- #1
AotrsCommander
- 74
- 4
Short version: problems fixing 25-year old world-building; due to canonised data points, I have a planet that is way too hot to work, compounded by interpretation problems by teenage-me on stellar data - help would be appreciated!
Sometime in around the mid 1990s, I got SpaceMaster the RPG (and spin-off of Rolemaster). Among the many thing it had in it was a decent enough system for generating planets and stars, which I immediatley dived into, supplemented by a hertzsprung-russell diagram from an astromy book a friend of my Dad's have given me (which had the advantage over the one in SM that is was larger and in colour). I painstakingly did my best with all the calcuations and applied it to my world building procedures.
Over the years, I have made more than one attempt to make an entirely alien planet. The first attempt was Kethrain, the homeworld of a major power in the universe. The system was generated largely through SM's system and I dutifully did the calculations as best I could. In the end, it gave up on "whole alien campaign world," as being a job too big for the tools to hand and Kethrain just continued as being the homeworld of the Shardan race.
I much later picked up the idea and came to this very forum several years ago for help on number-crunching the second world. (I did really, really well, I felt, in getting all the numbers plausible for what I wanted to achieve with a minimum of hand-wavium... And then ran smack into the problem of solar wind and couldn't even find a way to do some similar level calculations to work it out to be able to even try to tweak it.)
Nevertheless, this exercise was very useful, since while I once again stalled out on that project, the spreadsheet I ended up with is useful for sanity checks for other planets created since.
Now, today's problem is that I am writing up everything in said universe as part of the lore for semi-official release on SpaceBattles and I got to the part with the Shardan.
The first problem was that some of the world-building was predicated on Keth, the star, being green. Because that's what colour an FV5 star was on the hertzsprung-russell diagram in my children's book, and lacking the internet or a proper explanation, I did not understand that is, of course, Not An Actual Thing. (Specifically, the plants are said to be either red or blue foliaged, because they absorb the plentiful green light spectra.) Some handwavium already required, but fair enough, it's mostly cosmetic and work-round-able.
I plugged the existent planet/star data into my spreadsheet.
Second problem.
I had the year length fixed in canon. (Since kind of important when you make even a cursory attempt at history.) Said length based on the calculations I would have done from Spacemaster. (Annoyingly, the paper copy is just about the ONLY thing I haven't found, but I must have had it at some point in-between, since I had all the world data on my insanely large systems and planets list made a few years back...)
The first issue with that it is says in my text that the orbital radius is 1.2AU. Which does not work for an orbital period of 248.125 days on a star of any size - I would not have grocked that at the time, but I would have calculated it - possibly wrongly, though SM had given a simplified formula: square root (orbital radius^3/mass of primary)
But okay, better tools now. So, if I take my data at face value, plug in the values for an FV5 star, with some twiddling of density to Kathrain to 1g, and then adjust the orbital radius with a bit of trial and error to 0.85 AU get the right year length... Cool, it all fitted. Buuuuut...
I get three or four times too much stellar flux. 6776 W/m³, WAAAY too high. There's a bit hotter than Earth on average, and there's (by calculation from that) about 100ºK hotter...!)
(Something of course I would not have had the first CLUE about twenty-five years ago or so.)
For some futher experimentation, even a FV9 was too big and hot, and I got down to about a GV8 (or a interpolated before the stellar flux was in a sensible (Earth-like) magnitude, and an orbital radius of 0.74AU. (Fortunately, said planet is at least the nearest body to the sun, so that's one less issue to worry about.)And now I'm sort of stuck. The star classification and orbital radius are certainly the easiest fixes, but it moves even further away from the "green star" idea.
Reducing the stellar flux doesn't seem like a viable option without the most handwavium, unless there's something I'm missing. (An excessively high albedo is out, since I'm not sure it'd be enough since there's a limit to how much cloud cover albedo can do, especially as Kethrain is not SUPPOSED to be a world buried in a thick fog!)
So if anyone can make any suggestions as to how to do something here, given that the fixed points are a) orbital period of 248.125 standard days and b) stellar flux within habitable range and make a better approximation of the original, I'd be very grateful.
Handwavium on the star or, probably better, something in the atmospheric that makes green frequency light the most prominent seems inevitable at this point, but if there is some other obvious get-around clause I'm missing*, again, it would be welcomed.
Final note, for context, let me paste in the 25-year old, reads-to-be-re-written section on the homeworld:
(As you can see, teenage-me made a sporting attempt with available knowledge... And this is why years later I always make sure to make my world-building ground work solid enough that this sort of problem doesn't occur...!) *It's been a long, stressful week and fracking about with the lore is about all the Actual Work I'm up to, so it's entirely possibly.
**I very clearly meant RADIUS, since Kethrain is not supposed to be a tiny planet much smaller than Earth. I mean for one, it'd have to have a HELL of a dense core to get up to 1g gravity...!
Sometime in around the mid 1990s, I got SpaceMaster the RPG (and spin-off of Rolemaster). Among the many thing it had in it was a decent enough system for generating planets and stars, which I immediatley dived into, supplemented by a hertzsprung-russell diagram from an astromy book a friend of my Dad's have given me (which had the advantage over the one in SM that is was larger and in colour). I painstakingly did my best with all the calcuations and applied it to my world building procedures.
Over the years, I have made more than one attempt to make an entirely alien planet. The first attempt was Kethrain, the homeworld of a major power in the universe. The system was generated largely through SM's system and I dutifully did the calculations as best I could. In the end, it gave up on "whole alien campaign world," as being a job too big for the tools to hand and Kethrain just continued as being the homeworld of the Shardan race.
I much later picked up the idea and came to this very forum several years ago for help on number-crunching the second world. (I did really, really well, I felt, in getting all the numbers plausible for what I wanted to achieve with a minimum of hand-wavium... And then ran smack into the problem of solar wind and couldn't even find a way to do some similar level calculations to work it out to be able to even try to tweak it.)
Nevertheless, this exercise was very useful, since while I once again stalled out on that project, the spreadsheet I ended up with is useful for sanity checks for other planets created since.
Now, today's problem is that I am writing up everything in said universe as part of the lore for semi-official release on SpaceBattles and I got to the part with the Shardan.
The first problem was that some of the world-building was predicated on Keth, the star, being green. Because that's what colour an FV5 star was on the hertzsprung-russell diagram in my children's book, and lacking the internet or a proper explanation, I did not understand that is, of course, Not An Actual Thing. (Specifically, the plants are said to be either red or blue foliaged, because they absorb the plentiful green light spectra.) Some handwavium already required, but fair enough, it's mostly cosmetic and work-round-able.
I plugged the existent planet/star data into my spreadsheet.
Second problem.
I had the year length fixed in canon. (Since kind of important when you make even a cursory attempt at history.) Said length based on the calculations I would have done from Spacemaster. (Annoyingly, the paper copy is just about the ONLY thing I haven't found, but I must have had it at some point in-between, since I had all the world data on my insanely large systems and planets list made a few years back...)
The first issue with that it is says in my text that the orbital radius is 1.2AU. Which does not work for an orbital period of 248.125 days on a star of any size - I would not have grocked that at the time, but I would have calculated it - possibly wrongly, though SM had given a simplified formula: square root (orbital radius^3/mass of primary)
But okay, better tools now. So, if I take my data at face value, plug in the values for an FV5 star, with some twiddling of density to Kathrain to 1g, and then adjust the orbital radius with a bit of trial and error to 0.85 AU get the right year length... Cool, it all fitted. Buuuuut...
I get three or four times too much stellar flux. 6776 W/m³, WAAAY too high. There's a bit hotter than Earth on average, and there's (by calculation from that) about 100ºK hotter...!)
(Something of course I would not have had the first CLUE about twenty-five years ago or so.)
For some futher experimentation, even a FV9 was too big and hot, and I got down to about a GV8 (or a interpolated before the stellar flux was in a sensible (Earth-like) magnitude, and an orbital radius of 0.74AU. (Fortunately, said planet is at least the nearest body to the sun, so that's one less issue to worry about.)And now I'm sort of stuck. The star classification and orbital radius are certainly the easiest fixes, but it moves even further away from the "green star" idea.
Reducing the stellar flux doesn't seem like a viable option without the most handwavium, unless there's something I'm missing. (An excessively high albedo is out, since I'm not sure it'd be enough since there's a limit to how much cloud cover albedo can do, especially as Kethrain is not SUPPOSED to be a world buried in a thick fog!)
So if anyone can make any suggestions as to how to do something here, given that the fixed points are a) orbital period of 248.125 standard days and b) stellar flux within habitable range and make a better approximation of the original, I'd be very grateful.
Handwavium on the star or, probably better, something in the atmospheric that makes green frequency light the most prominent seems inevitable at this point, but if there is some other obvious get-around clause I'm missing*, again, it would be welcomed.
Final note, for context, let me paste in the 25-year old, reads-to-be-re-written section on the homeworld:
Kethrain is a medium sized world, 6564.1 km in diameter**. It rotates on it’s axis once every thirty hours - exactly the same length of time as the sunrise-to sunrise period at the equator. It orbits Keth, an F5 green star, in 248.125 standard days, or 198.5 Kethrain days. Keth is eight times brighter than Sol, but a thick ozone layer, and the gravitation pull of the other three stars mean that the amount of light reaching Kethrain is cut down to levels tolerable for life. However, it means that Kethrain is hot, and in the centre of the continents, where the sun shines almost constantly, very dry.
As Kethrain’s orbital radius is only 1.2 AU, the sun appears nearly half as big again as on Earth. Due to the screening of the atmosphere, Keth shines green, but the light it emits is full-spectrum.
75% of the atmosphere is nitrogen, 20% oxygen, and 5% water vapour. Something like 0.5% is carbon dioxide. Radiation levels are higher than on most worlds, but not dangerously so, except in the desert.
There are varied habitats and ecosystems - from the equatorial jungles to the small tundras at the poles. Because Kethrain is warm, there are no real icecaps, and no where life does not flourish.
The Shardan are a careful people when it comes to environmental control, and this accounts for the planet’s relatively low population, which almost all congregate in the cities. What little damage done to the environment done during the industrial age has long since vanished. The combined effect of this is that much of Kethrain is unspoilt wilderness.
During the battle for survival after the Lardatdan died out, the planet was inundated with small groups of bio-technical creatures. However, like their descendants, the Lardatdan had done such a good job of preserving ecological strength that the Shars had to fight for their lives to avoid extinction, even with creatures as powerful as some of those of Caquic. Ultimately, the only ones that survived had to develop something unusual, and that was intelligence. So the only creatures that are now on Kethrain (with only one or two exceptions) are the original inhabitants. All the non-intelligent Shars were wiped out. This just demonstrates the hardiness of Kethrain’s lifeforms. Most are not dangerous, but are much more intelligent that many animals, and are more likely to investigate (cautiously) something new, and they are very resilient in any case. This, perforce, makes the predators even more dangerous. Those that are large enough to attack humanoids can be lethal quite easily, though few will attack without reason. As many of the predators, particularly mechanical ones, use electricity as a weapon, the danger to the inexperienced cannot be understated. Simply put, the life on Kethrain is unique, but the almost tame attitude of the creatures sometimes gives a false impression to the uninitiated - they are not tame, and can be potentially dangerous, so caution is advisable when dealing with any large or unknown creature.
The deserts are very dangerous. Keth beats down mercilessly on the plains, the air is very dry, and the lack of clouds means the temperature can raise up to as much as 86ºC by day, or -40º at night.
Because the light from Keth does is not the same spectrum as on many worlds, the plants on Kethrain take advantage of the more dominant green light, and absorb it instead of other spectrums. Two types of organic plants exist, those that do not absorb the red end of the spectrum (hence appear varying shades of pink), and those that absorb the blue end, thus seeming bluish. This gives Kethrain a unique appearance to it’s flora. This effect is heightened by the mechanical solar plants, which convert the light directly into electrical energy. They have wide, dark ‘leaves’ and are found in the most sunny parts of Kethrain.
(As you can see, teenage-me made a sporting attempt with available knowledge... And this is why years later I always make sure to make my world-building ground work solid enough that this sort of problem doesn't occur...!) *It's been a long, stressful week and fracking about with the lore is about all the Actual Work I'm up to, so it's entirely possibly.
**I very clearly meant RADIUS, since Kethrain is not supposed to be a tiny planet much smaller than Earth. I mean for one, it'd have to have a HELL of a dense core to get up to 1g gravity...!