[HN Gopher] Thorium - A Starship Bridge Simulator
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       Thorium - A Starship Bridge Simulator
        
       Author : matijash
       Score  : 191 points
       Date   : 2023-03-01 17:13 UTC (5 hours ago)
        
 (HTM) web link (thoriumsim.com)
 (TXT) w3m dump (thoriumsim.com)
        
       | anononaut wrote:
       | Maaan! Bridge sims like Star Trek, Artemis, and Empty Epsilon
       | have been some of the most fun I've ever had playing games with
       | my friends in my entire life. Mind you, we play it as a drinking
       | game with plenty of space shanty singing and other LARP parodies.
       | As a genre, it has my highest recommendation above all others,
       | but it's hard to get it together.
        
       | bovermyer wrote:
       | I've played Artemis before. Thorium's promise of a "game master"
       | and a narrative outside of combat sounds interesting.
       | 
       | Incidentally, here's a link to the latest alpha:
       | 
       | https://github.com/Thorium-Sim/thorium-nova/releases/tag/v1....
        
       | starkparker wrote:
       | Thorium is great; it's closer to a virtual tabletop for starship
       | RPGs than a standalone game, built around creating interactive
       | narratives. That sets it apart from the more straightforward
       | game-style bridge sims, like Artemis[1] and EmptyEpsilon[2],
       | which have scriptable scenarios with narrative elements but have
       | more fundamentally game-focused mechanics.
       | 
       | All of these get used in a lot of fun ways for live events beyond
       | their design, too. Thorium's "family tree" comes from interactive
       | events at planetariums, and EmptyEpsilon, being open-source with
       | an HTTP API and game-master screen for directly manipulating live
       | game state and pretending to be ships, became a popular front-end
       | for European LARPs.[3]
       | 
       | 1: https://www.artemisspaceshipbridge.com/#/
       | 
       | 2: https://daid.github.io/EmptyEpsilon/
       | 
       | 3: https://www.odysseuslarp.com/blog/steering-the-starship-
       | empt...
        
       | matijash wrote:
       | an important question - what did you build Thorium in? How happy
       | are you with it?
        
       | shaunxcode wrote:
       | My first thought was - this reminds me of the space center I went
       | to when I was a kid! It was in pleasant grove utah and built on
       | mac classics with hypercard for the software! Then I scroll down
       | "Alex started working on starship bridge simulators when he
       | worked at the McAuliffe Space Education Center in Pleasant Grove,
       | Utah". Small world!
        
       | andrecarini wrote:
       | I'm interested but I have no idea what this actually is, after
       | reading the whole page.
       | 
       | > You can play it as part of a larger event, or with your friends
       | in your living room.
       | 
       | So this is a video game with couch co-op?
       | 
       | > part of a larger event
       | 
       | There's an online mode?
       | 
       | > The USS Voyager Mk II
       | 
       | Is this a simulator that requires you to be in that room from the
       | picture?
       | 
       | ---
       | 
       | Is this like Space Station 13?
        
       | surfsvammel wrote:
       | I truly hope this project live long and prosper. (And I am saying
       | that honestly, not trying to be Reddit-isch)
        
       | kjuulh wrote:
       | Sounds super fun!
       | 
       | Nitpick: the padding on the bullet points are a bit messed up =D
        
       | WFHRenaissance wrote:
       | NGL this seems like an Ender's Game scenario waiting to happen
        
       | ashton314 wrote:
       | Ah... I've been on that space ship simulator. (Voyager) I sat in
       | that elevated nook--the engineer's position, naturally. So much
       | fun. Going to the space center was the most coveted birthday
       | party experience.
       | 
       | I was mildly disappointed to learn that the whole thing was not
       | an iron-clad simulator (i.e. everything I did as engineer was
       | just busy work--ship systems could still function if the GM
       | decided they would) but once I got into D&D later as an adult, I
       | appreciated the setup much much more.
       | 
       | I'm going to have to try this out some time...
        
         | alexanderson wrote:
         | That ship is still the gold-standard of simulator design. The
         | two decks, the many levels on the bridge itself, the nooks and
         | crannies, the two viewscreens, the separate brig and sickbay -
         | ah, it takes me back.
         | 
         | The goal for Thorium Nova is to create that iron-clad simulator
         | that you're looking for, where every crew member's job has a
         | real impact on the overall simulation. Right now I'm working on
         | the power grid simulation, which will have huge effects on the
         | rest of the ship. The quartermaster will have to keep fuel and
         | coolant stocked in the reactor room, the engineer will have to
         | monitor the reactor's usage and heat to make sure there's
         | enough capacity for an emergency, and someone else will be in
         | charge of answering the captain's call to "reroute all power to
         | the engines!"
         | 
         | Building these simulations is an interesting balance of realism
         | and gameplay enjoyment. Hopefully I get each of those right.
        
           | shadowgovt wrote:
           | It'll definitely be important to allow that to be overridden
           | (either by just flagging a station "does the right thing" or
           | by building some AIs to fill in) so the game is usable with
           | fewer than the required number of players. But that can come
           | later (last I checked, most bridge simulators don't have that
           | so plenty of time to get around to it).
           | 
           | Regarding engines: A random tidbit I picked up about nuclear
           | submarines is that the reactors actually require quite a bit
           | of manual tuning and observation. This was intentional:
           | especially back in the day of the first nuclear subs,
           | automation hardware would have been bulky and (spacewise)
           | expensive, and the alternative was to leave the systems
           | manually-tuned and train sailors to do the job. From a safety
           | perspective, one of course chooses automation... But war has
           | a different safety perspective, and the great thing about a
           | sailor is that when they aren't busy running the reactor they
           | can do something else. They can also react to a captain's
           | needs and get creative in a way that an automated system
           | can't (a major concern for the design was that a captain
           | could be hamstrung in a sea battle trying to get the sub to
           | do something that the safety interlocks disallowed).
           | 
           | That aspect of real vessels, that it's possible to "redline"
           | them and run them in a configuration that is temporarily
           | viable but risks damage or makes them more vulnerable in some
           | other way, is an interesting piece to play with in a game
           | environment as a risk players can choose to take.
        
             | alexanderson wrote:
             | Yeah, the intention is the station count is adaptive. You
             | choose the number of players and the ship you'll play with,
             | and it automatically generates an appropriate station
             | configuration.
             | 
             | So if you have fewer players, you can play on a smaller
             | ship that doesn't have any non-player crew members. Or,
             | conversely, a large group will have additional stations to
             | spread the work out a little bit.
             | 
             | Hopefully everything feels meaningful and impactful at
             | every crew and ship size and nothing feels like busywork.
        
       | unixhero wrote:
       | Some screenshots and pricing would be nice!
        
         | rbanffy wrote:
         | It's open source. I believe you can self-host it.
        
           | unixhero wrote:
           | Sure, but I won't self host something, and basically
           | contribute as a tester, without knowing what it will look
           | like. This is due to how I value my time.
        
             | alexanderson wrote:
             | Self-host might not be the right way to think about it.
             | It's more of a video game with a built-in web server, like
             | Age of Empires where one player hosts the game for everyone
             | else.
             | 
             | The only difference is all the other players only need a
             | web browser to connect. But you can play the game from a
             | single computer if you want.
        
         | alexanderson wrote:
         | It's under development, so screenshots are few at this point.
         | 
         | It's also open-source, so it's free to download! Alpha are in
         | the Github releases page.
        
       | stuntkite wrote:
       | I used to have a pretty sweet Artemis setup. Projector main
       | screen, a central dedicated server and a few tablets. That was
       | really fun. You could get anyone of any age to play. I should set
       | that up again. And I guess make some friends.
        
       | alexanderson wrote:
       | Hey friends. Thorium's developer here. Happy to answer any
       | questions or give more insights.
       | 
       | Thorium Classic has been in development since 2016 and is
       | primarily intended to be used in brick-and-mortar space centers
       | out in Utah, like the Space Place[1] and CMSC[2]. As such, there
       | isn't a lot of content and documentation to get newcomers up-and-
       | running with it.
       | 
       | Thorium Nova is currently under development and is intended to be
       | used by a broader audience. It will include much more content,
       | pre-built missions, and more integrated tutorials.
       | 
       | The project is open-source, so anyone is welcome to contribute[3]
       | and follow along with the progress of each alpha.
       | 
       | 1: https://www.thespaceplace.org
       | 
       | 2: https://spacecenter.alpineschools.org
       | 
       | 3: https://thoriumsim.com/blog/contributing-to-thorium-nova
        
         | myself248 wrote:
         | This looks like a lot of fun, I've played some Artemis but not
         | explored the other offerings in the space.
         | 
         | One thing that's always struck me as weirdly difficult with the
         | spaceship-bridge genre, but wholeheartedly embraced by generic
         | flight-sims, is custom control surfaces! Everyone wants pedals
         | and knobs and sliders and a big red button in the middle of the
         | console. Kerbal players are notorious for hooking up the most
         | bizarre junk they can find as in-game controls, and the game is
         | richer for it. I saw mention of DMX lighting, but nothing about
         | mapping random HID controls...
         | 
         | Another thing we did playing Artemis, was put the "engineering"
         | station in another room, with walkie-talkies so you had to
         | actually "call down to engineering" to ask them to do things.
         | That should be Teamspeak or something now, I suppose, but
         | having the various parts of the ship in physically separate
         | places (perhaps across the internet?) really adds something,
         | IMHO.
        
           | starkparker wrote:
           | EmptyEpsilon has support for a bunch of DMX flavors as well
           | as Hue lights and custom control surfaces, as well as an
           | optional exposable API that can run Lua scripts on game
           | state.
           | 
           | Odysseus LARP paired that functionality with a bunch of RPi
           | Zero W-powered hardware puzzles to represent ship systems,[1]
           | so Engineers had to physically tinker with things in order to
           | get systems back up and running after they broke. That
           | included things like going through crawlspaces and ladders to
           | access certain components, digging through a printed manual
           | when computer systems were "down".
           | 
           | 1: https://www.youtube.com/watch?v=IE7j1SgUpKs
        
           | alexanderson wrote:
           | I've actually got WebGamepad support built into the pilot
           | station. Start up the game, start a flight, and load up the
           | pilot station. Then plug in your gamepad, wiggle it so the
           | browser recognizes it, and a config icon will appear in the
           | bottom right. From there you should be able to configure
           | every control on that screen to work with the buttons and
           | sticks on your gamepad.
           | 
           | DMX and other show-control features will come much later,
           | after the main gameplay features are completed. But they're
           | my favorite part, so I'll definitely get to them eventually.
        
         | matthewfcarlson wrote:
         | While I haven't played any bridge simulator, I am personally a
         | huge fan of collaborative experiences that tech can enable.
         | There are some many interesting things that can be done when
         | you augment a human's storytelling capability with an
         | environment that can change with their story, offering a way
         | for the audience to interact in a meaningful way with each
         | other and the story itself.
         | 
         | This seems like a wonderful project with a lot of love. Keep
         | going :)
        
           | alexanderson wrote:
           | Thanks for the encouragement, and the reminder of what makes
           | this project special.
        
         | Apocryphon wrote:
         | Any details about each role's responsibilities? Curious what's
         | involved for Tactical.
        
           | alexanderson wrote:
           | Very much up in the air at the moment, but it will likely be
           | what you typically find in bridge simulators. For tactical, a
           | beam weapon, a projectile weapon, some kind of point-defense,
           | shields, and a targeting scheme for all of them.
           | 
           | If you want to help guide what's included and how they fit
           | together, I'm happy to entertain proposals in the Github
           | discussions or Discord.
           | 
           | I should add that Thorium Nova will include a lot more inter-
           | ship controls. Things like security officers, system
           | maintenance, medical teams, cargo transfer, power grid
           | distribution - that kind of thing. Adding all of that will
           | effectively double the max-crew size of the typical 6 you see
           | in other bridge sims.
        
             | Apocryphon wrote:
             | Could the ship carry fighter wings? :p
        
               | alexanderson wrote:
               | I'm hoping for it! The engine supports multiple player
               | ships, so if one of those player ships happened to spawn
               | from another player ship, and if that ship happened to be
               | smaller and have a single player station, the engine
               | doesn't really care.
        
               | bee_rider wrote:
               | Dual seat fighters with a pilot and a weapons officer are
               | also very cool.
        
               | fknorangesite wrote:
               | If we're not careful this comment section is going to
               | scope creep itself into Star Citizen.
        
         | [deleted]
        
         | japhib wrote:
         | Going to the Christa McAuliffe Space Center is hands-down the
         | best field trip I went on in elementary/middle school. We even
         | went back as high schoolers. This project seems incredible!
        
           | alexanderson wrote:
           | psst. If you're still living in the area, they do group
           | missions for adults too. If you've got the time and willing
           | friends, definitely opt for a 5-hour mission. It'll be just
           | as much fun as you remember.
        
             | ethangarofolo wrote:
             | 5-hour mission? Surely something so awesome can't actually
             | exist...
        
       | caseysoftware wrote:
       | I did one of these at THAT Conference a few years back with a few
       | friends. In our case, we had the main display and then each
       | person had their own console with their area - weapons, nav,
       | engineering, and science - and the captain had to call out
       | commands and make the whole thing work.
       | 
       | We walked in thinking it would be fun but almost silly.. and
       | walked out drained because it was intense. You don't have time to
       | do anything than monitor your own display and make sure you're
       | ready for a variety of things that could happen next.
       | 
       | Obviously, there were zero stakes (other than embarrassing
       | yourself) but had a new perspective on what naval battle _may_ be
       | like.
       | 
       | If you have the chance to do it - especially in person with the
       | big displays - do it.
        
         | bee_rider wrote:
         | The one takeaway I've gotten from bridge simulators VS normal
         | video games is how hard it is to coordinate people doing
         | different tasks and looking at different interfaces. Even in a
         | game like PUBG that requires quite a bit of communication,
         | you've all got the same type of view from different angles.
         | Having a totally different view makes communication much
         | harder.
         | 
         | I can't imagine how they run a bridge in real life -- although
         | as professionals they must have a ton of skills and training at
         | it.
        
           | starkparker wrote:
           | The training can look unsurprisingly a lot like a spaceship
           | bridgesim: https://youtu.be/oUCoDIrdR_4?t=33
        
             | bee_rider wrote:
             | Oh yeah -- I got to tour a bridge simulator while
             | interviewing at some defense contractor (didn't get hired,
             | though, maybe they could tell I'd want to load a spaceship
             | bridge simulator up on the thing).
             | 
             | It is kind of funny, I actually got a "seasick" feeling on
             | it. The simulated "deck" didn't move, but the image through
             | the "windows" did, I think having grown up near the coast
             | I'd been on enough boats that my brain expected the floor
             | to start moving to keep up with the horizon.
        
               | LoganDark wrote:
               | I guess I'm sort of lucky that it's impossible for me to
               | get seasick. Though I don't think it'll ever be useful in
               | a situation like that.
               | 
               | p.s. first time I've seen a real em-dash in someone
               | else's HN comment, very nice :3
        
               | Aeolun wrote:
               | > The simulated "deck" didn't move
               | 
               | I have absolutely no experience with ships beyond small
               | sailboats, but watching the video gave me a very strong
               | 'that's not a ship' feeling, and it all comes down to it
               | being a rock solid environment.
        
             | Animats wrote:
             | It's possible to go much further.[1] This is the "USS
             | Trayer", at the U.S. Navy's Great Lakes Naval Training
             | Center. All U.S. Navy recruits go through an all-night test
             | onboard. It looks like a real ship at night, outside and
             | inside. It's even in water, moored alongside a pier. The
             | ship can be navigated, go into combat, and take damage,
             | including flooding and fires. It's deliberately very
             | stressful.
             | 
             | All this is indoors and inland. It's in a water tank. It's
             | a big simulator for an entire crew, a hundred or so at
             | once.
             | 
             | The U.S. Navy does have bridge training simulators, but not
             | enough of them. That's come out after some ship accidents
             | due to bad coordination and ship-driving on the bridge.
             | 
             | [1] https://youtu.be/jibm7kyIGcM
        
       | huevosabio wrote:
       | I would love this with the setup of the Expanse and somehow
       | combined with the combat of Children of a Dead Earth.
        
         | alexanderson wrote:
         | The game is under active development, and I'm trying to keep an
         | open governance model, where anyone can contribute ideas and
         | shape the direction of development. If you want, feel free to
         | pop into the Github discussions to propose how to build these
         | kinds of mechanics into the game!
        
       | stuff4ben wrote:
       | HAH! I did exactly this with my daughters when they were like 8
       | or 9. Except I just printed out maps on a piece of paper and we
       | used everyday items for the spaceship. I had a golfclub I used to
       | steer the ship, we had walkie talkies that were scanners too when
       | we explored planets, and I think one of them used a collander as
       | a radar. We cozied up in one of their twin beds with the blankets
       | surrounding us. I basically DM'd the entire thing and they loved
       | it. Weekend mornings while their mom slept in, they'd say "Daddy,
       | can we play space ship?" and then they'd go around the house
       | grabbing things to use as controls for it. Such great memories!
       | 
       | Edit: forgot to mention, I would have loved to have Thorium when
       | we were playing. But then again, I loved their imagination.
        
         | mysterydip wrote:
         | When my daughter was ~3, we would use her pop-up fire engine
         | tent as our spaceship, then hop out onto a planet after landing
         | and pick some random stuffed animals to represent aliens.
         | "pickle planet puppy" was a favorite recurring character. lots
         | of earthquakes and volcanoes to create urgency to get back to
         | the ship. Little kids' imaginations are powerful!
        
           | Aeolun wrote:
           | > Little kids' imaginations are powerful!
           | 
           | So are the parents' when they put their mind to it. I'm
           | having a lot of fun playing 'find the invisible boy' every
           | morning.
        
         | matijash wrote:
         | This is an awesome idea, stealing it :)
        
       | dontbesquare wrote:
       | This sounds like such an awesome project!
       | 
       | "Bridge Simulators, like Thorium Nova, are cooperative live-
       | action role-playing games set in space. Players act out the roles
       | of a spaceship bridge crew, such as communications officer,
       | navigator, or captain. They work together to complete a set of
       | mission objectives.
       | 
       | Thorium Nova adds a flight director, who sits behind the scenes
       | to act as a game master, controlling what happens inside the
       | simulation, acting out the roles of aliens the crew encounters,
       | and guiding the crew through the storyline.
       | 
       | Many bridge simulators, like Artemis or Empty Epsilon, focus only
       | on arcade action. Thorium Nova attempts to bridge the gap by
       | offering rich stories in a dynamic environment, while staying
       | simple enough for anyone to enjoy among friends in their living
       | room."
        
       | ryanianian wrote:
       | I haven't played Thorium, but bridge sims are a lot of fun.
       | Especially when playing with colleagues or other engineers. I've
       | found non-tech people can get frustrated and bored with them, but
       | my 70yo non-techie mother is in love with the engineering station
       | of Artemis. It is a lot of work to play the Captain role, and in
       | any event the game is tiring after about an hour.
       | 
       | What's really fun is having everyone in the room engaged with a
       | central game (played on the big TV in the room) on their own
       | phones/computers. Usually group games aren't cooperative or
       | interactive to the entire group at once. Jackbox has a few coop
       | BYOD party games, but I really wish this product-space had more
       | options.
       | 
       | There's also the case of venues having realistic bridge-sims that
       | are kinda like an escape room (in setting/biz model). Show up to
       | the set and cooperate to solve the task. This seems to be the
       | use-case for Thorium classic (the predecessor to TFA). I've seen
       | these at flight museums. They're a load of fun, but probably
       | rather expensive to setup and run (and still tiring).
        
         | skittlebrau wrote:
         | Spaceteam is kind of a "Jackbox bridge simulator" if you
         | haven't tried it. It's definitely silly and not serious, and in
         | my experience can be enjoyed by a pretty wide audience.
         | https://spaceteam.ca/
        
           | alexanderson wrote:
           | Definitely one of my inspirations. Spaceteam is an entirely
           | different kind of chaos. I love it.
        
       | acidburnNSA wrote:
       | Looks awesome, congrats to the devs.
       | 
       | Sidenote as a nuclear engineer: thanks for messing up all my
       | scouring "news" alerts with that name choice.
        
         | alexanderson wrote:
         | True story: When I was coming up with the name I found a HN
         | article about Thorium reactors, thought it was cool, and it
         | conveniently fit into the naming scheme for other simulator
         | controls I've worked on.
        
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       (page generated 2023-03-01 23:00 UTC)