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Author Topic: Coordinates and Faction Ownership  (Read 34004 times)

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Bad_Syntax

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Re: Coordinates and Faction Ownership
« Reply #30 on: May 22, 2013, 05:57:30 PM »

Yeah, you're right. I count a little under 75k objects for a 2500LY x 1500LY 7.5LY-hex grid.

And that doesn't count the 110,000 uninhabited planets, nor any units or icons you place ;)


My intended use is a fixed generic map that anyone can print and draw custom borders on (or the other way around) for setting up an interstellar strategic game or tracking the "big-picture" effect of a planetary tactical one.

You do realize, that the map, even with 10 LY .5" hexes, is over 4 FEET across right?  If you cut that in half, and just use hexes to track location, you are still talking about a really large map that will be very cumbersome to use.  I have tried to make a game using counters on a hex map, and though it can be done, it puts every other counter based game every done to shame in the amount of counters and significant hexes.  A computer IMO, is the only real way to do this :(


Scaled regional maps would then be printed out of the whole map and put together in a mosaic to make bigger maps (the max size of a map would depend on the density of that map).

This is more possible, and a regional map of a few hundred light years much more viable.  Again tho, soon as you want to put them together, it becomes the counter game that requires 38 trees to produce and in a game where I constantly got into fight because nobody in the universe seemed to want any detail, an excessive amount of detail.


Cartographer was already there, all that had to be done was for it to be able to print the displayed map. The shaded hex borders was a plus that I had not thought possible (and seeing border changes across eras was totally awesome), the only beef I have with it is that it's limited to a 10LY hex (at least on my laptop) and the hex isn't centered at Terra. Oh and when you display the shaded borders the planet circles and text disappear within the shading because i can't change the outline color of the system and text to make it stand out (based on pictures on your blog your unreleased version allowed you to change the planet circle outline colors).

I had support for any size of hex, and even rendered some as low as 5 before the time it took was too excessive to use.  The hexes started at the far left side IIRC which is why Terra wouldn't have been in the middle.  I must not have put out my latest greatest version.  I still have the source, but I think if I start working on it again I'll start from scratch, redesigning it to support multiple cores, faster rendering, caching, and a few other features.

I'll put this on my plate at a medium-high priority, right after a robotech rule set I'm writing (which could be done this weekend).  However, I just found out I'll be taking on the dog of a homeless vet while he saves up for his deposit on a new place, so that could throw a wrench into things.  To just get the map done I can knock out in <1 day, some of the other features a few more days.  I'll letcha know when I have something more useful.
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Volt

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Re: Coordinates and Faction Ownership
« Reply #31 on: May 22, 2013, 08:03:18 PM »

And that doesn't count the 110,000 uninhabited planets, nor any units or icons you place ;)

ugh don't remind me. I'll just assume a blank hex has an uninhabited system and use my random number generator to tell me how many turns I have to stay til my drives are charged.

You do realize, that the map, even with 10 LY .5" hexes, is over 4 FEET across right?  If you cut that in half, and just use hexes to track location, you are still talking about a really large map that will be very cumbersome to use.  I have tried to make a game using counters on a hex map, and though it can be done, it puts every other counter based game every done to shame in the amount of counters and significant hexes.  A computer IMO, is the only real way to do this :(

Yup, which is why I only plan to have regional maps and then mosaic them as needed. Besides, most of the time it'll be border clashes (like Risk) so I won't need an entire map, which is a waste of trees, space and time. At the same time I would be able to generate a full IS map (using the exact same source) and showing JUST relative faction influence without worrying about individual systems. I'd be able to print hex overlays representing whole regions based on a triangle/hex outline.


This is more possible, and a regional map of a few hundred light years much more viable.  Again tho, soon as you want to put them together, it becomes the counter game that requires 38 trees to produce and in a game where I constantly got into fight because nobody in the universe seemed to want any detail, an excessive amount of detail.

Yeah, let them think that until they encounter a massive hole their tiny imaginations can't plug up. I for one believe you can never go wrong with enough information, even conflicting ones. Multiple Choice is so much better than Fill-in-the-Blanks, as my old friend used to say back in the day (he was referring to getting a prom date, but I think it works well here too)

I had support for any size of hex, and even rendered some as low as 5 before the time it took was too excessive to use.  The hexes started at the far left side IIRC which is why Terra wouldn't have been in the middle.  I must not have put out my latest greatest version.  I still have the source, but I think if I start working on it again I'll start from scratch, redesigning it to support multiple cores, faster rendering, caching, and a few other features.

I suppose you could make an automatic offset on the starting point of the hexes based on the value of Terra. ex if the horizontal distance between the starting hex and terra is say 1,927.227LY (distance between Brundams and Terra) and a hex is 10LY, then the number of hexes between Brundams and Terra is 154.17816 [1927.227 / 12.5LY (one and a quarter hexes)], then you can offset the initial X draw by [=1927.227-roundup(1927.227/12.5,0)*12.5] = -10.27LY so that you have 154 hexes between them AND Terra would be at the center of the 155th Hex. Or something like that. You just have to get the distance in hexes from the system that is left-most (and I'm assuming top-most from Terra. I used 1.25 hexes because a horizontal hex grid has a period of 1.5 hexes, and you'd want Terra to be in the middle of the half-hex. (assuming you draw a hex from the pointy end and not the center. If from center, you use 7.5 instead of 12.5. Who says Geometry has no use in everyday life.

I'll put this on my plate at a medium-high priority, right after a robotech rule set I'm writing (which could be done this weekend).  However, I just found out I'll be taking on the dog of a homeless vet while he saves up for his deposit on a new place, so that could throw a wrench into things.  To just get the map done I can knock out in <1 day, some of the other features a few more days.  I'll letcha know when I have something more useful.

Any output that works on my crumby laptop will be highly appreciated  8)
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Volt

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Re: Coordinates and Faction Ownership
« Reply #32 on: May 23, 2013, 08:47:37 PM »

sorry, for Y-offset of hexes it's different. Since hexes are stacked on top of each other evenly you need to use 1.5 x hex height instead of 1.25. to get that we have our friend Pythagoras to help out:

Height of Hex = 2Y
Y = Height of Equilateral Triangle forming that hex

2Y = 2*sqrt(5^2-(5/2)^2) = 8.660LY

so, now we take the system most distant vertically from Terra [Vinton] coreward which is at Y:1731.763

This system is 199.973 hexes from Terra. We'd want Terra to be in the center of the 200th hex so we'd want their distance to be 200.5 hexes which is 1736.33. Therefore, the top-edge of the hex should sit 1736.33LY vertically from Terra for Terra to be right in the middle.

I did make a mistake on the X-offset though. Brundams X-ordinate should be -1875.941. 1927.227 is the direct distance from Terra, which is the wrong datum to use.

That makes Brundams 150.075 hexes-cycles (1.25 hexes) to the left of Terra. We'd want Terra to be at the end of that hex-cycle so we need to have Terra sit at the end of the 151st cycle, which is 151x12.5 = 1887.5LY. The left-pointy end of your hexes should then sit at X-ordinate -1887.5 for Terra to be sitting in the middle of a hex.

This then has to be further offset by -7.5LY if for example Terra suddenly ends up in the middle edge of a hex instead of the center. This is because hex columns are offset vertically by half their height [8.66LY in this instance] so we move -7.5LY to shift Terra to a different column.

Hope that made sense. It looks good in paper.
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Bad_Syntax

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Re: Coordinates and Faction Ownership
« Reply #33 on: May 28, 2013, 02:17:03 PM »

Well I'm simpler.

Planet Coordinates:  Coordinates, (PlanetX-HexWidth/2)*Zoom, (PlanetY-HexHeight/2)*Zoom

HOWEVER, this will result in more hexes with 2+ systems.  The reason Terra isn't in the middle of 0,0, is so there is the smallest number of hexes possible with 2+ systems.  Moving it to the center may increase it from 20 to 50 systems or something crazy.

The dog thing kept me off my computer all weekend, sorry.

I did think about the next version of this.  The next version I may draw the full map with/without borders/names/lines, then cut it into pieces and save those in memory.  The memory usage will go up, but rendering at anything but full map zoom should be pretty quick as there is only 1 action when a system is being rendered, instead of 3 or 4.  Plus, since the chunks will be 36 parsecs (I am a firm believer that the 30 LY jump, is really 9pc with crappy rounding) or so, there will only be maybe 1500 render operations instead of 20,000, which should speed up panning.  I'll have to test this, as it may work better in my head :)
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Volt

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Re: Coordinates and Faction Ownership
« Reply #34 on: May 29, 2013, 07:20:24 AM »

the simpler the better! okay enough teasers, lemme have it! (but please make sure my craptop can run it hehe)
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skiltao

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Re: Coordinates and Faction Ownership
« Reply #35 on: June 16, 2014, 11:04:21 PM »

Hey Volt, you and Bad_Syntax did some very impressive work!

I'm looking for the stellar coordinates as listed in the backs of the old Housebooks. Is that what systems.txt is, or did you guys go with coordinates extracted from the map graphics? And, is there any way to tell which book a given entry came from?
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Volt

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Re: Coordinates and Faction Ownership
« Reply #36 on: June 16, 2014, 11:14:26 PM »

hey Skiltao, the coordinates we have in the systems.txt file are the extrapolated and converted ones we got from the PDF maps. I do not have the old housebooks so I don't have those coordinates. I have a separate file that tells me where each entry came from, though I am not so sure what good that would do.
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Bad_Syntax

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Re: Coordinates and Faction Ownership
« Reply #37 on: June 16, 2014, 11:23:01 PM »

Well lookie what I found!

Also a touched up one, not sure what the diff was.
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Volt

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Re: Coordinates and Faction Ownership
« Reply #38 on: June 16, 2014, 11:29:15 PM »

woah cool! Maybe i'll convert em to PDF just so we can see how bad the coordinates are
« Last Edit: June 17, 2014, 12:56:09 AM by Volt »
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Kwic

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Re: Coordinates and Faction Ownership
« Reply #39 on: June 17, 2014, 08:39:02 AM »

Also the ISCS data was taken from the old house books. That data is available on their old website and sarna iirc.

Inner sphere cartogharphy society (ISCS)


Personally I'd go with volt and bad_syntax and Blacknova's most recent data as a lot of work has gone into fixing the inconsistencies and errors that were in the house book data. Also the new data more closely corresponds to current canon positions as determined by oystein
« Last Edit: June 17, 2014, 08:51:06 AM by Kwic »
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Volt

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Re: Coordinates and Faction Ownership
« Reply #40 on: June 17, 2014, 09:13:35 PM »

alright, am done comparing the housebook coordinates and the ones we currently use and I have to say it has been pretty revealing.

for the most part the coordinates are no more than +/- 3 LY off, even the ones pretty far from Terra, where you would expect the %-error in the scaling factor would present itself.

of the really nasty inconsistencies you would find these:

1) correct absolute value but different sign, in effect putting the system in the wrong quadrant
* Badlands Cluster in Quadrant I instead of Quadrant IV
* Zdice in Quadrant II instead of Quadrant III

2) correct quadrant but one ordinate [either X or Y] is waaaaay off, of the most notable ones are:
* Hunan (found it's way smack dab in the middle of FS)
* Menkent (decided to switch from Isle of Skye to Tamar Domains)

3) then you have the crazy ones who were both in the wrong quadrant but were still waaaaay off:
* Algenib
* Baccalieu
* Ballalaba
* Islington
* Stafford

these five were 25LY to 100LY off in the X axis but were also in the wrong Quadrant (they were in II when they were supposed to be in III). Not only where they in the wrong quadrant, they were between 80LY to 250LY off in terms of absolute value.

Aren't we glad they were declared non-canon?
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Bad_Syntax

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Re: Coordinates and Faction Ownership
« Reply #41 on: June 17, 2014, 09:33:54 PM »

That was where I started Volt.

I took all those house coordinates, entered them in by hand (ugh!).  Including all dupes between different maps.

I then went through every single map in every single book and updated the coordinates.  For systems that were new, I just made a placeholder.

Eventually I started going through all the maps Oystein was making, and updated those coordinates as I could.

So eventually I had over 30,000 lines in excel.

About that time you stepped in Volt, and helped me parse the maps, fix typos, remove duplicates, etc, etc.

Eventually I was kinda done, and then I think you jumped back in and updated all those coordinates based on some more recent map or something, but I had already written 80% of Cartographer and got banned, and stopped work on it.

Whenever HBHK comes out I hope to redo cartographer with some new methods to make it faster, but wanted the complete set of coordinates and right now Kurita space is missing some chunks in some time periods.

So yeah, a few systems here and there were off, but once we went through Oystein's maps and updated all those coordinates (now accurate to a 3rd decimal place) it fixed them all and made them consistent.
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Volt

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Re: Coordinates and Faction Ownership
« Reply #42 on: June 17, 2014, 10:03:49 PM »

since we already have a full IS 2822 map and a 3025 from various sources, all we're missing now are 2830, 2864 and 2866. These three eras would be able to tell us the status of the 149 systems were lost/abandoned in 3025 and the 1 (Albiero) that popped up out of nowhere.

Basically what we're looking for is what the Inner Sphere looks like at the start and end of the 2nd Succession War, and the Start of the 3rd Succession War.

Wish they'd just make a Succession Wars Source book that would give them a reason to put those maps in there. Oystein hasn't even published an "official" 3025 two-page PDF map yet.

Funny how Albiero wasn't found in any of the maps before 3025 but there was literature about it on Sarna saying that it did exist during the Star League era. So with the 2735 establishment date on Albiero I will put it as a discovered world even if it did not appear on the maps in 2750, 2764, 2765 and 2822.
« Last Edit: June 17, 2014, 10:36:39 PM by Volt »
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Volt

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Re: Coordinates and Faction Ownership
« Reply #43 on: July 30, 2014, 07:25:14 AM »

i made a minor error with the New Delphi Compact Coordinates. The Y-axes were mirrored with reference to the region's X-axis. The corrected coordinates are now reflected in the mediafire account.
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Volt

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Re: Coordinates and Faction Ownership
« Reply #44 on: April 24, 2015, 11:03:13 AM »

Hi guys,

it's been a while, hope everybody's doing well. I stopped using mediafire because it gets tiresome to frequently upload files there so I migrated my files to my dropbox folder. I've posted the links to relevant files in my sarna user page http://www.sarna.net/wiki/User:Volt. I will be adding relevant files and explanations on the page if anything noteworthy comes up.

By the way, looking at the 2319 map from HB:HK, looks like we have a new system named "Lamar" in the Tamar Pact. I already incoporated the coordinates in my database so now we have 3140 unique systems with coordinates.

I also made some changes to the coordinates of the four JarnFolk systems as I had realized I was still using the old coordinates and not the ones from the 3135 map [you won't see them in the map looking at the PDF but they are hidden behind the upper-right Legend panel, in fact you can do a text search and score a hit].
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