References

Working reference material for the Entangled at a Distance universe: traffic models, maps, and infrastructure. Open a section to explore it; models stay paused until opened.

Solar Traffic Model, the Sol corridor from cycler era to story present

Real Kepler orbits and era-correct transfers: chemical-era launch windows are minimum-energy Lambert solutions from a porkchop scan, exactly how real launch dates are chosen (Earth-Mars every 2.1 years, 8-9 month transits), then 0.02 g flip-and-burn torch tracks once MMS commissions, which is also what makes rendezvous with the retrograde hub possible at all. The model pauses automatically at story present (SFUT 500); press Play to continue beyond it. Scroll to zoom, drag to pan.

Full disclosure: this simulator is AI-built to the creator's specifications, a rare and deliberate exception to this project's no-AI-content rule. See the exceptions list in the AI disclaimer.

Inner solar system traffic animation. Enable JavaScript to view.

Yearly statistics

Dispatch rules: ships loop Earth to Mars and back; outbound and return windows are scheduled independently per direction (a chemical-era ship waits about 1.2 years at Mars for return phase, so the pre-MMS steady state is two ships); every window carries all waiting ships; a new ship is commissioned at Earth only when an Earth window fires with no ship parked there; the direct corridor never retires. The cargo cycler rides a permanent Earth-Mars cycling orbit; unmanned crates boost straight up to meet it at each planetary pass and drop straight down at the destination, no crewed ship needed: serviced, then 30 years of automated operation, then retired. Construction dates flagged in the log are working estimates while the codex chronology is reconciled.

Tharsis Industrial Corridor, story sites on real Mars topography

NASA MOLA colorized topography (public domain, Mercator). First the whole planet for scale, then the corridor in detail. Bright markers are story infrastructure; † marks placements fixed by canon description rather than surveyed coordinates.

Global Mars MOLA topography with the Tharsis corridor region outlined

Global context, 70N to 70S: the corridor (outlined) spans roughly a quarter of the western hemisphere. The deep basin on the far side is Hellas Planitia, the largest visible impact structure on Mars.

Tharsis region of Mars, MOLA colorized topography, 198E to 302E, 33N to 30S
Launch / landing port (fictional) Mining / refining waypoint Colony / research station Escarpment bore tunnels Trunk line: caldera ↔ Pavonis ↔ Noctis ↔ Oudemans Spaceport Montes line: Arsia ↔ Pavonis ↔ Ascraeus Canyon line on the trench floors: Oudemans ↔ Ius Hub ↔ Melas fork ↔ Coprates Hub, with the Candor leg joining at the fork

Two rail lines cross at the Pavonis Mons junction (white ring); the canyon line stays inside the deep trench floors: Oudemans into the Ius trench, east through Ius Hub to the Melas basin, where the Candor leg forks north into Candor Chasma and the main line continues down the Coprates neck to Coprates Hub. Measured: Noctis station to Oudemans ~590 km; Oudemans to Coprates Hub ~1,550 km; Candor leg from the fork ~160 km. Hub placements owner-approved; coordinates still nudgeable. Routing between anchors is drawn to plausible grade contours, not surveyed. Base map: NASA / JPL / GSFC Mars Orbiter Laser Altimeter, public domain.

SFUT to Earth time, the decimal clock at a glance

Space Faring Universal Time keeps the second and rebuilds everything above it in clean powers of ten: 100 seconds, then 100 Hundredths, then 10 Tenths, 10 Cycles, 10 Dex. Each row pairs an SFUT unit with the Earth unit whose job it does; the bars show their true relative lengths.

Disclosure: this chart is AI-built to the creator's numbers. See the exceptions list in the AI disclaimer.

Secondshared unit

The one unit both clocks agree on. Everything above it diverges.

1 SFUT Second
1 Earth second
Hundredthminute equivalent

= 100 Seconds = 1.67 minutes

1 Hundredth (100 s)
1 Earth minute (60 s)
Tenthhour equivalent

= 100 Hundredths = 10,000 seconds = 2.78 hours

1 Tenth (2.78 h)
1 Earth hour
Cycleday equivalent

= 10 Tenths = 100,000 seconds = 27.78 hours

1 Cycle (27.78 h)
1 Earth day (24 h)
Dexweek / month equivalent

= 10 Cycles = 1,000,000 seconds = 11.57 days, longer than a week, shorter than a month

1 Earth week (7 d)
1 Dex (11.57 d)
1 Earth month (30.4 d)
Yearyear equivalent

= 10 Dex = 10,000,000 seconds = 115.7 days

1 SFUT Year (115.7 d)
1 Earth year (365.25 d)

The pattern to keep: a Cycle runs almost four hours longer than an Earth day, while an SFUT Year is exactly ten million seconds, a touch under a third of an Earth year. Timestamps read Year.Dex.Cycle : Tenth.Hundredth.Second, counted from the SFUT epoch, and every conversion runs through seconds, the one unit both clocks share.

TIDR in pictures, the framework's own explanatory imagery drawn out

The Time Interaction Density Reality framework explains itself through concrete imagery: light bending into water, walking through rain, threads pulled toward a slit. These diagrams draw exactly that imagery, nothing beyond what the codex describes.

Full disclosure: these diagrams are AI-drawn to the creator's specifications, and they are explicitly temporary placeholders: each one is slated to be replaced by a human-produced illustration. See the exceptions list in the AI disclaimer.

Gravity as refraction Placeholder, awaiting human-made art
the outer edge keeps its pace the inner edge drags through denser interactions the path with no mass nearby so the whole path turns toward the mass interaction density climbs toward the mass a saturated mass air water

The codex is exact about this one: gravity is not a pull, it is refraction. The edge of a moving wavefront nearer a mass crosses more interactions and effectively slows, the far edge runs freer, and the whole path curves toward the dense region. The inset is the same mechanism at desk scale: light bending as it enters water.

The rain analogy, why speed slows time Placeholder, awaiting human-made art
standing still drops arrive one at a time: time at full rate moving fast far more drops crossed each moment: time runs slower near light speed every drop at once: the hard limit

Drops stand in for potential interactions filling the medium. Stand still and they arrive at the ordinary rate. Move, and each subjective moment sweeps through more of them. At light speed a traveler would have to process every drop at once, which is why nothing with mass gets there: the limit is built into how matter sits in the medium, not into engine design.

A Medium Bridge, the slit in the fabric Placeholder, awaiting human-made art
no medium in between: the two ends meet edge to edge one end the other end, however far away in at the right angle and speed out the same instant wrong angle: pushed aside rate of time along the crossing normal faster instant faster normal

A directional slit cut into the medium, shown the way the codex describes its grid view: stretched lines converging on each puckered opening, tension holding the lips shut. There is no medium inside the slit, so there is nothing to cross; the far end is simply the next point on the path. The stretched edges run fast, the interior takes no time at all, and an approach at the wrong angle or too little speed slides off along the tension gradient instead of entering.

The Split, where the cosmos came from Placeholder, awaiting human-made art
the Infinite: raw, chaotic energy an earlier edge: growth runs one way only Matter domain, our side the Medium, the boundary layer Antimatter domain, the mirror side the growing edge converts the Infinite into new medium, matter, and antimatter

Before the universe there was only the Infinite, a boundless field of chaotic energy. The Split set off a crystallization: energy converting into matter and antimatter at once, kept apart by a new boundary layer, the medium. The front is still advancing today, and because that growth can never run backward, it hands every interaction inside a built-in direction: the arrow of time.

Gravity feeding itself, from cloud to world Placeholder, awaiting human-made art
1 · a drifting cloud 2 · slow gathering 3 · runaway 4 · a world forms the loop: more mass, denser medium, sharper bending, more capture

Why collapse starts slow and finishes fast. Every particle a cloud captures raises its interaction density, which bends passing paths harder, which captures more particles. The mechanism that creates gravity strengthens itself as it works, until the gradient is steep enough to hold moons in orbit. Panel by panel: barely bent paths, then a lean, then a spiral, then a world.