Author Topic: FS Systems  (Read 4705 times)

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Offline Riven

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Where can i find info on all the official FS2 systems. Such as number of planets and stars and stuff. FSURP seems dead so where else should i look?

 

Offline Kazashi

  • 26
I believe there is some potentially helpful info in this forum. Do a search for "Stars of Freespace", that thread had information about the canonical star systems.
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Offline IceFire

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There isn't too much hardcore information.

Aldebarran is a Vasudan stronghold of sorts.  Beta Aquilae is the capital.  Vega, Deneb and Sirius are divied up between Terran and Vasudan colonies (and mixes of course).

BWO side, I've tried to include a little more detail into planets and locations.
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Offline Riven

  • 28
how about we work on a system map with details on each system hyperlinked. It would be really useful for mission designers and we could include key battles that have happened and stuff. This is what i would have hoped for in FSURP but like i said, that appears to have died. Infact, what did happen to it? So if you wana help with the system project (IceFire maybe;7 because you seem to be the authority on this), then PM me.

 

Offline CP5670

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I might be able to chip in a bit of information as well. ;) (how about using this for the web interface? ;7) On a side note, are there any plans to resurrect the FSURP? I have a bunch of information that could go in there. (like this :D)

 

Offline Riven

  • 28
i was actually planning on using my star map (see modding forum). And each system could be a link to a page about it.

 

Offline Stunaep

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a very good place for... just about everything is Fredzone

It's got a lot of stuff about systems, and forces etc. Very good if you like being canonical.

[edit] You might also want to try this
« Last Edit: July 29, 2002, 12:02:05 pm by 390 »
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Why is it that in Freespace 1 the breifings make it seem that there are many more systems in the GTA than in your map of the GTVA.

In FS Beta Aquilaie is a only a small outpost in the outer colonies.  Admiral Shima states in a briefing near the end of the game (which is after the mission A Failiure to Communicate), that the Shivans have cornered the Terran forces to their nine core systems.

Also, during missions in Freespace 1, jump nodes are not the end of a subpace tunnel between systems.  They give ships the abillity to go to a number of systems.  Admiral Wolf states in a briefings that "There are dozens of systems of the Antares node".  Your map shows that there are only 4 possible destinations from the Antares nodes.

In the breifing for the mission to capture the SC Tyrannis, they say that they are not sure what system the Tyrannis will jump to they only know that there is one jump node in the Ikeya system.  They do not say that the Tyrannis will jump to Ribos (Which is the only system you can jump to according to your map).
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Offline aldo_14

  • Gunnery Control
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Quote
Originally posted by GrandAdmiralAbaht


Also, during missions in Freespace 1, jump nodes are not the end of a subpace tunnel between systems.  They give ships the abillity to go to a number of systems.  Admiral Wolf states in a briefings that "There are dozens of systems of the Antares node".  Your map shows that there are only 4 possible destinations from the Antares nodes.

In the breifing for the mission to capture the SC Tyrannis, they say that they are not sure what system the Tyrannis will jump to they only know that there is one jump node in the Ikeya system.  They do not say that the Tyrannis will jump to Ribos (Which is the only system you can jump to according to your map).


Um... I think dozen's of systems 'off' antares means leading from antares (Beta Aquilae, Ribos, et al).  Also, the mission where you defend several nodes sort of indicates that nodes are between 2 points only, otherwise they wouldn't have so many of 'em there.

Everything in the way FS2 plays (giving this precedence,as it's the newest one) indicates jump nodes are between 2 points - i.e. the tracking of hostiles ships. also the actual subspace missions.

From techroom;
"n simple terms, subspace is an n-dimensional tunnel between one point in the universe and another. A vessel can travel through this tunnel in a matter of minutes, making a journey that might otherwise take decades or even centuries at light speed."

I sincerely doubt that a node can 'switch' destinations - the tech description describes crafts 'entering' a stable subspace tunnel, rather than controlling it.  FS2 travel seems to be more passive - opening and taking a shortcut - rather than actually controlling where to go.

Gravity is obviously a factor, too....possibly easing the creation of the vortex.  From the descriptions, intra system jumps almost seem to enter one of a large number of stable subspace tunnels, which only exist within a system.  This could explain why ships sometimes jump out a bit from their target.  It also eases mission balancing, because you'd have to be at a certain point to actually jump out - hence preventing badly damaged ships from just running away.

 

Offline karajorma

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Quote
Originally posted by GrandAdmiralAbaht
In the breifing for the mission to capture the SC Tyrannis, they say that they are not sure what system the Tyrannis will jump to they only know that there is one jump node in the Ikeya system.  They do not say that the Tyrannis will jump to Ribos (Which is the only system you can jump to according to your map).


Notice the map doesn`t have the node the shivans used to enter the Ross 128 system either? You know why? Cause it's an unstable one.
 That's what the briefing was on about too. The shivans have managed to enter the GTA systems through a route that command had no idea existed. For all the GTA knew at that point the shivans might have been able to take another way out of the Ikeya system too.
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I was once compiling my own FSURP, but when I heard of the real FSURP, I stopped. I should resurect my own one. I'm in the middle of finally updating my own nodemap, and there's some helpful info here that I'll use. Thanks.

 

Offline Riven

  • 28
Quote
I was once compiling my own FSURP, but when I heard of the real FSURP, I stopped. I should resurect my own one. I'm in the middle of finally updating my own nodemap, and there's some helpful info here that I'll use. Thanks.

That looks suspisously like the official FS node map. But the rest of yor site is good so i'll let you off:p


yeah this is all what i need, really good stuff everyone, keep it coming. I'm going to try and contact FSURP and attempt to lend a hand/resurect it. Help would be appreciated.:nod:

 

Offline Black Wolf

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If you do this, do it right - ie. use the :v: nodemap. It might not look as pretty as some of the others, but it's canon, and so should be given precedence.
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Offline Riven

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Quote
If you do this, do it right - ie. use the  nodemap. It might not look as pretty as some of the others, but it's canon, and so should be given precedence.


Well my map was basically traced over to V one

 
Quote
Originally posted by Riven

That looks suspisously like the official FS node map. But the rest of yor site is good so i'll let you off:p


yeah this is all what i need, really good stuff everyone, keep it coming. I'm going to try and contact FSURP and attempt to lend a hand/resurect it. Help would be appreciated.:nod:


I never said it wasn't! Thanks for your kind comments. I'll start hacking into missions and stuff tonight if I get time to get all the special info needed for this project, to help out...

 

Offline StratComm

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Here's a question that I'll bet no one can answer: do jump nodes orbit stars like a planet would, or do they sit static in deep space?
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline aldo_14

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Quote
Originally posted by StratComm
Here's a question that I'll bet no one can answer: do jump nodes orbit stars like a planet would, or do they sit static in deep space?


Well...do stars rotate?  Because AFAIK the primary stabilising factor for a node is gravity.

I think they MUST be static, in order for stable and unstable nodes to be distinguished from.....

 

Offline karajorma

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Stars do rotate. Quite quickly in fact in some cases. Doubt that it would have much of an effect on the nodes since the centre of mass of the star remains static.

That said the nodes in my games do move sometimes. Mainly as a plot device :)
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Offline StratComm

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The star's center of mass will remain constant, but the center of mass for the planets will move, and this will inevitably have some effect on the nodes. And besides, what if a node sat on a planet's orbit; once in that planet's year the node would be closed, and any ship emerging through it would, well, you can imagine...

I actually think that they should orbit their stars, since their presence anywhere near a planet would otherwise have devestating effects on the node's stability.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

  

Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
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nodes orbit stars/planets, because the location of the Sol jump node is always being referred to being somewhere near the earth (getting this off the head, so correct me if necessary), that wouldn't be possible if the node didn't rotate. Also  Knossos devices orbit planets, so must the nodes they are stabilizing.
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