19 Mar 1996 11:06:16 -0500 (EST)

Anders Sandberg writes ->
> > > A nice solution, but with a slight problem. If you place a wheel half 
> > > above a null-plate set at 0 g, it will start rotate (the parts outside 
> > > the plate will have weight), and this could be used as an energy source. 
> > > Obviously energy has to be supplied or the law of conservation of energy 
> > > goes out of the window.
> > 
> > Yeah, I'm assuming it'll be eating electricity. The only question is
> > how much?
> 
> I'll look into a bit of GR and see if I can come up with something. 

I don't think you need to be so elaborate.  Cardinal rule of physics,
don't complicate things.  The minimum energy needed to would be
equal to the energy required to support the mass of the ship (ie
the energy requried to couteract gravity) which can be found using
newtonian physics and classical mechanics.  Then you will have
to realize that no system is 100% efficient.  And you need to
remember to account for the mass of the air and the cargo/passengers.
And this just supports the craft - no upward movement.

Also remember, that if you truely counteract gravity (as opposed
to producing a downward force as is done with helicopters or
harriers) then the air pressure should cause your ship to 
float upward like a balloon.  An interesting effect most
people forget about.  It all depends on how you are going to
hand-wave through the anti-gravity.  

Personally, I kind of like the idea of using eletromagnetic fields
to locally flatten space.  This way you can have nice, simple 
idea with out invoking too much pseudo physics, after all, e-m 
fields can and do curve space so the foundation is laid already.
All you have to do is explain it briefly as I just did and don't
try too hard to explain the excact details of the mechanics.  I
feel that if you can ground a futuristic invention is a real, current,
understood effect, its easier to swallow and it allows each group
to come up with their own details which will be believable to them.
 
> I think we should say that the creation of black holes, wormholes and 
> stuff is regarded as possible, but nobody in the Coalition knows how to 
> do it. Maybe the Galactics know (everybody assumes they do). 

Hmm...I would say everyone know _how_ to do it but few if any have
the capability to act on the knowledge.  Just think of the energy
requirements.


Date: Tue, 19 Mar 1996 17:49:32 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: SF-RPG: Tech

On Tue, 19 Mar 1996, Tony L. Hayes wrote:
> Which is my point.  What do we have that is of sufficent value to
> aliens that they will supply us with technology that we _will_ analyze
> and reverse engineer.  Duplicate if not understand completely.

Hmm, just an idea: humans will desperately want to learn about how to
build hyperdrives and everything, so they would be very eager to work for
alien corporations for (by Coalition standards) minimum wages just to
learn a bit... 


Date: Tue, 19 Mar 1996 17:54:30 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: Hyperdrives and antigravity

On Tue, 19 Mar 1996, Tony L. Hayes wrote:
> I have read this article - thanks for the reference, it was an
> interesting read.  The math appears correct as does the physics
> but, as he points out, it requries negative mass - thus making it
> non-physical - though no less interesting.

But wouldn't an antigravity field be able to replicate this? 

> I think a more vague
> explaination would fair better though I really don't care one too
> much one way or the other.  It is the perogative of the GM to drop
> and replace any part they don't like and how many people will know
> that this won't work in real world.

Personally I like to use as much real physics or physical conjectures as 
possible, to give the game an air of realism. In this case it doesn't 
matter much, and it would be nice to have players talk about their 
Alcubierre drives.


Date: Tue, 19 Mar 1996 18:00:47 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: SF-RPG: Tech

On Tue, 19 Mar 1996, Tony L. Hayes wrote:
> > I'll look into a bit of GR and see if I can come up with something. 
> 
> I don't think you need to be so elaborate.  Cardinal rule of physics,
> don't complicate things.

Yes, but I'm a mathematician and computer scientist! :-)

>  The minimum energy needed to would be
> equal to the energy required to support the mass of the ship (ie
> the energy requried to couteract gravity) which can be found using
> newtonian physics and classical mechanics.

Probably a good start. 

> Also remember, that if you truely counteract gravity (as opposed
> to producing a downward force as is done with helicopters or
> harriers) then the air pressure should cause your ship to 
> float upward like a balloon.  An interesting effect most
> people forget about.  It all depends on how you are going to
> hand-wave through the anti-gravity.  

Sounds like a beautiful way to start a ship! I can imagine how a huge 
ship gently drifts up into the clouds before activating the main engines 
(this would be less damaging to the environment too). 

> Hmm...I would say everyone know _how_ to do it but few if any have
> the capability to act on the knowledge.  Just think of the energy
> requirements.

Sounds even better. Today we know how to terraform Mars, but we can't do 
it yet. 


Date: Tue, 19 Mar 1996 20:46:42 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: Hyperdrives and antigravity

On Tue, 19 Mar 1996, Tony L. Hayes wrote:
> Possibly depending on exactly how we postulate a-g working.  The
> question would be, could we warp space enough to achieve the
> desired effect.  And could we warp it correctly.  More over, if
> we allow a-g to be too powerful - ie strong enough to do this,
> could we not use it to approach blackholes by locally flattening
> space and what would the consequences of that be?  An energy
> geiser?  Something more dramatic?  Is this some thing we want to
> happen?  Then there is the question of energy, how much would it
> take to warp space-time enough to allow the effect to succeed.
> All good possiblities.

Ah, this is the interesting part. I think flattening spacetime near black 
holes would not work that well, since the energy required would probably 
approach infinity. 

I wonder if black hole production should be on the high end of ability 
for Coalition members? A kind of "ultimate weapon" that is known but 
requires tremendous energy to be built (but it would be devastating, just 
drop it into a star). Maybe this was the last resort of the Old Ones, and 
one or two such devices are still left (carefully watched by the 
Coalition). 

I see the warping effect as rather energy-consuming, but not as energy 
consuming as actually creating the huge positive and negative energy 
densities needed. It would be a bit like pumping the vacuum energy from 
one side of the ship to another using the drive, which creates a wave to 
surf on (I actually like the analogy). I still don't know how much energy 
we need, but it is clearly up to us to decide. Enough to require a fusion 
plant or an antimatter reactor, I think. 

I imagine starting a ship like this:

The drive spines fold out like the petals of a flower. Gradually the
reactor fills large capacitor banks with energy, which starts to flow into
resonators that in turn flows into the spines. In front of the ship the
stars shift and distort, as if all of space was being squeezed together in
front of the tip of the ship into a burning light. Behind the ship the
last stars slink around to the front, leaving total darkness. On the 
bridge there is a slight tremor as a torsion component adjusts for an 
unexpected disturbance, but otherwise everything is quiet and still. For 
the next two weeks, the only view outside will be perfect darkness and a 
flaming sun in front of the ship. 

>From the outside, the start looks much more impressive. After the spines 
have activated, the stars behind the ship seems to flow, and the ship 
quickly accelerates surrounding by a bubble of twisted light. The sun 
briefly refract from the fields, which vanish into infinity leaving only 
a slight gravity wave. 

> I agree that we should ground the effect in real physics where possible
> but if we at the same time leave vague the details, people can fill in
> details that _they_ will believe.  How many of us have read some over
> technical description of some device in a game and tore it to shreds?

Indeed. That is why I think it is safe to play with Alcubierre and 
general relativity, but we have to be careful with computers. 

> That's my only point.  Enough physics to give the feel but enough
> vagueness to allow individual interpretation that suits personal
> biases.

OK. It sounds good. 


Date: Tue, 19 Mar 1996 22:16:17 -0800
From: Eric Edgeworth <checkers@microsys.net>
Subject: Re: Hyperdrives and antigravity

At 03:31 PM 3/19/96 +0100, Anders Sandberg wrote:
>Comments? I think this is logically consistent and doesn't break that 
>many physical laws. 

It sounds good, but how do you prevent time dilation?  Is that an
after-effect of the method?  (Actually, I'm not even sure what the typical
time dilation would be for a short trip...)

At 10:25 AM 3/19/96 -0500, Tony L. Hayes wrote:
>I agree there is almost always someone who will want something you
>have but not in sufficient quantities to constitute a trade commodity.

Slave labor?  Maybe humans breed more quickly and efficiently than other
slave races, but only here at home -- on other planets we don't breed as
quickly, so there's a constant demand for fresh bodies from Earth.


From: "Tony L. Hayes" <tlh@epsilon.com>
Subject: Re: Hyperdrives and antigravity
Date: Wed, 20 Mar 1996 09:26:27 -0500 (EST)

Eric Edgeworth writes ->
> At 03:31 PM 3/19/96 +0100, Anders Sandberg wrote:
> >Comments? I think this is logically consistent and doesn't break that 
> >many physical laws. 
> 
> It sounds good, but how do you prevent time dilation?  Is that an
> after-effect of the method?  (Actually, I'm not even sure what the typical
> time dilation would be for a short trip...)
 
The amount by which time appears to shrink in the frame outside
the ship depends on how fast the ship appears to be going in that
frame.  That's the simple answer.  More correctly, you need to account
for the effects of acceleration and deceleration to determine the
net, effective time dilation, but that become a tad more complicated.

In any case, the idea/reason behind using the FTL drives suggested
by Anders is that it doesn't have temporal problems typically associated
with near-light travel.


Date: Wed, 20 Mar 1996 17:01:52 +0100 (MET)
From: Anders Sandberg <nv91-asa@nada.kth.se>
Subject: Re: Hyperdrives and antigravity

On Wed, 20 Mar 1996, Tony L. Hayes wrote:
> The amount by which time appears to shrink in the frame outside
> the ship depends on how fast the ship appears to be going in that
> frame.  That's the simple answer.  More correctly, you need to account
> for the effects of acceleration and deceleration to determine the
> net, effective time dilation, but that become a tad more complicated.

I.e. we can just handwave it a bit, and possibly mention that the causal 
structure of the Coalition is slightly complicated.


From: Jim Vassilakos <jimv>
Subject: SF-RPG: Gliese "d"/"D" problem answered
Date: Wed, 20 Mar 1996 11:33:41 -0800 (PST)

Welp, I asked sci.astro about the "d"/"D" question, and they gave me
pretty much the same answer that Joerg provided some eons ago. Sorry
for ever doubting you, Joerg.  :-(

David Knisely (dk84538@ltec.net) indicated that the "d" before
the spectral type indicates a dwarf star and that the "e" at the
end means that there are few emission lines in the star's spectra.
I mentioned that Gliese uses both dM & MV and queried about
whether the two were interchangable or whether the "d" indicated
that the star might be a Subdwarf (class VI).

He responded:
> Usually a dM5 is M5 luminosity class V (main sequence), but
> occasionally, you will see the same "d" designation given for sub-dwarfs.
> That is why the I like the luminosity class better (also known as the MK
> system).  But watch out for the capital letter "D" in front.  That usually
> means a white dwarf (DA would be a white dwarf with spectral class A, ect).
> I hope this clears things up a bit.

John Gizis (jeg@astro.caltech.edu) got into even more detail:
> A lower case d prefix means it's a dwarf (g is giant)-- it's
> basically the same as a Roman Numeral V but is an earlier system.
> Dwarfs are on the main sequence -- the Sun is a dwarf.
> A DA star is white dwarf (Degenerate star) which shows Hydrogen
> absorption lines, a DB is a white dwarf with Helium lines,
> DC shows no lines.  Often when viewed at higher resolution
> or high signal-to-noise weak features become evident, like
> metal lines (Ca,Mg, Fe) which is DZ or Carbon (DQ).

So what I'm going to do about this is assume that all the "d" stars
are class V, except for maybe one in a thousand which I'll make
class VI. Still thinking about that. As for the "D" stars, I guess
they'll all be categorized as white dwarfs. Let me know if any of
you see a problem with this. Once it's done, and the data gets
processed, that's what we'll have to deal with as far as the starmap
goes.


From: Jim Vassilakos <jimv>
Subject: SF-RPG: How much energy does fusion yield?
Date: Wed, 20 Mar 1996 11:36:08 -0800 (PST)

I'm starting to put together a tech write-up so we can finally
stop bouncing around with the technology discussion and get down
to something more concrete.

I've run into a minor snag, however. Although we've pretty much
decided on fusion and antimatter for our power generation, I still
need to know how many MW-hours you can get out of a liter of pure
deuterium by converting said substance into helium. Any takers?
BTW, are there more economical substance we should use instead?

I ran the equations way long ago and can easily dig up my results,
but knowing that I'm pretty lousy when it comes to physics, it might
help to have somebody more competant at this sort of thing run through
the process just so we don't end up with something totally off-the-wall.

