Wedge009

Rogue Leader
Just for fun and nostalgia, after noticing the 3D co-ordinates of the nav points in Privateer were recorded in WCPedia, I put together a little something to visualise it in 3D space. The 2D maps of certain systems are ingrained in my memory from previous plays, but it was surprisingly interesting to see how they actually appear in 3D.

Source is at https://github.com/Wedge009/atlas-stellaire, live site is at https://wedge009.net/atlas-stellaire/. There is a faithful 2D reproduction, a 3D view, and the 3D view can be re-aligned with the original 2D presentation.

What I'd appreciate help with is a few inconsistencies I found - I'd like to know what the real 3D co-ordinates are, assuming they may have been transcribed incorrectly from (presumably) the game source. Judging by the edits I made, these are:
I'd feel more comfortable making sure the data is accurate before trying to make any further enhancements, so can anyone please confirm what these co-ordinates are in the game source?
 
Never mind, I managed to dig into the TRE files myself. Found some discrepancies even I didn't spot because the Z-axis doesn't make a difference in the 2D map projection. I've updated both WCPedia and my map project with the actual data.

Some discrepancies remained with the hidden points and relying on a game guide that wasn't accurate:
  • 'Hidden 1' in Rikel. The guide book image claims it's in between Nav 1 and Nav 2 and has asteroids. Empirically, from the game, I found that it's in between Nav 1 and Siva, and does not have asteroids.
  • Crab-12's Hidden point was actually between the two jump points rather than on the way to Nav 2 (and from a game-play perspective this makes sense). But at least this time the guide was correct in saying it had an asteroid field.
  • The Hidden point in Raxis isn't directly on the straight line between Trinsic and the jump point, but it's still possible to clip the ambush zone if flying a circuit around Nav 1 -> 2 -> 3.
  • The Hidden point in Saxtogue really is off the beaten path. It is not between Nav points 2 and 3 as suggested by the guide book image.
 
  • 'Hidden 1' in Rikel. The guide book image claims it's in between Nav 1 and Nav 2 and has asteroids. Empirically, from the game, I found that it's in between Nav 1 and Siva, and does not have asteroids.
  • Crab-12's Hidden point was actually between the two jump points rather than on the way to Nav 2 (and from a game-play perspective this makes sense). But at least this time the guide was correct in saying it had an asteroid field.
Can confirm these two. Last December I decided to look for the hidden nav points in Gemini.

Another thing is I found in Righteous Fire was a mission in Valhalla's public computer system that had a mission to Eden before I even started playing the scenario missions. Of course I took the mission, but I did not find the jump point or I just missed it.
 
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Hind's Variable Nebula sounds reasonable. If we have a consensus we can update the WCPedia entry for that. (The Prophecy map still just calls it Hind's Variable N, so it doesn't appear we have a canonical source for the 'North' expansion.)

I just confirmed in-game that Rikel's Hidden points 3 and 4 (the latter being the jump to Eden) have asteroids - that detail was missing from WCPedia.

Most recent updates to the map project includes a review of all asteroid flags based on the game data, as well as the addition of background sprites (moon, galaxy, suns, nebulae, etc) in 3D view. Really helps bring some character back to the numerous star systems. And yes, Mordecai Jones flying to 'our beautiful grey moon' in Eden is matched correctly.
 
Added a journey planner to the map - something that was missing from the game but was present in later games like Freelancer. Hope this might be useful for people currently playing.

Refuelling stops are included by default, if there any bugs or issues, please let me know. I try to favour non-asteroid paths if there are routes with equivalent jump counts.
 
I found some notes I took last December when I was trying to see more of the Gemini sector than I usually do, intentionally flying in systems I visit infrequently. Hopefully they will help us understand Gemini better and be of assistance to newcomers. Please note that these notes are far from being complete.

Hidden nav points (ordered by quadrant, then alphabetical).
  • Freyja [Humboldt]: Between nav points 1 and 2.
  • Gamma [Humboldt]: Between nav points 1 and 5.
  • Padre [Humboldt]: Between nav points 1 and 2.
  • Pentonville [Humboldt]: Between nav points 1 and 2.
  • Varnus [Humboldt]: Between nav points 1 and 3.
  • Castor [Fariss]: Between nav points 1 and 2.
  • Crab-12 [Fariss]: Between nav points 1 and 3. Has asteroids.
  • Xytani [Fariss]: Between nav points 1 and 3.
  • Blockade Point Charlie [Clarke]: Between nav points 2 and 3.
  • Lisaac [Clarke]: Between nav points 1 and 2.
  • Rikel [Clarke]: Between nav points 3 and 5.
  • Sumn-Kp'ta [Clarke]: Between nav points 1 and 2.
  • Tr'Pakh [Clarke]: Between nav points 1 and 2.
  • Aldebaran [Potter]: Between nav points 1 and 2.
  • Manchester [Potter]: Between nav points 1 and 3.
  • Metsor [Potter]: Between nav points 1 and 2.
  • Raxis [Potter]: Between nav points 1 and 3.
  • Shangri La [Potter]: Between nav points 1-2.
Given that the Clarke quadrant is along the border, it makes perfect sense that it has uncharted nav points as ES ships cannot easily reach these systems or maybe the Kilrathi are masking nav points as they did in WC3. But why in Potter which has New Constantinople and New Detroit? Wouldn't the Confederation want to more than meticulously examine what is close in its hubs? Unless some in the ES got some "major bribes" to quote Tayla to keep old smuggling routes alone. Also seriously what is a Crab-12? It seems to be a strategy in Magic: The gathering.

Moreover, it would make sense to create a hidden nav point between Castor and Pollux, the brothers of Helen of Troy and Clytemnestra of Mycenae since these there twins who were inseparable in life and later Zeus turned them to stars, which in real life are actually the anchors of the Gemini constellation. Besides the mythological connection, a jump point between them would be a great shortcut.

Remarkable bases from a navigational viewpoint (alphabetical).
  • Charon [Hyades nav point 4]: Mining. No asteroids unlike most of the mining bases.
  • Mjolnar [Ragnarok nav point 3]: Agricultural. Has asteroids unlike the rest of the agricultural bases.
  • Rygannon [Rygannon nav point 2]: Mining. Also no asteroids. I guess makes plot missions easier.
  • Smallville [KM-252 nav point 1]: Pirate. The only one without asteroids.
Flying to a mining base which has no asteroid field around it feels quite unusual.

Edit: Added Padre hidden nav point.
 
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The nav data I extracted from the game supports that list. You should find that the map presentation includes all the hidden points you may have missed as it's solely based on game data now, not external sources. The hidden points don't have to be exactly on the line between two points - there's usually a generous 'trigger radius' that will catch players flying between the established nav points.

Although, the Raxis hidden point is curious. If you happen to be right in line between Nav 1 and Trinsic, you wouldn't catch it. But since nav points normally pull you out of auto-pilot quite a distance from their centre, a patrol circuit around the system will let you catch the edge of the hidden point's trigger radius. I verified this in-game since I was trying to confirm the hidden point's location, precisely because it was so far off the 'beaten path'.

As for uncharted nav points, I don't think it's a case of not being explicitly marked in-universe so much as a game-play mechanic to force encounters outside of the established nav points on the map - otherwise there would be no unknown variables when travelling.

Hyades has the challenge of Kilrathi, while the Rygannon story missions have plenty enough of asteroids! I don't think there's a rule that planets aren't allowed to have asteroids (notwithstanding that it doesn't make sense for a terrestrial world to have asteroids in real life) while mining bases must have asteroids. It's all variety to make otherwise generic locations more interesting.
 
As for uncharted nav points, I don't think it's a case of not being explicitly marked in-universe so much as a game-play mechanic to force encounters outside of the established nav points on the map - otherwise there would be no unknown variables when travelling.
I was thinking in terms of in-universe explanations. In terms of game mechanics, I totally agree. After all, there are perils in space travel and also it would make perfect sense that maps may not always be accurate.

It's all variety to make otherwise generic locations more interesting.
Same for this one.
 
One lucrative but long circular trade route to consider:
  • Begin from New Detroit with home appliances and food dispensers (and everything else Perry needs). You may take patrol missions.
  • Take these to Perry and load up guns. Lots of guns as Neo would say. Also you may consider taking patrol missions.
  • Deliver the guns to Smallville in KM-252 which has no asteroids. Take brilliance.
  • Move that to Macabee in Nexus and pick up as much gems, uranium, and plutonium you can find. Also take cargo missions to New Detroit.
  • Return to New Detroit somewhat richer.
The only perils are the four Gothri which often show up in Tingerhoff, the militia patrol regularly scanning ships moving from KM-252 to Nexus, and the asteroid belt around Macabee.
 
Two routes full of Kilrathi are the following:
  • Short: Nitir, (Blockade Point Tango, Mah'Rahn) x 2, Blockade Point Tango, Nitir.
  • Long: Perry, Surtur, Blockade Point Charlie, Hyades [refuel], Sum'n Krpta, Tr' Pakh, Blockade Point Alpha, Ragnarok, Perry.
Although Mah'Rahn has only one nav point with asteroids, a Kamekh appears often. This is a nice way to become friends again with the local militias and the Confederation after dispatching too many mercenaries in the plot missions.

Edit: The Mah'Rahn bombing run can also be done from Lisaac, if you like asteroids.

The increased Kilrathi presence makes sense since you are doing an incursion in their space as I suppose Blockade Points Alpha, Charlie, and Tango mark the current border in Gemini. I get their special names tell the player that something is going on there, but I feel they are dull for entire systems. It feels as if your entire home country is named Airstrip 1.
 
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Some updates. Since the navigational plotting addition:
  • Added the jump animation when navigating between systems.
  • Added an idle animation for the 3D view.
  • Updated the UI: added toggle options and collapsible side-bar.
    • Settings and current view are also remembered across reloads.
  • Fixed the inconsistency between horizontal and vertical movement, for 3D view rotation.
  • Fixed incorrect font rendering for 3D view, on a cold cache or hard-refresh.
 
The sky box sprites? That was added just before the journey plotter but easy to miss since most systems don't have it in immediate view.
 
New updates (couldn't help myself):
  • Added 3D base models, based on assets from the Gemini Gold project. Can be toggled in settings.
    • I'm not a modeller, and this was the best I could manage with automated tools. Dedicated modellers are welcome to contribute something more suitable for this rendering scale (using the glTF format).
  • Corrected mis-spelled base names (confirmed in-game that it's Magdaline, not Magdelene)