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That’s how I arrived at the icosahedral version of my Dymaxion airocean world map. Its edge is an arc of 60°23’ with symmetrical subsidence locally. All the changes are internal rather than outwardly. If you dismiss error outwardly in a circle-- or circumferentially-- you end up with three times as much error as if you dismiss them inwardly. The only way to improve on the isosceles version would be to have the 120 triangles of spherical unity, but that would mean breaking up the continents which I didn’t want to do. It took me two years to find the airocean array.
