This post is only a few days late. But there is a good reason. I’ve spent the last three weeks packing, moving, and settling in in Tucson, AZ. I’m down here for the rest of the year as my wife is on sabbatical at the University of Arizona as I mentioned in my previous State of the Frontier post. With that out of the way, on to the regular content.
That was it for posts on the site. After finishing the deck plans, my daughter came to visit from grad school and we shifted in the packing and moving mode. That said, there was some work that went on behind the scenes.
First, I continued to work and get ahead of the Detailed Frontier Timeline. I’m about two weeks ahead at this point and trying to keep posts scheduled so they come out on time. I’ll talk more about that in the Looking Forward section below.
Next, I started looking into a revamp of the Frontier Explorer website to make it more mobile friendly and simpler not that we are not actively publishing any more.
Finally, I started assembling the resources for a new project that I hope people will like that I’ll talk more about in the Looking Forward section as the first post in that project should be coming out in August. So let’s move on.
Looking Forward
First up as always will be the Detailed Frontier Timeline post. It should have been up yesterday but I wasn’t quite settled and able to work on it. Related to the timeline, I have events figured out through August 14th but there is going to be a major battle on the 15th that I need to play out before I can move beyond that. This will represent a change in tactics on the part of the sathar and it will be interesting to see how things play out. If you look closely at the timeline published so far (or are following on Twitter), you might be able guess where the battle will be.
I mentioned before that I have a new project I’m starting up. In comments about the Extended Frontier Map, people have commented that they’d like to see astrographic data about the star systems. So I’ve been assembling a suite of software tools to generate star systems and world maps. I’m going to start generating star system data for each of the star systems on that map and generating a catalog. I haven’t decided on the format or where it will be housed (here or the Star Frontiers Network wiki) so there might be some fits and starts as I get it going and work out the details but a first trial system should be posted this month. If I can streamline the production process, you might start seeing a new system every week but that will probably take some months.
Another thing that happened last month is that my old Arcane Game Lore blog went off-line. The blog has been fairly dead for a while and apparently my co-blogger, who was hosting the site, allowed the domain name to expire and it is now owned by someone else and seem to be some advertising site. Unluckily, I never did a backup of the posts and I can’t get a hold of the site owner to see if he has them or access to the data still. Luckily, they are preserved on the Internet Archive so I’m going to start rebuilding the posts here. There are posts from 2013-2018 from me there to pull over and at one point I was posting weekly. I basically stopped posting there when I started this blog. The posts will be back-dated to their original post date so they may not show up in the RSS feed for this site, but as I get them posted I’ll make a summary post for those interested in going back to read what I wrote back then.
That’s probably enough to keep me busy, but if I find some more time, I might start working on 3D modeling again and finish up the Privateer miniatures. I’ll also be working on website updates.
Final Thoughts
I don’t really have anything else to add. Other than to thank my Patreon supporters and encourage anyone that likes what they find here to support me on Patreon as well.
So 19 months ago (Dec 2020), I posted the part 1 of this pair of posts with the first decks of the HSS History’s Hope. In that post I was also making videos of how I create the deck plans. This post is just the completed deck plans for the rest of the ship, no videos. I didn’t do the videos for two reasons. Primarily, I just didn’t have the time to sit down and do the recordings. I worked on these 10 minutes here, 15 minutes there, until they were done. The second was that there really wasn’t anything new as far as map creation goes while making the maps for these decks so any videos would have been more of the same. That said, here are the remaining decks of the ship.
The Deck Plans
All of these decks are drawn at 1 square = 1 meter and the full resolution files are at 140 dpi so each square is 1/2″ in size (the size of the chits from the original game) and line up nicely with the grid sizes (70 pixels) of at least Roll20 and possibly other virtual tabletops.
Engineering Deck
First up is the engineering deck.
There’s actually a lot more there than just the engineering areas but we’ll start with those. Across the bottom of the map (left to right) we have the primary life support machinery that handles air and water filtration and circulation, a robotics shop, robot storage and the astrogation telescope dome, engineering and life support control, a machine shop, and the communication and scanner systems controls. The two little rooms on each end are storage.
The large rooms across the top are all life support food storage. The one on the left closest to the elevator is actually a freezer. At the top is the laser battery turret and on either end of the deck are the access passages to the engines.
Common Deck
This deck is the common area for the ship. It contains a theater (right side) for both entertainment and meetings/briefings. Along the bottom are some small offices where crew can study and/or work. This is also the dining hall with the galley and attached pantry.
Airlock & Medical Deck
This deck has the ship’s airlock, along with storage for space suits for all the ship’s crew. Also on this deck is the ship’s medical bay with a small office, sickroom, and operating room. Finally, the deck houses the ship’s lifeboat (left) and a small launch (right).
Recreation Deck
The central feature of this deck is the gym area. That blue area is a mat, not a pool. Off of the gym is a sauna (left) and steam room (right). This deck also house the remaining four staterooms for the crew not housed on the crew decks from the previous posts.
Bridge
The final deck is the bridge. It houses the main computer and stations for the pilot, astrogagor, gunner, and engineer. Access is by a ladder through a hatch in the floor from the officer’s deck.
Deck Order
The decks are arranged as follows on the ship from bottom to top as shown in the image to the right. Most of the decks are 3m tall with 2m between decks although the cargo deck is nearly 5m tall and the engineering deck is 4m tall.
Cargo Deck
Science Deck
Engineering Deck
Common Deck
Crew Deck
Crew Deck
Crew Deck
Airlock/Medical Deck
Recreation Deck
Crew Deck
Officer’s Deck
Bridge
What’s Next?
It took me long enough to finish these deck plans but they are finally done. The next thing I have planned for this ship is to create a full technical manual for it. So the next step is for me to add annotations to each deck and write up the detailed descriptions for each room. There might be some tweaks as I start looking at it for the details but they will be small. These decks, plus the descriptions from earlier posts should be enough for anyone to use the ship in a game if they desire.
Some time soon I’ll be posting an updated map of the travels of the ship as recorded in the Detailed Frontier Timeline I’m creating. They are actually over halfway to their destination but I haven’t published a copy of that map recently.
This month both sides of the conflict are probing for new routes into enemy space with the Sathar looking for routes to Theseus and Gruna Garu and the UPF probing outward from Fromeltar. The lost militia scout begins to find its way home and the HSS History’s Hope continues its journey.
Both sides continue to build up their forces and the Sathar start a major reshuffling of their ships in preparation for a major change in tactics. The sathar continue with sabotage efforts around the Frontier. This month also sees the events of SF4: Mission to Alcazzar play out.
Date (FY)
Events
62.008
– The militia assault scout coming from Theseus arrives back at Pale station. The crew is debriefed, and the ship immediately begins duties.
– SG Alpha arrives at Gollwin Academy to pick up a shipment of fighters to be delivered to K’sta-Kar.
– Five fighters are completed at the Triad (Cassidine) SCC and work begins on five more.
62.009
After loading 8 fighters at Gollwin Academy, SG Alpha departs for K’sta-Kar.
62.010
– PG Liberty does not detect the return of SBF-J2 until they are nearly back to Snowball being tipped off my some of their Mhemne contacts. They radio the news of the fleet’s return back to Spacefleet.
– Construction is competed at the Minotaur (Theseus) shipyard of a HS: 7 civilian freighter. This is the first civilian ship competed since the beginning of the conflict. It was started before the conflict began.
62.011
– Arriving back at Snowball (Liberty) SBF-J2 spends a day replenishing supplies before heading back out of the system to complete charting the route to Theseus.
– Eight Academy pilots arrive at Theseus and take control of the waiting fighters. They form FFC Squadron Epsilon.
62.012
Jump calculations for the next leg complete, the HSS History’s Hope begins accelerating toward Void speed.
62.013
An assault scout is completed in the PGC (Gran Quivera, Prenglar) shipyards and joins TF Prenglar. Work begins on another assault scout.
62.014
– Two UPF assault scouts are completed at the CDC (Triad, Cassidine) shipyards. They are designated Patrol Group Probe Alpha and depart for the Fromeltar system to explore outward an attempt to find the sathar route into that system. Work begins on two more assault scouts.
– Two fighters are completed at the Minotaur (Theseus) station. One rounds out FFC Squadron Epsilon bringing it up to full strength and the other is manned by the militia supporting the FFC. Work begins on two more fighters.
– The CDC team arrives on Alcazzar. Within minutes of their landing, their transport, the Nightrunner, is attacked and forced to flee the system, stranding them on the planet. (SF4)
62.015
– After securing the CDC compound on Alcazzar, the strike team realizes that their only option for off-world communication will be at the Streel compound about 120 km away. As they prepare to depart, they are attacked by an aircar with Streel markings. (SF4)
– A UPF light cruiser, part of Task Force Meteor, is completed at the CDC shipyards (Triad, Cassidine). It departs immediately to join up with TF Cassidine in the Fromeltar system. Work is started on another light cruiser.
– After a day of travel over rugged terrain, and several encounters with the mega-fauna of Alcazzar, the CDC set up camp for the night. (SF4)
62.016
– As the CDC team sets out to continue its journey to the Streel compound, they are attacked by a large armed force of Streel vehicles. After an intense battle, the Streel forces are destroyed but the CDC team is down to a single vehicle. (SF4)
– The HSS History’s Hope successfully make the jump into the system they are now designating YS12. They begin deceleration and start calculations for the return jump to YS11.
– Entering the forest east of the Streel compound, the CDC explorer is bombarded by fruit pits from unseen assailants for a few seconds before the bombardment ends with chittering echoing through the forest. (SF4)
– A few hours after the fruit pit bombardment, the CDC team’s path is blocked by six individuals that they recognize as members of the planet’s sentient species. Recognizing the opportunity for allies against Streel, the team attempts to communicated with the natives. (SF4)
62.017
– Having established friendly relations with the natives of Alcazzar, the CDC team works with the natives to plan an attack on the Streel compound where over a hundred of the natives are being held and used as slave labor. (SF4)
– After nearly 70 days, the astrogator on the K’aken-Kar militia assault scout finally determines the ship’s location and discovers that they are well outside the Frontier. They begin plotting a jump to OFS167 to start the trek home.
62.018
An unauthorized aircar attempts to approach Spacefleet headquarters on Morgaine’s World. Refusing to divert, it is engaged and shot down but detonates upon impact causing considerable damage and several civilian casualties. The driver is incinerated in the blast.
62.019
With jump calculations about halfway done, the crew of the K’aken-Kar militia assault scout begin accelerating toward jump speed for the jump to OFS167, 5 light years away.
62.020
– After 3 days of planning and resting, the CDC team, together with the Alcazzar natives, launch an attack on the Streel mining compound. (SF4)
– The attacking CDC team manages to fuse the reactor of the Streel compound and get a message to the Nightrunner to pick them up back at the CDC compound in ten days. (SF4)
– Nine more pilots graduate from the accelerated training program. Eight depart for Triad (Cassidine) while the remaining pilot joins Task Force Prenglar.
62.021
– Deceleration into YS12 complete, the HSS History’s Hope begins accelerating for it’s jump back to YS11 while jump calculation continue.
– Four fighters are completed at the Hentz (Araks) shipyards. They are temporarily crewed by militia pilots under the supervision of PG Tranquility. Work begins on four more.
– Two fighters are completed at the Minotaur (Theseus) shipyards and work begins on two more.
62.022
A cutter is completed at sathar SCC#5 (OFS19)
62.023
An attempt is made to sabotage the starship construction center at Rupert’s Hole (Cassidine) but is thwarted by security personnel. The saboteur, a human, kills himself before he can be captured.
62.024
– SBF-J2 arrives in the Padda system and begins working on jump calculations to chart a route to the Theseus system.
– The K’aken-Kar militia assault scout successfully jumps into the OFS167 system. As the engineers start working on their engine overhauls, the astrogator gets to work plotting a jump to the neutron star in OFS166.
– A frigate is completed at sathar SCC#10 (OFS174)
62.025
SG Alpha arrives at K’sta-Kar delivering 8 fighters which become Frontier Fighter Corps Squadron Zeta. The crew is given 2 days of R&R before heading out for the Araks system. The assault scout joins PG Vigilant.
62.026
The HSS History’s Hope successfully jumps back to YS11 and begins deceleration and starts calculations for the jump back to YS12.
62.027
– PG Probe Alpha arrives at Terledrom (Fromeltar) and confers with leader from TF Cassidine and the local militia about the sathar incursion into the system. They decide to attempt to chart the route through the nebula to the double star system OFS020 a 6 light year jump.
– With their jump calculations nearly complete, the K’aken-Kar militia assault scout begins acceleration for the jump to OFS166.
62.028
– Jump calculations complete, sathar SBF-J2 begins accelerating for the jump into the Theseus system.
– A destroyer is completed at sathar SCC#1 (OFS203).
– Deciding to try a different tactic, the sathar begin a major fleet reshuffling. The ships (1 F, 1 FF, 1 HC, & 1 AC) at SCC#10 (OFS228), designated TG1 depart for SCC#3 (OFS138).
– Five fighters are completed at the PGC shipyards (Gran Quivera, Prenglar) and are transferred to Gollwin Academy while work begins on five more.
62.029
The 8 FFC pilots arrive at Cassidine and take command of the fighters stored there forming FFC Squadron Eta.
62.030
– The Nightrunner arrives back at Alcazzar and retrieves the CDC team. They slip out of the system avoiding Streel forces and return to Triad (Cassidine). (SF4)
– With assistance from the TF Cassidine astrogators, PG Probe Alpha completes jump calculations and begins accelerating for a jump to the OFS020 system.
62.031
SBF-A2 (1 LC) departs SSC#1 (OFS203) to attempt to chart a route to Gruna Garu.
62.032
The K’aken-Kar militia assault scouts misjumps once again and ends up in another unknown star system (FS33). They begin working on finding their location.
62.033
SBF-J2 successfully jumps into the Theseus system. It begins deceleration to turn around and jump back to the Padda system.
62.034
Eight more pilots graduate from the accelerated fighter training program at Gollwin Academy. They are to join SG Alpha as it passes through the system in 10 days to take control of the new fighters at Hentz (Araks).
62.035
– The HSS History’s Hope jumps back into the YS12 system and begins calculations for the next jump, a small star system 8 light years away. They remain near jump speed as the next system is in nearly a direct line to their current line of travel.
– PG Probe Alpha successfully jumps into the OFS020 system. They remain near jump speed and monitor the system for sathar presence while work begins on engine overhauls and calculations for the return jump to Fromeltar.
– A heavy cruiser is completed at sathar SCC#3 (OFS138).
62.036
– SBF-J2 is detected by a patrol of two assault scouts of the Theseus militia and detects them in return. It immediately begins altering its flight path to attempt to avoid an engagement.
– Loath to engage the light cruiser of SBF-J2 by themselves, the two Theseus assault scouts radio for backup and begin to trail the sathar ship. The rest of the militia immediately boosts to attempt to intercept the sathar.
– SBF-A2 successfully jumps into the Gruna Garu system. It begins deceleration out of the system plane to attempt to avoid detection while it plots the return jump.
62.037
After 2 days of no sathar detection, PG Probe Alpha begins deceleration in preparation for the return jump to Fromeltar.
A sathar light cruiser, detected three days ago by a pair of patrolling militia assault scouts, was engaged today by the full force of the Minotaur militia after a long, high-g boost to intercept the alien vessel. A thirty minute battle ended with the complete destruction of the sathar ship while only one of the militia assault scouts sustained some minor hull damage.
An anonymous source has confirmed that Spacefleet has assets in systems beyond Theseus that alerted the militia to the possibility of the sathar vessel arriving in system. Our thanks go out to those brave souls risking their lives to watch the sathar movements.
Victoria Sorensen, StarPlay News
Background
After the failed attempt by the frigate to chart the course into the Theseus system, the sathar dispatch a light cruiser (the remains of SBF-J2) to attempt to complete the route. Detected after three days of deceleration by two patrolling militia assault scouts, the light cruiser attempts to evade and jump out of the system before it can be attacked.
Unsure of their ability to take on the light cruiser by themselves, the two militia assault scouts report in and begin to trail the light cruiser while the rest of the militia ships begin a high-g boost in an attempt to intercept the light cruiser before it can jump out of the system. After three days of grueling pursuit, the militia ships overtake the light cruiser and engage.
Order of Battle
Minotaur Militia
4 Assault Scouts
1 Frigate
1 Destroyer
Sathar
1 light cruiser
The Battle
Setup
The militia are the attackers in this fight and will move first. The militia deploy in three groups: the destroyer and frigate together in the middle to take the light cruiser on directly while the assault scouts deploy into two pairs on the wings to make strafing attacks with their assault rockets. They start a speed 20.
Out gunned, the light cruiser plans to focus on the smaller faster ships in an attempt to disable the militia ships enough to escape. The light cruiser also starts at speed 20.
Turn 1
The assault scouts accelerate to speed 25 while the destroyer accelerates to 23 and the frigate only accelerates to 22 allowing the destroyer to catch up to it. The sathar light cruiser accelerates to speed 23 and veers to starboard to go after the upper flight of assault scouts. All ships are out of range this round.
Turn 2
The militia ships continue to accelerate and close on the light cruiser from multiple directions with the assault scouts accelerating to a speed of 30 and the capital ships accelerating to a speed of 26. The light cruiser fires all of its beam weapons at the lead assault scout in the upper group. It only hits with the electron battery but induces a fire on the small ship.
The militia ships fire everything they have except their rocket batteries as they are out of range. The light cruiser fires two ICMs at each of the incoming torpedoes both of which are intercepted by the ICMs. The gunners on the destroyer are having a bad day with none of their weapons connecting. The frigate scores hits with both its laser cannon and battery knocking out the cruiser’s proton battery and slightly damaging its hull (6%). The four assault scouts only connect with one of their laser batteries damaging the cruiser’s hull (10%) but three of the assault rockets slam home knocking out 20% of the cruisers hull integrity, it’s electron battery, and a third of it’s engine capability.
Unable to bring its disruptor cannon to bear, the sathar light cruiser pulls a turn to port, accelerates to a speed of 25, and fires broadside at the militia ships. It fires a torpedo at the frigate, a rocket battery at one assault scout, and its laser battery at the other assault scout. Defensively, the militia ships fire their energy weapons again with the destroyer and frigate also firing rocket batteries at the cruiser.
Both militia rocket batteries connect damaging the hull (22%) and its combat controls systems. The frigate hits with its laser cannon knocking out the cruiser’s disruptor cannon while the destroyer with its two batteries, damaging the hull (10%) and knocking out the electron screen. The assault scouts connect with two of their laser batteries taking out the torpedo launcher and scratching the hull (1 HP). The cruiser misses with all of its weapons.
Turn 3
The militia ships continue to pursue the carrier with the capital ships slowing to speed 23 and the assault scouts slowing to speed 25. They continue to stay outside of rocket battery range which limits the heavily damaged cruiser to just its laser battery. The fire on the assault scout knocks out its laser battery. The cruiser fires at the scout with the fire hitting it but only slightly damaging the hull (1 HP).
Once again the militia ships fire all their energy weapons and the scouts fire their assault rockets. Given the damaged state of the cruiser, the capital ships elect not to fire torpedoes. With no torpedoes incoming, the cruiser elects to fire an ICM at each of the assault rockets but it doesn’t make any difference as three of the AR impact the cruiser while one goes off course. The militia ships also hit with one laser cannon and two laser batteries. The assault rockets take out the cruisers stasis screen and ICM launcher while the laser cannon takes out the laser batteries take out 13% of the cruises hull (leaving it with only 4% hull integrity and damage its navigation control system.
The navigation control damage causes the cruiser to pull to starboard. Amazingly, the heavily damaged cruiser holds together through the turn but is then obliterated by the laser fire from the militia ships before it has a chance to get a shot off.
Final repairs
The scout manages to get the fire out immediately but its hull damage will require a day in the shipyard to repair.
Lessons Learned
The sathar cruiser really didn’t have a chance in this one against the full militia roster. Its only real hope was to get lucky and damage the engines on several of the ships to allow it to even the odds a bit and get away but that didn’t happen. Unfortunately, it was detected in the system while it was still decelerating to jump back out which greatly increased the chance that the militia, with their faster ships, could catch it. Had it been detected outbound, it would have either gotten away or, if the militia decided to press their luck, only had to engage to the two assault scouts.
I was just looking at my last State of the Frontier post from April 2021 and saw that it started with “I’m back!”. Which is how I was going to start this one but decided that might be bad form and I already talked a bit about that in my Back to Blogging post in May. Although this time I hope to be back for more than a single post.
Looking Back
I didn’t get as many posts up this month as I had planned but it’s a start.
My first project was to get the Detailed Frontier Timeline posts going with updates here on the blog and the daily posts going again on Twitter. That was a success. I started the month off with a Detailed Frontier Timeline post that covered the events I had posted to Twitter in May as I got the posts going again. Behind the scenes on this project, I did a bit of organization of my notes and got a bit ahead of my posting so I have a bit of buffer in the events I’ve figured out. I missed a few days posting to Twitter this month but got those caught up so everything is on track. I was looking at the full timeline document it is up to nearly 44,000 words. That’s almost the length of my novella Discovery. And there is still a ways to go.
Behind the scenes I’ve started working on finishing up the deck plans for the HSS History’s Hope but I only finished one more deck and didn’t feel that that deserved a post by itself.
The other thing I’ve done is start looking at the websites that I host, most specifically the one for the Frontier Explorer. I’ll probably be focusing on getting a new version of that site up in the next little while.
Looking Forward
The next post will be on Saturday (July 2) and will be a battle summary from the Detailed Frontier Timeline. I post those battle summaries on the days the tweet goes out about the battle. It’s a small fight, and there probably won’t be another one for a couple of months but there are some battles, including a big one, that are building so if you follow the daily updates you might see them coming. Shortly after that post, I’ll get the summary timeline post up for all the events that happened in June.
I’m hoping to finish the deck plans for the HSS History’s Hope this month and get the rest of them posted. I decided to not make videos of the map making process in the interest of time so it will just be the maps, but I think the the videos I already posted on the process are sufficient to demonstrate how I do things. Related to this, once I get the plans for the ship done, I’m considering running a campaign based on the travels of that ship in the timeline, basically having the PCs be the crew on the mission the HSS History’s Hope is undertaking in the Detailed Frontier Timeline. If that’s something you’d be interested in playing in, state tuned.
I’d like to get back to 3D modelling but I think that is going to have to wait at least until August as I’m temporarily relocating to another state at the end of July until Christmas time (my wife is going on sabbatical and I’m going with her along with our two youngest kids) so a lot of my free time next month is going to taken up by cleaning the house and packing.
The other major thing I am going to focus on is the revamp of the Frontier Explorer website. I hope to make significant progress on that next month.
Final Thoughts
There are some things going on in the wider community but I’ve purposely decided to not comment on them here on the blog. I might mention some things in my State of the Frontier post next month, especially to provide links to useful resources. But for now, I’m not ready to do that. Again, stay tuned.
That’s it for this month. It wasn’t as packed as I had wanted it to be but it’s a start and I am getting back into the flow of things once again. Look for more in the future. Stay safe and have fun.
There has been a discussion going on on the Star Frontiers Discord server (invite link) in the #KnightHawks channel about firing one of the Knight Hawk (KH) rocket weapons (torpedoes – TT, assault rockets – AR, or rocket batteries – RB) from a ship downed on a planet surface at a target in orbit around the planet.
Given the nature of the weapons, my gut reaction is that they have more than enough power to get from ground to space, but I want to check that assumption. There are other things to consider such as aiming, steering, etc. Let’s look at these in turn.
Power to get to orbit
The first question we have to answer is if the weapons have enough power to get from the ground to orbit. They are designed for firing in a zero gravity environment and getting to a target in orbit means that they have to climb out of the gravity well. Can they?
We start by looking at how much thrust the weapons have. And to do that, we have to make an assumption about how their engines work. We know that they can cover either 40,000km (TT & AR) or 30,000km (RB) in one KH turn or 10 minutes. The question is do they constantly accelerate over that time or is there a short burst of acceleration and then they basically coast? Personally, I’ve always felt that torpedoes do the former while AR and RB do the latter. But let’s look at the accelerations involved. Warning, math ahead!
The equation that governs the distance traveled for an object that is accelerating under thrust for a time and then (possibly) coasting is given by
d(t) = \frac{1}{2}at_{1}^2 + v_{max}(t-t_1)
where
d(t) is the distance traveled at time t >= t1
t is the total time of the calculation
t1 is the time when the acceleration stops
a is the acceleration of the object while under thrust (assumed to be constant here)
vmax is the velocity of the object after acceleration is over and is simply the acceleration times t1. Substituting this in gives us
d(t) = \frac{1}{2}at_{1}^2 + at_1(t-t_1)
Simplifying this slightly gives us
d(t) = att_1 - \frac{1}{2}at_{1}^2
This equation can be used in both cases where the object accelerates and coasts (t>t1) and when it accelerates the entire time (t = t1).
For the KH weapons, we know the total distance d (30,000 or 40,000 km) and the total time t (10 minutes or 600 seconds). What we don’t know is a or t1. But we can pick one and calculate the other. The rocket with the highest acceleration on Earth is the Sprint anti-ballistic missile which had an acceleration of 100g (982 m/s2) for 5 seconds. So as long as we stay below that figure, we are probably safe.
For the accelerate constantly option, which is what I assume torpedoes do, to cover 40,000km in 10 minutes, the acceleration would need to be 222.22 m/s2. If a rocket battery had the same acceleration pattern, the acceleration would only be 166.67 m/s2 as it has to cover less distance in the same amount of time.
A reader on Facebook asked about the decrease in range and when looking into that, and adding the section at the end, I realized I had miscalculated the acceleration in the burn and coast mode. The actual numbers (now corrected) were lower than I first posted and much more reasonable.
Now for the accelerate and drift option (which I assume for AR & RB), let’s start by trying a 30 second acceleration and then coast to the target. To achieve that, the AR would need an acceleration of 2279.20 m/s2 and the RB would need an acceleration of 1709.4 m/s2. Which is starting to be a bit excessive and well over the 100g of the Sprint rocket. If we go with a 60 second acceleration period, those drop to 1169.59 m/s2 and 877.19 m/s2 respectively. Those are more reasonable and given advanced materials, and the fact that these are fired in a vacuum, maybe that is reasonable.
So now we need to see if these accelerations (and durations) are enough to get these missiles off of a planet.
When we launch from the surface of the planet there are three forces we need to deal with. The first is the thrust from the rocket which is just mass of the rocket times the acceleration we just calculated. This pushes the rocket up. The second is force of gravity pulling the rocket back, and finally we have drag on the rocket as it pushes through the are. This also resists the rocket getting off the planet.
The drag force is given by:
F_d = \frac{1}{2}C_d\rho Av^2
where
Cd is the drag coefficient
rho (ρ) is the fluid density of air
A is the cross sectional area of the missile
v is the velocity of the missile
The drag coefficient depends on the shape of the object and how the fluid flows around it. I’m just going to use the drag coefficient for a long cylinder (0.82) as an approximation for any of these missiles. That value comes from the Wikipedia page for drag coefficients.
The other bit we need is the fluid density of air. That can be approximated by
\rho(h) = \rho_0e^{-h/h_0}
where
ρ0 is the fluid density of air at sea level (we’ll use 1.222 kg/m3)
h0 is the scale height of the atmosphere (10.4 km).
To figure out the acceleration as a function of time, we add up all those forces and divide by the mass of the rocket. That acceleration can then be used to find how high the rocket goes. The problem is that the acceleration has terms that depend on the velocity and position which in turn depend on the previous acceleration and velocity. This type of problem is known as a partial differential equation. And it can be solved but is definitely beyond the scope of this blog. Luckily, it easy to approximate this one with a simple numerical iteration that you can do with a program or even a spreadsheet. So that’s what I did.
The only thing we don’t have is the mass of the rockets. It cancels out for the rocket thrust and gravity but we still need it for the drag term. The problem is that all the rules give us is the volume for each weapon. Since a larger mass will reduce the effect of the drag force, we’ll approximate on the light side and say that the missiles weigh only 1000 kg/m3, the same density as water. That’s might be light but I also assume that the volumes given in the rules are for the entire storage space for the missile, not just the missile, so it probably evens out. And that just means that if it is more massive, the drag effect will be smaller and easier for the missile to get to orbit. That gives us a mass of 10000 kg for the RB and AR and 20000 kg for the torpedo. Although for the rocket battery, I’m going to use a mass of only 1000 kg because it’s a salvo of smaller rockets.
Let’s start with the with the continuous acceleration engine. We’ll look at the RB, AR, and TT and see how long it takes to get to space (if it can at all). For the purpose of this calculation, I’m defining reaching space to mean it got to an altitude of 600 km. That’s a bit higher than the orbit of the Hubble Space Telescope. I’m also going to round the acceleration of gravity up to 10 m/s2 and ignore the fact that gravity drops off with altitude. Finally we’ll use a cross section of one square meter in the drag equation (that’s probably high for the RB but that just means that any values we get for the RB are conservative). Here’s what we get using 0.25 second time steps on the integration:
Weapon
Thrust (m/s2)
Mass (kg)
Time to space (seconds)
Rocket Battery
166.67
1000
112.75
Assault Rocket
222.22
10000
78.75
Torpedo
222.22
20000
77.00
The small mass of the individual rocket battery rockets definitely has an effect on the time. Even with the same acceleration as the other weapons, it would take 94.75 seconds to get to space. Still though, it takes less than 2 minutes to reach space and in truth the drag of the atmosphere is negligible for the RB after 57 seconds and 28.5 seconds for the AR. And remember, these are slightly longer times than the actual values because we’re ignoring the dropping off of gravity with height.
Now let’s look to the burst acceleration case. We’ll use the 60 second burn case. This gives us the following values:
Weapon
Thrust (m/s2)
Mass (kg)
Time to space (seconds)
Rocket Battery
877.19
1000
48
Assault Rocket
1169.59
10000
33.50
Torpedo
1169.59
20000
33.00
Now there would be variations due to atmospheric density and gravity but even increasing the gravity to 1.5 g only added 0.75 seconds to the AR in the continuous acceleration case. Doubling the air density and keeping the gravity at 1.5g pushed the AR’s time-to-space up to 82.5 seconds. The thrust of these weapons is just so large that gravity and drag are only small effects.
In all cases, the missile reaches space before the engine cuts off. The drag force gets really high on these later cases because they are accelerating quickly but it’s not enough to keep them from reaching orbit. So it’s pretty safe to say that any of the weapons have the thrust to reach a ship in low (or even high) orbit if fired from the planet’s surface. But having the thrust to do so isn’t everything.
Heat of Passage
These missiles are going to be screaming through the lower atmosphere for the first 30-60 seconds and that drag force is going to generate a lot of frictional heat on the surface of the missile. The Swift anti-ballistic missile dealt with this by having an ablative heat shield to protect it through the lower atmosphere. It’s safe to assume that our missiles don’t have that as they were never designed for atmospheric launch but rather were expected to be working in a vacuum. One might argue that they might not even have a shell or skin, just structural supports to hold all the pieces as no aerodynamic shape is needed, but we’ll assume that just for the sake of handling they do have a solid surface.
This means that while there might be enough thrust, it might be too much for the missile to handle. The rocket battery, with the slower thrust, goes a bit slower so the effect isn’t as great but it spends more time hot. This is probably enough to make this a no go but it’s up to you to decide if this is a factor for your game.
Aiming/Guidance
The next consideration is how to aim and/or guide the missiles at their targets. And this comes down to how you feel the weapon is fired in space. This will impact if a ship sitting on the surface of the planet can fire and guide the weapon to its target. It really comes down to two ideas, direct flight or guided flight. Direct flight is where the missile is launched and it just flies in a straight line at the target based on its launched direction. Guided flight is where the missile has maneuvering capabilities and can steer itself after the target. Here’s my take on each of the three weapons we’re considering.
Assault rockets are moving player only and forward firing. These are mounted in a launch tube aligned with the main axis of the ship and the ship needs to be lined up with the target before firing as the assault rockets are direct fire. Once launched, they fly in a straight line at the target and detonate. If they have any steering capability, it is minimal for final approach.
Like assault rockets, rocket batteries are direct flight. The difference is that the launcher itself can swivel to aim the rockets and control the direction of launch. Again, any guidance of the missiles themselves if very, very minimal, probably confined to final approach.
Torpedoes, on the other hand, I treat as a guided flight weapon, probably by an internal system rather than controlled by the firing ship, but they do have the ability to steer to chase their targets. You fire them out of the side of the ship and they steer around and guide in as they approach.
This has an impact on how these weapons navigate through the atmosphere. Since they are designed for spaceflight, and not to work in an atmosphere, it’s very unlikely that any of these missiles have fins, which would help to stabilize their flight though the air. They are not needed in space so the missiles wouldn’t have them. Which means, that for the direct flight weapons, strong winds, turbulence, and uneven air flow are going to push them off their intended path, possibly significantly and maybe catastrophically as they don’t really have any guidance system to keep them on track. This won’t be so bad for a guided weapon as it has the capability to somewhat steer itself and remain on course.
Another question is rifling of the launch system. This is where the launch system either by physical design or the way the rocket is made, imparts a spin to the missile as it is launched. While not needed, it may very well be a design feature of the AR and RB launchers as it imparts stability to the flight and could help keep the missile from going off course due to minor unevenness of engine thrust over the long flight, basically a form of gyroscopic stabilization. If you do include some sort of spin stabilization in your launch system, that could help the missile stay on course while buffeted by the atmosphere.
Given those aspects of the missiles, you’d only be able to launch an assault rocket from the surface of the planet if the ship had landed tail down and the target passed nearly directly overhead. Since it takes the whole ship to aim the weapon, a grounded ship can only shoot and AR at a target that passes directly in front of it. The rocket battery or torpedo launcher could conceivably fire at any target. Additionally, there is a good chance that the AR or RB will get knocked off course due to the turbulence of passage through the atmosphere whereas the torpedo, with its steering capability, might fare much better.
Environmental impact
Here I’m not talking about whether the missile launch is good for the environment or not (it’s probably not) but rather what direct impact it has on the firing site. The ship itself would probably be fine as it was designed to handle the launch of the weapon. But they were designed for space and now you have all this heat being generated by the rocket launch rushing out into the surroundings. The air will get hot, things might catch on fire, etc.
Additionally, even the “slow-moving” rocket battery breaks the sound barrier in 2.5 seconds while it is only half a kilometer away from the ship. What impact does that sonic boom have on the ship and surroundings? What impact does it have on the missile?
Effect on range
I had originally ignored this because I was assuming we were looking at shooting at something in orbit around the planet which is well within the range of all these weapons. A commenter in the STar Frontiers Facebook group asked about it so I thought I’d post the max ranges for each of the weapons in each scenario.
If you assume an unguided missile (i.e. AR or RB in my case), I’d definitely reduce the chance to hit something not in orbit just because of the aiming issue, the atmospheric passage would reduce the accuracy of the weapon. But here are the max ranges for the weapons (these are for vertical launches):
Weapon
Normal Range In Space
Continuous Burn From Planet
Burn and Coast From Planet
Rocket Battery
30000 km
25678 km
22189 km
Assault Rocket
40000 km
37716 km
37061 km
Torpedo
40000 km
37953 km
37607 km
So for the larger weapons, the atmosphere only reduces the range by less than 3,000 km or less than 10%. The RB fares a little worse due to the increased drag. In continuous burn mode, it loses ~4,300 km or 14.4%. The biggest effect is when you assume the RB is a burn and coast engine. Then the effect is nearly 8,000 km off it’s normal range, a 26% reduction.
Obviously firing at an angle through more atmosphere would reduce this even more, firing the continuous burn RB at a 30 degree angle drops the range to ~22,000 km and the AR to ~32,600 km as examples. Also, these are actually slight underestimates of the range because I didn’t taper off the gravitational effect with distance from the planet. But that is such a small effect relative to the thrust that the variations are minor.
Final thoughts
This was a fun problem to think about. I think in my game, I’d allow these weapons to be fired at targets in space but give them a failure chance to go off course (possibly catastrophically) during their flight through the atmosphere, probably 20% for torpedoes, 40% for assault rockets, and 60% for rocket batteries. If the PCs were doing this, I’d reduce those failure changes for various things that they do to mitigate some of the problems mentioned above.
Such mitigations could include reprogramming the rockets for slower initial launch speeds (assuming you declare to rockets to not have a solid fuel core that cannot be regulated), somehow inducing spin stabilization at launch, adding fins that deploy after launch to stabilize flight, etc. Of course those things would probably take hours of work to set up and modify the missile so it wouldn’t be something they could do quickly.
One thing I didn’t talk about was the extra time it would take to get out of the atmosphere if not launching straight up. The launch angle (theta), measured in degrees from vertical, is in my spreadsheet that does the calculations but I only presented the numbers for straight up. Also, that angle only affects the height calculation and isn’t accounted for in the slow down caused by gravity but it’s a relatively minor effect unless theta is large. As a first approximation, just divide the times listed above by cos(theta) to get the time to space for a different angle. It’s actually a little bit longer than that due to more time spent with the drag force affecting the missile but not by much (at least for small theta). I’d probably also increase the failure chance by the same factor.
Speaking of the spreadsheet, you can find it here if you want to play with it:
This post takes us into Frontier Year 62. Things are relatively quiet with no major incursions by the sathar although they begin to step up sabotage attempts. The UPF continues to build up the Frontier Fighter Corps while replacing the ships lost in battle. The sathar are also working on replacing battle losses and commit additional resources to the war effort. They also continue to probe for new routes into the Frontier.
The HSS History’s Hope suffers a serious malfunction but recovers and continues on it’s way. This installment also sees the beginning of the events in the final module not already included, SF4: Mission to Alcazzar.
Date (FY)
Events
61.382
– SBF-J1 arrives back at SSC#10 (OFS228). The heavy cruiser under construction is moved out of the shipyard to make room for the damaged cruiser from the battle fleet.
– Work is completed on a UPF assault scout at the PGC shipyards (Gran Quivera, Prenglar) and it joins TF Prenglar at Morgaine’s World. Construction begins on another UPF assault scout.
61.383
SBF-J2 successfully jumps into the Waller Nexus system. It remains near void speed as the astrogators begin calculating the 7 light year jump to the Padda system.
61.384
– The HSS History’s Hope successfully jumps into the YS11 system. However, just minutes after the jump is completed and confirmed, a short circuit causes a fire to break out onboard. The fire is put out but not before it severely damages the hull reducing it to only 25% integrity.
– With its serious hull damage, the HSS History’s Hope begins to drift while the crew attempts repairs. After an hour an a half, the hull is patched and the ship resumes deceleration while the crew cleans up the ship. They begin calculations for the return jump to YS08.
– SG Alpha jumps into the Dramune system. It remains near jump speed and begin calculations for a jump to Fromeltar.
– Two UPF assault scouts are completed at the Hentz (Araks) shipyards. Their crews, having arrived with the FFC pilots take command of the ships immediately. They are given orders to remain in the Araks system for now and together with the FFC fighters are designated PG Tranquility. Work begins on two more assault scouts.
– A UPF fighter and assault scout, as well as the replacement assault scout for the Pale militia is completed at the Terledrom (Fromeltar) shipyards. The UPF battleship is moved into the shipyard for repairs and work begins on two more fighters.
– The second Pale assault scout is completed in the Minotaur (Theseus) shipyards and work begins on another assault scout for Spacefleet. The Pale assault scouts both depart immediately on high-speed transits to their home system.
61.385
The third assault scout for the Pale militia is completed at the CDC shipyards (Triad, Cassidine). With the new classified route linking Cassidine and Truane’s star the ship will be home after a single jump instead of the usual three. Spacefleet begins work on another assault scout
61.386
– After four days of work the damaged heavy cruiser emerges from sathar SCC#10 (OFS228) fully repaired and work resumes on the partially completed heavy cruiser that was moved out to make room.
– The assault scout from Dramune arrives and joins TF Cassidine.
61.387
Two assault scouts, replacements for the Zik-kit (Kizk-Kar) militia, emerge from the CDC shipyards (Triad, Cassidine) and begin a high-speed transit to their home system where they will join up with SF Meteor. Spacefleet begins work on a new destroyer.
61.388
SG Alpha jumps into the Fromeltar system and begins decelerating toward Terledrom to deliver the ships to Task Force Cassidine.
61.389
– Deceleration and jump calculations, along with as much damage clean-up as possible complete, the HSS History’s Hope begins accelerating for the return jump to YS08.
– Another group of 8 pilots graduate in the accelerated program at Gollwin Academy. They immediately depart for the Theseus system to take command of the fighters waiting there.
61.390
Calculations complete, SBF-J2 slips into the Void and successfully jumps to the Padda system. With the next jump being Theseus, they begin decelerating and work on calculations for a return jump to the Waller Nexus system.
61.391
– Four more fighters are completed at the Hentz (Araks) shipyards and their pilots take command of them, filling out FFC Squadron Beta.
– Two more fighters are competed at the Minotaur (Theseus) shipyards. They are crewed by militia pilots until the pilots en route from Gollwin Academy arrive.
61.392
– SG Alpha arrives at Terledrom (Fromeltar). Three of the fighters are transferred to TF Cassidine, while the other 8 are formed into FFC Squadron Gamma.
– A light cruiser is completed at Sathar SCC#5 (OFS19).
61.393
– After 40 days of operation, the CDC compound on Alcazzar (Rhianna), which had been producing at levels even higher than the previous season, suddenly goes silent. (SF4)
– SF Alpha departs for Prenglar to pick up more fighters.
61.394
– The HSS History’s Hope successfully jumps back to the YS08 system, completely mapping that route. Despite the recent fire, the crew decides to press on toward their target and begin decelerating and working on calculations for the jump back to YS11.
– The Pale militia assault scout arriving from Cassidine docks at Pale station. The crew is debriefed and the ship begins duties immediately.
– The UPF Battleship of TF Cassidine emerges from the Terledrom (Fromeltar) shipyards fully repaired. Work begins on 2 destroyers, a frigate and an assault scout.
61.395
Deceleration and calculations complete, SBF-J2 beings to accelerate for the jump back to the Waller Nexus system.
61.396
A UPF assault scout is completed at the Gran Quivera (Prenglar) shipyard and joins TF Prenglar. Work begins on another assault scout.
61.397
After months of negotiations, many energy suppliers on Terledrom (Fromeltar) and Inner Reach (Dramune) agree to join the Consolidated Nebula Energy Group. CNE begins major infrastructure rollouts on Groth (Terledrom).
61.398
Five fighters are completed in the PGC shipyards (Gran Quivera, Prenglar) and transferred to Gollwin Academy. Work begins on five more.
61.399
Successfully jumping in the Waller Nexus system, the sathar have fully plotted the jump route between Waller Nexus and Padda. SBF-J2 remains near jump speed and works on the jump back to the Liberty system.
61.400
Seven more pilots graduate in the accelerated cadet class at Gollwin Academy. They take command of fighters at the Academy, and together with the surviving fighter assigned to TF Prenglar form FFC Squadron Delta base out Morgaine’s World (Prenglar).
62.001
A strike team is assembled by CDC on Triad (Cassidine) and briefed on the Alcazzar project. They depart immediately for the Rhianna system to investigate. (SF4)
62.002
An attempt to sabotage the Inner Reach militia destroyer under construction at the Outer Reach (Dramune) shipyards is thwarted due to a last-minute tip off to the shipyard management. Star Law is called in to investigate.
62.003
– HSS History’s Hope successfully jumps back in YS11. They begin decelerating and begin work on jump calculations for the next leg of their journey, a 9 light year jump.
– The militia assault scout coming from Fromeltar arrives back at Pale station. The crew is debriefed the ship immediately resumes duties.
62.004
The sabotage attempt on the Inner Reach destroyer is quickly traced to agents tied to criminal organizations based on Outer Reach. However, the exact organization responsible is still unknown.
62.005
A frigate is completed at Sathar SCC#3 (OFS138)
62.006
– SBF-J2 successfully jumps back in the Liberty system completely charting the route between Liberty and Waller Nexus. They begin decelerating back toward Snowball.
– The Zik-Kit militia assault scouts arrive at their home station. After a day of debriefing, they begin patrol duties with SF Meteor.
– Sathar commit a portion of the production capacity of Sathar SCC#6 (OFS117) to the war effort and start ramping up production of frigates and destroyers at that center.
62.007
An inside source provides a tip to Star Law indicating that Malthar Enterprises, thought to be mostly destroyed after the events known as the “Dramune Run,” are connected with the recent sabotage attempt of the Inner Reach destroyer.
I haven’t had as much time as I thought I would to create content directly on the blog but I thought that I’d let you know of some things that have been going on.
First, I have been working on the Detailed Frontier Timeline. Posts have been going out (almost) daily on the @Star Frontiers account on Twitter and you can expect a summary post here at the beginning of May.
Second, the Moonbright Stinger (aka Gullwind) 3D model is finally up on DriveThruRPG where you can download it if you want. It’s taken me nearly a year to get it up there but I finally got around to it. I know at least one of the readers will be happy. They keep asking about it.
I’ve also started looking at website updates. I’ll probably be updating the Frontier Explorer site first as there is some issue with the current site that causes it to send a random process off in to some weird infinite loop that is using up all the spare CPU cycles on my server. It’s really strange and I haven’t tracked down what is causing it. Since I was planning on an upgrade anyway, That will hopefully solve the problem.
That’s it for now. Hopefully there will be more soon.
This post is only a bit over a year late. These are the events that I posted to twitter back in February of 2021 just before I stopped blogging. I’m finally getting them online. I also plan on resuming the daily Twitter posts of the events. starting on day FY61.382. If you want to get the daily updates, follow the @StarFrontiers account on twitter or the #SFTimeline hashtag. If you want to review everything that has happened, or are new to this series of posts, you can grab the PDF file linked at the bottom of the post that contains every entry in the timeline since I started it. Its up to 81 pages so there’s a bit of reading there.
Also, depending on how things go generating the timeline, I might start posting events using the GST calendar of the Frontier. Which means you’ll get 36 Frontier days worth of events every 30 Earth days as the GST calendar only has 20 hours per day instead of our 24. We’ll see if that actually pans out.
The events in this post include the two battles I posted the detail of early last year which are linked in their appropriate entries. With the conclusion of the Battle of Liberty, the war cools down for a while. The sathar are currently out of ships at the moment although they have dozens under construction. Both sides are now maneuvering to reposition and rebuild forces. Otherwise, not much happening in this post outside of the war events.
Date (FY)
Events
61.357
– Ten more pilots complete their fast-tracked certifications for the Frontier Fighter Corps. They immediately depart for Hentz (Araks).
– SBF-J2 (Liberty system) begin calculations for a jump to the Waller Nexus system.Spacefleet holds the space in anticipation of more ships finishing and beginning construction on a new battleship.
61.358
– Second Battle of Ken’zah-Kit (K’aken-Kar) – After nearly 2.5 hours of fighting TF Cassidine defeats SBF-J1 losing only a single fighter while the sathar only have a fighter and heavy cruiser surviving. Most of the UPF ships have damage requiring a shipyard to repair.
– The surviving sathar heavy cruiser and fighter from SBF-J1 accelerate for a jump to the K’sta-Kar system.
– The damaged UPF destroyer completes repairs in the Streel shipyards (Pale, Truane’s Star) and the ship that was moved out to make room resumes construction (it will be done in 23 days).
– SBF-E2 jumps into the Zebulon system. It remains at high speed and begins calculations for jump to Kazak.
– A HS:8 ship completes maintenance in the PGC shipyards (Gran Quivera, Prenglar). Spacefleet moves a couple of small ships in for maintenance to coordinate their completion with more ships finishing and beginning construction on a new battleship.
61.359
– Calculations for the jump back to YS07 complete, the HSS History’s Hope begins accelerating for the jump while the astrogators get a day of rest before double checking the figures on the way out.
– Sathar TG-1 jumps into the OFS136 system where SCC#3 is located as they continue on their journey to SCC#4 (OFS111)
– The battleship Admiral Dooltan and accompanying minelayer arrive at Zit-kit (Kisk-Kar) and join up with PG Meteor. With the addition of the battleship and minelayer, the fleet is now designated Task Force Meteor.
– After spending a day rearming, Task Force Cassidine splits up with the undamaged heavy and light cruiser, now designated Patrol Group Vigilant, departing in pursuit of the sathar heavy cruiser which is headed toward K’tsa-Kar.
– The main force of TF Cassidine, all needing time in a shipyard to fully repair, begin accelerating for a jump to the Kizk-Kar system and then on to Fromeltar. The Terledrom (Fromeltar) shipyard is notified that they will arrive on FY61.375 and begins making preparations to receive them.
– The Clarion (White Light) militia, at the request of Spacefleet, depart for a jump to K’sta-Kar to join up with PG Vigilant and patrol that system. The saurians send 3 of their 6 Battle Rays to assist.
61.360
– Calculations complete, SBF-J2 (LC & FF) begin accelerating from the Liberty system for a jump to the Waller Nexus system. PG Liberty detects the departure almost immediately and subspace radio the intel back to Spacefleet.
– Stationing 8 of the fighters at Fortress Pale as the first official squadron of the Frontier Fighter Corps, the second assault carrier currently with Strike Force Nova is designated as Shuttle Group Alpha and departs back to Triad (Cassidine) to start moving more fighters around the Frontier.
61.361
– PG Liberty are authorized to engage the outbound SBF-J2 if conditions are favorable. Several Mhemne Belter ships offer to assist although their outdated engines mean that they will only be able to make a single pass at the sathar vessels. The ships all boost for intercept.
– Four fighters are completed at the Hentz (Araks) shipyard. They are put into storage awaiting the arrival of the Spacefleet pilots. Construction beings on four more fighters.
– Two fighters are completed at the Minotaur (Theseus) shipyards for the Frontier Fighter Corps but are currently manned by the militia. Construction begins on two more fighters.
61.362
– SBF-E2 jumps into the Kazak system and begins calculations for a jump to OFS019 and SCC#5.
– Battle of Liberty – PG Liberty, augmented by Mhemne ships, engage the sathar in the outer system. The fight does not go well for the UPF who lose their frigate and an assault scout although they do manage to destroy the sathar frigate.
– After fighting the UPF in the Liberty system, the surviving sathar light cruiser of SBF-J2 continues on its course to jump to the Waller Nexus system.
61.363
– CDC staff arrive back on Alcazzar (Rhianna) in anticipation of the new mining season. (SF4)
– SBF-J1 jumps into the K’sta-Kar system. They remain at speed and begin calculations for a jump to FS33.
61.364
– The HSS History’s Hope successfully jumps back into the YS07 jump completely charting that route. They begin decelerating to turn around and jump back to YS08 to continue their journey forward.
– PG Vigilant and the Clarion militia both jump into the K’sta-Kar system from opposite directions. Keeping an eye on the retreating SBF-J1, they start deceleration toward Kwadl-Kit.
– TF Cassidine jumps into the Kizk-Kar system and begin calculations for the jump to Fromeltar. They transmit details of their recent battles to TF Meteor to share their experiences.
61.365
– SBF-E2 jumps back into the OFS019 system and begins decelerating toward SCC#5.
– SBF-J2 enters the Void and like the frigate before it, misjumps, this time ending up in the OFS196 system.
– Enough space has cleared in the CDC shipyard (Triad, Cassidine) to allow Spacefleet to begin construction on another battleship to replace one of the two lost in the Second Battle of New Pale.
61.366
– SBF-J1 jumps into the FS33 system and begins calculations for a jump to OFS166.
– Eight more fighters are completed at the PGC shipyards (Gran Quivera, Prenglar) and shuttled to Gollwin Academy. Spacefleet delays the start of construction of more fighters as production of the ships is outpacing training of pilots and they want to use the space for construction of another battleship.
61.367
– As OFS196 is a system in the sathar charts, being on the route to OFS203 and SCC#1, SBF-J2 determines it position after just two days. It decides to take the known route back to Liberty and try again.
– Enough space opens up in the PGC shipyards (Gran Quivera, Prenglar) for Spacefleet to begin construction on the second battleship to replace the second one lost in the Second Battle of New Pale.
61.368
– The HSS History’s Hope arrives in the inner system of YS07 where they will rest for a day before they begin accelerating for the jump back to YS08.
– Task Force Cassidine jumps into the Fromeltar system and begins a slow deceleration toward Terledrom and the shipyard there. They radio ahead that they are a few days early.
– Spacefleet resumes fighter construction in the PGC shipyards (Gran Quivera, Prenglar) but only producing five at a time instead of eight. The other 3 HS worth of space is dedicated to constructing an assault scout. Additionally, 3 more assault scouts are started in the CDC shipyards (Triad, Cassidine).
61.369
– PG Vigilant and the Clarion militia, together with the saurian battle rays, arrive in orbit around Kwadl-Kit (K’sta-Kar). They set up a patrol schedule to watch for new sathar threats.
– SBF-J1 jumps into the OFS166 system and begins calculations for a jump to OFS167.
– SG Alpha arrives back at the CDC shipyards (Triad, Cassidine). The fighters in storage are transferred to the carrier while they await the arrival of their pilots, scheduled to graduate from Gollwin Academy tomorrow.
61.370
– SBF-E2 arrives back at SSC#5 (OFS019). The heavy cruiser under construction is moved out of the shipyard to make room for the damaged one to receive the necessary repairs.
– Nine more pilots graduate in the accelerated cadet class at Gollwin Academy. They immediately depart to take command of the fighters currently sitting in storage at Triad (Cassidine).
61.371
SBF-J1 jumps into the OFS167 system and begins calculations for a jump to OFS169.
61.372
An attempt to explode a bomb at the Council of Worlds building while the council is in session is foiled by Star Law agents and local law enforcement. Unfortunately, none of the perpetrators survived. An investigation is launched immediately to track down the origin of the plot.
61.373
TF Cassidine arrives in orbit around Terledrom. There is currently 6 HS of open space in the shipyard and the heavily damaged frigate and fighter are moved in for repairs.
61.374
– The HSS History’s Hope jumps back to the YS08 system. They begin decelerating and working on the jump calculations for the next system, a binary system 5 ly away.
– SBF-J1 jumps into the OFS169 system and begins calculations for a jump to the OFS170 system.
– The K’aken-Kar militia assault scout, also in OFS169, happens to detect the heavy cruiser just hours after it jumps into the system. Realizing they are in sathar controlled space, the ship goes into as stealthy a mode as possible to avoid detection as they monitor the sathar vessel.
– SBF-J2 jumps back into the Liberty system.
– The TF Cassidine fighter in the Terledrom (Fromeltar) shipyard competes its repairs. The space is held in reserve for the larger ships needing repairs.
61.375
– Princess Leotia’s 35th birthday. Major celebrations are held all over Clarion (White Light) in commemoration of her coming of age. While her father had planned to step down and hand the government over to her during the ceremonies, this has been delayed due to the ongoing sathar conflict.
– SBF-J1 jumps into the OFS170 system and begins calculations for the final leg of their jump back to SSC#10 in the OFS228 system.
– PG Liberty detects the returning light cruiser and radios its presence back to Spacefleet.
– The damaged sathar heavy cruiser at SCC#5 (OFS019) completes repairs and construction is resumed on the new heavy cruiser.
61.376
Three UPF fighters are completed at the Terledrom (Fromeltar) shipyards. They are transferred to Task Force Cassidine. The shipyard space is held in reserve to fit the larger ships needing repair.
61.377
– SBF-J1 jumps back into the OFS228 system and begins decelerating toward SSC#10
– An assault scout is completed in the Outer Reach (Dramune) shipyards. It sets off immediately for the Fromeltar system to join TF Cassidine. Construction begins on a new assault scout.
61.378
– SBF-J2 arrives back in orbit around Snowball. After rearming, it sets off once again to try to jump to the Waller Nexus system.
– Calculations complete, the HSS History’s Hope begins accelerating to the next system on their route, which they designate as YS11.
– A UPF assault scout is completed at the CDC shipyards (Triad, Cassidine). This is the first of the replacement ships larger that a fighter to come out of the shipyards since the conflict began. 5 fighters are also completed and work begins on another AS and 5 fighters. The completed ships join SG Alpha.
– The first damaged frigate from TF Cassidine emerges from the shipyard at Terledrom (Fromeltar) fully repaired. The other frigate enters and work begins on it.
61.379
– The Frontier Fighter Corps pilots arrive at Hentz (Araks) to take command of their fighters there. There is some initial tension between the UPF and militia forces as the latter do not want to turn over control of the ships.
– The Spacefleet pilots arrive at Triad (Cassidine). They are immediately transferred to the carrier in SG Alpha where their ships are awaiting them. SG Alpha departs immediately for a jump to Dramune and then on to Fromeltar where the fighters are to be delivered.
– The Yazira Dome completes its second year of operation. With the on-going sathar conflict, travel has been curtailed and off-world yazirian visitors diminished but the Dome is still wildly popular with on-planet visitors.
– Detecting SBF-J2 outbound once again, PG Liberty sends a subspace message informing Spacefleet and continues to monitor the sathar ship.
– Calculations complete and checked, the HSS History’s Hope begins accelerating for the jump to the next system on their route, designated YS11.
61.380
– Sathar TG-1 arrives at SCC#4 (OFS111), joining the other ships there.
– After several back-and-forth communications, including a threat by Spacefleet to dispatch TF Prenglar to the Araks system to eliminate or take control of the militia, the Hentz militia turns over control of the Frontier Fighter Corps fighters to the UPF crews.
– The second damaged frigate from TF Cassidine completes repairs at the Terledrom (Fromeltar) shipyards. A new UPF assault scout, along with an assault scout for the local militia are also completed. This frees up enough space that TF Cassidine’s assault carrier can move in for repairs.
61.381
TF Cassidine’s assault carrier completes repairs at the Terledrom (Fromeltar) shipyards. There is not enough free space to move the battleship in, but that space will free up in three days. With 30% of the shipyard empty, the work crews can each get a full day off to rest over the next few days.
It’s been a long time but I’m back to blogging and you can expect content to appear on this blog fairly regularly again. With the exception of the post about the Moonbright Stinger miniature, it’s been over a year. I’ve just had too much going on and, honestly, been very distracted by other activities, to do much in the way of posting. That is changing.
First, if you haven’t seen it yet, I just released issue 36 of the Frontier Explorer. You can grab a copy at DriveThruRPG or on the Frontier Explorer website. This was the last issue of the magazine. I was seriously burnt out on producing the fanzine and had to force myself to put out every issue for the last year. I threw in the towel with this one. Thirty-six issues and ten years of production was a good run. It’s time for new activities. If you want more details, check out my Endings and Beginnings article at the end of issue 36. A lot of what I plan on working on will appear here on the blog, either as entries or reports on “behind the scenes” activities.
That said, it won’t be the last fanzine issue. Tom V., who I co-created the Frontier Explorer with, is going to revive the Star Frontiersman fanzine. So you can expect to see more content there as well. I’ll probably write for the magazine, but I won’t be producing it any more.
What to Expect
With that out of the way, let’s look at what you can expect here at the Expanding Frontier going forward. I currently have no idea what my publishing schedule is going to look like. I hope to get back to a post a week, and maybe even more, but we’ll see what happens. Here are some of the projects I’m going to be working on and posting about.
Detailed Frontier Timeline
First, I’m resuming the Detailed Frontier Timeline project where I am posting a day-to-day series of events going on in the Frontier, these posts go out daily on Twitter and monthly here on the blog. Currently, the timeline is in the thick of the opening events of the Second Sathar War. I tweeted nearly a month’s worth of events back in February 2021 that never got posted here on the blog. That summary post will be the next one after this post. (In fact, it’s already written. I just decided to get this post up before I posted that one).
If you want to get the daily updates, follow the @StarFrontiers account on Twitter or the #SFTimeline hashtag. I post these in the Star Frontier account instead of my personal account (@dagorym) and every post has the #SFTimeline hashtag. They will start back up on day FY61.382. Otherwise, my plan is to publish the summary blog post here during the first week of each month that collects all the Twitter posts from the previous month. So you’ll be getting the summary from February 2021 in a day or two, Twitter posts starting back up, and the next summary post in the beginning of June.
3D models
I want to get back to modeling. I still have 5 miniatures from the Privateer boxed set to recreate and then it will be off to to the races creating ship models of my own design. Probably several space stations to start. I don’t know exactly when I’ll get started on this, but I hope to start working on models by the end of May. We’ll see what kind of progress I make and how often I post these.
HSS History’s Hope
Back in December 2020, I posted a set of videos showing how I was creating the deck plans for the HSS History’s Hope, a ship that features in the Detailed Frontier Timeline. The idea was to both show the deck plans and talk about how I create them. I need to finish the deck plans for that ship. The question is, would you be interested in seeing videos of how I draw the remaining five decks or do you just want to see the final plans. If you want me to record the design/drawing process for the maps, let me know in the comments. I’m happy to do so, but that might delay getting this project restarted.
Regardless of whether I record videos of the deck plans being drawn or not, I have two projects in mind related to this ship, maybe three. The first is to do a Technical Manual for the HSS History’s Hope like I’ve done for the UPF Assault Scout and Sathar Destroyer. It will include details of each deck, a bit of history on the ship, and its stats, all in a nice little manual.
The other project I want to do is a write-up of an exploration campaign to use the ship to search for the Yazirian homeworld, exactly what is happening in the Detailed Frontier Timeline. This is an ambitious project so I don’t know if I’ll be able to pull it off or finish it (I’m really bad at that), but I’m going to give it a go.
The third possible item related to this is doing a write-up of the History’s Hope’s travels as chronicled in the Detailed Frontier Timeline but in a more narrative form with additional details added.
Writing
Which brings me to my next topic, fiction writing. I have a short sci-fi novella, Discovery, that I wrote over a decade ago. While it’s not exactly Star Frontiers, it’s also not explicitly not Star Frontiers either. I wrote that novella to describe how I envision Void Jumping to work. I have a sequel planned and I might start working on that. And it’s possible to tie this into the Star Frontiers universe if I wanted to as the story is about humans discovering FTL travel and they could discover the other SF races in a later novel.
However, more likely, I am going to keep working on my explicitly Star Frontiers novel, A Pale Survivor. That one is already half again longer than Discovery and about a quarter of the way through the story. This is a story of events on Pale during the invasion of that planet during what would eventually be called the First Sathar War. I posted the prologue to the story back in 2019.
I hope to spend some time every month working on one or both of these novels. If you’d be interested in seeing excerpts from the stories as I write them, let me know in the comments.
Technical Manuals
I mentioned the HSS History’s Hope Technical Manual above. Once that one is done, I plan to start doing more technical manuals of other ships. I think this, combined with the 3D modeling, is going to become my main focus. This is where my interest is being drawn more and more and I think that’s where I want to focus my time. We’ll see if it happens.
Miscellany
There are a number of projects that I started here on the blog that I may or may not get back to. Hopefully I will, but I’m not making promises at this point. In addition, I have a list of (currently 8) topic ideas for one-off posts that are sitting in my draft ideas folder. Some of those might end up as posts on this site and/or articles in the Star Frontiersman.
Website Work
The other major project that I have planned is to redesign and revamp all the websites I host. This site probably doesn’t need much work, but all the other Star Frontiers sites are getting pretty long in the tooth and need some serious effort and updating. I’ll probably start with the Frontier Explorer site but the list of sites needing work include:
the Frontier Explorer website (frontierexplorer.org)
the Star Frontiersman website (starfrontiersman.com – this one is going to Tom V)
the Star Frontiers Revival forum site (starfrontiers.us)
the Star Frontiers Network site – wiki, game forums, and old website archive (starfrontiers.info)
my New Frontier Games site (newfrontiergames.com)
a couple of personal sites
My plan is to consolidate and streamline those sites and make them more user and mobile device friendly.
Related to this, I want to get all the articles from the Frontier Explorer online as individual HTML pages that can linked and referenced. Some of them are already online and that was the plan when we started the magazine but it fell by the wayside. I’m planning on putting my librarian hat back on and getting them all finished.
There are a host of projects involved with this effort and I’ll report on them as they get completed.
Patreon
That’s quite a list of projects. The last item I want to mention is that I have a Patreon campaign that supports the work on this blog. If you’d like to support me in my efforts as I work on the projects above, consider becoming a Patreon supporter. You can click the “Become a Patron” button on the upper right of the page (or this link) to sign up as a supporter. I need to update my patreon page to reflect what is going to be happening still and especially update the goals/rewards, but the general idea is still there. If you’re already a supporter, thank you. If not, consider becoming one.
Last Thoughts
That’s it for this post. There are a lot of things I want to do. We’ll see which and how many of them I get to in the coming months and years. I hope to be here for the long haul but we’ll see how it goes.
As always, feel free to leave me comments or suggestions below. I have several old comments that I need to respond to, but I will be more responsive going forward and am interested in hearing what things you’d like to see on the blog.