DIY space travel.
Interplanetary Space Travel In the Year AF:10
Static Systems:
Earth Luna and Trojans
Mars Moons and Trojans
Jupiter Moons and Trojans/Greeks
Saturn Moons and Trojans
Neptune Moons and Trojans
INNER SYSTEM TRAVEL FROM LUNA (in 30 day 'launch windows')
Mercury and Vulcanoids
Venus
Mars
Martian Trojans
TRAVEL FROM MARS TO INNER SYSTEM PLANETS AND JUPITER
(in 30 day 'launch windows')
Mercury and Vulcanoids
Venus
Luna
Jupiter
Jovan Trojans
As this is way above my pay check, I can't contribute much except with my encouragement: very useful thread! I will stay tuned and see what the rocket scientists on this forum comes up with.
May I add that this is soooo much more helpful than just arguing about whether the game developers should do this or not as we are doing here http://www.eclipsephase.com/eclipse-phase-space-ship-combat-game 
Good luck.
My suggestion is that, unless "EXACT" is a preference, that boiling travel times down to a set of tables might be worth considering. Start with the vessel is and wherever it is, then cross-reference to destination, for which there would be a set of (very approximate) travel times. I'm thinking maybe three separate ranges (best case, worst case, and middle case), and the Referee determines (by whatever means is preferred) which set is applicable at that time.
Not sure if it is correct, but this calculator could be useful (although we do not know the acceleration of the EP rockets).
http://home.att.net/~srschmitt/script_starship.html
[edit] We do know the acceleration, but not the Delta V [/edit]
From the Char Sheets and Utilities section:
So, from pg 384, "Anti-matter drive fast couriers are vessels designed for this specific purpose...is able to reach as much as one half of one percent of the speed of light. To manage this, the spacecraft must also carry 6 tons of antimatter..."
So if it can accelerate at 0.05g (roughly 0.5 m/s^2) and reach a speed of 0.005c (roughly 1,500,000 m/s) it has to have a total acceleration time not less than roughly 3 million seconds, or roughly 34.72 days on continuous acceleration. Assuming that's the suicidal no-way-to-stop option and you normally want to accelerate for only half of that, but doesn't that that get us the burn endurance and delta-V that we wanted?
Using the Spacecraft Travel Time simulator with a burn endurance of 833 hours to go the mean 6.5 AU from Mars to Jupiter (acording to Wolfram Alpha), which pg 348 advertises will take a month, takes a calculated 32 days, accelerating/decelerating the entire time, so that's just about perfect.
Of course, I can't make the advertised week-long trip from Venus to Mars in less than 12 days, unfortunately.
Wait, Wofram Alpha also says that the distance from Venus to Mars is less than the distance from Earth to Mars. Houston, we have a problem.
Perhaps the answers you're getting are based on the present, and not the average (Venus is close in its orbit to Mars, while Earth is pretty far from both).
Seems reasonable. In any case, it seems like we've arrived at a reasonable burn endurance for a fully-fueled fast courier, so that's useful, right?
We really only need a table for a single date, 10AF. Granted, we don't know precisely when the fall happened on our real calendars, but we can just pick a date. On a timescale of months, only the innermost planets move far enough that you would ever need to use different travel times at different points during a campaign.
Mercury is the swiftest, taking only three months to orbit the sun. You might include three travel times for it, one for each of those three months. At the other extreme, consider trips from Neptune to Pluto. You'll never need a time for when they are closest together and also for when they are furthest apart; these occur hundreds of years apart.
For Mercury, just set the minimum time frame, +1 month, +/- 1 month.
(But yeah, a travel chart would STILL be useful. Assume every ship will use approximately the same route, then just make a multiplier based on ship acceleration and delta-v. Since this isn't NASA, if we're a few weeks off it doesn't make a huge deal.
Better still, a computer program which adjusts with the date. If you spent 3 years to get to Neptune, your chart is now out of date.)
I write up the spacecraft in the core book. Here's the data I used for the drives & spacecraft in EP.
Drive ISP's
VASIMR Plasma Rocket ISP = 20,000
Fusion Rocket ISP = 100,000
Anti-Matter Enhanced Fusion Rocket ISP = 200,000
Metallic Hydrogen ISP = 1,600
Hydrogen Oxygen ISP = 450
LOTV (Large & Small)
Hydrogen-Oxygen Engine
High Velocity Configuration (total Delta V = 11 km/s)
Low Velocity Configuration (total Delta V = 7 km/s)
Metallic Hydrogen Engine
High Velocity Configuration (total Delta V = 17 km/s)
Low Velocity Configuration (total Delta V = 8 km/s)
Fighter: Total Delta V of 11 km/sec (using metallic hydrogen rockets)
SCUM Barge: Total Delta V of 80 km/sec (using plasma rockets)
Ships refitted with Fusions rockets have a Total Delta V of 400 km/s
Standard Transport: Total Delta V of 400 km/sec (using fusion rockets)
Bulk Carrier: Total Delta V of 40 km/sec (using fusion rockets)
Fast Courier: Total Delta V of 1,600 km/sec (using anti-matter rockets)
Destroyer: Total Delta V of 800 km/sec (using anti-matter rockets)
In an attack of utter, irresponsible overdoing things I have hacked together a Matlab program for running orbits. I based it on this page and this Matlab package for solving the Lambert problem. I can now calculate porkchop plots of the necessary Delta-V for going from one planet to the next, given a certain start date.
With jsnead's numbers for total delta-V I can figure out what trajectories are possible for different kinds of ships. It is interesting to see that bulk carriers and slow scum barges are actually often constrained in where they can go (they need to consider suitable launch windows, gravitational assists or make use of the ITN), while standard transports move around pretty freely in the inner system. In the outer system things take time, even with pretty good engines: even the fast courier does need a few weeks to get around in the outer system (for example, a typical time from Jupiter to Saturn is 14 days).
A few issues I need to decide on, where I would like to hear suggestions:
How close can a ship go to the sun? Obviously not closer than 700,000 km, but likely there is a much larger safety distance.
Does it matter that I can't calculate close encounters with Jupiter efficiently?
What start date ought I use?
How to present the data so it is usable from a gaming perspective? One possibility is that I create a script that generates porkchop plots for all possible trips between a number of destinations (the major planets, key asteroids, some of the Lagrange points) and then puts them onto the web. It would be nicer to just have a web interface, but I am not sure how to port these scripts to that. PHP is not known for its numerical power.
I also ought to expand it to use http://ssd.jpl.nasa.gov/?sat_elem for calculating trips within the Jupiter and Saturn moon systems.
This is pretty sweet, Arenamontanus.
Good question. I suspect the answer mainly depends on how much heat you can absorb and reradiate. The sun puts out 1400 watts per square meter at 1AU. The Helios missions in the 1970s got as close as .29 AU. Just pick a nice round number, like 10Mkm or something.
Well, as long as you're overdoing things, sure 
Hard to say. I didn't notice any clues in the books, so just pick something interesting. Maybe a date in the next hundred or so years when travel to Jupiter is especially convenient, or when there's a nice conjunction or something.
I also ought to expand it to use http://ssd.jpl.nasa.gov/?sat_elem for calculating trips within the Jupiter and Saturn moon systems.
No, PHP doesn't really fit the bill. Personally, I would port the code to Javascript. Then all of the calculations would be done entirely on the server side, which means that the page could be saved and used offline, and you won't be paying your web host for all of that cpu time. Granted that this is matlab code we're talking about, which means that you may end up rewriting a lot of library code. Have you used the new html5 canvas element before? You can plot graphs on one quite handily.
I wouldn't stress too much about Jupiter. We just need to know approximate numbers. Does it take a week? A month? Six months? A day here or there isn't going to make or break things.
I would tend to write it up in Java, but that's because I'm more of an app programmer than a web programmer. It's been a while since I've meddled with these things, so I might not be much help at the actual coding side. Is it possible to use these matlab things without having to go out and buy anything crazy? Without having to learn a whole new system?
My main script ought to be understandable directly, it is mostly plain calculations. The most problematic part is where I call a library function to find a zero of a function, and perhaps understanding how I build the plot using lists (but it can be done more neatly in Java). I'm a bit more worried about the lambert-solver by Oldenhuis. Most of it is number-crunching, but there are a few cross products and hyperbolic trigs - rewriting it would take some effort, and tiny typing mistakes might produce subtle bugs. Similarly I doubt Javascript is up to it; while we are not looking for high precision it seems to lack a bunch of functions the code uses.
I expect that both scripts run in Octave, which is free.
Will post it once I have checked it a bit further. I want to be sure I calculate delta-v right.
2147 would be a fairly good date to use. Its far enough into the future that the 60BF events could easily occur (And some of them line up very well) and the planets are also in alignment as per the System map in the Core rulebook. If I remember right it is also one of the dates that a Tour of the System flight could occur.
Here is an initial set of porkchop plots for a few routes:
http://www.flickr.com/photos/arenamontanus/sets/72157624693618421/with/4931416139/
The vertical axis denotes which day of 10AF the ship sets out on, the horizontal axis how many days it takes to reach its destination. The colour and contours denote the total delta-v (sum of the impulses when leaving and arriving) measured in km/s.
Some details and misfeatures:
- The small white dot in each diagram represents the most energy-efficient trip within the constraints of leaving in 10AF and arriving within one year.
- The trips are simple ellipses, ignoring Oberth manoeuvres and slingshots - a real mission would use less delta-v, but given the speeds of EP ships this only matters to the really slow freighters or desperate escape pods.
- They also assume the ship starts and stops at the same velocity as the start and destination planet: in reality it would enter orbit, and this would change delta-v with a few km/s.
- The diagram resolution is 5 days, producing jagged artefacts in a lot of places, plus what I believe to be numerical noise.
- The script calculates both the "short way" and "long way" trip going on either side of the sun and uses the minimal energy one.
- Ships cannot go closer to the sun than 10 million km.
- The thin bright lines that tend to separate the optimal blue fields seem to be close sun passages (and would be fine for Oberth manoeuvres).
- Right now, the date used is something like 2083.
Overall, I think this works decently well. If I have the Keplerian elements of something I can do a diagram for it. I will likely re-render these at a higher resolution during a night.
You need a pretty hefty engine to get out into the outer system if you are not interested in multi-year trips. And in the inner system even ships with fusion rockets might want to consider launch windows, although it is mostly a matter of shortening trips a few days by waiting a few days.
Okay, pretend I'd never seen a porkchop plot chart like this before (hint: I haven't) and pretend I'm stupid (no hints there).
What's the red mean? What's the blue mean? What do all the squiggly lines mean and why do they have numbers on? Also, why is travel time on the X-axis instead of say... delta V? I'm pretty sure if I'm taking my little freighter out for a run, I'm more likely to already know the delta-V and the starting day than I am to know the trip duration.
There is also an online notebook for interfacing with SAGE over here. From that, it should be possible to write an HTML front-end for it.
What's the red mean? What's the blue mean? What do all the squiggly lines mean and why do they have numbers on? Also, why is travel time on the X-axis instead of say... delta V? I'm pretty sure if I'm taking my little freighter out for a run, I'm more likely to already know the delta-V and the starting day than I am to know the trip duration.
OK, here is my attempt at a "how to use a porkchop" tutorial:
You are at planet X and want to go to planet Y. You select the right plot. This plot will tell you how much energy you are going to need if you want to go from X to Y at a certain time and arrive at another time.
The colours denote the total amount of delta V needed for that particular combination of start and end time: red means a *lot* of delta V, while dark blue is a small amount. If your spaceship can produce a certain amount of delta V, then you can make the trip in the regions that require less. If you are a real cheapskate you will try to use one of the bluest regions (where a little white dot denotes the cheapest possible trip in the year). If you have resources to spend (hurray for your Oversight expense account!) you can deviate from this. However, if the required delta V is too large for your ship you will end up stranded: either you cannot catch up with the destination, or you cannot match speed with it and will just go past.
Now you find today's date on the vertical axis (I just used "days since 1 Jan 10 AF" here, but imagine it labelled with a nice almanac). If you want to start today, go right from this point. The horizontal axis denotes how many days the trip will last. The leftmost part denotes super-fast trips taking just a few days. They require enormous energy and go nearly in a straight line from X to Y. Most likely your ship is only rated for a certain delta V, so you can't make these trips. Continue right until you reach the contour corresponding to your delta V rating (say 400 km/s for a standard transport). This point is the fastest trip you can make to your destination that your ship has fuel and power enough to do. If you continue to the right you will likely find slightly longer trips that take less fuel, up to a point. Beyond that lies less useful orbits: slow trips that take more fuel (and sometimes a really slow trip that happens to be cheaper because the destination lines up nicely with your approach).
However, sometimes it is smart to wait until later to launch. Especially for very weak ships like an old scum barge with plasma rocket there might not even be a feasible trip today. But if you wait for a while the planets will move and new trajectories become possible. If you go upwards in the diagram you can find regions of launch date/trip length that are feasible. Even if you have a pretty powerful rocket it is sometimes smart to wait a bit for a good alignment making the trip shorter.
Had this been a real interactive program you would have seen nice graphs of the suggested trajectory, navigation hazard information, slingshot possibilities etc. Generally the thin brighter green/cyan lines (sometimes looking like isolated points) represent trajectories that go pretty close to the sun. The diagrams could of course be extended arbitrarily far into the future, these just show trips starting within 10 AF that last less than 1 year (and doesn't round the sun more than once; back in the early days of space travel people often traded speed for fuel efficiency by taking very roundabout trajectories). For travel in the outer system pretty hefty drives are required for trips shorter than one year - if you can egocast it is usually the best alternative.
In practice this is the kind of stuff your navigation AI solves, with no need to think too deeply about delta V or any plots (unless you happen to be professional/old-fashioned about it, like a sea captain who likes to know how to navigate by stars besides GPS). You just tell the AI where you want to go and it gives you a series of likely options and their price-tags/risks. Some bickering later, and your course is set.
{ For a taste of how one could do this interactively, check out
http://astrojava.com/ballistic-trajectory-planner
It is a somewhat temperamental program that has many options I have little or no clue about, but at least one can doubleclick at a point in the porkchop and then switch to the selected trajectory tab to see how the orbit looks. }
Okay, so 'Ol Bertha' has a delta-V of 40, so going from Ceres to Extropia leaving today takes round about 100 days, and going from Mars to Mercury takes 180, 280 or 380 days.
However, I still don't understand why you don't make the delta-V the X-axis, the date the Y-axis, and maybe just do a chart for the time of travel.
Partially tradition, since this is how the charts that NASA and ESA use look (more or less). But also because it helps figure out the speed-energy trade-off. Knowing that I can get somewhere in X days is not quite as informative as knowing that if I go a bit later or travel for X+1 days I save a lot of expensive fuel.
However, I decided to check what happens if you plot delta V vs travel time. Here are two results:
http://www.flickr.com/photos/arenamontanus/4933292966/
This one is pretty clear. But Mercury to Venus gets complicated because of the wide choice of low delta V orbits:
http://www.flickr.com/photos/arenamontanus/4933292910/
Personally I don't find them very illuminating. But they do answer (roughly) how fast one can get from A to B with a particular ship.
That rocks. For interactive use, it'd be nice to limit the plot to only those trajectories that use less delta-v than the selected ship, but these plots are wonderful.
Excellent work! My nav AI is most grateful and my muse is pinging your @-rep as we speak








Damnit Jim I'm an Ironworker not a physisist! I know this is a double post. I'm planning to show all my work in this post so people can fix it (hopefull), and keep the first post clean so it might have some potential utility for others.
Please: if you happen to be one of the smart people here, feel free to inspect and correct my work. Seriously I'm asking for any help I can get. I am not good at this.
Basicaly I plan to reverse engineer the info we have in the book on space travel and create time tables (maybe eventually fuel cost tables) for travel between planets and their trojans. I'm looking for something that lies between completely arbitrary and unrealistic and having to do alot of calculus for each trip.
Finaly: I appologize ahead of time for my spelling. English is not my first language. Utahn redneck is. Unfortunately i spell with an accent and can't be bothered to fix it.
From pp. 347 Table: Escaping Gravity Wells
SPACECRAFT ENGINE / THRUST (IN GS)
Hydrogen-Oxygen Rocket/ 4+
Metallic Hydrogen/ 3
Plasma Rocket/ 0.01
Fusion Rocket/ 0.05
Anti-Matter/ 0.2
Rocket Buggy/ 0.5
SOME QUOTES:
“But for any trip longer than 1.5
million kilometers—the distance a fusion drive craft
can cover in a day—people egocast.”
So a Fusion drive craft travels 1.5x10E6 km in 24 hours, for my purposes that's close enough to call it 0.01 AU per day.
(Assumption: this is the most efficient rocket formation for the mass of the ship after this point adding more rockets and fuel is bumping up against the law of diminishing returns. A fusion drive craft can go faster but no one bothers because different drives or combinations are cheeper)
So my first conclusion is that I'm probably not capable of figuring this out before the death of our sun.
My second conclusion is that; if a fusion rocket can produce acceleration of .05G it can't travel 1.5 million km in a day unless it accelerates All The Way There which doesn't work out well for actually ariving at a destination at that distance.
d = (1/2) a t^2, [a=.49m/sec.^2 (.05G), t=432thousand seconds (half a day)]
So if you accelerate at maximum acceleration for 12 hours and then accelerate in the other direction for 12 hours you'll make it about 900 thousand km. a good 600 thousand km short of the 1.5million you were suposed to be able to travel in a day.
On the other hand if you accelerate at maximum acceleration for 24 hours, you'll go about 1.8million km and over shoot the destination by a really long way.
It works out better if you accelerate at .40m/sec instead of .49m/sec. At .40m/sec you'll make it about 1.5million km in 24 hours but you'll be doing about 125,000 km/hr when you get there. Thats a hell of a lot of aero braking.
So the only things I've really learned about the setting so far are:
A. Fusion driven ships typicaly carry enough fuel for at least 48 hours constant acceleration at 80% capacity.
B. for some reason fusion drive ships typicaly run at 80% of maximum thrust.
K. I've had enough for tonight. Coments welcome