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One-Planet-at-a-Time Quarterly News Update:  First Quarter, 2013


NEWS:  Greetings fellow world-builders, and Happy New Year!  OPaaT has come a long way and with 100+ members we are now a medium sized group.  In order to streamline collaborations within the group, I have set up a spreadsheet in order to facilitate art-for-art trades among our members ([link].  

For those of you who may be new to this ([link], the OPaaT Universe is set in the year 10,001 AD (last year it was 10,000 AD), and for now all new planets are being placed within the Sierra Sector Block ([link], which is within the Chaan Region ([link] of the Orion Arm ([link].  OPaaT is a shared universe, so if you submit art here it should fit somehow with the current universe and you should be okay with future artists placing links to your art in short stories as well as visual art.  No spam allowed!  :)

The Terran Region and the Chaan Region are connected via wormhole, as well as a number of other regions within the Trigalactic, but much of the space between the two regions is completely unexplored.  In order for it to make sense that the Sierra Sector Block is still somewhat of a frontier region, sector blocks should take approximately 50 years to explore, which means that if you do the math the Chaan Region was first discovered by humans in the year 9,750 AD.  FTL is a complex issue, and due to the importance of implementing the best paradigm possible, a moratorium on FTL details will be in effect until the year 2014.  Transit of starships between each of our worlds can take place in a timely manner, but the specifics as to how this all works will not be set in stone in the near future.  If anyone would like to offer suggestions for an OPaaT-specific FTL paradigm, please feel free to discuss this in the comments section below.  


Also, I would like to take this time to announce the winners of the Fourth Quarter Planet Contest:

1.  Minerva ([link] by ~morbiusgreen
2.  Derrickson’s Landing ([link] by *ILJackson
3.  Kanangar Prime ([link] by *JWArtwork


RESOURCE:  Now that we have a great neighborhood of planets, the next logical step is to work on making sure that we do a good job of developing these worlds before we start going crazy with trade routes and political intrigue.  As always, if you use a tutorial or template, please inform the original artist, provide a link in your description, and, when in doubt, obtain permission first.  Also, if you have ideas for other resources that may be of use, please feel free to post links for them in comments on the main group page.

1.  The Authors Guide To Drawing Maps ([link]
2.  Ranarh’s gallery of Tutorials ([link]
3.  Planet Reference/base ([link]
4.  Tear’s map tutorial at the Cartographers’ Guild ([link]
5.  Alien Species Template ([link]


CONTEST:  The next contest will evaluate all world maps submitted to the group before April, 2013, and will be evaluated based on quality as well as creativity.  One thing that I would like to point out is that annotation and links are two important aspects of cartography that are often neglected: Annotation can make the difference between a good map and a great map, and links in the descriptions increase the likelihood that viewers will stick around and keep looking at other interesting aspects of your world building project.  Also, just to be clear, this contest will only evaluate maps of the entire planet—settlement maps and interior maps will probably be evaluated in a much later contest.


GROUP HIGHLIGHT:  The World Builders’ Guild ([link] is a Super Group that was founded by Nate ([link] a year ago and in addition to cartography it is also a great place to find creatures, vehicles, environments, and much more.  One thing I really like about this group is that the admins do a great job in regards to quality control while also having a respectful attitude towards new artists. Below is a list of ten must-see deviations within the group:

1.  “Boreas” ([link] by ~arsheesh ([link]
2.  “Terra Antiqua” ([link] by *PhaeOBrien ([link]
3.  “Colonial Cavalry” ([link] by *Arcas-Art ([link]
4.   “VERDANTIA” ([link] by *Eydea ([link]
5.  “Scuttling Grizzly” ([link] by ~christopherburdett ([link]
6.  “Genius Loci:  Hall of Voices” ([link] by *Ranarh ([link]
7.   “Lost World” ([link] by *Dave-DK ([link]
8.  “Valacia – Regional Fantasy Map” ([link] by =Authsauce ([link]
9.  “Russian Merry-Go-Round” ([link] by ~gousman ([link]
10.  “Demera” ([link] by ~Luned ([link]


2012, Fourth Quarter News Update ([link]


3-31-13:  ~Zerraspace has been kind enough to do some research into the matter of FTL travel ([link].  If you have a similar proposal that is less than 1000 words then please write it in the comment section below.  However, if you have a proposal that is between 1000-5000 words then feel free to send me a note and I will amend the actual journal entry with a link to your proposal just as I did in this case.
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:iconjburns272:
~Jburns272 Apr 5, 2013  Hobbyist Traditional Artist
Some of my initial thoughts on ~Zerraspace's document about FTL travel ([link]):
- Hyperspace doesn't necessarily need to be complex. This depends on how you describe it. The Star Wars and Star Rigger universes do describe hyperspace (and the Star Rigger equivalent) as being very complex but in others, such as Stargate, it is largely featureless.
- As it was originally described, the Alcubierre Drive can be quite destructive. In his original paper, Alcubierre noted the very strong tidal forces around the edge of the drive's bubble.
- The instant teleportation you described for the jump drive can also apply to hyperspace. Alan Dean Foster's A Call to Arms describes at least one such space battle where warships continuously jump between realspace and slipspace. This made the battle very slow and involved a lot of guesswork.
- Speaking of guesswork, one limiting factor of the jump drive is knowledge of the area you are jumping into. Teleporting into the middle of a great big moon is never fun.
- This may be another topic for discussion but how would the speed of communication compare with the speed of travel? If communication is limited to light speed (bar couriers), this increases the isolation and autonomy between worlds. FTL communications on the other hand, has the opposite effect.
Reply
:iconzerraspace:
I've updated my original FTL document with some of your points in mind.
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:iconzerraspace:
You’ve given me quite a bit to think about, JBurns; I hope I can respond in kind:

-I agree that hyperspace need not be necessarily complex; this was simply suggested by space-commander for the OPaaT variant as a means of explaining why it could not be used for rapid exploration of surrounding space

-I will admit (somewhat sheepishly) that I relied on logic and my own scientific understanding to determine the possible damages caused by Alcubierre Drive operation, but upon receiving some confirmation, I decided to look into it. This article ([link] ) from Analog Science Fiction and Fact Magazine had a few interesting things to say about the matter:

Enormous tidal forces would be present near the edges of the flat-space volume because of the large space curvature there, but by suitable specification of the metric, these would be made very small within the volume occupied by the ship.

And there is also the question of writing the environmental impact statement. What would happen to external objects (space dust, rocks, other ships, asteroids, planets, ...) that happened to lie in the path of an Alcubierre ship and entered the region of distorted space-time at the leading edge of the warp, where space is rapidly being collapsed? The nuclei of any matter transiting that region would first experience enormous compressional forces, probably form a quark-gluon plasma reminiscent of the first microsecond of the Big Bang, and then explode in a flood of pi mesons and other fundamental particles when the compression forces were released, stealing energy from the warp field in the process.

The other described drives are not so easily destructive simply because they do not achieve FTL within normal space; this is why I suggested that the drive not be powerful enough to be operated within the gravitational field of large celestial objects (moons, planets and stars), that it may not be used as a means to damage them, but it could still pulverize any ship unlucky enough to stand in its way. One could also probably approach such a bubble simply by using another warp drive to unbend and “open” it, allowing two ships to interact with one another while moving FTL, or even for one to slow another down.

-I only distinguished jumpdrives from other drives on the basis that they do not really cross any distance, and are often time-independent, feeling that these two properties would have strong enough implications that they would need to be known; the actual basis for jumpdrive operation may still be related to the other drives (although I cannot imagine how you would create a wormhole-based jumpdrive). Indeed, if your hyperdrive or warp drive can be switched on and off quickly enough, you could probably achieve similarly annoying teleportation-reminiscent effects with them as well.

-Needing to know your destination is a far larger concern when using hyperdrives or jumpdrives, as your destination is fixed if using a wormhole and you remain within normal space and hence capable of studying your surroundings if using a warp drive. That being said, you make a good point for these two drives, and this matter will have to be explored for any schemes using these – perhaps the gravitational presence of such large bodies can displace incoming ships? I will update my FTL document to include this.

-I did once bring up the matter of FTL communication with space-commander; he simply told me that he would presume availability of near-instantaneous FTL communication in the OPaaT universe, seeing as it is taken for granted in many media (Star Wars, Star Trek, Mass Effect…). I vaguely considered looking into it in my FTL document, but decided that such means were probably already bound with means of FTL travel; EM radiation (light, radio…) could be beamed through a wormhole for effective FTL communication (particularly if you had a station at both its ends for sending and receiving said messages within the systems of interest), and in the case of the other drive means one would have to establish a corridor or miniature courier probes to send the message through (as I doubt the beamed light could engage and disengage hyperspace or warp bubbles on its own), though each of these schemes has its own limitations and with them a vast array of new implications. In any case, I presumed I had already given members enough to think about for the time being, but if you wish to pursue this discussion, I will be happy to engage you…
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:iconjburns272:
~Jburns272 Apr 10, 2013  Hobbyist Traditional Artist
I drew the same conclusions from my reading of Alcubierre's paper.
The gravity well restriction feels too artificial for me. The device's very nature would suggest that it should be able to withstand and planet's, or even many star's, gravity wells. The main limiting factor would be the energy requirements.
Also the Alcubierre Drive is another drive which cannot see where it is going; Otherwise the ship-ramming tactic will backfire horribly.
I like the idea one ship interfering with the field of another. It works well depending on how the fields are generated.
I did some looking into this drive for a future history I was planning on writing before I found this group. I can talk about it for quite a while if you want, but I think it is highly destructive potential would rule it out.

I should also point out that there are other ways to model a warp drive. At least a few papers came out after Alcubierre's, pointing out how using different geometries can give the same effect without the huge tidal forces in real space. You can even create a kind of Alcubierre Drive without the huge tidal forces, but these don't have the same destructive or protective potential or one without the complete bubble around the ship.

One good example of how to deal with the problem jump drives have is in the Battletech universe. I highly recommend going over it if you can. Basically jumpships can only jump into areas where gravitational forces are relatively weak, called jump points. There are two large jump points above and below each star's poles. These points are easy to jump to but far away from anything useful. There are also areas in a system where gravitational forces cancel out and a jumpship can safely jump there, called Pirate points. These are closer to useful worlds but much harder to jump into. These points move, fluctuate, appear and disappear depending on the gravitational forces of the large bodies in that system.

I agree with you on some points about FTL communication. Certainly for hyperdrives and wormholes, it makes sense that the communications signals can use the same path as ships. But you have a point. Let's stick to FTL travel for now.
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:iconzerraspace:
I tried to research the models you suggested but was unable to find any paper regarding Alcubierre drives without enormous tidal forces; only metrics with reduced energy requirements and a few that were open-ended, allowing limited interaction with their surroundings. Could you enlighten me on your findings, or direct me to these pages you've come across? If an Alcubierre drive can be made without posing a threat to surrounding celestial bodies, I would readily pursue it, seeing as the technology responsible for it has multiple applications that can be used outside of FTL.

I just looked over the Battletech jumpdrive system (here [link] and here [link] ), and I'm heavily reminded of limitations I placed upon hyperdrive in my own work; indeed, I wished to assume similar limitations for my suggested warp drive in OPaaT, and I feel that any suggested drive would benefit from such a limitation (as it forces certain time lag and planning of routes). Reading this brings to mind the possibility of using Lagrangian points to bypass the proximity limit around a star, allowing one to engage FTL far nearer the destination planet(particularly in the case of L1 and L2 Lagrange points); these would serve as somewhat stable locations to begin travel, so long as you are aware of the planet's orbit around the star. That being said, one might assume that their varying location (particularly in the case of faster orbiting bodies) and limited scope make them impractical for large scale transport (particularly transporting multiple ships at once); conversely, if they are reliable, system inhabitants would likely build stations at the Lagrange points for monitoring incoming travel particularly to head off possible military incursions. Those trying to avoid such monitors would be better suited entering the system beyond the proximity limit, where they can move more freely and with less chance of being surveyed.
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:iconjburns272:
~Jburns272 Apr 14, 2013  Hobbyist Traditional Artist
Unless I've read these wrong, here are a couple of papers with other approaches to warp drives:
[link]
[link]

Also, reducing the factor sigma in Alcubierre's original drive spreads out the gravity well and reduces the tidal forces, though I think it may also reduce the acceleration too.

I like the limitation too, but I don't think it works best with hyperdrives and jumpdrives.
The Lagrangian points is a good example and they use them to explain pirate jump points in Battletech books (They assume these points are far less reliable than standard points though).
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:iconzerraspace:
I'm afraid the calculations went over my head, and I could not find any mention within these of tidal forces involved (or of lack of them); all I could determine was that creating a "warp field" seems possible with sufficient application of energy.

Might I ask what drive you most favor, and what you would suggest for FTL in this universe?
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:iconjburns272:
~Jburns272 May 8, 2013  Hobbyist Traditional Artist
They don't mention tidal forces directly. They talk about the lack of expansion. The expansion in our space is what causes tidal forces in an Alcubierre drive.

I think I would favor some kind of hyperspace drive the most.
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:iconzerraspace:
Now that we have begun discussion of means of FTL travel, I have two proposed means of achieving this:


1). Only One FTL: Exploring a sector within 50 years does not technically require FTL, seeing as the sectors are only 20 lightyears across. The first wave of exploration could have been accomplished by slower-than-light probes, which would then beam their findings to the system they had been launched from, where mission overseers could then analyze the data to determine the possibility of future construction and settlement. If such efforts do in fact get the green light, they must establish a wormhole with the location (as this is already a part of the the OPaaT universe – it is how human beings first reached the Chaan Region); either the wormhole must be established at the system of origin and its end transported to the destination, or the probe itself would carry along a miniature wormhole that could be sufficiently enlarged to carry ships (the wormhole might even have been used for beaming FTL communications), with parts for the containment device sent through the still small wormhole and assembled by the probe on the other side.

Such a system would lend itself to a relatively hard science fiction setting, as all details of the setting are possible given our current understanding of physics, but gives us limited elbow room outside explored systems; locations without wormholes cannot feasibly be explored without decades of travel time (or similar time spent waiting for your probe to get to the intended destination). That being said, it lends itself towards expanding inhabited systems, as one would have to cross several wormholes to reach the most distant locales, forcing voyagers to cross multiple systems and essentially establishing trade routes and heavy traffic areas which may set the foundation for a travel-based economy.


2). Space Bends Over Backwards: The technology responsible for a warp drive can be used outside of faster-than-light applications – carefully applied, it enables projectile deflection, raising and lowering or even repelling gravity, controlling the motion of other objects (which one could easily use as a form of tractor beam), even reactionless slower-than-light travel… Such a device seems too versatile to waste. However, all of these functions only require a fold or curvature in spacetime; FTL travel, via a means similar to the Alcubierre Drive, would require folding it into a bubble around the ship, the front constantly contracted and the rear constantly expanded, and with it far greater magnitudes of energy and control. The degree of folding would impact maximum possible speeds achieved by FTL, and any device that could increase the folding would allow for shorter travel times; hence, we might imagine some form of external drive that pre-folds the space to a greater degree possible than what the ship could accomplish alone, giving it a temporary speed boost as it shoots out of the system.

Though somewhat more fantastic, this drive has also been mathematically proven, and gives the advantage that ships could visit formerly unexplored locations via FTL, as well as providing justification for many other futuristic technologies. However, such a device could possibly provide a threat to major celestial objects, as its means of functioning, bending space, effectively undoes the objects’ gravitational fields (which are themselves realized through bending spacetime). To this end, one might assume that the level of precision needed for FTL travel is not possible in formerly bent space as would be found around these objects, as a planet or star’s gravitational field is so strong as to overwhelm the warp drive’s attempts to undo it, protecting the body and forcing the ship to travel farther out into the solar system to begin faster travel. This does not necessarily bar the other mentioned applications in planetary vicinity – they do not require the same level of control or power as FTL does – but it does introduce additional slower-than-light travel time in moving out from the star. One might also assume a fairly limited range for the drive given the energy intensity and hence fuel consumption of such a process, explaining the need to explore and set outposts in otherwise unusable systems.
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:iconspace-commander:
~space-commander Apr 5, 2013  Hobbyist General Artist
I have a few ideas of my own, but first I wanted to make sure that I processed everything you said correctly ([link]). By the way, it takes 50 years to explore a sector block (100 light years), not just a sector--sorry if that was originally a miscommunication on my part.
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