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Each calculation is performed separately within the JavaScript so that (if you like) you can see what's going on in detail and amend it for your own use. All calculations have been scrupilously checked and are guaranteed correct.

At the moment there are six calculators:

Stellar & Planetary Orbits

Planets and Satellite Orbits

Rotational Habitats

Variable Mass Starship Travel Calculator

Asteroid Crater Sizes

Flywheel Energy Storage Devices

In each case, enter the required values in the black boxes. Click on "calculate" to see the results.

Please feel free to download and use this page for personal, non-profit, use. If you have any suggestions or ideas for new ones that could prove to be useful, get in touch.


Stellar & Planetary Orbit Calculations

Stellar Abs Mag
Visual Magnitude at 10 pcs
Star Mass (sols) Naked eye "Mag 6" Distance
ly
Star lum (sols)
Stellar Habitable Zone
km AU
ls
Orbit Radius (AU)
Inner Limit
Orbital Ecc. (0-1)
Ideal Distance
Outer Limit
  Stellar Stutterwarp Zone km AU ls
 
Inner Limit / Cutoff Point
 
Outer Limit / FTL Point
Insolation
Planetary Orbit Data
km AU
ls
Periapsis Distance
Apoapsis Distance
W/m2
E
 
days  
 
  Orbital Period    

(copyright A.Goddard February 1999)

Notes to the Stellar & Planetary Orbit Calculations table:

  • The habitable zone distances are equivalent to those given in the stellar habitable zone table in the 2300:AD second edition, not the formulae which accompany the table, which produce different results.
  • The stutterwarp zone is that area bounded by the 0.0001g and 0.1g limit for the chosen star, as per the rules.
  • The habitable zone limits, stutterwarp zones and planetary orbit data are listed in three separate distance units: km, AU and light-seconds. One AU is 1.496*108 kilometres, or 499.01189 light-seconds.
  • The planetary orbit data allows accurate elliptical orbit details to be generated. Most worlds will have eccentricities of less than 0.1 (the Earth's is 0.016762; Mars, at 1.52366 AU is one of the most eccentric planets in the solar system with a value of 0.093370).
  • The table generates results for the closest the planet gets to a star (this is its periapsis distance), the furthest distance (the planet's apoapsis distance). Also given is the insolation at these extremes (both in Watts per square metre and relative to Earth's insolation).
  • Finally, an orbital period is given in days for the generalized circular form of this orbit.

Planets and Satellite Orbital Calculations

Planet Information
   
Earths
Planet Mass (Earths)
Surface Gravity
ms-2
Diameter (km)
Planet Density
kgm-3
Rotation Period (s)
Surface Area
km2
  Radius Altitude  
Orbit1 Radius (km) Geosynchronous Orbit
km
Orbit2 Radius (km)
Planetary Stutterwarp Zone
Radius Altitude
 
Inner Limit / Cutoff Point
km
 
Outer Limit / FTL Point
km
 
Circular Orbit Data
Velocity (ms-1)
Period (s)
Altitude (km)
Half-Angle (deg)
Orbit1
Orbit2
 

Hohmann Transfer Ellipse (minimum intersect path from circular orbit1 to circular orbit2)

Transfer Orbit Velocity at Orbit1
V
ms-1
Burn one (to leave orbit1 onto transfer orbit)
Delta V
ms-1
Transfer Orbit Velocity at Orbit2
V
ms-1
Burn two (to leave transfer orbit and circularise at orbit2)
Delta V
ms-1
Total Delta V ms-1
Transfer
s

(copyright A.Goddard February 1999)

Notes to the Planets and Satellite Orbital Calculations table:

  • In the table, radius refers to the distance from the centre of the planet, altitude refers to the height above the ground.
  • The geosynchronous orbit is one where the orbital period equals the rotational period of the planet. A special case of geosynchronous orbit is the geostationary orbit. This is an orbit whose plane matches the plane of the planet's equator, and therefore an orbiting body (such as Earth's Gateway on the orbital tower) appears to remain static to ground-based observers.
  • The stutterwarp zone is that area bounded by the 0.0001g and 0.1g limit for the chosen planet, as per the rules. For planets within the STL zone of a nearby star, or satellites within the STL zone of a nearby planet, the FTL point may not exist as calculated above. That is, any location within a stellar system has the lowest possible stutterwarp speed depending on the sum effect of all the bodies within that system.
  • The orbital data is provided to allow users to calculate the details of two stable, circular orbits. The half-angle is a measure of an orbiting body's footprint over the surface of the planet - the number of degrees to the apparent horizon from the sub-satellite point. Similarly, it is the maximum distance in degrees of arc measured from a point on the surface of a planet directly below the satellite that the satellite may still be 'seen' from.
  • The transfer ellipse information provides the minimum values required to transfer between orbits 1 and 2. For 2300, interface craft have to travel between ships discharging in the cutoff zone and low planetary orbit. Two burns are required - the first to break out of a circular orbit into a transfer elliptical one, the second to circularize the transfer orbit at the furthest point of this ellipse. Positive values of Delta V reflect an increasing size of orbit (orbit2>orbit1), negative values reflect a decreasing size of orbit (orbit2<orbit1). The transfer time is the period taken between orbits 1 and 2 - this is the half period of the full elliptical orbit.

Rotational Habitat Calculations

RPM 
 
Radius (metres) Gravity ms-2
Period (seconds) Gravity Earths
Edge Velocity ms-1

(copyright A.Goddard April 1999)

Notes to the Rotational Habitat Calculations table:

  • The presence of gravity on the human body has important physiological and psychological benefits. Without gravity, for example, bones decalcify and muscle mass is lost. In addition, a reinforced sense of "up and down", along with the straightforward use of normal human utensils helps relieve subtle long-period stress.
  • In 2300, some starships and many large space structures use the only known form of "artificial gravity" to counteract the negatives associated with long-periods of zero-g. This "gravity" is an acceleration, and is generated by rotating a pressurised habitat at a set rate. In a process identical to the forces felt on the body when cornering in a car, a force is felt by any object resting on the inside curved surface of such a spun habitat. This force is called centripetal force and it acts outwards from the centre of rotation along a line perpendicular to the curved surface. The amount of this force is tied in with the radius of the habitat and the rate of its rotation: both these values can be adjusted in the above table.
  • Coriolis effects for small radii and high spin speeds are very marked. 2300 tends to gloss over the unpleasant psychological effects of these. In the game, the designer is allowed minimum habitable rotation radii of 6m in what is presumably a 1g field at a character's feet (say a 8.5m radius). In reality the centripetal force would probably be set as low as practically possible - low enough, for example, to keep liquids in mugs on a table and help prevent nausea when moving around the habitat; while advanced tailored drugs and exercise would address any bone and muscle mass loss. Research has demonstrated that while most people can cope with spin rates of around 1 RPM, few cope well with rates of 3 RPM or over. Given these facts, I'd suggest that only the largest structures (Gateway, Station Arcture, La Salle Station) would be likely to support full, comfortable, 1g accelerations at their rims - most ships that employ spin would be restricted to fractions of a full gravity.
  • Thanks to KevinC for directing me to some of this information.

Variable Mass Ship Calculations

Information
Structure Mass (tonnes) Fuel Rate tonnes / week
Cargo Mass (tonnes) Fuel Rate kilogrammes / hour
Fuel Mass (tonnes) Fuel Required tonnes
Power Type Fuel Left tonnes
Power Output (MWs) Initial WE  
Power to Drives (MWs) Final WE  
Drive Variable (OC NC NM)  
Warp Efficiency   
Distance (AU or LY) Time for this Distance
d h m s
  

(copyright A.Goddard September 1999)

Notes to the Variable Mass Ship Calculations table:

  • Many starships in 2300 combine Hydrogen and Oxygen to generate electricity, either by using magnetohydrodynamic turbines or fuel cells. The waste products of these two methods of power production (namely water and peroxide) can be condensed and stored on board for later cracking and reuse. However, for many commercial vessels operating on routes with abundant facilities it will often be easier and cheaper to simply vent the waste overboard. As a result the mass of these ships varies over time. This change in mass is not covered in the standard warp efficiency formula. The above table uses a better formula based on the rate of change of mass, to calculate the time taken to travel a set distance at a number of warp efficiency rates.
  • Three different warp efficiency rates are listed, using the baseline WE=1 value. These are 0.645 AU/day and 6.45 AU/day rates, for use in slower-than-light zones (the two different figures are offered depending on the user's preference and interpretation of the rules). Earlier tables covering Stellar & Planetary Orbits and Planets and Satellite Orbits enables calculations to be made regarding the size of the stl zones around stars, and around those planets which lie outside solar stl zones. The third rate offered is the standard ftl speed of 1 LY/day, for use in calculating travel times between the stars.
  • The distance entered is automatically regarded in the calculations as a distance in AU if an stl warp efficiency is chosen, and a distance in light years if an ftl rate is picked.
  • The time taken to cover this distance is given in days, hours, minutes and seconds. However this figure is only correct if enough fuel is carried for the trip: the information box will remark whether fuel requirements exceed what is carried. For acceptable trips, where fuel tankage exceeds how much fuel is used, the information box lists the percentage of the carried fuel used for that trip. Occasionally, when bizarre figures are entered in the black boxes, "NaN" might appear in the calculation boxes. This stands for "Not a Number", and is Javascript's way of "throwing a wobbly".
  • The fuel rates for MHD turbines and fuel cells uses the figures listed in the Star Cruiser Naval Architect's Manual. While these are at odds with the figures listed in the Director's Guide (page 65), the Star Cruiser rates are officially sanctioned as the correct ones: 100 tonnes per MW per week for MHD turbines, and 75 tonnes per MW per week for fuel cells.
  • Thanks to Thomas Vickers for requesting this calculator, and thanks to Bryn Monnery for clearing up the fuel efficiency issue.

Asteroid Crater Sizes

 
 
Asteroid Diameter (metres) Asteroid Density kilogrammes/m3
Asteroid Type Asteroid Mass tonnes
Velocity (km/s) Impact Energy Gigajoules
Target Gravity (Earths) Impact Energy Kilotons of TNT equivalent
Target Density (kg/m3) Impact Energy "Hiroshimas"
Crater Diameter
metres
flash damage
1st degree burns
 kilometres
  3rd degree burns
 kilometres
  wood charred
 kilometres
  white cotton ignites
 kilometres

(copyright A.Goddard September 1999)

Notes to the Asteroid Crater Size Calculations table:

  • This table uses a calculation developed by the late Eugene Shoemaker to calculate crater sizes from asteroid impacts onto the solid surfaces of terrestrial planets. Most bodies in excess of a few thousand tonnes will reach the surface of these bodies whether or not an atmosphere is present. Indeed, at typical impact speeds the atmosphere will make very little difference to the damage produced (although it will spread the resultant devastation more readily into surrounding areas).
  • Six general types of asteroid are listed. The density of these types is shown in the Asteroid Density box during calculations.
  • Typical impact velocities are around 20 km/s. Earth's orbital speed is 30km/s, so impact rates can vary between 0 (!) and 60+ km/s.
  • Target Gravity is the value of the impacted planet's local surface gravity relative to the Earth. (For example, the Moon=0.1666, Mars=0.38). Target Density is a guide to the structure of the material at the impact site. Rich alluvials are around 1800 kg/m3, continental bedrock is around 2600 kg/m3.
  • The energy generated is listed in three forms. One Gigajoule is the same amount of energy a typical car uses in 4 hours' work, and is about equal to the amount of energy required by one person a week, at current technological rates. 1000 kilotonnes is one megaton. A Hiroshima is approximately 13 kilotons of TNT equivalent.
  • Crater diameter is the width of the physical hole made in the ground measured in metres. Blast damage will be considerably greater than this: indeed, these effects can be global in scale. Depending on the surrounding material and local erosion processes, crater depths and rim heights will vary. However, a reasonable guide is:
crater rim, height above surface (metres) diameter/20
crater depth, below surface (metres)

diameter/7

radius of major fallout of debris (metres) diameter*20

Flywheel Energy Storage Devices

 
Flywheel Density (kg/m3) Volume
m3
Flywheel Type Mass
tonnes
Flywheel Radius (m) Revolutions
per second
Flywheel Height (if cylinder only) (m) Rim Speed
metres per second
Flywheel Revolutions (RPM) Period
seconds
Desired Output (MW) w
"omega" per second
Output Efficiency (%) Acceleration at Rim
metres per second squared
Acceleration at Rim
Earth Gravities
   
Moment of Inertia
kg m2
   
Total Stored Energy
megajoules
Output Run Time at listed efficiency
days   hours   minutes   seconds

(copyright A.Goddard May 2000)

Notes to the Flywheel Energy Storage Devices table:

  • This table enables designers to create working FES devices for use within 2300.
  • Modern examples allow a staggering 750 000 Earth Gravities to be generated at the rim, using carbon fibre filaments embedded in resin. With access to Beanstalk technologies in 2300, similarly highly stressed but large-scale flywheels should be easily achievable. For Beanstalk material flywheels made of pure carbon, assume a density of 3500 kg/m3 (the same as diamond).
  • Enter the flywheel height for cylindrical flywheels only. This box is ignored for spherical flywheels.
  • Output efficiences are likely to be high - on a par with electrical dynamos and motors in the 90% efficiency range.
  • The volume listed is for that of the flywheel itself. This will have to be encased within a gymbaled structure to allow the carrying vehicle to turn independently of the flywheel. This structure must have a radius at least equal to r, if spherical flywheels are in use, or a radius equal to SQRT(r*r+h*h/4) in the case of cylindrical flywheels. A further 10% additional volume and mass will cover spin-up and energy-out systems.
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