The World Builder's Cookbook

Equations
Acceleration and Distance
Basic Planetary Calculations
Stellar Information
Orbits and Planets
Planetary Insolation
Hohmann Transfer Orbits
Temperatures
Titus-Bode Law
Rocket Equations
Black Holes
Constants and Values
Constants
Distances
Masses and Densities
Game Mechanics
Solar Sail info from VDS
References

Game Master/Writer Information

This document contains equations, constants, and other goodies for world-building calculations. They're useful in doing any kind of hard science story, novel, or campaign. Many of these are lifted from the non-copyrighted version of the sci.space FAQ. Others are taken from Stephen Gillett's excellent book, World Building. See the biblography for more details.

Some of these equations and technologies involved are discussed in a sister page, Interplanetary Travel: An Intro (with Equations), though that's more about rocketry. Another good educational link is NASA

Equations

Acceleration and Distance

Where d is distance, v is velocity, and t is time.

For constant acceleration:

Distanced = d0 + vt + 0.5at2
Velocityv = v0 + at
Velocity squaredv2 = 2ad
Acceleration on a cylinder of radius r and rotation period t: a = 4 p2r/t2
Time to travel distance d at acceleration d, given constant acceleration half-way and constant deceleration half-way t = 2*(da)1/2

Basic Planetary Calculations

Surface gravityg = GM/r2
Surface gravity of planet p as fraction of earth'sg = rp/re * densityp/densitye
Escape velocityvesc = 20.5 * vc = (2GM/r)1/2
Orbital velocityvorbital = (GM/a)1/2
Tides (in earth units)
  • M and R should be in earth units (a planet with twice earth's mass has an M of )
  • extremely variable based on undersea geography--see the Bay of Fundy as an example
T = M/R3

Stellar Information

Absolute magnitudeM
Apparent magnitudem
Distance in parsecsp
Luminosity (in solar units)L
intensity (solar constant = 1)I
Distance of planet (in AU)R
Diameter of star (sol = 1)D
Effective temperature (sol)T (5770 K)
Effective temperature (star)t
Size in degrees S
Absolute magnitudeM = m+5 - 5log p
LuminosityL = 2.52(4.85 - M)
Apparent brightnessI = L/R2
Stellar diameterD = L(T2/t2)
Size in sky:
(for sizes ~20 degrees)
S = 57.3D/R

If you're using stars that are somewhat more extreme, you might want to calculate the bolometric magnitude instead. (Bolometric magnitude is the total amount of radiation put out by the star, not just visible radiation.) Add the correction values from this table (stolen from Gilett) to the magnitude of the star. Gillet says, "For a more complete table showing additional classes, refer to Kaler 1997, p. 263." I'll try and dig up the Kaler reference.

You might also go see the On Creating an Earthlike Planet, which is excellent (and I'm not saying that because he links back here; I only just discovered his link).
ClassMain SequenceGiantsSupergiants
O3-4.3-4.2-4.0
B0-3.0-2.9-2.7
A0-0.15-0.24-0.3
F0-0.010.010.14
G0-0.1000.13-0.1
K0-0.24-0.42-0.38
M0-1.21-1.28-1.3
M8-4.0

If you really need to calculate it, there's an empirical formula and a calculator at http://www.go.ednet.ns.ca/~larry/astro/HR_diag.html.

Orbits and Planets

If you’re interested in learning about orbital mechanics, try the Orbital Mechanics website, http://www.braeunig.us/space/orbmech.htm.

Period of a Circular Keplerian Orbit

T = 2p/(GM/a3)0.5

where

GGravitational constant
MMass of both bodies
rRadius of orbit
aSemimajor axis of orbit

Delta-vee Between Two Circular Orbits

Normally used for LEO to GEO calculations, this is T.N. Edelbaum's equation. Unless there are simplifications I’m not aware of, it should be valid for differences between any two circular orbits around the same primary:

Delta-Vee = (V12 - 2 V1 V2 cos (pi/2 alpha ) + V22)1/2

Where:
V1circular velocity initial orbit
V2circular velocity final orbit
alpha plane change in degrees.

Roche limit and instability

Roche's LimitL = 2.44 r (densityp/densitys)1/3

where

Density of planetdensityp
Density of satellitedensitys
Radiusr

Orbital velocities for orbits at a distance r:

Semimajor axisa
G(m1 + m2)m
Circular orbitv = [m/r]1/2
Elliptical orbitv = [m((2/r) - (1/a))]1/2
Parabolic orbitv = [m(2/r)]1/2
Hyperbolic orbitv = [m( (2/r)+(1/a))]1/2
Energy of object in orbitE = -Gm1m2/2a

Eccentricities of orbits depending on orbit type, with semimajor axis a and semiminor axis b:

Circular orbite = 0
Elliptical orbite < 1
Parabolice = 1
Hyperbolic orbite > 1
Point of periapsisRp = a(1-e)
Point of apoapsisRa = a(1+e)
Note:2a = Rp + Ra
Eccentricity of orbite = Rp * Vp2 / GM
Eccentricity of orbite = (a2 + b2)1/2/a
Period of orbitP2 =4p2/ma3
P = 2p/[ma3]1/2

Energy of an object of mass m in an orbit around the sun (mass M) with semimajor axis a:

Orbital energyE = -G*M*m/(2a)

Planetary Insolation

Insolation of a planet determines approximately how much light it gets, and (in solar units) depends on the luminosity of the star and its distance. Dole suggests the acceptable values are between 0.65 and 1.5; see the "fudged temperature" for a more recent measurement.

Insolation (relative)I = L/D2
Luminosity of starL
Distance from starD

Hohmann Transfer Orbits

A Hohman transfer orbit is the minimum energy orbit to get from planet A to planet B, assuming they have circular Keplerian orbits. The orbit is circular, with a tangent at the perihelion of one planet and another tangent at the aphelion of the other.

Semimajor axis of planet 1R1
Semimajor axis of planet 2R2
Semimajor axis of the transfer orbita=(R1+R2)/2

Once you have the semimajor axis, you know transfer time: it's half the orbital period for a circular Keplerian orbit of that radius (use equation above).

To calculate required DV, you need to know the orbital velocity for your transfer orbit at the points where it's tangential to the orbits of the departure and destination planets:

Orbital velocity V = ( (2GM * [1/r - 1/2a])1/2

Ignoring for now the problems of calculating the angle that the destination planet needs to subtend and calculating the launch date; sample calculations for Earth to Mars can be found at:

http://www.marsacademy.com/text/angplan.htm

http://www.marsacademy.com/text/ladate.htm

Constant Acceleration Transit

There's a second kind of easily-calculated, efficient orbit, one that assumes a constant low acceleration (the sort you'd expect from an ion drive or a solar sail).

The acceleration must be very much lower than R/P2, where R is the distance from the sun and P is the period of the outermost planet. (Note that this is extremelylow; the value of R/P2 for Earth is 0.015 m/s2; for Mars, it is 0.0065 m/s2, or less than 7 ten-thousandths of a G.)

An acceptable approximation of the travel time is:

2pR1/(aP1) * (1 - R1/R2)0.5

where:
R1Distance from sun of inner planet
R2Distance from sun of outer planet
P1Period of the inner planet
aAceleration of spacecraft

Be consistent with your units! If a is in m/s2, then P must be in seconds.

You can get a value good enough for story or RPG purposes by doubling t=(2d/a)0.5, where d is half the distance to the other planet. For example, say that Mars to Earth is 7.893E10 meters, its closest approach (2.279E11 - 1.496E11 meters). You have a solar sail that gives you 0.001 G acceleration, or 0.01 m/s2. The time to accelerate half-way there is:

(7.83E10/0.01)0.5 = (7.83E12)0.5 = 2.8E6 seconds

Or a little over 32 days. Assume the same time tod ecelerate for a total Earth-to-Mars time of about 65 days.

A note from the website http://dutlsisa.lr.tudelft.nl/Propulsion/Data/V_increment_requirements.htm says:

"Transfer or trip time for constant thrust spiral is calculated by dividing total propellant mass by mass flow. Total propellant mass is calculated using the rocket equation also known as Tsiolkowky's equation. In case of negligible propellant mass (constant acceleration), transfer time can be calculated by dividing the velocity change by the acceleration."

Of course, it doesn't look to me that you get to stop at the other end, and you're not necessarily going at the same velocity as your target...but good enough for back-of-the-envelope calculations.

Temperatures

Temperature of a blackbody:

AlbedoA
Incident light (sun=1)I
Temp in degrees KelvinT
TemperatureT = 374(1-A)I1/4

To allow for greenhouse gases, Gillett suggests a fudge factor of about 1.1 for habitable planets:

Fudged temperature T = 374 * 1.1(1-A)I1/4

Intensity of blackbody per unit area:

Stephann-Boltzmann constants
Temperature, degrees KT
IntensityI = sT4

Titius-Bode Law

GURPS Space uses a variant on this "law" (discovered by Titius, popularized by Bode) for placing planets.

Gillett says that current thinking is this is an example of tidal separations in the protocloud; it holds to lesser extents for moon systems as well, but with different parameters.

The classical formula for our solar system, where rn is the orbital distance for planet n:

rn = (0.3 * 2n) + 0.4 AU

A more general form, suitable for moons around planets, for planet n:

Pn = P0An

Where:
PnPeriod of orbit of nth planet (traditionally in days)
P0Period of primary's rotation
ASemimajor axis of the orbit

Warning: I no longer remember where I got the general form, and frankly, looking at it I no longer understand it. So use with caution (or point me to the derivation, so I can do the same for others).

Rocket Equations

Classical rocket equation

Where dv is the change in velocity, Isp is the specific impulse of the engine, ve is the exhaust velocity, x is the reaction mass, m1 is the rocket mass excluding reaction mass, g is acceleration due to gravity on earth:

Exhaust velocityve = g Isp
Change in velocityDV = ve * ln((m1 +x)/m1)
Or:
Ratio of masses(m1+x)/m1) = e(d/v)

Note that (m1+x)/m1) is the ratio of the initial mass to the final mass.

The exponent d/v is change in velocity over exhaust velocity.

For a staged rocket where each stage has the same ratio R of initial to final mass and with n stages:

Final delta-veeD
V = n [veln(R)]

You may notice that's the same as the single stage orbit multiplied by n. Essentially, two stages give you twice the final velocity of a single stage rocket with the same mass ratio, and so on.

Relativistic rocket equations

For constant acceleration:

Time (unaccel.)tu = (c/a) * sinh(at/c)
Distanced = (c2/a) * (cosh(at/c)-1)
Velocityv = c * tanh(at/c)

Black Holes

For a black hole of mass M:

Schwartzchild radius2GM/c2

Constants and Values

Some useful constants. Since it's sometimes easier to work things out in solar or terran equivalents, some physical data for our solar system is also included.

For game purposes, one or two significant digits is all you need, but I've gone to four here.

Constants

G (gravitational constant)6.673E-11 Nm2/kg2
c (speed of light in vacuum)2.998E8 m/s
Luminosity of sun3.827E26 W
Solar constant (intensity@1 AU)1370 W/m2
Planck's constant h6.6262E-34 J-s
"h bar" h/(2p)1.055E34 J-s
Boltzmann's Constant k1.381E-23 J/K
Stephann-Boltzman Constant s5.670E-8 W/m2/K
Earth gravity acceleration9.80665 m/s2

Distances

One light year (meters)9.461E15 m
One light year (AU)2.063E5 AU
One parsec (light years)3.262 ly
One parsec (meters)3.086E16 m
Mean earth-moon distance3.844E8 m
Mean earth-sun distance (1 AU)1.496E11 m
Mean radius of earth1.371E6 m
Equatorial radius of earth6.378E6 m

Masses and Densities

Mass of Sun1.989E30 kg
Mass of earth5.974E24 kg
Mass of moon7.348E22 kg
Average density of Earth5.5 g/cm3

Game Mechanics

Solar Sail info from VDS

VDS (from BTRC) has the power from a solar sail constant per square kilometer of sail (10 w at Earth orbit). Fiddling with the acceleration equation gives us these two versions:

a2 = 2P/(5M)

M=2P/(5a2)

Where a is the acceleration in meters/s2, M is the mass of the vehicle in kilogarms, and P is the power in watts. If you calculate the acceleration for a given vehicle at earth orbit (10 watts), the acceleration at other orbits is proportional to the distance in AU. (Calculating for another star is a different matter.) Sails for different TLs have the following "characteristic acceleration" (acceleration with no payload):

TLPowerMass/km2Characteristic acceleration
1110w4130.089
1210w3470.107
1310w2960.116
1410w2550.125
1510w2220.134

References

Equations and data were taken from the following references:

World-Building
Stephen L. Gillett, Writer's Digest Books, 1996.
Vehicle Design System
Greg Porter, Blackburg Tactical Research Center, 1997.
"Making Believeable Planets"
Peter Jekel, Strange Horizons (http://www.strangehorizons.com/2002/20020225/planets.shtml)
rec.arts.sf.science
Some posts by Brian Davis (bdavis@pdnt.com) in a thread in December of 2000
GURPS mailing list
The constant acceleration formula came from MA Lloyd, from the archive at http://www.rollanet.org/~bennett/gmsf/respc4.txt
Bolometric Magnitude
from Johnson, H. L.; Morgan, W. W. (1953): Astrophysical Journal, 117:313
Bolometric Magnitude reference
Kaler, James B (1997): Stars and Their Spectra. Cambridge. (Corr3ected paperback ed.) 300 pp.

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