| Non-work-related Entry |
[May. 27th, 2006|12:00 pm]
dibs_and_dlas
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So, it was gently brought to my attention recently that I should post entries about something other than work. About interesting things going on in my life, about feelings, about ideas. Well, I thought about it and then I realized that there really weren’t many interesting things going on that don’t involve work (occupational hazard of grad school I think), but that I do have ideas to talk about, that have nothing to do with my job, directly at least.
So, universe design.
I recently had a couple of ideas on how things might work in a particular SF universe that I’m designing (rough outline available in the fudge factor article I wrote about it). Now, some details have changed (mostly I got rid of gravity manipulation, probably, because I don’t think I need it, although it might re-appear, and I’ve firmed up the way the jump drive works). In any case, I had some ideas about the way orbital space would be divided up between various planetary nations, and the way freight and passengers would get from the surface to the starships. And I posted these ideas to sfconsim-l (which is actually on yahoogroups now), and the discussion quickly evolved in many unexpected directions. During the discussion, I quickly realized how important a group like that is for anyone trying to create any type of hard-SF setting, mostly because there are a lot of scarily smart people there, and they’re willing to put your math, physics, biology, sociology, etc. through the wringer, and question your unstated assumptions, and help you tighten things up to no end (even if only by letting you know, unambiguously, where you need to break the laws of physics to make things more fun).
I should mention, also, for anyone who’s interested, that the other absolutely-not-to-be-missed resource for anyone who’s doing anything that’s even remotely hard SF is Nyrath’s incredibly detailed and useful atomic rockets web page. This page recently highlighted one of the strange ironies of my own setting — because of the way I handle FTL travel, the biggest, most powerful engines (~35 gigawatts of thrust power, which is nothing compared to most SF rockets) belong to the orbital tugs, and most actual starships have only chemical maneuvering thrusters, or very low-acceleration, low-power, low-Δ-v engines. And my spaceships resemble trains far more than they do anything else — everything is modular. Not to mention that the weapons carried by warships are essentially useless near planets.
The real advantage of Atomic Rockets is that it explains what you’re doing step-by-step, and it puts the equations together in ways that are much easier for me to look up than my textbooks (which were designed to teach physics rather than science-fiction rocketry), and it also makes it easy to fiddle around with my parameters until I have something that looks right (even if it does mean travelling at several light-years per day between stars, then taking another two days or so to go from (roughly) the distance of the Moon back to the Earth).
And, well, sfconsim-l will tell you when you’re breaking the laws of physics, and will mention some of the consequences you might not have noticed about breaking certain laws (so as to avoid the Star Trek problem of having to explain each time why the transporter (or the replicators, or that gadget they put together in ten minutes last episode) can’t solve the problem). And finally, if you run your assumptions past them, and tell them the results you want to get, they’ll usually tell you where you have to break the rules, and what the good places would be to do that with a minimum impact on the way your universe works.
So, now that I’ve rambled on about ideas (a little bit) and good places to hang out if you’re into science fiction (and note that none of it was work-related, except to the extent that I might be thinking about things while I should be working), I’ll sign off again for a little while. |
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