Hello, I'm Fiah. You may have seen me, I've done some things here and there. But you probably came here for seeing how to generate solar systems, or you might have gotten confused and thought you could see monkeys working in this thread. In case of the latter, please leave as this is not about monkeys in any way. Thank you, and
remember when the second American Revolution comes, please visit the Aeridani Space State Union.Now before you say this is based off of gambling and not science,
gambling is science!
-Fiah
Off to our start. The rules.
1) You will need either
this die roller, or
this one.
2)Get Notepad, Open Office, Your Mom, or a notebook open to keep notes and write info down.
3) Read up about space before doing this. I'd suggest an hours research on the topic. If you have, and/or have done week's worth of research like me, then good for you.
Now, let's actually star(t).
Stars
In order for lovely planets to orbit lovely stars, we need lovely stars, now, there are regions. I like to call them
Ground Zero,
Toasting Region,
Mercy Belt, and
The Popsicle Land. But more scientifically, they are the "Impossible" region (aka: the
star's roche limit),
Inside-The Habitable-Zone Region,
Habitable Zone, and the
Outside-The Habitable-Zone Region. See how much simpler and funner my names are
?
Pictured: The wrong kind of star
Stars are red, stars are blue, I like planets, and so do you!
Usually known as the
Hertzsprung–Russell diagram (usually memorized by astrophysicists as "Oh, be a fine girl/guy, kiss me").
Now, you should be able to choose your star. Generally Late F stars to early K stars have a chance of life bearing planets. Sol is an early G. We do know that G stars support life because we orbit one ourselves.
Now, it's time to break out the
chart list.
Determining the Class.
The class is everything. You need to know it to know what color your star is. Color matters. Blue-Whitish are too hot for life, Whitish to Orangish are just right, and Orange-Redish are too cold, in relative terms.. A red star would still burn you to a crisp if you got close. Don't try it.
Ever.Spectral Type: Pt1
Main-ListRoll 1d100
- 1-5 Non Main-Sequence Star (I plan to add a chart in the future, but meantime, just roll again.)
- 6-70 M-Type Red Dwarf
- 71-79 K-Type Orange Dwarf
- 80-87 G-Type Yellow Dwarf
- 88-94 F-Type White Dwarf
- 95-100 Roll On The List Below
The List BelowRoll 1d10
- 1-4 A-Type Star
- 5-8 B-Type Star
- 9-10 O Type Star
Spectral Type: Pt2
Now, you've determined your letter. Lets determine your number.
Roll 1d10, if you get a 10, count it as a zero. Then add that number to the right-side of your letter.
(Ex: I have the letter G, and the number 3, so I add 3 to G, G3.)
Then, assuming main sequence, add a V to the right-side of your number.
Determining the mass, size, and density.
First off, this is going to be assuming you have Universe Sandbox version 2.15! I'll make a tutorial for those who don't later.
Now, the most productive way to go through is to use
this tool, and find a mass that fits your star.
This is only for main sequence stars, which is all I cover for now.(Ex: I have a G2V Star, I input a mass of 1.1, and get a G0. I then input a mass of 1.02 and get a G2V, I then write down the stats of the star as a 1.02 mass star.)
Planets
Planet Systems are what makes a star
[Mostly] interesting. You
[probably should] need one.
Now, we are scientists. So we shall follow
bodes law. Now, bodes law isn't 100% accurate, but
it's pretty darn close to being 100% accurate.
Now roll 2d6 for number of planets, then follow below:
Determining the orbital distance of planets from their star depends on a fairly intricate mechanism known as Bode's Law. According to Bode's Law, planetary orbits follow a recognizable mathematical pattern of development; this system replicates it. Roll 1d6 to create a “seed” number. (The Sol system’s seed number
is 3.) Beginning with 0 and then the seed, run a series of doublings out for as many planets as your system has. (For the Sol system, that series is 0, 3, 6, 12, 24, 48, and so on.) Now roll the die again, and add that constant to the seed series. (The Sol Bode's constant is 4, which gives 4, 7, 10, 16, 28, 52, and so on.) Now divide the new series by 10, and that’s your planetary
orbit pattern in AU. (Again for the Sol system, we get 0.4, Mercury; 0.7, Venus; 1, Earth; 1.6, Mars; 2.8, the
asteroid belt; 5.2, Jupiter, and so on.) Even the Sol system pattern breaks down with Neptune, so you can
vary the Bode's result if you like.
It's just a personal preference to add the seed number to the tenths decimal place for objects less then 1 AU out. For the objects in 1-10 AU, I roll 1d10 and add that number the the hundredths place. For objects past 10 AU, I roll another 1d10. If I get a 10, I count that as a 0.
lovely planets
Now, I know you don't just want the orbits. That would be a waste of time.
So let's go farther!
Roll 1d11 for each of your planets, Then follow the chart below.Notes:
Also, Read every type of planet, starting with the Dwarf Planet.ALWAYS assume masses are in earth mass unless I
SPECIFICALLY say it's not.
1 -
Asteroid BeltRoll 1d200 to get thickness in Millions of kilometers.
2 -
Dwarf Planet/ Planetoid1) Roll 1d10. This is called your "Base Mass", or "BM" for short.
2) Roll 1d6,
if you get anything less then 4, roll again. This is called your "Mass Divisor", or MD for short. (1 = 10, 2 = 100, 3 = 1000, 4 = 10000, etc)
3) Take your
BM and divide it by your
MD to get your mass.
3 -
Lunar1) Roll 1d100 for your
BM.
2) Roll 1d5 for your
MD,
if you get 3 or less, roll again.3) Take your
BM and divide it by your
MD to get your mass.
0
4 -
Martian-Superlunar1) Roll 1d10 for your
BM2a) If number is 1 or less, divide it by 10 and roll 1d10 again, putting the number in the hundredths place to get mass.
2b) If the number is more then 2, divide by 100 to get mass.
0
5 -
Sub Terran1) Roll 1d100 to get mass.
If less then 20, roll again. If 100, Roll again.0
6 -
Terran1) Roll 2d100. If less then 100, roll again
2) Divide number by 100 to get mass.
0
7 -
Super Terran1) Roll 1d100.
If less then 3, roll again. Then roll 1d10, adding the number to the first decimal place.
2) Divide by 10 to get mass.
0
8 -
Sub Jovian1) Roll 1d100,
If less then 5, roll again. Then roll 1d10 and put that number in the first decimal place to get mass.
9 -
JovianRoll 4d100 to get mass.
If less then 100, roll again.10 -
Super Jovian1) Roll 1d2. If 2, use 2b. If 1, use 2a.
2a) Roll 10d100 to get mass. If less then 400, roll again to get mass.
2b) Roll 1d10 to get mass in JUPITER MASSES. If 1, roll again.
- Then roll 1d10 and insert that number into the tenths place.. If number is 10, skip the next step.
- Roll 1d10 again and insert the number into the hundredths column. If number is 10, roll again.
11 -
Brown DwarfRoll 1d100. If less then 13, roll again to get mass in JUPITER masses.