This is a common dock lounge found on most large (HS 5 or 6)
civilian stations around the Frontier.
Located in the station hub, the gravity here is only about 0.1g. Just
enough to keep you in your seat but light enough that you have to be careful
with your movements.
This lounge area provides a place for crews to get off the ship without going into the station proper, mingle with crews in adjacent berths, and even conduct some semi-private business away from the hustle and bustle of the main station.
Each docking hub can accommodate up to four ships so there could be members of different crews here at any given time but no more than four at once. Depending on the size of the station and its central hub, there could be from 4 to 16 of these areas on any given station.
The Map
I’ve had this map kicking around in my sketch book for years. It’s actually part of a one-shot adventure I’ve run and will write up some day. This weekend I decided to give it the full, vector-graphic treatment and turn it into a usable map. I’ve used this location in a couple of different adventures over the years and it’s part of my concept of the design of the stations around the Frontier.
The map above is the labeled version at my standard 100 dpi resolution with each square representing 1 meter. If you want an unlabeled version, or either version at 70 pixels per square which is the default for Roll20’s map system, here are a few more versions of the map. The ones labeled 70ppm (pixels per meter) are the larger versions for VTT systems.
If your particular virtual table top uses a different default resolution, let me know and I’ll add in maps at that resolution as well.
Area Descriptions
Area 1 – Station Passageway
This is the main passageway through the hub of the station. I’ve drawn it here as a 2m wide passage with a small side passage going to the crew lounge. That’s how I originally drew it and described it the first time I used it. When I used it in the “A New Can of Worms” game, the hub corridor was much wider, like the terminal area in modern airports, and the crew lounge area was right up against it with glass walls. The PCs in that game tried several times, unsuccessfully, to get in.
Area 2 – Crew Lounge
This is the crew lounge proper. It has a couple of desks, some tables and chairs and a sofa and a couple of recliners. All in all, it’s a bit over 45 feet long and 20 feet wide.
The desks are fixed in the corners but all the other furniture is movable and can be positioned wherever the crews want. There are sensors that monitor the area in front of the doors and if they are blocked, the lights in the room flash and an alarm sounds until the offending item is moved. Since there is only 0.1g in the area, it’s fairly easy to move even the sofa but everything stays on the floor and doesn’t float around.
The door into the room from the hallway is locked with a level 4 security lock that opens only to beings who have been registered with the station as part of the crew of one of the ships assigned to these berths. The registration is typically done as part of the docking procedure so that the doors are working as soon as they arrive. The door itself is a pressure door and takes 3 turns (18 seconds) to cycle and move through: On the first turn the person wishing to pass through stops at the door and starts the process, on the second, the doors cycles and opens, and on the third, they can move through into the room. The door closes and seals automatically if not held open.
The roof of the room is a series of large windows, allowing those in the room to look up and out into the central hub of the station and see their ship and the other ships docked in the area. The ships attached to passages 4b & 4c are directly above the room while the other two are slightly higher up and off to the left and right.
Area 3 – Access Halls
These short passages provide access to the docking tunnels on either side of the crew lounge area. Like the door into area 2, these pressure doors have a level 4 lock on them that only allows the registered crews of the two ships docked off of the passageway through. Thus the crew of the ship docked in passage 4a could not open the door to 3b.
Area 4 -Docking Tunnels
Each of these passages ends at another pressure door (not shown) that opens into the docking collar connecting one of the ship’s airlocks to the station. For small ships this may be the only airlock and so all crew and passengers come out this way. On larger ships with more than one airlock, this is connected to the crew’s airlock with passengers typically going through a different part of the station. Alternately, for large ships, more than one of these docking tunnels may be connected to different airlocks on the same ship.
The tunnels move away from the lounge area, angling upward as they do, and then turn into a vertical shaft going up to the ship with ladders and hand holds along the walls. Gravity decreases from 0.1g to less than 0.05g by the time you reach any of the ships.
Tunnels 4b and 4c typically connect to smaller ships (up to hull sizes 8 and 6 respectively) although a single large ship could be connected to both of them. The other two tunnels extend farther out into the hub and can accommodate ships up to hull size 10 (4a) and 12 (4d). Even larger ships could take up 4a and 4b or 4c and 4d together or even three or all four of the tunnels (for a HS 20 ship).
The pressure doors to these docking tunnels are keyed only to the crew of the ship docked to that tunnel and use a level 6 security lock.
Some Thoughts on Station Sizes
The 0.1g gravity in this area only really works if you don’t allow very large ships into the station hub. That limitation goes a bit against the Star Frontiers setting as described in the rule books. There it says that a HS 6 station is 1200m in diameter. Assuming 1 g at the rim, that mean you hit 0.1g of gravity at just 60m from the center of the station. So the hub can only be 120m in diameter. The size given for a HS 20 ship is 100m in diameter so it could just squeeze in but would take up all the space. So you either have to limit the size of ships that can come in, or you have to make the hub bigger which means the gravity would be a bit higher in the lounge area probably up to 0.2g. It’s even worse on smaller stations. Because they are smaller, you hit that 0.1g even closer to the center of the station. Just something to keep in mind.
Running a little bit late today getting this up due to the long weekend and being completely swamped. This month sees the launch of the exploration project by the Yazira Heritage Foundation in an attempt to plot a route to the start suspected to be Yazira, the yazirian home world. We also see the sathar probing the Frontier, and the Spire Dragons finally reach the summit of Mt. Spire.
Date (FY)
Events
60.207
After weeks of debate, an initial charter for the Frontier Expeditionary Force is approved. A young Spacefleet commander, Space Commodore Karl “Rough” Rider (SFKH3), is given command of the operation and assigned the task of building the project.
60.208
Three days out from Hargut (Gruna Garu), the UPFS
Nexus, Strike Force Nova’s communications ship, detects signals from the
direction of the vast expanse that match the profile previously
reported. Strike Force Nova aborts the
jump to Araks and begins return to Hargut while monitoring the signals.
60.209
Discovery Squadron arrives at Faire in
the Capella system. It will spend a
week here meeting with Rim Coalition representatives to attempt to recruit a
few members of The Flight to make the mission a joint UPF-Rim operation.
60.210
Assault scouts from the Fromeltar and K’aken-Kar
system arrive at Zit-Kit (Kizk-Kar) and begin sweeping the system.
60.211
– The CDCSS Nightwind arrives in the Kizk-Kar system with an assault scout escort delivering a shipment of security robots to CDC operations on Zit-Kit. – The CDCSS Nightwind is set upon by the sathar ships and a running battle ensues as the freighter tries to escape and its escort uses its superior maneuverability to fend off the attackers. A distress call goes out and the two militia ships happen to be less than an hour away. – The CDC assault scout, having damaged the sathar destroyer considerably, is destroyed by the sathar vessels just as the militia assault scouts arrive. The militia assault scouts join the battle fresh and defeat both damaged sathar vessels.
60.212
Shakedown cruise of the second saurian Ark ship is
complete. Refugees begin shuttling up
to the ship.
60.213
Construction of the first of the
TransTravel escort vessels, a Streel Red Thunder class Corvette, begins in
the shipyards in Prenglar.
60.214
Strike Force Nova arrives back at Hargut (Gruna
Garu). Collection and analysis of the
signals continue. They seem to be coming from OFS200, and the signal is often
masked by emissions from the pulsar at OFS203 making observation difficult.
60.215
Construction of a pair of TransTravel
Assault Scouts begin at the Triad shipyards
60.216
Sathar starship construction center near Fromeltar
(SCC#4) completes a light cruiser.
60.217
HSS History’s Hope departs Histran
(Scree Fron) on the first leg of what will most likely be a multi-year
endeavor to attempt to chart a series of jumps to the star that he Yaziria
Heritage Foundations now believes to be original yazirian home system. The first step will be an 8 ly jump to the
OFS 224 system.
60.218
After just over a week of discussion, Discovery
Squadron continues on its mission leaving the Capella system and headed
toward Osak. While the Rim generally supports the mission, they are hesitant
to officially contribute ships for fear of increasing sathar ire if problems
arise.
60.219
Landing Day celebration held on Hentz
(Athor) celebrating the anniversary of the Yazirian Exodus arriving in the
Frontier region.
60.220
Having identified and isolated the transmissions,
Strike Force Nova departs Hargut (Gruna Garu) to head to the Araks system,
continuing its tour and looking to attempt to identify the signals in other
systems.
60.221
With the ending of the winter season on
Alcazzar, a CDC freighter, the CDCSS Trucker XIV, departs Triad (Cassidine)
with crew and equipment to establish mining compound on Alcazzar (Rhianna)
(SF4)
60.222
A new cutter is completed at the sathar starship
construction center near Zebulon.
60.223
Loading complete, the second saurian
ark ship departs into interstellar space.
60.224
Construction of another corvette for TransTravel
begins at the Fromeltar shipyard.
60.225
The HSS History’s Hope arrives in the
OFS 224 system, successfully plotting the outward segment of the jump. The crew will spend a few days observing
the system while the astrogation team calculates the return jump.
60.226
A new destroyer is completed at the sathar starship
construction center in the Liberty system.
60.227
Discovery Squadron arrives is the Osak
system, where they will spend a two-day layover before continuing on to
Kazak.
60.228
Spire Dragons begin their final ascent of Mt. Spire. Over 20 beings, with representatives from
all seven major Frontier and Rim species, take part in this final ascent
which is expected to take four days to reach the summit.
60.229
As Discovery Squadron is about to
depart the Osak system, they are joined by two Humma-crewed vessels from Hum
(Fockhrik). One is the equivalent of
an assault scout, while the other is a small exploration vessel. Having heard of the mission, the humma are
more than willing to take the fight to the sathar.
60.230
Strike Force Nova arrives at Hentz (Araks). No signals from OFS200 were detected on the
inbound leg of the trip. The Strike
Force will remain in the system for 14 days searching for signals from the
system and conducting drills.
60.231
– Repairs at the CDC starship construction center bring capacity up to 75%. – A sudden and serious storm swirls around the summit of Mt. Spire requiring the Spire Dragons expedition to hunker down less than 1000m from the summit to wait out the storm. They dig in but are very exposed near the mountain’s peak
60.232
With repairs of the CDC starship construction
center well underway and progressing, work on the CDCSS Mystic resumes
60.233
– After two days, the storm atop Mt. Spire finally clears. Four expedition members were lost during the storm, their shelters having blown away, presumably carrying them with it. The remaining team makes the final ascent reaching the summit about two hours after noon. – The team reaching the summit consisted of members of all seven Frontier and Rim races, although there was only one Osakar as the other two Osakar that were part of the summit team were lost in the storm. With another storm rapidly approaching, they take pictures and quickly begin their descent.
60.234
Construction of an assault scout for Trans Travel
begins in the Minotaur (Theseus) shipyards
60.235
The CSCSS Trucker XIV arrives at
Alcazzar (Rhianna) and begins shuttling crew and equipment to the surface.
Cold conditions slow the initial construction while crews wait for slightly
warmer weather.
60.236
The HSS History’s Hope successfully completes the
return jump to the Scree Fron system fully charting the route to that system.
They dock at Histran station to resupply and report the jump to the UPF. The
proceeds from the jump registration will be used to help fund the mission.
60.237
The Spire Dragon summit team makes it
safely back to their high-altitude base camp just hours before the new storm
hits.
Okay. This month has been a bit of a roller coaster (and that’s not counting the fact that I got to actually ride roller coasters this month 🙂 ).
Looking Back
As promised, I got out the regular Detailed Frontier timeline post and a post on the module campaign. I also created the sector map based on the region of space from my book Discovery as I had mentioned I wanted to do which highlighted the notation for the third dimension in the maps.
The post that I wasn’t anticipating was my review of the AnyCubic Photon 3D printer. That one came about as a bit of serendipity. I was at the university library (where I used to work) printing out my poster for the meeting that I went to in Australia at the beginning of the month and they had added an SLA resin printer to the host of other 3D printers. We got talking about it and after seeing some of the prints they were doing, I kind of got excited to maybe get one myself. So I started looking and found that there were some entry level ones for just $300. And then I went on my trip. When I got back, I decided that for $300, I had to take the plunge so I ordered it and have been playing with it all month so I thought I’d write up a review for anyone else that might want to get one to make miniatures with. I mean if creating miniature for game play doesn’t count as creating RPG resources, I don’t know what does. 🙂
The 3D printer was the fun part of the roller coaster that was August. The down side was “off camera” so to speak. Somehow, my web hosting service got hacked and all my websites that were hosted there had malicious code injected into them. So I had to get that all rebuilt and back on-line. It didn’t affect this site as this one is on my home server but it did take the Frontier Explorer site off-line for about a week while I got it all cleaned up. The hack that let the malicious users in was on the webhost side, not my sites since they damaged several different (unrelated and unlinked) sites exactly the same way like they had access to account file system, not the web file system. As I’m writing this, I still don’t have one of the sites back up yet but that should be done in a day or two (probably by the time this posts). It’s my old blog that I haven’t written on since 2013 so I have a perfect backup. It’s just so old, I don’t think it works on the newer infrastructure at the web host so I’m temporarily reinstating it on my home server until I can get it upgraded.
I’ve also been putting some work in on my Star Frontiers novel. I’ve only added about 2200 words this month (and 2800 last month) but I’ve gotten some more organizational stuff done on the manuscript and done some light editing. It’s only about 3000 words shy of being the same size as my Discovery novel and I’m only about 1/4 of the way through the plot. So I’ve got a way to go.
I also posted an opportunity to purchase printed versions of the Extended Frontier Map. The preorders on that are still open and will be until Sept 4th. At which point I’ll be getting the order for the maps placed and get them printed and shipped out.
Looking Forward
September is likely to be a slow month as far as posting goes as I’m going to be doing a bunch of stuff behind the scenes that will probably not translate into posts. I’ll try to get a post out every week but they might be kind of small. There will definitely be the Timeline post as always, and I’ll do one more on the module based campaign, probably covering the Warriors of White Light and Dramune Run modules. Beyond that I can’t really say what will come up.
Behind the scenes I will be continuing to work on my books. I also am probably going to actually start getting Death at Rosegard put together properly.
But the big thing that will probably be taking up my time is an upgrade to my home server and moving websites around. The computer that is running my home server (an old laptop that was 2x faster and more memory that the previous server) is having issues and constantly throwing errors. It doesn’t seem to affect the running of the sites, but it is a cause for worry. Partially I think it is just over-heating and I need to clean it and maybe reapply some thermal paste or replace a fan to get better airflow. That server hosts this site, starfrontiers.info, starfrontiers.us, and starfrontiersman.com, and my old programmingspace.net site (once I get it moved back). So if you see a short interruption on those sites, it’s because I’m working on the server.
That’s just maintenance. I’m planning on actually building a new server with modern hardware (instead of 5 year old hardware) to run the server on. On the hardware side, the amount of memory will be the same but the memory speed will more than double and the CPU will go from 4 cores to 8 with each core being about 60% faster than the older ones so there should be a definite performance increase. I’ll probably also use the computer to do some development on as well but it will primarily be my server. In addition to the hardware upgrade, I’ll be working on upgrading the software infrastructure as well.
I’ll also probably star migrating my sites on the shared webhost back to my home server. I originally moved them off to get increased bandwidth and stability from my now 10 year old server and slower internet connection. But since then I’ve upgraded my internet and with the server upgrade, I will have plenty of processing power and bandwidth so that it make sense to move them back in house where I have a bit more control. Once the migration is done, I’ll be looking to make upgrades to the sites themselves but that a project for several months down the road.
I’m still itching to do another Technical Manual so that project might start this month depending on how the infrastructure work goes. We’ll just have to see.
Your Thoughts
As always, let me know if there are any particular things you like to see me address more here on the blog.
And thank you to all of you reading my blog and especially those supporting me on Patreon. It’s your support that makes things like the server upgrade possible.
As you know, I like to build models and 3D print them. I’ve had Rostock Max v3 printer for a couple of years now that I’ve been very happy with. With it’s ~11″ diameter bed and ~16″ maximum height, it has allowed me to do some really large prints like my 12″ Assault Scout and my dice towers. I’ve also used it to print parts to repair things around my house or other useful gadgets.
Types of Printing
As a fused deposition modeling (FDM) printer with a 0.5mm nozzle, one thing the Rostock doesn’t do is super fine detail on small scales. It’s good enough for the spaceship models I’ve been making, especially since I designed the ships with the capabilities of the printer in mind. However, some of the models that I made to recreate old metal miniatures are right on the edge of what the printer could do. And while they print fine, they could be better. It definitely doesn’t do well enough to print small 28mm scale miniature figures with all their detail.
So earlier this month I purchased a new printer to compliment the Rostock on the small scale: an Anycubic Photon. Unlike the FDM printer that uses filament to lay down layers of material to create the print, the Photon is a Stereolithography (SLA) printer. It uses a UV sensitive resin and shines a UV light on the resin, hardening it for each layer. Early (and more high end) SLA printers use lasers as the light source. The Photon uses a UV LED screen. So instead of having to move back and forth across the print area to put down filament, it exposes the entire print surface at once.
Resolution & Build Volume
My Rostock has a cylindrical build volume 280mm in diameter and 405mm tall. Vertically, it can theoretically do 0.06mm layers but in practice, anything less than 0.1 mm doesn’t work but at that thickness and higher it works just fine. So I would use 0.1mm for high detail prints and 0.2mm as the default for large prints. That’s the vertical direction, in the horizontal direction, the positional accuracy was on the order of 0.05 mm but with the 0.5mm nozzle, you get actual resolution more on the order of 0.2mm.
The Photon is much much smaller. The picture at right shows them side by side. The print volume on the Photon is rectangular, 121mm wide, 68mm deep, and 150mm tall. However, that 121×68 mm print bed is imaged by a screen that is 2560×1440 pixels in size. That works out to a resolution in the x and y directions of 0.0475mm, 4 times better than what I can achieve with the Rostock. In the vertical direction, the default layer height is 0.05mm and it can go as low as 0.02mm, although I haven’t tried that yet as the 0.05mm height is amazing. It can go as thick as 0.1mm. So the default vertical resolution is already 2 times better than the best the Rostock can do and it has the capability to go even finer. The cost is print time and build volume.
Some Prints
Before I talk about the printing process, it’s time for some pictures. I’m still testing things out, but the default settings produce some amazing prints.
The images below shows a pair of miniatures that I printed for my daughter’s friends. I had tried printing them on the Rostock and it just couldn’t do it. The discoloration on the print of the sorceress is due to an alternate curing method I was trying out (more on that later). You can see the folds in their clothes and hair, and details in their armor.
The printer came with the green resin and that’s what I’ve been using. I’ve ordered some white, black, and grey resin but I’m waiting for it to arrive. Next up we have the pirate corvette. The silver one was printed on my Rostock and the green of course is the new Photon. You can see the difference immediately. The resin print is much smoother and doesn’t have the banding from the print layers that the FDM print has. That wasn’t actually the best print from my Rostock so it’s not a completely fair comparison but the new one is just that much better.
This image shows my sathar destroyer and hull 6 freighter models printed with both printers. The main thing visible in this set of prints is that the physical dimensions of the prints are more accurate with the resin printer. For example the bulb at the head of the destroyer is a bit distorted in the FDM print. Another thing that’s not as easily visible in this picture (as I wasn’t thinking about it when I took the picture) is that there are some fine details of bay doors and airlocks on both models that are just barely there on the FDM print but easily visible on the resin print. The other thing that stands out is that the barrels on my laser batteries (on the freighter) show up just fine in the resin print.
This next print I did to test out the resolution. The two prints are the exact same model file. The white one was printed with 0.1mm resolution on the Rostock and is 4″ tall. That was the scale (1/500th) that I designed the model to print at. I’ve also printed it at 1/333th, 6mm, and 10mm scales (6″, ~8″, and ~12″ tall. If you want one, you can order them here). The small one was printed just 1″ tall (1/2000th scale). It’s hard to see it in the picture, but every detail you can see on the large model, is also on the little one.
In addition, because of the very high resolution of the resin printer, details on the bottom of the model (back of the engines and fuselage), which didn’t print very well on the FDM version, are hinted at on that 1″ print but completely visible on a full-sized 4″ print as seen in the image below.
Next we have a comparison of the sathar light cruiser model. The FDM printed one has suffered some battle damage from my little boys playing with it. This is their favorite model of the bunch for some reason. Now the FDM version is pretty good but suffers on the underside of the engine struts. Otherwise it looks pretty good. But what blew me away when I got this print finished was the surface detail on the resin print. If you look closely at the head of the ship and the upper fuselage, you can see that the surface is faceted by a bunch of flat surfaces. That is the actual shape of the model file, not a printing artifact. It is washed out by the lower resolution of the FDM printer but the resolution is so high on the resin printer that the fact that I only used 50 faces to model circles is evident in the print. Those are the individual hull plates used to build the ship. At least that’s the story I’m sticking to.
The image below is the tallest print I’ve done, the sathar heavy cruiser. This one is about at the limit of the printer standing 142mm tall. In this case, I haven’t removed the support material from either of the prints so you can see what that looks like before it is all cleaned off. Not much more to add with these ones.
Finally, we have a collection of the smaller ships. These are all models, like the two above, that duplicate the original metal miniatures as exactly as I could (which turned out to be pretty close). We have the UPF and sathar frigates, the sathar cutter (which is the silhouette used on the UPF minelayer chit, but called the sathar cutter on the blister pack), and the pirate and UPF assault scout.
The Printing Process
The Photon’s SLA printing process comes with a different set of experiences, constraints, and challenges as compared with a FDM printer. The most obvious one is that everything is printed upside down.
Build Plate Adhesion
The layer being printed is at the bottom of the pool of resin. The UV light shines there to cure the resin, then the build plate slowly lifts to separate it from the teflon panel at the bottom of the reservoir, lifts it up and then puts it back down to work on the next layer. Because of that, one of the biggest challenges is making sure that your first few layers stick very strongly to the build plate. I’d say this has been my biggest challenge so far and I’ve had plenty of failed prints where it just hasn’t stuck and I’ve ended up with at layer of hardened resin stuck to the teflon at the bottom.
To achieve a good binding, there are two major factors that go into it. First, you simply expose the resin to the UV light for a lot longer on the first 5-10 layers. Typical expose time for a regular layer is 8-12 seconds. On the first layers you expose it for 40-80 seconds. This makes these first layers strong and well hardened and helps them bind to the build plate. The other part is to make sure that the build plate is as level as you can get it.
On the Photon, the build plate is connected to the mechanism that moves it up and down by a ball joint (that you can just see at the top of the picture above) which allows you to adjust the position of the plate. I’ve found that I need to realign this after every few prints. I think I’m applying too much force when trying to remove models from the plate, or not tightening the screw enough that holds it tight. I’m still working on making this more stable.
Layer Print Speed
Another difference is that it takes the same amount of time to print a layer whether there is only a small bit of the model on that layer or you’re filling the entire build plate. On an FDM printer, the nozzle has to travel over every bit of the layer where you want plastic to be laid down. Which means that the time spent on a layer depend on the amount of material to be placed. In fact, in the slicing software for FDM printers, there is an option you can set that is minimum layer time. This is because the plastic is still warm and if you print over the layers to quickly, you get smearing like you can see at the top of the corvette model in the earlier pictures.
On the SLA printer, it exposes the entire layer at once. Which means each layer takes exactly the same amount of time regardless of the amount of material being printed. However, because of the smaller layer sizes, you have to do more layers.
For single models, the FDM printer is faster. For example, the freighter print, and the frigates and sathar destroyer for that matter, all take about 4-5 hours on the Photon to print since they are all the same height and print time is just a function of the height of the model. The heavy cruiser took about 11 hours (I ran it overnight). On the FDM printer, those smaller models only took about 30 minutes to 1.5 hours depending on the layer height settings. So you’re getting the increased quality in exchange for increased time.
However, because the SLA printing is independent of the amount of material being printed, you can print a bunch of models all at once if they fit on the build plate. I printed the eight smaller ships (destroyer, 2 frigates, freighter, cutter, and 3 assault scouts) all at once. It took five hours and only filled about half the build plate area, if that (I could have packed them closer together). On the Rostock, that same set would have taken nearly 6 hours to print (at 0.1mm height resolution compared to the 0.05mm of the Photon) and the scaled down assault scout model would not have printed successfully at all as the details are too fine on that model. And that 11 hour print on the heavy cruiser? It takes 6.75 hours on the Rostock. And I can print 5 at a time on the Photon in that same 11 hours which would take just over a day on the Rostock. So while individual prints are slower, you can print many models at once and actually achieve a faster print speed with higher resolution. As long as it fits in the build volume.
Materials, Post-processing, and Clean-up
With the FDM printer, I just use PLA plastic which comes in 1kg spools that cost about US$22-25 depending on the color and transparent plastic costs a bit more. You can see one of the spools and its box in the very first picture sitting on top of the Rostock. For the SLA printer, you use a liquid resin that hardens when exposed to UV light at 405nm. You can buy it in 500ml and 1 liter bottles that cost about US$25 for the half liter bottles and US$40 for the liter bottles, again price varying slightly by the color and transparency. So the material on the SLA printer is a bit more expensive.
Additionally, you use more material for any given print. You always have to have a base plate (raft) that uses up material, plus the resin prints tend to be more solid than the FDM prints. There are techniques for reducing this that I’m still learning, but my resin prints are definitely heftier than the prints from the Rostock. Additionally there is a bit of resin lost in the clean-up process each time (although the amount is fairly small). All told, it probably costs about 2-3 times as much to print with the SLA printer than the Rostock.
There is also a bit more work involved on finishing a print with the SLA printer. With the FDM printer, once the print is done, you just have to let it cool, remove it from the build plate, remove the printing supports, and you’re done. Paint or use. It’s a bit more involved with the SLA printer.
First, the print is literally dripping wet. The last bit of just came out of the resin bath and you might have bits of liquid resin hiding in pockets higher up depending on the shape of your model. So you have to have to make sure that gets cleaned up.
Second, there is typically a thin film of uncured resin sticking to the surface all over the print. This needs to be rinsed off to get the highest surface detail. This is done by washing the material in a bath of high concentration rubbing alcohol (I use 91% isopropyl). The alcohol dilutes and washes away the uncured resin. This keeps it from binding to the model in the next step.
Finally, you need to finish the curing process. While the model is solid, it is not completely cured and you want to make sure it is. This can be accomplished in a number of ways. One is to buy a UV lamp that emits at 405nm and put the model under that for a while to finish curing at least the surface (which is really what you need, the interior will finish over time). The other option, which I typically use, is to take advantage of the big UV lamp in the sky and set the model out in the sun for 10-15 minutes. Of course that latter option only works during the day. At night I actually have a full spectrum lamp from an old fish tank that I use. It’s not super efficient as I don’t think it actually emits a lot of UV but it does work if I let it run overnight.
Since you’re working with a liquid, you get drops of resin falling across your work surfaces and printer as you’re working with the finished model, plus resin sticking to the tools you are using, so you have to make sure to clean it up as you go.
Finally, you have to deal with failed prints. On the FDM printer, you just pull the bad print off, make sure the nozzle is clean, and try again. There is a little more work with the SLA printer.
First, when a print fails, that usually means that it has come off the build plate and therefore is stuck to the bottom of the resin vat. Although I did have one failed print (of the heavy cruiser) where parts were just missing because they didn’t stick at first and then later layers worked. The printer comes with a plastic scraper for removing prints from the build plate and the resin vat when they get stuck there. However, you have to be very careful. The bottom of the resin vat is actually a thin sheet of clear teflon film. Clear so the UV light can get through, and teflon to help the resin not stick. This film has to be flat and intact for the printer to work. If you gouge it, it has to be replaced.
Which of course I did on the second day of printing. I was having a lot of failed prints and I accidentally caught the film with the corner of the scraper and gouged it pretty good making it no longer flat. Luckily the printer comes with two replacement films so I got to experience that right away. I haven’t had a problem since. (And I’ve ordered more film in case I do and for when the film just wears out from use.)
The other thing you have to deal with on failed prints, and even regularly after good ones, is little bits of cured resin in the vat. These have to be cleared out because if they get between the build plate and the bottom of the vat, the build plate doesn’t get into the correct position and the layer doesn’t cure properly which can cause it to not stick and the print to fail. This is done by removing the resin vat from the printer and pouring out the resin through through a very fine filter (that came with the printer) into a container. The little bits are removed from the resin and then you can replace the vat (after wiping it out) and refill it with the resin. The picture to the right shows the filter I’m currently using and all the little bits that have been filtered out. The filters that came with my printer are paper and eventually soak up a bunch of resin and have to be discarded. The printer came with 10 so I’ll eventually need to get some more.
Other Thoughts
Just a couple other thoughts before we wrap up. First is the smell. The PLA plastic that I use for the Rostock actually smells pretty nice. It’s not like air freshener nice but it is not a bad odor. The resin isn’t nearly as pleasant. And while it’s not too bad, you can definitely smell it when the printer is running. It’s best to run the printer in a well ventilated area. Also, there is a distinct odor from the rubbing alcohol as well. While I wouldn’t consider them to be really unpleasant, the extra odors from this printer are not as nice as the FDM printer. Of course, I’m not that sensitive to the smells so it might be worse for you.
Another topic is the slicing software that you use to make the print files. The printer comes with the software bundled on a USB stick and as far as it goes, the software works just fine. However, it is very limited in its functionality. It also has a bug in the rotation functionality that makes it a bit hard to position pieces if you want to rotate them. Namely, the x & y rotation work on the original model axes, no matter the model rotation, while the z rotation works on the printer z axis.
Additionally, it would be really nice if the slicing software would tell you how much resin was being used in a print. It gives estimated print times (which tend to be underestimates, I don’t think it takes the motion of the build plate into account) but doesn’t give you the volume of resin used. It also doesn’t do hollowing or drilling holes (an advanced topic I’m just getting to to reduce resin use) but that can be done in other software. I’ll admit that I haven’t checked the company’s website yet to see if there is a newer version of the software.
Others have recommend ChiTuBox which is what the bundled software is based on (an older version) as it does have all those features and fixes the rotation bug. But for some reason, I have yet to get a print to work using a file generated from that program. They always fall off the build plate despite having all the settings the same in the two programs (at least as much as I can. ChiTuBox has many more options). I’m still trying to figure that out. Right now I use ChiTuBox to position and hollow out the model and then use the bundled software to add supports and slice.
Finally, the touch screen is a little small. The icons and images are fine, but the print is really tiny. It’s a pretty high resolution screen crammed into a 2.7″ space so the words are small. I typically have to either use my magnifying glass lamp or put on reading glasses (even with my uncorrected closeup vision) to read the remaining time on a print.
Conclusions
The bottom line is that I really like this printer. Like any 3D printer, it has its quirks and there is a bit of a learning curve to get the best performance, but it is fairly turnkey and once I got the build plate leveling worked out, it pretty much just works. There is a bit more work involved in finishing the prints, and the materials cost a bit more, but it’s well worth it for the increased resolution.
I haven’t mentioned prices. My Rostock was a kit that I had to assemble and cost $900 (on sale from the regular $1000 price). The current model (the v4) is the same price as a kit and about $1400 assembled. You’re really paying for the large print volume with that printer. Getting a small FDM printer with a 6″x6″x6″ print volume will only cost you about $300-400 dollars. I got my AnyCubic Photon on sale for $300. The regular price is $539 but the sale price is still available (as I’m writing this) on Amazon. Here’s a link to the product page if you want to check it out.
So in summary:
Pros
Low printer price
Excellent resolution
Can print multiple models in the same amount of time
Easy to set up and use
Cons
Slight smell
Higher materials cost
More post processing work
Software somewhat limited and buggy
Relatively small print volume
I’m really enjoying this printer and you can expect to see more prints from it in future posts. If you have any questions, comments, or suggestions, let me know in the comment area below.
This is another map done using my map generation software. As I mentioned in my last State of the Frontier post, I’ve been itching to make a map of the area of space my book, Discovery, is set in. I’m (very) slowly working on a sequel to that book as well and so want a nice map to go with them.
Unlike the Frontier map, this map has a third dimension with the stars having positions both above and below the plane of the map. This area of space is 40 lightyears wide, 40 ly tall, and 20 ly thick.
The Original Map
I have a hand-drawn map of the sector that I made years ago (2010-2011). I randomly generated the positions in this map via rolling a bunch of dice in small 10x10x20 ly sections (d10 for x, d10 for y d20-10 for height). I had sat down and worked out the approximate stellar density for the region around the Sun and it worked out to 8 stars in that 10x10x20 volume, so I just rolled eight positions in each section of the map. There are 16 such sections. And somewhere along the way I rolled an extra star system since there are 129 systems on the map and not 128. Here’s a copy of that hand-drawn map:
The stellar type tables that I implemented in my program come from this time period as well. I worked them out originally to generate this map. I even rolled up the composition of each of the star systems by hand back then using those tables and have a list of the systems generated. Or at least a composition for 128 systems. They weren’t assigned to specific positions on the map, I had never really gotten around to that part.
And apparently I was still using the original map, not the one copied into my notebook, when I originally plotted out the sequel novel as the notes for that novel are on the very original map as well.
One thing you’ll notice is that the “central” star of the sector, Rael, is not at the middle of the map. I’m not sure exactly why I didn’t just arbitrarily put it there. I do remember that I created the map, and then picked the system closest to the center to be on the central plane vertically. Either that or I got lucky and there was a star near the center.
Since the people in that star system are making the map, it would make more sense if it was at the center but that’s not what I did and I didn’t feel like changing it. The more I think about it though, the more I might go back and do that. I’d just shift all the stars down and to the right by 2 positions and wrap everything that falls off the edge to the other side.
In any case, that’s where the map stood for many years. Until I decided to make the full color version.
The New Map
Let’s start by showing the map. And then we can talk about how it was made.
So to make the color version of the map, I simply ran the program a few times, tweaking the density parameter to generate exactly 129 systems. They weren’t in the right places yet, but now I had all the data I needed, I just needed to update the positions. If I had already assigned the system characteristics back when I rolled them by hand, I might have actually just entered all that data. However, since I didn’t, and I was using the same random tables (with some additional refinements), I went with the new data.
The next step was to update all the positions. This is actually what took the bulk of the time as I had to manually edit each entry to match a position on my hand drawn map. And then somewhere (at about x=26) I messed up and suddenly dropped back to 24 and everything was off and I had to work back through the numbers and find where I messed up.
As I was working through the positions, there were four stars that I knew the general characteristics of: Rael, Proxima, and two systems from the sequel novel. I made sure that systems that matched the expected parameters for those systems ended up in the correct positions. In the case of Rael, there was no G2 star in the data set so I changed one of the other stars (I think an F9) to be the needed spectral type.
The Third Dimension
The feature that this map adds that I didn’t have in the Frontier map is that the stars all have a z-component to their position, a distance above or below the plane of the map. Since you can’t easily represent that by position on a flat map, what the program does is write the z-component as a small value to the lower right of the star symbols.
This required a small change to the code to implement. The original version of the code did draw the z-coordinate, and in developing the code for the Frontier map, I had added a parameter to turn the printing on and off. Since I had it off for the Frontier Map development, I hadn’t kept that bit of code completely up to date.
However, it didn’t take much. Mainly, I needed to increase the font size as I realized that it was just a bit too small to easily read unless you were really zoomed in on the map. And that change also entailed moving the positioning of the text just a bit as well. The code now includes a scale parameter that adjusts the text and star symbol size that I added while making the Frontier map. I elected to not have the font size of the z-coordinate scale with the other aspects of the image. It’s fine to stay small if you increase the scale.
Another aspect of adding in the third dimension is that is is possible to get more than one star system in the same (x,y) position, but separated in the z direction. That actually happened at five different positions in this map. When that happens, the code automatically shifts the stars away from the center of the square where it would normally draw a single system. While it possible to have more than two systems in a single (x,y) grid position, and the program can handle up to four, I’ve never had more than two in any map I’ve examined.
A Word on Names
There are only two named systems on this map, Rael, the home system of the stories, and Proxima, the other star system visited in the first book. In truth, most of the stars probably have names, especially the brighter ones as they can be easily seen from the night skies of Jord, the habitable planet in the Rael system. I just haven’t sat down and figured out what they are yet.
All the other systems, for the purposes of this map, just received RS (Rael Sector) designations. Those were assigned by starting in the upper left and running vertically numbering the systems moving to the right after each column.
Jumps and Nebulae
That was about it for the automated processing. The only other bit was the single jump between Rael and Proxima. It’s a short 5 lightyear jump and the only one that exists at the end of the first book, which is where this map is set.
Next I had to decide if I wanted to add in nebula or not. In this small region of space, with the older stars, there probably wouldn’t actually be any large nebula. But they sure make the maps look a lot nicer. So I decided to add two large ones in. I created these just like the ones I did for the Frontier map although I muted their colors significantly.
You might notice that some of the star systems look like they are in the middle of the large nebula. However, if you look closely, all those systems have a high z position. They are near the top of the map sector. Thus the nebula is actually below them on the map. That is true for both of the large nebula, they are at the bottom of the 3D volume.
There were also some solitary white dwarfs in the sector (and several more that were in binary systems). Since white dwarfs form from the death of stars like our Sun, and those deaths usually involve the creation of planetary nebula, I decided to add in small nebula around those two stars as well. You can see them over on the left side of the map, a little above center. For those nebulae, I simply grabbed a couple of planetary nebula images from NASA ,then scaled and rotated them to fit the map. They are roughly to scale as planetary nebula are typically about one lightyear across and that’s the size of one square on the map. It’s left as an exercise to the reader to figure out which nebulae I used, although it shouldn’t be too hard.
Final Tweaks
The last thing to do was clean up all the names. By default, the program just prints them up and to the right of the star symbols for the system. The ones on the far right fell off the map. The ones in the five locations where there were to systems in the same square were writing on top of the star systems. And some of the nearby systems were overlapping as well. Plus I wanted to move Proxima’s name off of the jump route line. These tweaks were all done by hand.
I also added in the map title in the upper right and the attribution in the lower right. And with that, the map was done. All told, it took about four hours to make the map, most of that being spent entering the positions.
Code Todos
As always, when I work on this, I dream up more things I’d like to code to do automatically.
In this case, it is to be more intelligent about where it places the system names. Especially in the case of multiple systems in the same grid. I’d still probably have to end up tweaking things manually in the end, however, so it may not be worth the effort.
Using the Map in Your Game
On the the purpose of this blog is to develop and create resources that you can use in your sci-fi game. And if it weren’t for the names on Rael and Proxima, this would just be a generic sector map that you could drop in anywhere. So, to that end, here’s version of the map with the names filed off:
The other thing you’ll probably want is the actual data used to make the map. That will give you the spectral types for each of the systems. That can be found in the file below, which is an input file to the program if you want to use it.
Okay, I didn’t get nearly as much done on my trip as I hoped. I should know by now (after doing these for over 15 years) that attending a conference sucks way more energy out of me than I expect. That and I had something come up that took up a bunch of my free time. I did get to play cricket for the first time though. That was fun and the Australians got a good laugh at us Americans messing up all the time.
I had hoped to get the map done and posted this week and while I made some progress on it. Working on it in the airports and on the plane was not as efficient as I had hoped. So this week we’re going to continue with the module based campaign series. We’ll finish the Alpha Dawn adventures and when we’re finished the PCs will have their starting starship skills and be ready for the Knight Hawks adventures.
Where are we at?
I have two goals for this part of the campaign. The first is to get the PCs to level on spaceship skills. The second is to start building them a nest egg of cash that they can use when the get a ship as running and maintaining a ship can be expensive.
When we left off in the last post, the PCs had just foiled Jack Legrange’s plan to kill all the Vrusk on Kraatar and had been given a free ticket to either the Theseus or White Light system. This is where we pick up.
Upon arrival, the PCs will be at loose ends and looking for employment or some other form of adventure. While the last adventure was XP heavy, it didn’t come with a lot of cash since their original employer was killed early on. After they’ve had a day or two to bum around the station, they are approached by representatives of the Cassidine Development Corporation.
They have heard about the PCs exploits on Kraatar and looking into their background their accomplishment in some of the other adventures as well. The offer from CDC will depend on the PC’s experience level. If the PCs need a bit more XP to get to the point that they have all the prerequisite skills they need to acquire spaceship skills, the pitch will be to work as troubleshooters for CDC helping them solve problems in often remote parts of the Frontier.
If, on the other hand, the PCs already have all the prerequisite levels for starship skills, the Referee could go right into the pitch for SF4: Mission to Alcazzar explaining that they had lost contact with their base on Alcazzar and want to hire the PCs to go find out what is going on.
Laying the Groundwork
Let’s assume the PCs aren’t quite there yet, they need a few more XP to round out their skills and make the jump into the life of a spacer. The exact adventures are up to the referee but I’d use two design principles in setting them up.
First, they should be relatively remote. Or at least on sparsely populated worlds, New Pale instead of Pale, Morgaine’s World instead of Gran Quivera, Groth, Lossend, or either planet in the Scree Fron system. Remember that CDC works in developing new areas and tends to be on the edge of civilization.
This has some advantages for the PCs. One is that the travel times involved can be long. That means that they are bringing in a paycheck without having to do much work. The other is that since they are operating on the edges of civilization, there isn’t as much oversight or direct control. They are on their own to use their own discretion. Of course the downside is that they are potentially far from backup and resupply.
Second, they should come into direct conflict with agents of Streel and have heartaches and headaches because of it. I want to set them up do be ready to go after Streel in both Mission to Alcazzar and in the following Warriors of White Light adventures.
The Intermediate Adventures
Given the state of our PCs in this thread, they are basically ready to start getting their starship skills but I want to give them one more adventure before Mission to Alcazzar.
To that end I might have CDC discover something unique and valuable on Histran in the Scree Fron System. Maybe it’s something similar to items found on Volturnus, or maybe some manifestation of the matrix virus from Bugs in the System. Or it could just be that it’s another adventure with the Jurak Hangna Foundation and CDC is leveraging the PCs’ existing relationship. What it is, it should be something that leverages the PCs background and warrants shipping them all the way across the Frontier. Or if you don’t want to stretch that far, make it something on Lossend in the Timeon system. They are right in that neck of the woods so it’s not that far a trip.
Either way, they should be in a race against teams from other rival mega-corps, especially Streel, for whatever the prize is. They are not in the Truane’s Star system so Streel probably won’t be playing nice. The point is to make the conflict between Streel and CDC personal for the PCs.
For our PC’s I’d make this about a 15 XP adventure, whatever it ends up being. If your PCs need more XP, you can make it a bigger adventure or a series of smaller ones to get them where you want them.
Mission to Alcazzar
I would have this come to the PCs either right as they are finishing some assignment, or if they have been doing several assignments for CDC, I’d have them get pulled off a project they are currently working on. If possible, I prefer the latter as it emphasizes the importance of this assignment to the Company.
Regardless, they are bundled up and shipped off. Depending on where they are at with their other adventures, they will be headed to Prenglar or White Light to make the jump to Alcazzar. Along the way they will be briefed and allowed to provision for the adventure.
Run the adventure as written. The beginning might be a little different if the PCs have been working for CDC but if they are picked up directly to solve the problem on Alcazzar, you can play it directly out of the module. Regardless, they are on a double pay rate so this will help to earn them some extra cash.
This module doesn’t give an expected amount of XP to be earned (or if it does, I missed it in skimming back over it). However, based on the encounters, I’d award up to 6 XP at the CDC compound, 3XP for the journey to the Streel compound, up to 6 XP for successful interactions with the Lokkuku, and 3 XP for taking out the Streel compound successfully. That gives up to 18 XP, similar to other modules. We just need to get them enough to by the Knight Hawks skills.
Aftermath
The PCs should definitely be given the stock option offer. If they don’t choose to buy their spaceship skills with the XP earned, you could run them on more adventures for CDC to get them a bit more XP. If you take this option, I’d heavily weight the adventures to events involving starships to get the PCs thinking in that direction. Possibly even have their CDC contact recommend they get those skills. Once they do have the spaceship skills, however, I’d have whatever adventure they finish deposit them in White Light.
The Characters
From this portion of the campaign the PCs have netted 33 more XP. They’ve used them to lean all the necessary prerequisites and have each learned their first level 1 starship skill. Here is where they now stand.
Born on Pale, Truane’s Star. As Mekar will tell anyone who asks, his job is to understand the local critters and keep everyone else in one piece. [Mekar will eventually have a Rocket Weapons spaceship skill but getting a bio-social PSA character there takes a bit of work.]
Born on Inner Reach, Dramune. Dolnab loves to tinker with computers and also play flight simulator games.
Name: Michaella
Race: Human, F
STR/STA: 55/55
DEX/RS: 64/61
INT/LOG: 50/50
PER/LDR: 40/40
XP: 156/175
PSA – Military
Skills: Beam 6, Melee 4, Environmental 1, Thrown 3, Martial Arts 2, Medic 1, Projectile 3, Energy Weapons 1
Notes:
Born on Minotaur, Theseus. Michaella grew up as the youngest of seven with six older brothers. She learned to shoot and hold her own with her brothers’ rough-housing at a young age.
Born on Gran Quivera, Prenglar. T’vor used to hang aout at the University of Prenglar as a kid and chat up the tech professors. He loves to hack computers and robots and can usually get anything working, eventually. He also has a deep interest in astronomy.
Here’s the next installment of the detailed Frontier timeline. This past month has been a busy one with several sabotage and espionage events as well as a sathar raid into the Frontier.
Date (FY)
Event
60.176
A pair of sathar ships (destroyer and frigate) leave the sathar starship construction center near Kizk-Kar on a raid of the Frontier to probe defenses and readiness.
60.177
The Jurak Hangna Foundation (FE02), makes a sizable
contribution to the Yazira Heritage Foundation, joining the Foundation with
representation on the board of directors.
60.178
Fortress Kdikitt (Madderly’s Star)
reaches the 85% completion mark.
60.179
After 200 days of operation, the Yaziria dome
continues to be very popular with over 3 million visitors to date. There is
still a great amount of discontent with the lack of accessibility to
non-yazirians.
60.180
The TSSS Tiger emerges from the
shipyards repaired after its encounter on its maiden voyage. It begins another patrol of the system.
60.181
Sathar starship construction center in the Liberty
system completes another destroyer.
60.182
Months of work by scientists on Laco
(Dixon’s Star) and Pale (Truane’s Star) have determined that the destination
of the transmissions sent and received from Laco are most likely a star
system approximately 35 lightyears from Truane’s Star.
60.183
The Pale government, in partnership with Streel,
decides to mount a major “reconnaissance in force” operation to try
to explore a route to the suspected source of the Tetrach transmissions. The
three newly acquired militia vessels, along with three Streel corvettes will
take on the mission.
60.184
Attacks on PGC headquarters
on Gran Quivera result is significant damage and loss of technical data
related to manufacture of high-tech military technologies
60.185
Strike Force Nova arrives at Hargut (Gruna
Garu). It will remain in system for 20
days as it spends some time investigating the signals received from the
direction of the Vast Expanse.
60.186
Five fighters are completed at the
sathar starship construction center near Fromeltar.
60.187
The six ships slated to chart the route to the
suspected Tetrach system meet at Pale station to make final plans, rotate to
their all-volunteer crews, and top off supplies. Dubbed the Discovery
Squadron, if successful, they will be gone for the better part of a year.
60.188
Having interviewed everyone on the
station, Starfleet lifts the quarantine on its armed station orbiting Triad
(Cassidine) allowing normal operations to resume. Nearly 100 beings are detained for further
questioning.
60.189
Civil rights groups protest on Triad (Cassidine)
demanding the release of those being held on the orbiting armed station
claiming the detainment is unlawful.
60.190
Reconstruction of the Streel starship
construction center (Pale, Truane’s Star) continues. The SCC is now at 80% capacity.
60.191
Discovery Squadron leaves Pale (Truane’s Star)
headed to Zebulon on the first leg of their mission. The first few jumps will be through the Rim
to Kazak at which point they will begin moving into uncharted jump routes.
60.192
Approximately half of those detained by
Starfleet on the armed station orbiting Triad (Cassidine) are cleared and
released. Three of the remaining
detainees suddenly admit to being sathar agents and claim responsibility for
the sabotage and then promptly die from unknown causes.
60.193
New formulas for the recalled flavors of
SynthCorp’s Bloop’s Every Flavor Battle Balls are released back into
distribution. Aficionados claim to be able to taste the differences but for
the most part the release goes unheralded.
60.194
Autopsies of the three self-proclaimed
sathar agents reveal a small parasitic organism attached to the brainstem.
Analysis shows that it has similar biology to sathar bodies recovered during
the incursion on Volturnus (Zebulon). Unfortunately, the organism does not
appear in any non-invasive detection techniques.
60.195
Spire Dragons establish final advanced camp about
80% the distance up Mt. Spire. They
spend the next month hauling equipment up to establish pressure domes at a
height of 35,000 feet to rest in in preparation for their final ascent to the
summit. Four more expedition members
die.
60.196
Computer and control systems on the
Task Force Cassidine flagship, the battleship Admiral Harsevoort, lock crew
and officers out for nearly three hours before control is regained. Suspected
to be tied to the Nesmith Enterprises break-in, Spacefleet launches an
investigation.
60.197
The second saurian Ark ship is completed and begins
its shakedown cruise. Refugees begin
assembling for transport to the ship.
60.198
Eighty days after the hatching of the
first crèche of Eorna eggs from the lost egg ship, three more of the babies
have passed away due to unknown causes.
While three of the eight deaths can be attributed to modern diseases
that the children don’t have built in immunities for, the other five deaths
still remain a mystery.
60.199
– The TTSS Destiny departs the Kizk-Kar system for Fromeltar
– Discovery Squadron arrives in the Zebulon system where it will spend an extra day before continuing on to Capella.
60.200
A new class of recruits enter Gollwin
academy. It is expected that many of
them will serve their first training tours on the new battleships and other
vessels when they are completed.
60.201
– Caught by a sathar raid entering the Kizk-Kar system, the TTSS Destiny is attacked by the sathar vessels. Destress signals are sent out, but no ships are in range to assist. After about an hour, all transmissions from the ship are lost. A pair of armed PGC freighters head to the last known location.
– Calls for assistance go out from the Zit-Kit (Kizk-Kar) government and an assault scout from the Fromeltar militia, as well as the assault scout from K’aken-Kar are immediately dispatched to the Kizk-Kar system
60.202
The PGC freighters arrive at the
location of the TTSS Destiny to find a drifting hulk. Investigation finds no
survivors. Several destroyed lifeboats
are later recovered as well.
60.203
As news of the loss of the TTSS Destiny spread
throughout the Frontier, the Anti-Satharian League stage demonstrations in
major population centers once again demanding and increase in funding for
Spacefleet and an aggressive search for and destruction of the sathar worlds.
60.204
The sathar ships in the Kizk-Kar system
attack a small group of freighters headed to Fromeltar. One of the freighters is destroyed but the
sathar frigate takes considerable damage and the pair of ships retreat.
60.205
– Sathar starship construction center near Kizk-Kar completes a frigate.
– Strike Force Nova departs Hargut (Gruna Garu) for the Araks system. After spending 20 days in the Gruna Garu system, no evidence of the claimed signals have been detected by and of the Spacefleet vessels.
60.206
Trans Travel releases a statement about
the loss of the TTSS Destiny and pays out a small fortune in remuneration to
the families of those killed as a gesture of good will. They also place orders for the construction
of a number of armed vessels to serve as escorts for their spaceliners.
There was enough interest in getting printed physical copies of the map that I’ve set up an ordering page for them. You can follow the link to get there or hit the “Order a Map” tab at the top of the page.
You can get the Player version, Referee version, or both. Price is $20 a map (including shipping) in the US and $40 international, with a discount if you order one of each. All the details are on the ordering page.
I’ll be taking pre-orders through the end of August 2019 at which point I’ll actually get the posters printed. Any posters ordered in this first round will be signed and numbered. If you want a copy, jump on over and get your order in.
It has been a crazy month and I’m amazed I got as much done as I did. That said, it was a really good month too.
Looking Back
This month saw the completion of two major items. The first was the Expanded Frontier Map that I’ve been working on for a while. If you haven’t already, you can see the final Player’s Version without the sathar jump routes and the final Referee’s Version with those routes. While there is still more for me to do on the software, the maps themselves are finished.
The other major item was getting issue 25 of the Frontier Explorer magazine out the door and available for download. You can grab it on DriveThruRPG or on the Frontier Explorer website. This is a sathar themed issue and almost every article relates to the sathar in some form or another. While not specifically part of this blog, the Frontier Explorer is one of my major endeavors and can suck up a lot of time in the month before publication.
I also got a post in about the Streel mega-corp describing my vision of the company in my campaign. This was part of the July RPG Blog Carnival and I might start doing more of these corporate write-ups if people are interested.
Behind the scenes, in addition to working on the Frontier Explorer, I’ve started back in on my writing projects. I’ve mostly been working on my Star Frontiers novel but have also started looking at the sequel to my book Discovery. My uncles were actually bugging me about writing the sequel at a family gathering recently.
Looking Forward
There will definitely be the regular timeline post at the beginning of the month and I plan on doing another post in the module-based campaign series this month. So you can expect those to show up.
I’m headed to Sydney, Australia on Friday for a week to attend a conference for work. I’m hoping to get a bunch done on the flights when I can’t sleep. I might also get some work done in the evening if I don’t do too much sightseeing.
While it won’t be a regular post, you can expect to see an announcement for the opportunity to purchase a printed poster of the Player’s and Referee’s versions of the Extended Frontier Map. I posted a poll on the Star Frontiers Facebook group to see if there was interest and the response was positive enough that I will make them available. I have print proofs of the map already so I know that they will look great when finished.
While I really need to finish up the Death at Rosegard and Ghost Ship Osiris adventures, I’m really itching to start a couple of new projects as well. Ghost Ship Osiris was supposed to be the third module released for FrontierSpace but the second one still isn’t out so there is really no rush on that front. Which is why you haven’t seen much on it in the last few months. I will probably put some time in on Death at Rosegard during my trip so I might have some sections of that adventure ready to go by the end of the month. Or at least identify holes that need to be filled.
I’m looking at two new projects and possibly starting one from really early in the blog. The first, and this one will probably happen and get finished by the end of the month, is to take the map I have for the star sector in my Discovery module and give it the treatment that I gave the Frontier map. The major difference is that there is effectively only one jump route at the moment, and the stars are distributed in 3 dimensions instead of on a flat plane. I’ll have to update the printing of z-coordinates on the map, something the software does but which I’d turned off for the Extended Frontier Map. This won’t be a long series of posts, just one with the final product describing what went into it.
The other thing I’m itching to do is create another ship and associated Technical Manual like I’ve done for the sathar destroyer and UPF assault scout. Back at the beginning of this blog, I laid out the plans to do a sathar assault carrier to round out the minis for all the sathar ships. But I’m also considering doing either a UPF frigate, or maybe a civilian ship of some sort. That would probably be a rework and extension of the CDCSS Nightwind, published in the first issue of the Frontier Explorer, with updated maps, and alternate configurations for passengers, troop transport, or other activities.
I’ve also mentioned working on a simple starting adventure for Star Frontiers and that might get looked at as well.
Your Thoughts
Do any of those possible projects sound more interesting than others? Is there something specific you’d like to see worked on? Let me know in the comments below.
And thank you to everyone reading, commenting, and especially to those supporting this work on Patreon. I really appreciate the feedback and support you provide.
We’re back to the campaign outline. I can’t believe it’s been over two months since I posted about this but the map project did suck up most of my time. This post will cover the two UK produced modules, SFAD5: Bugs in the System, and SFAD6: Dark Side of the Moon. If you need to catch up, you can read part one and part two by following the links.
These two modules, unlike the first four, have the AD designation as they were published after the release of the Knight Hawks expansion and related modules that carried the KH designation. The AD specification let us know you didn’t need Knight Hawks skill to play the module which is good, as our intrepid adventurers don’t have any yet.
We’ve skipped over SF4: Mission to Alcazzar as I like to do that one last. I’ll cover that one in part four of this series and explain why. It’s really a toss up between doing SF4 or SFAD6 last, and in some ways might make sense to run SFAD6 as the final Alpha Dawn module but I think Mission to Alcazzar makes for an easier transition to the Knight Hawks modules. In any case, let’s look at the next steps of the campaign.
Getting Started
Just like it took a little bit of work to get the PCs in position for Sundown on Starmist, the same is true for Bugs in the System. At least if you keep the Belnafaer system in the position indicated by the module itself. You are always welcome to move it where ever you want in your game.
The module says to put Belnafaer in one of the single star systems between Scree Fron, Truane’s Star, and Athor. I had originally put it in the system labeled FS22 but the Zeb’s Guide map put it straight out from Scree Fron and there wasn’t really any reason not to use that location so that’s where I put it on my final map.
The problem is that, just like before Sundown on Starmist, the PCs are all the way on the other side of the Frontier from where the adventure is supposed to take place. It might actually be easier to put this module before Sundown on Starmist. That way, they are at least in Truane’s Star. You still have to come with a reason for them to be headed to Scree Fron and back so as to take this route but the distance isn’t as great. Then you only have to get them over to the right side of the map once as the rest of the adventures take place in that part of the map.
Running this today, I’d use the Jurak Hangna Foundation, a character and institution created by Eric Winsor for the Frontier Explorer. Jurak runs an botanical and zoological preserve on Hosakar in the Scree Fron system. Whether they are leaving Volturnus or Starmist, I’d have them contacted by the Foundation requesting them to either transport some fauna from that world to the preserve, or maybe the Foundation had already acquired some and wanted their expert advice about it. In either case, the would have reason to travel to and from Scree Fron and layover in the Belnafaer system thus kicking off the adventure. I would have the adventure occur as they are returning from Scree Fron. Their time in the Scree Fron system should be a short adventure netting them an additional 3XP for their time.
Running Bugs in the System
I just want to say that I love the way the computer systems were set up in this module. It something I want to emulate in adventures I put together in the future and something I need to look more closely at as I haven’t actually read the module all the way through in a couple of decades.
Running the module is fairly straightforward. The PCs receive the job offer and go off to investigate the cause of the problems and effect the repairs needed. Over the course of their time on the Jetsom platform, and their return to the Moneyspider, they discover and hopefully defeat the virus that is causing the problems.
According to the module, the PCs should receive between 15 and 27 XP for the adventure with 21 being average. I’m going to award them 24XP for succeeding in solving the mystery and preventing the virus from leaving the system.
The Dark Side of the Moon
Once again we need to get the PCs across the Frontier as Kraatar is over on the right side of the map and Zeb’s Guide gives it a jump route from Theseus. This can be partially alleviated is you just have them take a longer trip on the spacecraft. While the module makes it sound like the trip is fairly short, you could have the PCs recruited in Prenglar, an appropriate place for the award to be presented, and the trip to Kraatar could take several weeks. Or you could come up with some middle small adventure to get them in the general vicinity of Theseus. And if you ran Bugs in the System before Sundown on Starmist, they are either in White Light or K’sta-Kar and are fairly close by. At some point, they need to be recruited and on their way to Kraatar.
Otherwise, this module can just play out as presented. It definitely presents a darker side to the Frontier than the other modules but is a great adventure with lots of intrigue and action.
By the time the characters get to the climax on the moon, hopefully one of them has reached level 6 in their Technician skill so that they can fly the shuttle. If they are laser focused, it is possible by this point to have even achieved a level 1 skill in Piloting but that isn’t necessary. The AD rules specifically say that level 6 Technicians can fly shuttles.
This is a pretty long adventure with a lot of possible XP. The module itself explicitly lists 39XP available if they do everything exactly right. I’m going to award my characters 32 XP (Legrange manages to slip away and they weren’t perfectly successful in all the parts of the adventure). Also as part of the ending, they get a free ride to Theseus or White Light (their choice) as that is where I want them to be for the next stage of the adventure.
The Characters
So from these two adventures and the little side adventure along the way, the PCs have managed to pick up 59 more XP. That, plus the 13 from Sundown, gives them 72 XP that they’ve been spending along the way to increase their skills. Now seasoned adventurers, their skills stand as follows:
Born on Pale, Truane’s Star. As Mekar will tell anyone who asks, his job is to understand the local critters and keep everyone else in one piece. [Mekar will eventually have a Rocket Weapons spaceship skill but getting a bio-social PSA character there takes a bit of work.]
Born on Minotaur, Theseus. Michaella grew up as the youngest of seven with six older brothers. She learned to shoot and hold her own with her brothers’ rough-housing at a young age.
Born on Terldrom, Fromeltar. K’sta’n has always had an interest in weapons, but also in the forms of the various martial arts.
Name: T’vor
Race: Vrusk, M
STR/STA: 40/40
DEX/RS: 55/55
INT/LOG: 65/65
PER/LDR: 40/40
Racial Abilities: Comprehension 15%
XP: 142/142
PSA – Technological
Skills: Computer 6, Robotics 3, Beam 3, Melee 1
Notes:
Born on Gran Quivera, Prenglar. T’vor used to hang aout at the University of Prenglar as a kid and chat up the tech professors. He loves to hack computers and robots and can usually get anything working, eventually. He also has a deep interest in astronomy.
The PCs are now right on the cusp of getting their Knight Hawks skills. While it’s possible that they might have gotten them already, I chose to spread the XP out a bit more. They will definitely pick them up after the next adventure.
In the next part we’ll finish up the Alpha Dawn modules and the PCs will be ready to start their careers as spacers.