[HN Gopher] Thorium - A Starship Bridge Simulator ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2023-03-01 23:00 UTC)