The complete Blog of a Deep Space Explorer in five parts

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
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DaveK
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The complete Blog of a Deep Space Explorer in five parts

Post by DaveK »

Blog of a Deep Space Explorer (Part 1)

It's cold outside - very very cold. I'm glad I'm in here, warm and cosy.

It's not too lonely out here. When exploring I use my ship's name as my call-sign. You might have seen me on the list. There are often pilots going about their business back in the core systems who are happy to have a chat as they carry out routine contracts. And I've got VICE to work with.

DeepSpaceOne was used as a test bed for developing a ship that could reach the edge of the Universe. I used DS1 to develop protocols, refine the equipment load-out and plan a route for reaching beyond known space. During the planning stage for the mission I found out that there is a distance limit to how far you can use a Build Constructor to order a station. No station - no refuelling! Deploy Constructors still work though. I also found out that I didn't know much about the technology my life was going to depend on . . . and that there wasn't a manual you could buy to find out the easy way.

The Virtual Interactive Computer Enhanced AI unit has taken "The Team" at the Dirac Research Station several years to develop. This is "his" shakedown cruise. If VICE succeeds in this real life mission to find the end of the Universe, then I predict that within a few years (and if you're very rich) you could fit a VICE unit on board. "He" responds to normal language requests and commands and gives "his" responses in normal language. VICE is designed to intelligently use OMNINET to research and analysis data and to present the digested results in the most effective and efficient format. VICE is also able to handle the ship systems. His comprehension and decision core is a multi-phase integrated quantum neural network and he learns from experience - very quickly! Translated this means that he can make decisions and carry them out whilst reporting to you what he is doing. Useful if there is a hazard ahead!

On a test run, I visited Remula - bit quiet out there but ideal for a server I suppose. VICE handled impeccably the repeat cycle of "fly until fuel nearly used up - stop - contruct Trade Station - dock - refuel - launch - fly".

Except for hostiles.

VICE wasn't created to be a combat unit and tactical combat awareness isn't his forte. Given the expense I doubt if he will become a standard fitting for a fighter jock and so it's not an issue.

The initial route was going to be a launch from Andromeda heading straight "up". Look at the coordinates and you can see why! 14 fuel tanks worth of travel saved, though it's a roundabout route to get there, as I'm sure you know, and it needs the confidence to jump blackholes. Another piece of knowledge I didn't have and wasn't easy to find!

I decided in the end to travel East from Lost Rucker. VICE found that there are reasons for wanting to be near Y=0 and Z=0

There's an old Earth adage about killing multiple avians using projectile stones - it's reasoning is lost in the mists of time! But creating a Technical Manual would be a good test of VICE's ability for open ended research. The actual engineering details are either a military secret or a commercial secret, but knowing how things work is GOOD in its own right and can help fine tune a ship.

The result is "The Authorised Evochron Mercenaries' Technical Manual" - snappy title eh? The few pilots I showed it to said it might be worth getting onto OMNINET.

SeeJay Publications (Sweden Station) have agreed to host it at

http://evochron.junholt.se/files/The_Au ... Manual.doc

I've put a couple of examples at the end to give you a flavour. Feedback is welcome!

DeepSpaceOne is in the Hangar, now relegated to exploring the core systems - there are 27 charted main systems, 5 known about but not obvious systems, and over a hundred discovered systems (though their locations aren't in the public domain). There are a lot more systems "out there" still to be discovered.

Next time I'll tell you a bit about how I came to be here and some of the things I've seen.


Extracts from:

"The Authorised Evochron Mercenaries' Technical Manual"
(or "How your equipment works")

Contents:

Key
Introduction
Background Theory - rewriting how the universe works
Background Theory - where the energy and matter come from

Technical Sections:
Drive Technology including Worm Holes
1. sub-light speed travel
2. Jump drives
3. Black holes, wormholes & jump gates
Weapons Technology
1. particle canon
2. beam weapons
3. missiles
4. odds and sods
Deploy & Constructor technology
1. Permanent Stations
2. Constructed Stations
3. Deployed Stations
Quantum & space-time Field manipulation technology
1. Shields
2. stealth fields
3. structural integrity fields
4. Miscellaneous Technology
5. Mining beams
 
The Technology

The following explanations are inevitably simplified. The details of some aspects are Top Secret. If you begin to struggle and think that you are living in a game (!) then remember Arthur C Clarke's 3rd Law of Technology.

"Any sufficiently advanced technology is indistinguishable from magic"

Professor Gehm's Corollary to Clarke's Third Law says that

"Any technology distinguishable from magic is insufficiently advanced"

I think that this manual bears out Clarke's proposition!

Weapons Systems

Particle canon

CDM is "harvested and converted to "normal matter. Packets of matter are heated to 6000 K and so converted into plasma. The charged plasma is then accelerated electrostatically and ejected through focussing "electromagnetic lenses" at very high speed. The damage is caused by the combination of very high energy (temperature), momentum (mass x velocity) and kinetic energy (mass x velocity^2 )

C1 - C10 particle beams produce plasma "packets" with different energies; the lower class weapons with low yields use energy at a lower rate and hence have a faster recycle rate. The shields are damaged by the disruptive effect of the high energy charged plasma particles disrupting space-time when they intersect the shield field matrix, draining energy from the shield. Shields are taken down by draining energy faster than a target ship's energy generators can recharge the shield capacitors.

The hull is damaged by the extremely high temperature of the plasma packets - the hull is melted and then vaporised! Military research into ablative armour (which acts in the same way as the ceramic tiles on planetary shuttles) were unsuccessful on the whole because the extreme energy levels of the plasma "ate through" the hull material at a fast enough rate to still destroy it. Attempts to conduct the heat away failed for similar reasons - the plasma delivers energy faster than it can be dealt with. However both developments do allow the hull armour to survive a little longer. . . . .

. . . . . The Eclipse and the Banshee trade space in the ultra high temperature plasma packet chain for an denser packets with increased mass. CDM is converted in the form of very small particles. These are partially ionised, accelerated to the same speed as the plasma packets and are slotted into the stream of plasma packets. The ship is hit by one type after the other. The outcome is that the kinetic energy "slaps" the ship around, though it is not as effective at damaging the hull, but the plasma packets deplete the shields and do hull damage. Once the shields are down and the hull breeched both plasma and solids wreak havoc inside the ship . . . . .

Missiles

. . . . . The Fulcrum Torpedo (FT) utilises an antimatter/matter warhead with containment field! After a preset travel time the antimatter containment field is collapsed and the ensuing matter/antimatter annihilation creates a super heated high energy burst. Few things can withstand a FT explosion. Fractions of a gram of antimatter are required (see energy calculations above) . . . . .

. . . . . Constructed Stations

A build constructor unit actually doesn't build the station. The shipboard installed constructor unit sends coordinates to a central construction facility in Sapphire. The plan for the particular construct required is used to create a shell plus the fabrication equipment for the items stocked by the station. The AI core modules are also created along with energy generators etc. These sections are "jumped" to the coordinates and self assemble within the station shell using energy extracted from the quantum vacuum foam surrounding your ship using a QVee (Quantum Vacuum Energy Extraction) module in the constructor.

If you watch a trade station being "built" you will see nothing a for a period of time then suddenly the shell appears (returns to normal space from jump space). There is a propagation of the structural integrity field that holds the station together (an expanding blue glow) as the AI units and fabrication equipment appear within the shell and integrate with it. Finally after all the parts are in place the AI is activated. Look carefully and you will see a little "shiver/ripple" across the docking station atmospheric shield as the AI does a complete system check. The station is now ready for use! . . . . .


The whole Manual is freely available from SeeJay's site - my thanks to him for hosting it

:)




[Edited on 6-1-2012 by DaveK]
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The complete Blog of a Deep Space Explorer in five parts

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:cool: Innovation and imagination. I love it.
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The complete Blog of a Deep Space Explorer in five parts

Post by SeeJay »

Excellent job mate.

Loved reading the manual.;)
\"Nothing is impossible, it only takes a bit longer!\"
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Post by Maarschalk »

Very cool and informative.....;):cool::cool::cool::cool::cool:
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Blog of a Deep Space Explorer (Part 2)

Home was "Research Station Copernicus". Not many people have heard of it

It was built (not constructed!) in a small uncharted system near the Vonari home system in 2288. It started life as an ultra-secret military research station, reverse engineering captured Vonari equipment and developing new technology in preparation for the possibility of future hostilities. There were many rumours about black ops technology being developed there. There are still rumours about very special weapons caches "out there" just waiting to be found. One story is that they are hidden in a cave.

I'm sure you've heard the stories of an ancient civilisation that spanned most of the Milky Way galaxy thousands of millenia ago. Some stories say that the "Ancient Ones" seeded life across the galaxy wherever they found suitable planets and planted large black slabs to kick start the evolution of intelligence. Other rumours say that they left behind advanced technology. It has been suggested that the invention of the jump gate and jump drive was so sudden that it could only be due to the discovery of an "Ancient Ones" wrecked starship on Mars (or the asteroid belt or orbiting Jupiter depending on which bar you are drinking at)

There are several known asteroid caves in Evochron. For fun and because rumours sometimes have a basis in fact, even if it has changed into myth, I decided to explore all the ones I could find locations for, (bar one which is so close to it's star that it is virtually impossible to reach). I've found wrecks, jump gates, a couple of functioning stations, energy pods and a few containers (though not of super weapons!). One thing have I discovered though is that the asteroid caves are artificial!

The caves are formed from clusters of smaller asteroids fused together, making the 3D lumpy and twisitng arrangment of tunnels and chambers "interesting" to navigate. The caves I've explored so far all have the same basic layout - not identical because of the mix of asteroid sizes that were used to construct them - but similar enough for there to be no doubt that they are not natural formations. I've created a basic map of the layout (minus the details of the items). I can't guarantee that I haven't missed a passage or a hidden chamber though.

It is possible to jump into the cave, if you know the accurate coordinates of a chamber - "precision is life" in this case! Why would you want to? - well, an out of the way cave makes a good hiding place and storeroom. It is also possible to build inside a cave if you can work out the knack! There might be chambers that can only be entered by jumping!

SeeJay's site has a downloadable copy of the map, or you could find your local cave and map it yourself!

Back to my story! The Vonari attack on Earth was repulsed in July 2287. After several decades during which no Vonari were sighted, the military priority for the station was downgraded. The collapse of the war-based economies of both the Alliance and the Federation (resulting from Peace talks in the 2340's) meant severe budgetary cutbacks in all sectors, but particularly the military. RS Copernicus's military fate was sealed in February 2347 when the Federation-Alliance Peace Accord was finally signed.

However, Copernicus has cost trillions to build and equip and had the most up to date equipment, labs and AI facilities in Evochron. It was simply too valuable to dismantle. The station has continued to do research but over a much wider field. Some of the work was contracted by Industrial firms from the core, some by the military and some by Universities. It still is. Quite a lot is still secret - more commercial than military these days though.

I was born and grew up on "The Cop". I was playing with and dismantling bits of equipment before I could read. In the research hot house that was my home, I thought everyone was desperate to know how things work - things from small engineering modules through to the Universe as a whole. It came as a shock when I found out that in the wider universe most people don't care as long as their stuff is working. Sad.

When I graduated from the OMNINET school system I started doing research in cosmology. I enjoyed the mix of the broad sweep of the whole universe and the minutiae of the multidimensional physics developed to explain it. The existence of the multiverse had become a paradigm in physics the first decade of the 21st Century. String Theory, Superstring Theory, Quantum Theory, Quantum Loop Gravity Theory and M-Theory all predicted a multitude of Universes (anything from 10500 to an infinite number). The different theories predicted different types of multiverse. The method of narrowing down which type it might be would be to measure the hyper-dimensional topography (shape) of our universe. Is it flat, a saddle (negative curvature) or a sphere (positive curvature). Is it bounded or unbounded? (You can find out more on the OMNINET knowledge bases;

Grammatically Organised Online General Language Expert AI system

and

Wisdom Intelligence Knowledge Information AI system (that became self aware in 2394)

are good places to start)

I carefully (oh so carefully) drafted and submitted my proposal. DeepSpaceTwo and a continuing mission to boldly go to seek the edge of the Universe was approved.

So here I am - warm and snug in the middle of a spooky nowhere (ghost planets (plural), Gorfburger sellers, a distinct lack of hostiles (apart from a very rare unexpected raid) and some developing theories about five dimensional twisting of four dimensional space-time to explain the navigational system output I'm seeing! Even VICE has started to become stretched!

DeepSpaceTwo cost a lot to kit out.

The cockpit "windows" have been coated with holographic projector screens that VICE can control to overlay information on what can be seen out there. I'm not a combat pilot, but the details on the overlay of hostiles is very, very useful! Not quite at the colour of the pilots eyes, but close.

Then there's VICE himself - priceless, inventive, helpful and seemingly omnipotent. DS2 is based on a chimera frame with a custom designed boosted QVee (see the tech manual for details). The fuel tank is maxed out at 2400 as a compromise - the need for fuel processors (oh so slow!) cancels a lot of the advantage of having a bigger fuel load anyway. Being able to fly 2000 sectors in a continuous stream of jumps is acceptable.

The weapons systems are standard, though punchy! I'm exploring not fighting my way through here. One cargo hold is all that I need (and could be fitted!) since it's been adapted to allow 250 different small samples to be collected instead of the usual 25 samples of the same thing. And before you ask - no it won't become generally available. It cost millions to "hand craft" - it's unique and requires quite a bit of upkeep to keep the sample stasis fields stable! A bonus of a misspent childhood taking things apart and making things! The side effect of not caring about equipement as long as it works is that you're shafted if it stops working.

Resupplying food is not practical out here and there is a (very small) limit to the number of gorfburgers one can eat. The solution is an adaptation of the jump technology that is used by Sapphire Construction Industries to deliver their Build Constructor stations - the trade off is a smaller delivered mass jumped over a much, much longer distance. And the answer is the same as for the container storage adaptation (except it's maintenance free!). In fact it's just like the replicators in the old TriVid "StarTrek" shows - except the supplies appear in the food storage locker! No voice commands for "Earl Gray tea - black - hot" - it wasn't worth the extra couple of hundred million credits - so I was told - several times - ahhh, well.

In part three I'll share some of the amusing incidents (like being bounced by hostiles that shouldn't have been there!) some of the strange things I've seen and some first tentative explanations. Even if you aren't interested just because it's interesting, there are some useful things to know if you ever find yourself outside (or between) the core systems

:)
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Post by SeeJay »

Great reading Dave.;)

Keep up the good work.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"


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Post by Maarschalk »

Cool, keep on bringing the stories of your deep space exploration.....;):cool::cool::cool::cool::cool:
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Blog of a Deep Space Explorer (Part 3)

This part of my story tells of many discoveries, a few puzzles and a place for "newish" pilots to seek their fortunes

Where to start? - at the beginning I suppose!

My mission is to fly to edge of the Universe or end up back where I started. Either way the data I collect should help answer fundamental questions about the shape of our Universe. Perhaps even strong evidence for the existence of a multiverse or perhaps the uniqueness of our Universe.

To learn the ship's systems I did some local exploring between the charted systems in the core. There are an amazing number of systems not on the official charts. I counted a couple of hundred and SeeJay is continuing (successfully!) to seek out new worlds, meeting new civilisations etc.

Now something very interesting for those piolts on the early part of the curve to seek their fortune! I heard a rumour in several places. Someone had found clues that that told of an uncharted system where fortunes could be made. The map was a treasure hunt in words. I decided to follow it - the story had been told in various ways in many places, but with the same basic details - and I needed to test the ship out. I struck lucky (eventually!), finding a system that is a gem for pilots who are no longer trying to learn which keys to press or how to navigate within and between systems. You know, the stage when you have a fairly decent ship, several cargo bays and a small capital lump in your account. You're getting bored just mining, perhaps a bit stuck with the IMG quest. You are drooling over that new shiny frame or piece of equipment you can't do without. At the same time weeping over the small size of the lump in your bank account.

I'm hoping that experienced pilots will leave it alone and stick with the billions per minute trade routes. :D

How to make money quickly? - lots of great ideas and advice available from all and sundry, many who look as though they aren't practicing what they preach! Exotic sounding places, like Pearl, bandied about. "Secret" trade routes making millions per minute (on average!). And of course an immediate comment from the next guy - "millions? (sneer on face, looking condescending) . . . millions? pahh - my route nets me a billion in 15 minutes without raising a sweat!".

A bit of delving into the details reveals the age old adage - you "need money to make money" and "where there's muck there's brass and where there's brass there's a quick (but spectacular) death on the wrong end of a missile or cannon". And of course, going to the bank for a loan is a waste of time - they only give you a loan if you can prove beyond doubt that you don't need it.

So back to my (secret) system.

It's a cosy little system; a star, a couple of planets one with its own asteroid field. No cities though and it's got a pretty safe reputation level. But . . . it's been built up with an excellent concentration of research stations, construction stations, ore processors, energy stations etc. Plus three trade stations. I suspect GDF might have something to do with it, since they have a station there. Perhaps it's part of their "help the lowly citizens of the universe" ethos, who knows?

You can mine and make money, mine and process your ore and make even more money, but you can do that in Sapphire!

The reason to visit starts when you invest judiciously in a station licence. There is a tidy profit to be made shuttling between planets. Tidy being a "handful of million credits" per run.

It bit more thought and experience, a temporary suspension of your ethical code and you can boost this to a "double handful" of millions and more.

Oh - did I mention that there are also three cached containers floating near the asteroids. Profits of "five handfuls" of millions per run are to be made. It takes a bit of lateral thinking but it's money for old rope, as they used to say. (where does that come from?)

Where is it? Where are the containers? do I hear you cry? . . . with eyes shining and already choosing the colour of the leather seats in your new shiny ship. That would be a spoiler. And getting money handed to you on a plate really does spoil your satisfaction after the novelty of sitting in that fully equipped state of the art ship has worn off. Especially a ship that you can't really fly properly because you bought it before you gained experience. I speak somewhat from experience. The Research Committee handed me all the money I needed.

So - no plate of details about where to fly between or which station to buy you license at. No "advice about what is the most profitable items. No detailed coordinates for free. What I will give is enough hints to find it. This is the distilled guts of the rumour, with red herrings and mistakes erased. If you solve the puzzle and need more help finding the containers, U2U with the name of the GDF station I'll give a very strong hint about where to look for them.

To find the uncharted system you must first find the system to start from

• The universe server you must find isn't Remula's
• Go to the system where the twelve Ancient Greek Gods lived

• A hint from me if your ancient history is rusty: The present occupying clan is controlled by the King who pulled his legendary sword from a stone and ruled in Camelot

You will need to set off from a particular station belonging to his clan

To find the station to start from

• This system has many planets whose names end with greek letters. Find the coordinates of the planet whose name finishes the fourth letter of the greek alphabet. Add 3^3("three cubed") to the Y coordinate and fly to the station there.
• The name of the station gives you the coordinates of a clan station in the system you are in. Fly there. This is the place where you will start the final part of your journey.
If the station has gone , don't worry it's starting from the coordinates that is the important thing
• Finally fly due East for about 5^4 ("five raised to the power 4") sectors and you will find the riches that you seek.
You need to keep your eyes peeled towards the end of the journey for the distance mentioned is approximate! The containers are located in the same sector as the planet with asteroids. The locations of the planet and the asteroids and the containers forms a rough equilateral triangle. Remember there are two locations that fit this description

If you're not into that sort of puzzle then you can do the simpler but harder task; go to Sol and find the station in one of the southern asteroid fields in the asteroid belt. The station name tells you the x, y & z coordinates of the system you seek!


Back to the main story. I decided to launch North from Andromeda to get 28000 sectors head start. That saves 14 refuellings and a lot of fly time! First thing I learned is that Sapphire Construction Industries don't build permanent stations that far out. Bad news!! No Trade Stations to refuel at. Worse news!! - Build Constructors don't work that far out either!


The only other ways to refuel are "Fuel Convertors" and "Deploy Constructor Fuel Processors". No guarantee of stars or nebulae for fuel convertors. That only leaves a deploy constructor and deployed fuel processors. Fuel processors as in sloooow . . . fuel processors as in 45 minutes to refuel! So it's back to the core for a swapout to a Deploy Constructor. Around this time I also found out that it would be more logical to head East or West at Z=0. Does anyone know why left/right/up/down have such odd names?


Still, a few weeks of "playing" and I'd sorted the equipment, mapped the "Ancients" constructed asteroid caves and found a "sandbox" trade system for "nearly new newbies" to move forward in. Not so bad for a beginner. Oh and realised that no Construction Stations also meant no trade opportunities so lots and lots of money needed before I set off. (do you know how much they charge for a fuel processor!! - it would be cheaper to burn 100 credit notes in the engine!)


Best starting point for heading East is Lost Rucker. Then fly diagonally up to z=0 and then due East to the "edge"! I gained a start of 5500 sectors. And trade station construction works!! First thing to report is that this is the boundary between Lost Rucker and Novachron (relevance of this later). Next thing is that a 2400 fuel tank lasts for 2000 sectors (see the Mercenaries Technical Manual for the reason why you don't get 2400 sectors and how you can actually overcome this - as I found out a lot later!)


The routine is 45 minutes to jump 2000 sectors, stop, create a Trade Station. Tension develops during the 3 minute build time - will hostiles bounce me?


A couple of times it did get "interesting" - a closing hostile and the building countdown race each other. Can't move away or the station order is cancelled and a lot of (irreplaceable) money is lost. Once I have to pivot on the spot, get a missile lock on the hostile and keep it busy with an Excalibur pack during the final few seconds of station construction countdown!


Then, all things being equal we enter and refuel (2 minutes), launch and repeat. This worked smoothly (average 2500 sectors per hour) until about 20K sectors out when my (greatly needed) beauty sleep was disturbed by an urgent "low fuel alert" alarm. Sexy voice or not, not my favourite way of being raised from my well earned slumbers. Try to construct a station and nothing happens Quick panic (I'm still half asleep ) - "I'm going to die out here" sort of thoughts, a coffee and a bit of thought and deploy a fuel processor! duh! Yes, around 20K is the limit for build constructors


So the routine changes to fly (45 mins), stop and deploy a fuel processor (1 min), refuel (45 mins), launch and repeat (average speed drops to 1333 sectors per hour) - not welcome news, but expected! Hostiles are less of an issue because after entering the fuel processor I can deploy a shield array if necessary and sit in (expensive) safety.


Life goes on. A routine develops. Research is carried out. Technical Manual is written (first Edition) and revised. Routines lull you - which is not good! Then chaos ensues when the alarm goes off - we've changed system authority to RiftSpace . . . heart beat goes down again! Stop again to think (I am making the protocol up as I go along after all!) I'm 30K sectors out from Sapphire.


I need a way of monitoring changes of system without being woken by a scare. I have VICE but that is overkill, even an insult, for a self aware AI entity that is developing it's own personality. Ahhh, but I have backup! I get VICE via MapLog (thanks Atollski!) to auto log the journey - every few seconds my location is logged for posterity. Peace returns.


Then I start to think again (routine lulls and lulls dulls! - very not good). I'm at X=0 and in RiftSpace jurisdiction?? Something seems a bit out. Geometric analysis puts me nearer Novachron/Lost Rucker! Something is looking spooky!


I do some research on four dimensional geometry in Minowski space and tensor calculus. I know I need to get out more, but there's a lot of "out" outside and none of it welcoming.

Image

As you can see (?) the 4D hypercube (which represents a snapshot in time of five-dimunsional space-time) is constructed by translating a familiar 3D-cube in an imagined fourth dimension. In the past, this 4D cube was a mere curiosity and made a cool poster. Nowadays it is used in quantum computer science and AI research as the preferred topology for a network of parallel processors, where every vertex of it is occupied by a single processor. Boy, do nerds talk nerdy or what? (or should it be "nerdish"? :D)

The maths is also needed to understand the twists and curves in four dimensional space-time. In terms of a WH routed through a 4th physical dimension in space (five dimensional space-time), the space "looks" like this:

Image

Why do I care? Well, I shouldn't be in RiftSpace and if I am then something is warping space-time . . . a lot. I need more data. MapLog is working well - VICE handles the logging and initial analyses, giving me a digested report every few days. Still in RiftSpace


And peace really has returned. No hostiles after 25K! None! But we are picking up the infamous "Ghost Planet". You know, the one they talk about in bars late in the evening when everyone is mellow. Like a pantomime, it's behind you after every jump, no smaller, no larger, a dark grey follower!


I turn round and approach, getting closer and closer - It appears to get bigger (stars at the edge are blotted out, then suddenly it vanishes - not fades - vanishes. I turn away, but it doesn't return. It's shy! I make another jump and it's there again behind me!


Full spectrum analysis and we have a paradox (no Marvin, not your pet you barbequed!) It's detectible in the electromagnetic spectral region with a wavelength between 400nm and 700nm. Visible light to the rest of us! But . . . Inertial Mass is zero; Gravitational Attraction is zero. It's not actually there but I can see it - it blocks out the stars behind it. I analyse the image, enhancing contrast and optimising the spectral range histogram of the cockpit screens; the planet lights up and reveals a lot of typical planet detail!


Ohhh and along with the Ghost Planet there are a handful or more Talons, kitted out as burger stalls - I jump in - they jump in flutter around and by then I've recharged and I jump out. When I stop to refuel they do the flutter bit and then jump away, heading back to the Ghost Planet. There are rumours (aren't there always?) that the Ghost Planet is the HQ of "Gorf's Burger Empire". I always thought it was a fairy tale - but now I'm wondering . . .


More data needed - more data collected - time passes . . .


At around 50K sectors out the alarm sounds. VICE only uses the alarm if there are hostiles detected or something very unusual happens!


It seems like it's time for the champagne! I'm back in Erato space in the Sapphire system - yee haa!
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Post by SeeJay »

LOL! Great stuff here mate and nice "Hint" system.
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Post by Maarschalk »

LOL...DaveK! The last part of being back in Erato Space, does that mean that the Evo-Universe loops around 50k sectors in all directions?;):P:cool::cool::cool::cool::cool:
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From post: 121182, Topic: tid=8181, author=Maarschalk wrote:LOL...DaveK! The last part of being back in Erato Space, does that mean that the Evo-Universe loops around 50k sectors in all directions?;):P:cool::cool::cool::cool::cool:
you'll have to wait until Part 4! :P:P
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Aaaaaaaaaaaaach, Come on!.......;):P:P:P:P:P:P:P:P:P:P:P:P
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soon! ;)
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Post by sundalo »

Nice blogs Dave! Very fun read and insightful into the evochron universe! :)
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Blog of a Deep Space Explorer (Part 4)


The nav map is showing 52000 / 0 / 0 - there's nothing out there showing on the map even at full zoom out - and I mean nothing; strange! We carry on, in Erato space at 65000. At 67000 we are in Cerulean space, at 68000 we pop into Onyx Omicron and at 69000 back into RiftSpace

The champagne goes back into the locker

We are also changing Ghost Planets! (more of that in a minute)

75000 Aries, a quick blast through Revloch, 77000 E870 (in Emerald), 79000 L480 (in Lambda), 80000 Erato again!

Then the sequence cycles . . . over and over again

There are five Ghost Planets. Two appear to be made of a material that completely absorb electromagnetic radiation across the full spectrum - long wave radio through to gamma - it is absolutely and completely black. One is strange in that when I approached it receded or at least got smaller. It's almost impossible to get a distance fix on something that isn't actually there and absorbs everything that you shoot it with! They still do the vanishing trick though.

Erato's ghost is another maverick; it appears directly behind, bright and clear with all its surface details shining out. Then after several seconds it vanishes. I turned round and headed for where the planet should be - after a few thousand km it popped into existence, but it didn't get any bigger as I continued. I flew through a cloud of ice crystals and just as I reached the edge of the sector It disappeared again. Turned round again, headed back to the sector centre but no sign of it!

The other two are grey ghosts, but show detail up when their image is contrast enhanced and the frequency histogram spread.

I've got a hunch that I'm looking at the actual planets in the systems the nav map is showing. Even though I'm now nearly 200 000 sectors away. I need to do some checking when I get back unless there are images in GOOGLE or WIKI!

Quite a nice job really, well funded, a meaty problem and able to relax without worrying about being bounced by hostiles. Wrong!!

We are docked refuelling, relaxed, me with a coffee as the tank slowly fills. The hostile attack alarm (HAA! no less) goes off, my heart rate goes off the scale and a frantic scramble to the pilots seat! Where did these three reds come from? Rear and port shields are looking poorly (the central column is protect our starboard side) . . . no chance of getting a shield array up, so "full military afterburner". A frantic fumble with the nav map and plant a destination marker at random. As soon as we are out of the fuel processor the ship starts to twist and do a forward roll at the same time. Which certainly wasn't me - I'm not that good, even after all the simulator practice. VICE's voice murmurs in my ear . . . "evasion pattern alpha three eight one" yee haa! then "get ready to take control in three . . . two . . . one . . . yours!". . . what?! . . . noooo! . . . well yes as I hit the jump button and we start to accelerate. The twisting and turning threw off their aim and we only received a couple of hits but rear shields are out, hull integrity at 87% and the front shield took a missile!

Adrenaline is a great thing. Heart thumping like a rivet gun, but time feels like it's slowing down. A quick look around and realise I didn't jump very far! But the three reds are still together . . . hee hee! I'm far enough away to prepare, switch to IDS, swing around and wait a second of so for an excal missile lock on number one hostile. I start a sideways slide towards the second ship and as the first ship closes, hit the missile launch button. And what a lovely sight! The first three missiles take out the hostile before he/she/it can respond and the other five missiles start to hunt for a new target. Number two slides into MTDS range and I start hosing it down . . . sideways slide, turn to keep the nose on him, afterburner to stay in range and his shield flares blue, the target indicator turns a very pretty red and he starts to smoke and glow! Boom! Just like the simulator!

Two out of three, so where's the other? Eyeball the radar and swing round towards the third, in time to see him frantically trying to avoid missiles 6, 7 & 8. Thankfully he doesn't! Boom number three.

My chest is going to burst, I'm slick with sweat, so I do what any not very good, very lucky and still alive pilot would do - I start to shake uncontrollably and then I throw up. Twice. Not ever so heroic, but it dawns on me that unlike a simulation, death can be pretty permanent when the opposition is using real ammo. At least three people died in the last five minutes - hostile or not, they were people. Wished they were Vonari or Reavers instead,

When my legs have stopped wobbling too much I go shower, dress, have a very stiff drink, remember the throwing up part, clean the cockpit, nearly throw up again - yuck - have another shower, have another stiff drink and flop into the weapons op's pit.

I thank VICE for initiating the evasion protocol without waiting to be asked. He's modest about it and agrees with my (excellent!) idea of tweaking our sensor array to detect hostiles and neutrals much further out and triggering an alarm based on the direction of their flight as well as distance. The aftermath of an adrenaline high plus alcohol means that I sleep like a log. I awaken cold and stiff as a log a few hours later and wished that I'd crawled into my hammock before the sleeping like a log bit! Into the hammock and a few more hours of sleep.

Over coffee the next "morning" I contemplate on those pilots who actually enjoy, nay live for the excitement of a "fur ball". They can only be physiologically addicted to adrenaline highs! They are welcome! But a small voice in my head whispers gently to itself . . . "but it was fun and we survived!" I ignore it. And plan to spend more time in the AA simulator.

We are back to gathering data and checking it against hypotheses - it takes time and patience. I research the history of this little bit of the Universe. The official history (available from SeeJay's site and all good e-book e-stalls) is well written but a bit soulless. Then I come across a history written by a pilot called the_rami. I remember the name from Legends, but don't recall seeing him around for a long time. It's a more personal and gives a feel of what it was like to live when there was civil war and Earth was nearly obliterated. the_rami seems to be a bit of a conspiracy theory freak . You know the sort - the Government is keeping secrets from us and doesn't tell us everything and there are little green men out there. (Actually they are little brown dogs, a group that looks like they head butted a meat-grinder (and lost), a very sexy three metre purple feline race (the ladies of the species that is - the males are closer to three and a half metres and don't look sexy at all!), some dudes who are linked into a hive mind and fly in factory sized ships of a cubic disposition and some guys with wrinkly bony foreheads. You don't want to cross any of them! Anywhere. Anytime!

I decide to put together an appendix to the official history of Evochron with some extra details from a variety of sources. I fully acknowledge these writers as the source of all that is written in the appendix. If you look at the Official History it is split into sections. I've titled the sections in the appendix the same as the Official ones. The dates between sections overlap quite a bit because many developments took place in parallel. The stories aren't necessarily in date order. Read the two versions together.

This example gives a good feel for the difference between the versions. The first five paragraphs (omitted here) are more or less the same. The ending is quite different.


The official version: Enigma (2285-2287)


. . . The Vonari made a push for Earth itself on July 1st, 2287. Earth's Naval forces intercepted the Vonari attack force, which consisted of numerous large ships matching the description of the spacecraft that attacked the Becker.

In a massive battle, two Lamprey pilots escorted by a wing of StarWraiths succeeded in reaching a Vonari vessel and planted several hull charges. The hull charges proved effective and four explosions rocked the dark vessel and tore it apart. The explosion was large enough to also destroy the surrounding vessels flying in close formation.


The expanded Version: Enigma (2285-2287)


. . . Despite this Federation and Alliance forces still sniped away at each other! For example, shortly afterward, a small group of experienced F-144E pilots stationed in the Enigma Asteroid Base were involved in a serious fire fight to escape their own base. Alliance marines had attacked and taken over the automated defences of the station. The pilots were faced with the choice of surrender and incarceration or fighting back. They created a plan to disable the defence system, now reprogrammed to prevent them escaping in their fighters. Several small groups created distractions by attacking storage areas and feinting attacks on the main and secondary control rooms. These "hit and run" tactics occupied the invading marine forces creating a breathing space for the main group to use the atmospheric distribution duct network to reach the armoury. Now effectively equipped for a counter attack, the pilots continuing to use diversionary attacks entered the defence system control room and disabled the relevant defence network.

Deep in space, beyond the reach of the long range sensors of the Enigma Asteroid Base the Alliance Marine Assault Group was making its last minute checks - weapons locked and loaded - space armour sealed - radio checks - lucky talismans in place - ammo pouches full. Since at this point they were strapped securely into the stubby, heavily armoured and rugged but ugly little drop ships, checking wasn't easily. But it was the third full check they'd done, so it didn't really matter - the first two were before embarkation and each marine had checked his own and his buddy's gear as well.

The space armour was almost literally bomb-proof, was very manoeuvrable in flight in a zero gravity environment and could be equipped with an impressive array of heavier weaponry. Wearing one was like wearing a small fighter and gave it's wearer it a sense of invulnerability. It was also heavy and not easy to use in a up close and dirty fire fight, despite the servo enhancement built into the arms and legs. The marines would have preferred the lighter battle armour they normally wore, but the target had to be approached from space and its outer hull breeched first. Another weakness was the poor visiblity through the plasteel visor. tactical awareness came through a comprehensive HUD display. AI modules analysed the tactical situation and superimposed a simplifed FoF outline over each target, colour coded by threat priority. The display updated nearly instantaneously - In space invaluable - inside the corridors of the base there wouldn't be time to read the data and plan the apporpriate response - it was going to be down to reflexes and experience and training and an unshakeable trust in your buddy to mind your six.

The suits were also prone to disruption by em pulse weapons. Again, in space not such a problem - The marines worked in close knit four man teams (actually "person" since the girls were on the front line as well!); any pulse large enough to take out the spread out teams would risk taking out the hostiles as well

Four teams of four made one squad. Two squads made up the assault group. Each team had its own mission target. The planners weren't expecting heavy resistance - A small security detail of Federation marines weren't going to be much of a problem - not elite, being more of a police force. The bulk of the combat trained personnel on the base were pilots - no match for elite marines in a fire fight!

Each team checked off it turn to its Squad Leader in Team One. The Squad Leader reported to the XO on the Armoured Transport's battle bridge

"Red Squad ready to go!" . . . "Blue Squad ready to go!"

"Copy that Squad Leaders" Jump in five . . . four . . . . three . . . . two . . . . one . . .

A perfect operation; the transport dropped out of jump a thousand meters away from the base, the four drop ships ejected, reoriented themselves and shot towards their entry points. The transport dropped a communications jammer and jumped back out before the drop ships had finished turning!

Inside the station the proximity alarms started to pulse. The operations room sat frozen rigid for a fraction of a second and then burst into frantic activity. The Watch Officer scanned tactical screens and waited for the analysis. Within a few seconds reports started to appear. One medium ship jumped in on the far side of the base and almost immediately jumped away. Four small radar blips detected spreading out and accelerating towards the base

"Call to Battle Stations please Mr Anderson"

"Sir"

a pulsing light started all over the base . . . a calm but assertive voice repeated "report to your battle stations - this is not a drill . . . this is not a drill . . "

All across the base people looked at the speakers in shock. And then started to move under the tongue lash of the various officers and team leaders. "this is what we've been trained for - now MOVE IT!" Crew were jogging this way and that some looking serious, some bemused and a few apprehensive.

The drop ships hit the surface of the base and harpoons fired into the rock, holding them in place. Explosive bolts on each drop ship exploded and then the whole side of the ship blew off. restraining clamps released and the marines surged forwards towards the maintenance access ports near them.

Electronic codes were squirted at the locks, releasing them and the doors swung open.

Red Leader used the tight beam coded communicator - the only device that was programmed to bypass the jammer - "Red Leader to Eagle - access achieved". The XO, coordinating the attack on the Cruiser smiled. The intel they had received from within deep sleeper agents within the Federation was good!

Each team made a smooth entry, and headed for their preliminary objectives; the control room was isolated and locked down, communications cut removing the risk that the jammer might be bypassed, the armoury locked down and all internal blast doors lowered and locked. Effectively the base was sliced up into a series of "prison cells".

17 minutes, deaths on both sides zero, Phase One accomplished

The teams then started on Phase Two - locking down the base properly. They spread out, heading for major centres in the base to subdue and lock down any means of calling for help or organising a counter attack. Though heavily outnumbered, the marines were like one man tanks - few attempted to stop them when they unsealed a door and entered an area and they didn't resist for long. A few bones were broken - it's hard to stop someone gently when wearing a suit that can crush steel! These were the enemy but unnecessary collateral damage would be counterproductive!

Blue One had been tasked with securing the automated defence system for the base. This was the primary target. The base was to be secured and the defences made safe so that the cruiser could approach and complete the occupation. In the meantime the auto defence was set to destroy any ship within 1000km of the base. Once the base was secure the defence grid would be switched off and the cruiser would arrive!

Estimated time for phase two was 60 minutes

The Fighter CAP group was 10 000K out and blissfully unaware

A simple plan that was running like clockwork except . . .


The Defence Squadron flew F144E StarWraiths. They were an elite picked from amongst the elite pilots of the navy. Their CO wasn't very pleased with the last practice - they were getting cocky and therefore slack, not that an outsider would have noticed the problem!

They were listening very carefully whilst the CO laid it on - she'd just got to the part where they were invited to consider an alternative career when the call to battle stations began. Pilots ran to the locker room and started to put on flight suits.

The marines later admitted that they has drastically underestimated the courage and abilities of the "fly boys". Once officer later stated in a debrief; "We had grown to believe our own insult . . . " you fly while we die" and thought we were taking in a group of soft pseudo-soldiers who had no combat experience and no guts for an eye to eye fire fight - we were very mistaken!"

The Base XO's voice came over the speaker a few minutes later. "Scramble everything that you can fly. We have intruders, heavily armoured and it looks like a takeover rather than a hit and run. Get everything out and away."

The pilots, though already moving quickly, accelerated their flight preparation.

The briefing room is located in the hangar decks. A sub-armoury is also located there. All of the Wraiths are sitting hot in their launch cradles, fuelled but with minimal weapons, ready for another simulation in which the pilots would be expected to prove the CO wrong in her analysis of their skill, dedication, parentage and worthiness to remain in the squadron. The fighters could be scrambled in just a few minutes.

The Auto Defence System alarm started to tweet its own message and almost simultaneously the XO's voice came on again. "Belay the launch order - the buggers have set the system to destroy anything moving out there!"

The pilots were trained as Navy Marine Pilots which meant that they did the full boot camp training with regular marine recruits and also ground attack, air drop and space combat training that regular marines specialised in. They did training for the tactic planning that marines were expected to know - there might not be any officers surviving to make decisions! The pilots would be expected to fight alongside and just like the regular marines if grounded or when necessary for the mission - despite the multi-million credits spent training them to fly combat missions. Combat in space is pretty close up and personal too!

The CO looked at the pilots who had been sprinting towards their ships, but who were now frozen looking at her. The launch crews were putting the ships back on "ready wait"

"OK boys and girls, no flying today until the ADS is down. Soooo . . . it's probably up to us to take it down. Tigers - armoury and get pulse rifles, kinetic pistols and stun grenades for the teams. Leopards, pull up the ship schematics - I want a route to the ADS control room that avoids the bad guys, but we can cover in less than a week! Cheetah's I want a plan for a distraction that doesn't involve destroying half of the base. Lynx - I want every ship final prepped so that when we can go we can go as soon as the pilot is strapped in the cockpit sealed" . . . . come on you pussi-cats - MOVE!"

The flight leaders reported over the next 15 minutes

"we've also found some em pulse grenades - they'll need to be close but should shut a suit down for a minute or two at least"

"we can have half the ships ready for instant launch within 15 minutes - all of them in about 25!"

"the main blast and damage control doors are locked down. Even if they were open the route to the ADS will be fully covered by the hostiles. But . . . the Jeffries tubes will allow us to get to the entrance to the ADS, bypassing everything else. If our guys are doing their job and keeping the hostiles busy
there should be a minimal force to deal with when we get there"

"we can use the Jeffries tubes to head towards the armoury and towards the comms centre- they'll expect someone to head for them. We can make enough of an effort to make it look real - they should put a perimeter defence around the main areas far enough out to give them some manoeuvring room - we can keep them occupied"

Details were sketched out and then firmed up in 10 minutes of heavy discussion.

"OK people - let's make this happen! I'm not having my babies taken by the frakking Alliance . . . . and I'm not ready to lose you lot either!

The distraction team managed to "entertain" the hostile marines with feint attacks and spectacular explosions. The space armour, ideal for space and drop shock troops was simply too ponderous for the hit and run tactics the pilots employed. But there were several few flesh wounds, scrapes and bruises and three fatalities. They convinced the marines that they were serious about getting to the armoury and the communications room and the marines set up a perimeter line just as predicted.

The ADS attack team crawled through the Jeffries tubes as fast as they could whilst remaining quiet when the tubes ran parallel to main corridors and very quiet as they passed near the perimeter line. At last, with sore hands and scrubbed knees they emerged near to the ADS door in a side corridor. A very surreptitious peek revealed two armoured forms outside the door. Plan A (to walk in) went out of the airlock - Plan B, less appetising, would be needed.

One pilot, Lt James Grant, volunteered to "do the business" and re-entered the tube. Jeffry tubes are found everywhere on space ships and on bases. They fill the internal space like blood vessels fill a body, carrying necessary conduits and cables everywhere needed. They have access panels at regular and frequent intervals. The designers are not idiots however and access to or from the tubes isn't possible in sensitive areas like the armoury and the comms hub.

So, James slowly and very quietly crawled to a point above the "suits". The rest of the team waited tensely out of sight, speaking to which ever gods or spirits that protected them, praying that no other marines would join these two and that James would be OK.

James opened an access hatch a crack, primed two grenades and dropped them. He dropped the hatch and frantically scrambled backwards. The marines looked down when the grenades hit the floor. One started to raise his rifle upwards to hose the ceiling and whoever was up there . . .

An explosive grenade in a zero G environment can blow an armoured marine a long way - until he can use his thruster system to regain control. A grenade can badly scratch the painted insignia on the suit. A fragmentation grenade can even put a few scratches in the surface of a suit. If James had dropped a couple of frag grenades, James would be dead and the story would have had a very different ending

This wasn't a zero G environment.

The grenades emitted a sound, a cross between a pop and a whine. The rest heard that and then heard what sounded like a metal tree hitting the floor. Another careful peek and they saw one armoured figure on the floor and the other standing perfectly still with his rifle half raised. The suits were "dead", at least for a few minutes! The em pulse grenades had done their job.

Inside the suits the marines lost the ability to move. They also lost communications and their tactical overlays. Neither was looking down the corridor, but from the corners of their eyes they could see who had taken them down. Frakking pilots - "up into the air junior birdmen" - soft pilots who never actually get their hands dirty in real fighting!

The suits started their auto reboot sequence - em pulse could only disable temporarily, not permanently - self checks were completed and the computer core prepared to reactivate all its systems. Similar thoughts in two minds . . . "one more minute and we will have these frakkers! - they are toast!"

Marine training isn't all brute force and tactics - it also contains electronics, computing, vehicle and weapons repairs. One vital session is dedicated to permanently disabling an armoured suit - it takes 30 seconds. The lecturer hadn't anticipated carrying out the procedure when the suit was occupied by a hostile but the technique is the same anyhow!

The rest, as they say, is history. The team accessed the ADS controls and shut the field down and also locked the controls so that no-one could reactivate it. As they left they also locked down the room, jammed the door and retreated as quietly as they had arrived.

The distraction team made a show of being "beaten" buy a superior force and retreated.

Back in the launch bay the fighters were ready. Three pilots were incapable of flying because of their wounds, another five were dead. The launch crews had also prepped a Personnel Carrier and the wounded were loaded in.

They succeeded in launching a significant proportion of the fighter assault group, setting the auto destruct on the ships they couldn't take, Though it was a long journey, they rendezvoused with the "Lexington". From there this group of elite pilots took on a major role in the defence against the newly revealed (and at this time unknown) threat - the Vonari.

Just a thought but sometimes I think we don't deserve to survive as a species!


The Vonari made a push for Earth itself on July 1st, 2287.


The following is taken from a Military Intelligence Debriefing Report. The language is typically understated.


A large Vonari vessel along with several slightly smaller (and as we were to later identify them) "Drop Shock" Invasion Troop Carriers appeared from jump space near to Earth on July 1, 2287.

The Earth Defence Force Fighter Squadrons (our last line of defence), stood their ground and fought with tenacity despite being heavily outnumbered by a technologically superior force of Vonari A-50 fighters protecting the Vonari Invasion ships Their sacrifice bought the time needed for the "Lexington" to arrive. In the subsequent fire fight two Lamprey pilots (see Debrief Report EDF-CCAx- 196968737) under the cover of the F-144E pilots from the Enigma Asteroid Base succeeded into breaking through Vonari fighter defence shield, and evading Vonari anti-ship turret fire.

Mention must be made of the exemplary determination shown by the pilots of the covering F-144E squadrons and the Assault Groups from the Earth Defence Force which maintained a nonstop and overwhelming attack against the defensive capability of the Vonari ships in order to protect the Lampreys. Many reports have been received of pilots disregarding the chances of their own survival to ensure that the Vonari fighter cover and the capital ships' defence network remained saturated.

The Lampreys reached the Vonari main vessel and planted four antimatter mines on its hull. The Hull Charges turned out to be effective, as four explosions rocked the dark vessel and tore it apart. The threat to the Earth defence network was eliminated. The Drop Ships proved to have little independent defence capability, depending on the big carrier to clear a path and defend them. The Drop Ships attempted to jump away. Two did, seven were destroyed and one disabled severely.

The losses of the defensive fighter screen was in excess of 70%. Neither Lamprey survived the resulting explosion.


I can tell you more about the untold History of Evochron in my next blog, but before I finish there is an invitation I would like to extend to everyone reading this.


As you know my home is DSRS Copernicus. My family still live there. All of you are welcome to visit this Christmas and if you go the "Beaker Bar" and mention my name, there will be a free meal (not a Gorfburger!) and a drink for you - to celebrate Christmas.


The station is in 968 7 3944, just a few sectors from the Vonari border


Merry Christmas, however you celebrate it! :)
 


[Edited on 23-12-2011 by DaveK]
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Post by Marvin »

The station is in 968 7 3944, just a few sectors from the Vonari border.
:cool: Fun, isn't it ... delivering cargo to fast-running Talons. I guess they don't like spending a lot of time lingering so close to Vonari territory.
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Post by DaveK »

A free Christmas Dinner and booze just for getting there! :P
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Post by Maarschalk »

LOL....I was wondering what was slowing down my browsing on this forum!....Worth the read thou, thanks for sharing!......very cool......;):P:P:P:P:P:P:cool::cool::cool::cool::cool::cool:
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Post by DaveK »

Blog of a Deep Space Explorer (Part 5)

It has been a very "interesting" holiday break

I reached sX = 250 000 - I've travelled outwards just over a quarter of a million sectors! The champagne did get opened after all. Still no sign of the "edge" but a milestone none the less. Unless anyone has evidence that someone has gone further, I would like to claim the record for deep space exploration. (EDIT: See Maars' post below! :( )

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I've gathered a lot of data being able to refine the sequence of systems I'm cycling through (so to speak!). VICE has done a first level analysis and I've written the draft of a report about the Evoverse. My great thanks to Dingo and SeeJay who looked over the 137 page report and suggested a few editorial changes - the resultant six page summary report is included below (fear not - there are lots of pictures!).

Sadly, my exploration of deep space has been called to a premature halt by the intercession of Vice (the creator). It would seem that VICE (my more and more self aware AI unit) has started to actively rather than passively interrogate OmniNet during the analyses "he's" carrying out. The complexity of his data manipulation has lead to the breakdown of several statistical AI sub-modules on Omni-Net. The result is that we caused Clan Stats have disappeared from the NavMap. Embarrassing! We all want to make an impact in our Universe (other than another failed attempt at landing on Earth) but this is not what I had in mind! Ironically, I never lost the Clan Statistics, despite preventing the rest of Evochron from accessing them. On a few occasions I even helped clan pilots out by telling them how many contracts they needed to do in their systems! Vice is confident that once I'm home, Clan stats will be safe!

The Research Committee of DSRS Copernicus has decided that I will return home. My request for further funding to repeat my journey, but heading North from Andromeda (my original plan if you remember) is "being considered" - I am not sanguine about the outcome. They are also a little concerned that the project has cost just under a billion credits to date which is - quote "a significant amount for the first phase of a multistage project" - unquote!

Still, I have a lot of data that will keep me very busy for quite a while. Who knows what the future will bring? In a fit of contrition, VICE is working on his own project to beef up the OmniNet AI Statistical sub-modules

Getting back to the Core Systems is an issue, as you might imagine. I have two ways available.

The slow way! I must admit that I do not relish having to face the long reverse journey with its interminable - refuel -fly cycle! A journey home is never as exciting as the journey out.

The quick way! Cindy has shared with our research teams her cloning technology. They are talking to Cindy and CINDY to analyse the differences between the two instantiations of Cindy. If they decide that CINDY = Cindy, then I have the option of downloading by personality, memories . . . . everything really, via the FtL communication network. The essence of "me" would then be integrated with a clone body of me that is being grown. The "me" in space would be put into stasis and the "me" back in the core would be activated. The research team has tried this over a short distances on a number of subjects and can detect no difference between the originals sent and their clones.

The "bean counters" are arguing that it will be cheaper to mothball DS2 in deep space (and the original "me" with her) than to fly her home. A lot of the cost has been fuel processors and shield arrays!

The research team say that my "experience" will be to go to sleep on DS2 and wake up again a few hours later on DSRS Copernicus. The me "me" would just go to sleep on DS2 and never awaken.

Tempting in a way, but I would have more confidence in the process if the test subjects for distance transfers, so far were a little higher up the chain than mice!

So after this blog, DS2 will be signing off and returning (one way or the other) to a life of quiet research.

Here's what I've found and what I think it tells us about the shape of the Evochron Universe.

1: I flew East and after travelling 52 000 sectors apparently re-entered Erato space; except I didn't. At 67 000 I moved into Cerulean space, controlled by the planet C580. This was followed by Onyx Omicron at 68 000, RiftSpace at 69 000, Aries at 76 900, Revloch at 77 200, Emerald (E870) at 77 290, Lambda (L480) at 79 000 and then Erato again at 80 200
And then the cycle repeated . . . . again and again

2: The different systems had different ghost planets, as I've described before;
 
• a dark planet that showed much more detail when the image was intensified and processed - Initially I thought the subtle grid pattern might be evidence of a mature civilisation that has had the time required to develop the whole planet but perhaps it's just the boundaries of Gorfburger franchises! (raw image and processed image) :

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• a bright planet which disappears after 3.56 seconds, but which looks very similar to the dark planet - it doesn't have the subtle massive grid pattern across its surface :

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• three black planets of different sizes which show no detail even with intense processing; (only one typical image is shown - the only differences are in the size of the planetary discs) Note the image has been extensively processed in an attempt to yield evidence of surface detail - non is visible. However the star field has been strongly affected:

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3: Occasionally groups of hostiles would appear - not a problem during the flying phase, but a pest when refuelling and having a coffee.

4: Quite often I was surrounded by Talons equipped as Gorfburger Joints. At one point I whimsically wondered whether the black planets were used for the disposal of overcooked, charcoaled burgers.

5: I've seen several ghost ships including some in spherical cages and just the cages themselves at other times. The ships don't appear on the radar and can't be targetted by missiles (no lock) or be destroyed by cannon fire.

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6: There have been several clouds of ice crystals that appear and disappear, though I did manage to fly through one once! They have been different sizes and colours, some are free in space and some closely associated with ghost planets.

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Now the important bit! Conclusions:

The fact that I am seeing ghost images suggests that there is something out here that is distorting space time to an incredible degree, sufficient to tunnel light through to where I am.
There are several shapes the universe might have. The three commonest models are shpere, saddle and flat.

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If the universe is flat and infinite I would have just flown on and on - I didn't because core systems keep appearing on the NavMap but not actually in the space around me. Spacetime distortions that might allow images of to "leak through" are much harder to model on sheets because there isn't another side that can be close. The light from the systems I see would have to arc out of the plane of the universe and curve back in - the chances of then re-entering the universe membrane just where I was is obviously vanishingly small. A saddle (middle image) is simply a sheet with negative curvature - similarly a dome is a sheet with positive curvature

If the Universe is a cylinder then travelling round its circumference would lead back to the core systems. The N-S axis would be infinite.

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If the effect of spacetime distortion was strong enough I might be "seeing" through the cylinder the systems on the other side as I travel round its circumference, but having seen them I would then come back to them, appearing back in the core from the other direction - I didn't, so this tends to weaken support for a cylindrical model, though it doesn't eliminate it - I might be flying through a rippling distortion field and hence seeing repeat system cycles.

A cylinder bent round into a circle is a torus (donut).

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I can't tell whether the Universe is a torus without exploring the N-S axis as well. Though the weakening of the cylinder model weakens the torus as well, again it doesn't eliminate this possibility because I might be travelling around the ring the long way and hence have a much greater chance of travelling multiple distortion wave. However, unlike the cylindrical model I should get back to the original systems from the other side regardless of which direction I travel in.

I can't distinguish between a torus and a sphere without much more data. But again the weakening of support for one of them weakens support for the others. A sphere has a simpler symmetry than a torus or cylinder. I should get back to the start whichever direction I travelled in, as with the torus, but the distortion patterns required to reveal the images would be different - symmetrical for the sphere and unsymmetrical for the torus.

The (mem)brane model of the multiverse - that arises from string theory - postulates an infinite number of universes (or perhaps only 10 to the power of 500!) as sheet universes lying parallel to each other in higher dimensions. Imagine a deck of cards or pages in a book. The "branes" are four dimensional (as is our perception of our universe) in embedded in a five or more dimensional matrix, so the pack of cards is a 3D is a simpler model!

If the branes are flexible and can "ripple" like a sheet drying on a washing line on a windy day, there will be times and areas where branes will get very close to or even collide with their neighbours. The energies and forces involved would easily be sufficient to bend and warp space time. There is evidence in the patterns in the cosmic microwave background that can be interpreted as the result of another brane universe colliding with ours!

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I might have been looking at "images" bleeding through from an adjacent "brane" universe. The extreme distortion of space time if branes get very close to each other would explain the ghost planets, ghost ships and other anomalies I've observed and the repeat of the system sequence the ships sensors detected.

My tentative belief is that my experiences support a brane multiverse model!

Finally, at around 250 050 sectors out as I waited the completion of refuelling, l was sitting sipping champagne and daydreaming about my Nobel acceptance speech. The proximity alarm beeped and there was a knocking sound on the hull. I switched on the cockpit sensor screens and was greeted by this . . . .

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VICE analysed their communications which sounded like a melding of clucks and the sort of twang elastic bands make. Eventually we had enough recorded to be able to develop a translation programme. This is their message!

"Greetings fleshly person! We are overjoyed that you have appeared in the midst of our flock. We seek news of our egg-brother who set off on a journey of unimaginable distances many laying-cycles ago. His continuing mission was to seek out the mythical fleshly people of our roost legends. He has succeeded - you are myths no more!

Is our brother, RC, thriving? Is he safe and still bouncing with joy at the honour of being chosen as our ambassador? Is he still writing funny stories of his adventures? We miss him greatly"


So . . . RC - phone home! . . . the rest of the flock miss you!

I'm sorry that I won't have the opportunity to continue with the History of Evochron from the point of view of the people who took part (voluntarily or not) in the seminal moments of its development, but I've enjoyed writing my blogs and consider myself very lucky to have had the opportunity!

Goodnight . . .

[Edited on 7-1-2012 by DaveK]

[Edited on 16-1-2012 by DaveK]
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Post by sundalo »

Lol love the blogs Dave, and quite an epic conclusion! You truly are a deep space explorer,and Im amazed at all the discoveries you made. I remember reading about these discoveries on the forums a while back, but seeing the actual screenshots are the real treat.:):D

[Edited on 1-6-2012 by sundalo]
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Post by Rubber Chicken »

Wow! Great read DaveK!

I'm actually surprised that my "people" went out of their way to contact you. They are usually very reclusive and elusive. I had no idea they where so intersted in my adventure as well... flight of any sort, much less space flight, is really not a chicken's thing.:D There HAVE been many messages and reports I've sent them and recieved no response. I really just chalked it up to their tendencies to ingnore the world around them whiling their days away at the local gambling parlor in pursuit of cheap booze and even cheaper hens!:P:P You must have encountered members of my family. A small group that had much higher intelligence than the rest. They were refered to in a derogatory manner as "Egg Heads". :P
I thought that they might have been fed to the "Foxes" that are known to populate the badlands of the homeworld. Unfortunately the majority of my people have a tendency to try to eliminate "Advanced Thinkers" by "Feeding them to the Foxes"!:(

Now that I have read your report and know I have relatives that have survived, I will try to adjust my transmission frequencies to account for the various space-time distortions you've encountered. Perhaps that is what was blocking the signal. Either that or they forgot to turn their prepaid cell phones on!:P:P:P:P:P:P:P:)
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Post by Maarschalk »

ROFL...DaveK.....that last part about RC broke quite a few ribs from my laughter....I can laugh no more or I'll die! Doctors Order!....
Congrats on your Grand Achievement!.......:) This is as close I can come to laughing now!...:cool::cool::cool::cool::cool:
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Post by Maarschalk »

OK, I just broke the record. See pictures below. My story is: While hanging around earth and researching ways to get past the security ring I came across some top secret documents of long range portable jumpdrives which is basically a hightech converted Mantis jumpdrive which lets you jump to any coordinates you input! The documents described how to do the conversion and by following the instructions I was able to convert my jumpdrive!....The only problem is that it only works once and fries the unique crystal necessary for the long range jump. Your Mantis jump drive will still work by replacing the crystal with its original So it will take a long time to get back unless you bring some spares of the unique crystals!.....There was a Navy Destroyer close to my exit jump point in sector 300000,0,-300000. He jumped away after I snapped its picture and then some other ships appeared! While I snapped a NavMap picture!.....Sorry DaveK, I just do not have the patience to fly that far out. I had to explore deepspace and find out what is out there faster and find a short cut! You did make me to curious with your stories so I had to find out for myself quickly and was a good excuse to test my converted jumpdrive I did not see any flock of feathers of any kind thou, I must be way past their territory or I must be in a completely different Quadrant of the Universe.....;):P:P:P:P:P:cool:

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Note: You see the NavMap says I'm in Erato at SX 300000, SY 0, SZ -300000.....Strange indeed!
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[Edited on 1-7-2012 by Maarschalk]
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The complete Blog of a Deep Space Explorer in five parts

Post by DaveK »

Rats! :P

No, really though - congratulations! - a hat trick of successes this year - you are obviously on a roll!

Still I held the record for distance for a (very) short while. I suppose I still do for doing it the hardway! :D I wonder if you'll break the clan stats if you fly around out there for a while? :D

I'll send you the cloning info we got from Cindy so you can get back! :D

I can see that Sol has many subtle challenges to offer - perhaps I just gave up too soon :) Is this another "sworn to secrecy on pain of death - or worse" sort of discovery? If not, perhaps it could form the core of a quest! It's an ideal quest prize - amazingly powerful but since it's a one shot gadget it doesn't unbalance the game. Can the procedure be repeated so that it can be recharged? Or is the power crystal unique? If the latter I suppose no-one else will be able to go after it :) But you do mention "spare" crystals! :D
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Post by Marvin »

:cool: Bravo, Dave. This time, I think Maars used a crystal otherwise known as Photoshop. Or something more suspect. And, anyway, you're the one with the travel photos.