Showing posts with label future. Show all posts
Showing posts with label future. Show all posts

Tuesday, August 10, 2010

My Favorite Scifi Disasters


I've just finished reading Flood by Stephen Baxter. Like most Baxter books, it is somewhat lacking in compelling characters, but is otherwise jam-packed with amazing ideas and grand visions. It is also an example of a grand tradition in science fiction; the mega-disaster story.

The mega-disaster is an unanticipated event that brings devastation on a global (or even interstellar) scale, and the poor humans have to struggle to survive against the impossible odds brought on by nature's cosmic fury. Because when you think about it, the disasters that we're used to--earthquakes, hurricanes, tornadoes, etc--are really just the tip of the iceberg of what a universe as vast and as violent as ours can throw at us. Humanity as a whole is only slowly waking to the cosmos beyond our tiny blue ball, and the horrors those uncaring forces can wreak upon our lives and civilization.

So what follows below is a list of what I think are the neatest and most thought-provoking disasters shown in science fiction. The criteria to qualify as a disaster here is that they have to be either an accident or a natural occurrence; nothing deliberately brought about by intelligent creatures, human or otherwise. So no invasions, wars, superweapons, etc. Also, inclusion here is not necessarily a reflection of a work's quality, good or bad, but just how interesting the disaster presented was. In no particular order, and beware of SPOILERS:

DISASTER: Megaflood
SOURCE: Flood by Stephen Baxter

Our planet has vast quantities of water stored under the crust. Google "Beijing Anomaly" for a real-life example. Baxter's novel contemplates that a major seismic event along the Mid Atlantic ridge unleashes these subterranean oceans upon the surface, resulting in a decades-long flood that threatens to engulf every single parcel of land on earth, no matter how high. The likelihood of this seems rather remote (the water in the Beijing Anomaly is actually saturated into porous rock, and not a consolidated body of water), but it still makes one think.

The characters mostly scurry about during the novel, more spectators to what's happening than trying to take control of their own fate, one way or another. Even though we know what's coming, its still fascinating to read about how human society breaks down bit by bit as the waters get higher and higher. There's the usual disaster tale cliches (the one scientists who has it figured out before anyone else is ignored and derided, monuments shown in various states of destruction, douchebag survivalists, etc) but it doesn't stop one from enjoying the ride.

REALITY CHECK: The novel is pretty realistic as far how humanity as a whole would react to the disaster. For the people at the end things look dim indeed, as this could pretty much serve as the prequel to Waterworld, when you think about it. But there is a ray of hope at the end, which thankfully doesn't involve a mutant Kevin Costner.

DISASTER: Global Blindness/Murderous Plants
SOURCE: Day of the Triffids

I've never read the book, only seen the 1962 movie, so that's what I'm basing my impression on. This is basically what we today would call a Zombie Apocalypse scenario, except ramped up several notches. Like in a typical zombie tale, you have slow-shambling killers that attack in mobs and want to eat you. But here the killers are the alien plants called Triffids, which move about, shoot poisonous spines at any loud sound, then move over your fresh corpse to suck out your vital juices with their roots. But unlike zombies, they have no obvious weak spot. So all those shotguns and assault rifles you've been hoarding for the collapse not only prove pretty useless, but also attract even more Triffids and tell them exactly where you are.

To make matters even worse, the Triffids were brought to Earth by a meteor swarm, whose weird radiation rendered 99% of the world's population permanently blind. In many ways that's even more horrifying that the killer plants. Imagine you, all your neighbors and your family suddenly being unable to see. You try to adjust and survive, but one by one over the course of days everyone around you goes forever silent. And the last thing you ever feel as you call for them is the sharp stab of a poisonous spine...

REALITY CHECK: The meteor-radiation-causing-blindness thing probably seemed more plausible to 1962 audiences than it does today, but something like the Triffids arriving via spores in meteorites is within the realm of possibility (of course, it might be that the spores themselves that caused the blindness, and people just misinterpreted the data in the panic that followed. For the situation itself, things seem very good by the end of the movie for the sighted 1%, as its found the alien plants hate seawater. Which might be good for the people along the coasts, but the people living in, say, Colorado would pretty much just be screwed. And its pretty much implied that the 99% struck blind are so much plant food.

DISASTER: Super Hurricanes
SOURCE: Mother of Storms by John Barnes

A military strike on a terrorist organization accidentally releases a gigantic reservoir of methane trapped under the arctic ocean floor. The methane leads to a quick unprecedented rise in air and ocean temperature worldwide, and before you can say 'global warming' the warmer oceans begin spawning monster hurricanes far in excess of category five. In short order, island nations like Cuba and Ireland are scoured down to bare rock, and civilization is nearly brought to its knees under a non-stop barrage of wind, rain, and storm surges.

The novel was written in 1995, before climate change really began registering on the public radar, but one of the major effects predicted for global warming is that it would make storms more intense. Barnes just takes that idea to its extreme and gets a good disaster tale out of it. He mixes the eco-crisis with a lot of cyberpunkish ideas (the story is set in 2028) and a wide cast of quirky characters, including a serial killer and a cybernetically enhanced porn star.

REALITY CHECK: Though I don't think storms will ever get near as bad as what's depicted in the novel, its not implausible that we could be facing increasingly intense storms as global warming worsens in the coming decades. In the novel, help unexpectedly arrives from a pair of rogue cyber-astronauts. Given the state of manned space travel today, I don't think that's something we could count on in real life.

DISASTER: Micro Black Hole impacts Earth
SOURCE: The Doomsday Effect by Thomas Wren

A remnant of the Big Bang, a microscopic singularity, gets caught in Earth's gravity. It enters a comet-like orbit around the planet's core, sweeping up and through Earth's mantle, crust and atmosphere like they aren't even there on every pass. As it grows in mass, it plows ever-larger swaths through the planet, throwing human civilization into a panic as whole cities are destroyed. It threatens to make the homeworld into swiss cheese before finally devouring it completely.

REALITY CHECK: In the novel, they played a complex game of asteroid-billiards to capture the black hole inside one. I'm not sure we'd be capable of something like that for at least a century. So if this happened before then, we're basically screwed, and the bet we could hope for is to establish colonies in space before Earth is toast.

DISASTER: The Moon blasted out of orbit
Source: Space:1999 TV series (pilot)

In the far flung future year of 1999, an international base on the Moon oversees the stockpiling of thousands of tons of nuclear waste on the far side of the satellite. However, on September 13, 1999, that stockpile of exotic radioactives reach critical mass, resulting in a catastrophically huge explosion that blasts the moon out of orbit and into interstellar space. The fate of the 311 stranded inhabitants of the base are thrown in with the errant satellite as it careens through one star system after another.

REALITY CHECK: Pretty preposterous the way it was presented. The radioactive waste would have had to have been made of pure antimatter to create an explosion big enough to possibly send the Moon out of orbit, and even then it would have been more likely to just be blown apart rather than just move. Some other factor had to have been at work (as I contemplated in an EARLIER BLOG POST.)

Still, if something like this did happen, there would be potentially catastrophic results for Earth. In the short term, tides would disappear and wreck ecological havoc with many species who depend on them. In the long term, the Moon's tidal effects is what keeps Earth's core 'churned up' and active, resulting in the magnetic field that helps to protect life from the worst effects of solar radiation. So without the Moon, over many thousands of years the magnetic field would diminish and threaten many future species.

Also, what of the explosion itself? A nuclear detonation that powerful that close to Earth would produce enough radiation to fry just about anything electronic in orbit and may even screw up a lot of ground-based systems.

DISASTER: Earth collides with a small star
SOURCE: When Worlds Collide

In this classic 1951 film, a 'dim star' named Bellus is found to be on a collision course with Earth, and will hit within one year. An alliance of businessmen and scientists begin constructing a ship that will take a relative handful of survivors to safety, even as panic and disaster grows more intense as doomsday approaches.

REALITY CHECK; I already wrote extensively on what might happen if this scenario were to happen today in a previous blog post. Go HERE to read all the details of that.

DISASTER: Galactic Core Explosion
SOURCE: various "Known Space" stories and novels by Larry Niven

The alien Puppeteers wanted a stunt that would advertise their new hyperdrive, so they hire human pilot Beowulf Schaeffer to pilot it to the center of the galaxy. Schaeffer discovered that the core of the galaxy is exploding from a chain of tightly-packed stars going supernovae, and that the lethal wave of radiation would wash over Known Space, including Earth and the Puppeteer homeworld, in 20,000 years.

The Puppeteers, wily cowards that they are, immediately pull out of Known Space and even begin moving their entire home planet to safety.

REALITY CHECK: We've learned in the decades since that the galactic core can indeed explode aftre a fashion, but from the supermassive black holes there gobbling up large masses of stars all at once, rather than a chain of supernovae. In the stories, humans and other races think the Puppeteers are insane for moving so fast, considering the shockwave of radiation in 20,000 years away and everyone has hyperdives. Of course, the Puppeteers think the humans and the others are insane for not fleeing right away.

Since the galactic core black hole gorges itself every few hundred million years, life on Earth must have withstood the influx of radiation from it before. However, last time it happened, there might have been no significant multicelled organisms, or life on land. How it would affect us today if it happened is largely unknown.

DISASTER: The Sun-Eater Devours the Sun
SOURCE: The Final Night, a 1996 miniseries/crossover event from DC comics

The Sun-Eater is a gigantic multi-dimensional creature the feeds off the energy of stars. It seemed to be non-sentient, a cosmic-scale animal intelligence simply doing what it has to to survive. It will enter a star system, completely envelop the sun, and feed off its thermal energy for up to several weeks. The absorption of so much heat causes the outer layers of the star to collapse then explode outward. The force of the explosion sends the Sun-Eater to the next solar system and its next meal.

Of course, for inhabitants of the planets orbiting the star the Sun-Eater is devouring, this is a lethal proposition. And that's exactly what happens to the DC Comics' Earth. The sun simply turns black one day, and Earth begins to slowly freeze. There's widespread panic and devastation, and the superheroes have their hands full containing it all. Meanwhile, only a handful suspect that the freeze is only a precursor to a much more explosive doomsday that will soon follow.

The Final Night is by far one of my favorite super-hero crossover stories, back when I was reading comics regularly. DC brought in hard science fiction author Larry Niven as an advisor, to create a plausible (in comic book physics terms) scenario for both the Sun-Eater's nature and what would happen to Earth after the sun goes black. The most intriguing part of the story was how the various super-heroes handled the crisis. Though powerhouses on a human scale, even the likes of Superman, Flash, and Green Lantern are reduced to insignificance next to the Sun-Eater's god-like power and indifference. Plus, there was nothing to throw a punch at or outwit; the Sun-Eater was a force of nature far beyond even them. In the more thoughtful installments of the story, even they give over to feelings of despair and helplessness, even as they fight to save whoever they can, even if it is only for a few hours more of life.

REALITY CHECK: The Sun-Eater seems pretty implausible. But then, our universe is immensely old and big, so who know what oddities it might have spawned? In the story, the characters were able to Deus Ex Machina their way out of things at the last minute by appealing to a cosmic-powered peer of the Sun-Eater. If something like the Sun-Eater ever struck in real life, I doubt we'd be able to do the same.

Wednesday, July 14, 2010

The REAL Dead-End Energy Technology

A few weeks ago I was watching a debate on the Newshour on the local PBS station involving alternative energy technologies in the wake of the catastrophic BP spill. They had a proponent of alternative energy technologies, so called 'green' technologies, and a representative championing more oil drilling by oil companies.

I try not to wax political here or on the main site, but the pro-oil company guy was both obnoxious and belligerent, and worst of all, just plain wrong about a lot of points. Especially egregious was his repeatedly calling solar and wind power 'dead end' technologies. His skewed logic relied on the fact was that the basic ideas of solar and wind power were proposed a century or so ago, but their development has only been limited since.

Of course, such thinking is completely spurious, and shows ignorance of how technologies actually develop. Gunpowder, for example, was invented about a thousand years before reliable gunpowder weapons were finally developed. But if one asked a scholar in about 1000 AD if gunpowder was a 'dead end' technology based on what was available then, they'd probably say yes. And be completely wrong.

Most technologies don't explode onto the scene all at once, but rather go through a long period of slow but gradual development, and come to the fore only when there is a clear need for them. Steam engines were around as early as 1698 (or the 1st century AD, depending on your definition), but didn't catch on as a popular technology until 1800s. Rockets took a thousand years to go from fireworks to moon shots. Even the internal combustion engine, the killer app oil needed to become profitable, took decades to evolve into its industrial form.

The past decade, when dependence on the oil economy has led to numerous wasteful wars, environment-destroying oil spills, and a roller coaster of prices at the gas pump, has shown the pressing need for reliable, renewable energy technologies. In fact, if you keep up with the technology news, there has been a veritable explosion of so-called 'green' energy technologies, refinements and breakthroughs both. Solar energy cells dramatically increasing in efficiency and decreasing in price, wind farms and geothermal taps popping up everywhere, wave and tidal power projects grabbing a number of headlines.

Now I like to be realistic, and I realize that the world will be dependent on oil for energy for many decades yet. But ultimately, there is only a limited supply. It may last for a number of decades yet, maybe even into the next century, but it will eventually run out. Oil, not wind or solar or nuclear or tidal or geothermal or alternate fuels, is the REAL dead end energy technology. The sooner we begin switching over to alternatives, the less our economies and power grids and wallets will need to be at the mercy of a very volatile world market in oil.

And ironically, it is the resource-rich oil and energy companies like Exxon and Shell and BP who are in the best position to lead the large-scale conversion to these new technologies, and insure their long-term solubility and profitability in the process. But apparently they only care about short-term numbers and have to resort to tactics like propping up shallow, belligerent shills on news programs to spread misinformation. Its a shame, really.

Tuesday, June 22, 2010

MORE Tech Levels Of Science Fiction Groups And Cultures

This is a follow up to the ORIGINAL ARTICLE put up on the main site two years or so ago, detailing where exactly on the Tech Level scale different scifi civilizations would fit. It was by far the most popular thing ever put on the site, garnering over 100K hits since.

Tech Levels are based on the idea that, looking back, human history can be divided into distinct eras of technological development (stone age, bronze age, iron age, middle ages, etc). The Tech Level scale assigns a number to each of these, and tries to predict which future technological era a new innovation might fall. On the OV scale, there are 10 Historical Tech Levels (stone age = 1, iron age = 2, etc) and 15 Future Tech Levels (10 years from now = 11, 25 years from now = 12, etc.) Tech Level 10 corresponds to modern day Earth. For more details, see the articles on Tech Levels HERE and HERE.

On the OV scale, we look at a future idea or invention, and based on what we already know and are capable in the early 21st century, how long it would take to create that innovation for real. Yes, there are a number of speculative technologies that are in all likelihood impossible (such as FTL travel) but for our purposes here, we ask that if it is possible, how advanced technology in general would have to be in order to invent it.

Different people and properties have very different ideas about the pace of technological progress. For example, in the Star Trek universe, Warp Drive is discovered in the next 50 years or so, at Tech Level 13. But at OV, we assume warping the fabric of space to that degree is much more difficult (if its possible at all, of course), and isn’t doable until at least Tech Level 21. Both views are legitimate; its only a matter of interpretation.

Some caveats to clear up some confusion that arose from the last article (all conditions from the previous article apply as well):

This is a subjective interpretation only and not meant to be authoritative. People can, and should, have their own opinions.

This is not meant to imply the quality of storytelling or production of one particular property over another. This only compares the tech curve created for each scifi property against the tech we have in reality.

I’m sure I’ve left out a bunch of scifi properties still, particularly scifi computer games. I simply haven’t seen/read/played everything yet, and others I may have just plum forgotten about. Apologies.

This is meant purely for FUN. Relax, nerd out a little, and don't be afraid to let us know your own thoughts and opinions.

- - -

Fringe (Alternate Universe)

Tech Level: 12

The alternate universe accessible in the TV series Fringe seems to be 20 or so years ahead of its sister Earth in its mainstream technology, with more advanced electronics, biotechnology, and sophisticated airships. Interdimensional and other weird tech, given the nature of the show, will likely remain in the superscience prototype stage on both Earths.



Planetes

Tech Level: 14

One of anime’s truly great science fiction stories, Planetes takes place in 2075, when the world’s powers have harnessed helium-3 fusion, colonized the Moon, and have built an extensive orbital infrastructure.



WALL-E (WALL-E himself)

Tech Level: 14

A sophisticated and long-enduring AI robot system that evolved to sentience over the course of centuries.



2300 AD

Tech Level: 15

Game Designers’ Workshop’s late, lamented space opera RPG had a very hard science, nuts-and-bolts approach, even more so than its big brother Traveller. (Will be reviewed on this blog soon.)



Cowboy Bebop

Tech Level: 16

The creators of the anime classic Cowboy Bebop played fast and loose with technology in the series, freely mixing space opera tech (like warp gates) with earlier anachronisms (like 20th Century firearms). Still, a sprawling interplanetary civilization, terraformed worlds, advanced AI, and advanced genetic manipulation place it at about level 16.



Battlestar Galactica (New and Classic Series)

Tech Level: 17

Large and sophisticated spacecraft, fusion power, very advanced AI and robotics, place both series, humans and cylons both, squarely into the lower space opera Tech Levels. The main differences in tech between the two series seems to be that the classic series relied on energy weapons and force fields more and had less sophisticated robots, while the new series had less sophisticated weapons and more advanced robots(pictured at top.)



Revelation Space (Humans)

Tech Level: 17-18

The human civilization in this series by Alistair Reynolds seemed to have created a very sophisticated sublight civilization that had colonized a number of nearby star systems before running afoul of the Inhibitors, with the Conjoiner faction being one level ahead of the mainstream civilization. The Hell-Class Cache weapons described in the novels are considered one-time superscience prototypes, and aren’t used for classification here.



Farscape

Tech Level: 18

Though it has interesting takes on a number of technologies, the societies of Farscape seem to fit fairly comfortably into the role of typical space opera civilizations, at level 18.



Wall-E (Axiom)

Tech Level: 18

Ubiquitous force fields, sophisticated anti-gravity, extremely versatile and powerful AI robots, seems to indicate Earth reached an amazing level of sophistication before the Axiom and her passengers abandoned it.



Type I Civilization

Tech Level: 18

In the classic scheme of characterizing advanced civilizations, a Type I civilization is capable of harnessing the energy potential of entire planets. Assuming that this includes taking advantage of every energy source available on a planetary scale, including tapping the planet's molten core, the tidal energy of its oceans, and the planet's magnetic field, this should fit fairly comfortable at Level 18 on the OV scale.



Type II Civilization

Tech Level: 21

A Type II Civilization in the classic scheme of characterizing advanced cultures stipulates harnessing the energy output of entire stars. With the creation of advanced Dyson Spheres, this capability comes at Level 21.



Transformers (Live-Action Movie)

Tech Level: 21

The living, quick-morphing, fast-healing AI robots of the film, along with the technology-altering Allspark energy source, would seem to require at least Tech Level 21 to construct. Interestingly, both factions of robots in the film seemed to have lost the very technological knowledge that was used to create them.



Gateway (The Heechee)

Tech Level: 21

Able to easily manipulate mass and gravity, create ultra-tensile strength materials, and hide out within the event horizons of black holes place the Heechee at about level 21.



The Culture

Tech Level: 22

Iain M. Banks’ far future utopian society is capable of building immense ringworlds (‘orbitals’), using sophisticated antimatter power and AIs, and routinely employs force fields, teleportation, and advanced nanotechnology.



Revelation Space (The Inhibitors)

Tech level: 24

Immensely powerful and advanced femto-machines left over from an eons-old war, they are charged with destroying any civilization in the Galaxy that reaches a certain technological level.



Type III Civilization

Tech Level: 25

A Type III Civilization is capable of harnessing the energy of an entire galaxy. How exactly this could be done is pure conjecture at best, and thus falls at the edge of what we can reasonably project even with the best guesses of speculative technology provided here.

- - -

I'll no doubt do another update like this sometime in the future.

Wednesday, May 5, 2010

The Thousand Worlds of Humanity

The future of humanity in space lies in junk.

I've been asked before what I think humanity's ultimate future in space will look like. There are many possibilities, and truthfully, there's only so far into the future that one can make an educated guess. For those of you who frequent the main site, Orbital Vector does attempt to categorize many fantastic, far-future technologies. However, trying to "realistically" predict the nature of space travel and colonization beyond Tech Level 15 (technology circa 100 years from now), considered the highest of the 'hard' science fiction levels, is problematic. Tech Levels 16+ begins contemplating technologies based on science that is as yet still highly speculative, and can't really be included in any attempt at 'realistic' predictions. To be perfectly blunt, we don't know for sure if any technologies beyond Tech Level 15 are actually possible in the real world, so for this entry at least they'll be mostly left out.

So what can we get at Tech Level 15? Actually a great number of technologies that can make profound contributions to the way mankind can utilize the environment of space to benefit itself in scientific, economic, and cultural terms. The most important of these include:

--Advanced nuclear fission power and propulsion
--Fusion power and propulsion
--Antimatter propulsion
--Advanced, long-enduring space habitats
--Advanced computer systems, possibly true AI
--Alternative energy methods
--Widespread industrial production of carbon nanotubes and other advanced materials
--Zero gravity and nanotech manufacturing and fabrication
--Increased human longevity and advanced bioengineering
--Redirection and engineering of small celestial bodies

I think over the next century and beyond, humanity will continue its slow but steady expansion into space. I'm sorry, space fans, but the Apollo era seems to have been the exception, not the rule, to how the world community handles space. Big, frenzied pushes like it, if they ever come again, will likely be rare and short-lived. Rather, if you look at the past four decades since, you can see one by one more nations across the globe setting up their own space programs, more industries becoming involved as more profits from it are realized, and a much greater percentage of the population now believes at least part of our race's ultimate destiny lies beyond the constraints of Mother Earth.

We need to disavow ourselves of a notion that space is a race we need to hurry up and win. Rather, very practically, it is an expansion of our species into a brand new ecological niche, one far, far vaster than any we have encountered before. This is going to be the work of a great many generations, and what we're doing today is just one rung on a very long ladder.

THE most important technologies, despite what some may attest, are not so much those of space propulsion, but rather space habitats. Propulsion is an important field, but even if our wildest dreams about plasma and fusion rockets are realized, people are still going to have to spend long periods in space to get anywhere--months or years or even longer. Future space pioneers are going to need habitats that can readily protect them against vacuum, radiation, and impacts, as well as provide air, water, food, and other essentials for life.

This is where the 'junk' comes in. Asteroids and comets, the junk debris left over from formation of the sun and planets, exist by the billions around the solar system. They present a vast treasure trove of resources. And unlike the larger planets and moons, they can be made mobile.

Despite the ideal envisioned in many scifi sources, I think it actually would be more efficient to build centralized processing nodes (say at certain trojan points throughout the solar system, starting with the Earth-Moon Lagrange points) and move the asteroids to them, rather than send out mining ships hopping from asteroid to asteroid. This wouldn't be a quick process--moving any one asteroid would likely take a number of years--but things could be coordinated for the rocks to reach the processing node or a holding point in a steady stream over the decades.

Each processing node would be able to hold much heavier-duty equipment, more automatons, and more workers than ships sent out into the asteroid wilderness on their own. They would in turn make the mining and processing the space rocks that much faster and efficient.

But there is a point of diminishing returns, economically. After all the profitable materials are removed, what does one do with all the left over husks?

If they're the right shape (or can be molded into one,) size, and composition, you can turn them into the raw shells of space habitats. A number of other sources speculate how one could hollow or modify an asteroid or comet to accommodate a human colony, so we can gloss over that here and assume its doable.

Would there be customers for these shells? I think a great many. Most of this century will concentrate on man-made space stations. However, many will find these to be both expensive and self-limiting, as one still has to fabricate every single component and launch them. With an asteroid, much of the initial digging can be done at the processing node according to a buyer's needs, and the buyer could concentrate more on interiorneeds without having to worry over much about the outer shell. Any such colony would start small, say in one small area of the space rock with a few dozen individuals, and would continue to slowly expand over time as automatons and humans continue to dig and rework the floating mountain. Within a few decades, maybe less, one could have a large O'Neill-style colony that could hold many thousands.

At first, rich nations and more prestigious groups would invest in these new colonies, but over time, prices would lower so that smaller groups and individuals--especially individual families--could buy stakes in them, giving birth to a whole new era of homesteading on the high frontier.

Many of the asteroid colonies would be moved into or near Earth's orbit, in order to facilitate trade and travel between the mother world, the Moon, and all the other colonies as well.

And over centuries, more and more of these colonies would be established. They could end up numbering dozens, hundreds, or even thousands.

And even while asteroid colonies start up, similar exploration, exploitation, and eventual an manned presence would be established on the Moon, Mars, Ceres, and eventually Mercury, the moons of the gas giants, and perhaps even a modified Venus.

So this is how I envision the solar system about three hundred or so years from now, with hundreds of asteroid colonies at the Earth-Moon Lagrange points, at the Earth-Sun Lagrange points, and in their own independent solar orbits nearby. Smaller clusters would be found in orbit about Mars and its Lagrange points, and in the Asteroid Belt. Independent asteroid colonies would dot the solar system here and there, owned by more isolationist interests, with comet colonies eventually dominating the outer system. And a number of these colonies, along with clusters of raw comet bodies to provide consumables, would be flung even farther out, into the Kuiper Belt and the Oort Cloud and beyond, to function as resupply bases or launching points for possible interstellar-bound probes, exploration vessels, and generations ships.

Some people have lamented that the Space Opera future so beloved of scifi fans will likely never come to pass; the universe simply isn't set up that way. In a way, they're right. FTL travel is in all probability impossible, and life-bearing worlds may be incredibly rare among the stars, even more so any with living civilizations similar to our own in development.

But the dream of hopping in a spaceship and visiting one of hundreds or thousands of strange exotic worlds is certainly a possibility. The diference is, instead of going out into the universe and discovring it, we'll build it right here in our home star system. The planets, the moons, the asteroid and comet colonies, will likely be founded by many diverse groups, who will themselves evolve culturally on their own as time goes by. Throw in advanced bioengineering and a willingness to vary the human form for various purposes, the Solar System may indeed by an exciting and amazing place to explore a few centuries hence.

A thousand exotic worlds built on the dreams of ourselves and our descendants lies in our possible future. Its just a matter of how much we want it.

Tuesday, September 22, 2009

Hidden Treasures Of Science Fiction: 2010!

I'm sure some people are going to look at the title to this entry and wonder why I'm plugging next year as a "Hidden Treasure." But 2010 is actually the 1984 sequel to the critically-acclaimed science fiction masterpiece 2001: A Space Odyssey.

In my opinion, 2010 has always been unfairly overshadowed by its predecessor. While not as ground-breaking as Stanley Kubrick's work, it is still one of the most solid and thought-provoking works of science fiction put to film. Its director, Peter Hyam, made the wise decision not to try and emulate Kubrick but instead to create his own vision of the future using Clarke's sequel story.

As the title may suggest, it is nine years after the ill fated Discovery mission to Jupiter, and what happened is shrouded in mystery. Doctor Heywood Floyd (Roy Schieder, in probably his best role after Jaws) is selected to put together the American contingent of a joint American/Russian mission to the giant planet to find out what happened. And by 'Russian', I mean 'Soviet'; remember the film was made in 1984 and no one expected at the time that the USSR wasn't going to be around in the 21st Century. But watching the film nowadays, its just easier, at least for myself, to simply think of them as Russians.

The Russian-built Leonov spends two years in transit to Jupiter. As the vessel approaches, Floyd and his fellow Americans are wakened from cryosleep when the derelict Discovery is spotted abandoned but undamaged in a decaying orbit around the Jovian moon Io. The vessel is boarded and reactivated, including a befuddled and amnesiac Hal 9000. Apparently the AI has no memory of turning against the crew, and seems at least for now to be back to his old mellow, non-homicidal self.

Then both ships turn toward what everyone really came to Jupiter for: the alien Monolith. But that is only the first of many mysteries that pile up for the crew in quick succession: chlorophyll-bearing life forms are spotted on Europa; a mysterious but growing dark spot appears on Jupiter; and what might or might not be Dave Bowman is spotted on the Discovery, telling of 'something wonderful' about to happen in a few days. But if the Leonov and the Discovery is still at Jupiter when this 'something wonderful' happens, everyone aboard will die. And, oh yeah, WWIII is about to break out on Earth.

The movie takes all those plot strings and ties them together in a tight, crisp, storytelling package, and what that 'something wonderful' is at the end of the film is indeed quite a jaw-dropper. Not in the mind-bending psychedelic sort of way in the first film, but in much more visceral demonstration of just how far above humanity the aliens are.

Discounting what the insanely advanced monolith makers do, the science and space flight shown in the film is very hard-science and realistic. I especially like how it was one of the first movies to really show just how soil-your-pants scary real space travel may be for future travelers. One example is with the Leonov's fiery aerobraking maneuver to insert itself into Jupiter orbit. When we first see the interplanetary vessel, it looks bold, blocky, and impressive. But as it screams through Jupiter's outer atmosphere behind inflatable shielding, it looks like little more than a glowing dust speck against the immense horizon of the gas giant. This is intercut with shots on board, as Dr. Floyd and unnamed (but very cute!) female Russian crewmember hold onto each other in mutual terror as the ship seems ready to shake apart, even though he can't speak Russian nor she English.

And let me as a scifi technophile wax for a bit about the Leonov, one of the most smartly-designed fictional spaceships I've seen. Most futuristic spaceships are designed more to be sleek eyecandy than anything else, but the Leonov looks like an interplanetary vessel that might actually fly some day. The designers' attention to detail is apparent, from the ship's large outrigger communication dish to the twin, counter-rotating crew sections.

Also well done is the resolution of what happened to HAL 9000, and the intelligent computer's ultimate fate. His breakdown in the first film is explained, and fears of a second episode is one of the many points of tension as the story builds toward a climax, especially after he starts talking to apparent ghosts.

Perhaps one disappointment in the film is that the aliens go from unknowable enigmas in 2001, to being merely mysterious and a bit creepy here. That's inevitable as their motivation and methods become clearer in this film. I'm not giving much away by saying that they seem interested in seeding the universe with life, and that humanity (which the first movie implied were helped toward sentience by the Monoliths) was just one of their many interests along these lines.

If all this sounds like your kind of movie, go HERE for a copy of the DVD. The real 2010 is almost upon us. How better to celebrate it than by exploring an alternate version, one of thrilling space exploration, terrifying discoveries, and extraterrestrial contact?

Saturday, August 29, 2009

Powering The World With Solar Panels


CLICK HERE to link to a very interesting graphic showing how much of the world's total surface area would have to be covered in solar cells in order to supply all of Earth's current energy needs.

I don't know the map's ultimate source, but it looks legitimate enough. And even if not completely accurate, it does provide plenty of food for thought. I'm guessing the chart is assuming present-day efficiency with solar cells (the best current commercial models are about 42% efficient); future versions of the technology could greatly improve on efficiency, and require less surface area to produce the same amount of power.

The problem with all of this, though, is cost. Look at the figures; 495,805 square kilometers = 496,805,000,000 square meters. The cost of commercial solar cells today is about $1000 per square meter, so putting up enough solar cells to meet projected 2030 demands would cost $496 trillion--over 30 times the current yearly output of the entire United States economy. Assuming very optimistic cost reductions from mass production in quantity and more advanced, lighter, and cheaper-to-produce solar cells that could reduce costs 100 fold, the total would still hover around $5 trillion dollars. Spread out over 20 years, that's $250 billion a year.

That might seem to some to be a small price to pay for powering the entire world CO2 free, but try convincing any current politician or economist of that, especially with so many more pressing economic issues today.

Monday, August 24, 2009

Hidden Treasures Of Science Fiction: Planetes!

(I don't know why I keep putting exclamations after the titles for the 'hidden treasures', it just somehow seems appropriate.)

Planetes is a 2003 hard science fiction anime TV series that, like Cowboy Bebop before it, is quickly building up a substantial fanbase in North America mostly from sheer word of mouth about its quality. You don't even have to be an anime fan to like Planetes; its very West-friendly, features a broad cast of international characters, and like most great fiction, speaks to universal themes independent of cultural nuance.

The series begins in 2075, when an international treaty organization of space-capable nations (the US, Japan, Russia, and some European countries) have built up a substantial infrastructure both in orbit and on the Moon. The development of Helium-3 fusion, with Helium-3 mined from the Moon, has replaced the old oil economy and has led to a major financial boom among the treaty countries, allowing them to fully expand into space. Hundreds of thousands of people now live and work off-Earth.

But of course there's a downside; all that activity in space has produced a tremendous amount of debris; i.e., space junk. Today, in real life, orbital junk represents a potential hazard to space missions. Sixty plus years from now, its a primary ongoing danger to all orbital activity. So who gets the thankless job of cleaning it up?

The series focuses on a crew of these space-going garbagemen. Called 'Half Section' because they are constantly under-funded and undermanned, they go out in an outmoded shuttle and haul off rogue satellites, old space station sections, abandoned experiments, and much more for recycling.

The crew includes Hachi, the series' main character, who is a young, cynical Japanese EVA specialist. Tanabe, the female lead, is another young Japanese national and the idealistic rookie on her first day in the first episode. The pilot is American Fee Carmichael, a brash, loud chain smoker. System specialist Yuri Mihairokov rounds out the space crew, a stoic, soft-spoken Russian. There's also a small office staff, and they all get their moments to shine throughout the 26-episode run, but the focus is definitively on the crew of the garbage scow shuttle called Toybox.

Planetes shines above most other on-screen SF, both live-action and anime, Japanese or American, in two areas: depth of character and scientific accuracy. The series' great strength lies within its characters' stories and their interactions. As the series progresses, they come across as real and compelling, with both noble moments as well as petty. In other words, they act very human, and the viewer very easily can get caught up in their daily lives.

The series also gives us the most realistic representation of future space travel I've ever seen, and given all the research I've done on space tech for orbitalvector.com over the last several years, that's saying a lot. There's not a single scientific or technological gaffe that I could spot in the series. It is hard science fiction the way it should be, and reminded me in some ways of Allen Steele's Near Space series of novels, which also contemplated a very similar type of future in space. This technological accuracy greatly adds to the series' verisimilitude.

This isn't to say Planetes is perfect, however. The series' greatest weakness is its female lead, Tanabe, who is annoying in the extreme. This is especially true in the first handful of episodes where, as the rookie, the viewer is introduced to Half Section through her POV. There is nothing wrong with portraying a character as idealistic or foolish or reckless, but she takes all three to such a degree that its hard to believe the other characters would keep her around, especially after she deliberately endangers the crew more than once. In fact, of all the characters, it takes her almost until the series' very end to find any real depth. Fortunately, after the first three episodes or so, the series begins focusing less on her and much more on the its larger cast, and quickly becomes much more watchable. Planetes also relies too much on unlikely coincidences to move its plot along at times.

But if you can get past these gaffes, you're definitely in for a science fiction treat. Episodes 10, 11, ands 12 are the series highlight, in my opinion. Episode 10, focusing on Yuri's past, has an intense emotional gut-punch. Episode 11 features a wannabe space explorer from a third world country's humble program, and though he starts out as a kind of comedic character, one can't help but be moved by his underdog determination by the end. Epsiode 12 focuses on Fee and her bad habit of smoking, but her obsession turns out to be an unlikely salvation for everyone in orbit in the wake of a terrorist attack. The last third of the series focuses on a sprawling eight-episode storyline involving an expedition to Jupiter that Hachi tries to qualify for while also trying to deal with a personal crisis. This is in addition to the mounting terrorist plot to stop it. Planetes also has something very rare among not only anime, but just about all TV series as well--a pitch-perfect ending.

The complete series of Planetes is available on DVD, which you can find HERE and other outlets that sell anime products. Select episodes are also available for viewing online.

Monday, August 10, 2009

Hidden Treasures Of Science Fiction: 80s Microgames!

Ogre. Car Wars. Starfleet Battles. Warp War. Invasion of the Air Eaters.

If you were a strategy gamer in the 80s, you probably have fond memories of these and other microgames (also called pocket games.) They were first introduced in the late 70s, and lingered through the 90s in an ever shrinking niche market, but in the 1980s they hit the peak of their popularity.

At the time, videogames were primarily groups of colorful dots bouncing around on a CRT, and dodging gorilla-thrown barrels was about as complicated as gameplay got. If you wanted something more challenging and complex, you turned to tabletop strategy games like Advanced Squad Leader or Starship Troopers (yes, there was once a board game of it), but those could get pricey. Microgames emerged as an accessible and cheap alternative--often costing just $2 or $3, they could be learned fairly quickly, were fast paced and complex enough to allow a lot of different kinds of gameplay, and were small enough (often coming in a 4 x 7 inch package) to literally be carried around in one's pocket. What more could a scifi nerd want?

The games came with a rules booklet, a fold-out map often with a hex-grid on it to manage movement, and a cardboard sheet precut with unit counters. Dice were usually needed for play, but were only sometimes included, depending on the game. Some came in small boxes, others in clear mylar bags.

In middle school, me and my best friend at the time discovered these just as they were becoming popular, and played them regularly over the next few years. We eventually moved on to other distractions, like role-playing games, cars, and girls, but these games always left me with fond, fun memories.

The first, and arguably the best and most popular, of the microgames was OGRE, the last fully-expanded edition of which came out in 2000 from Steve Jackson Games. Heavily influenced by Keith Laumer's Bolo novels, the game centered around sentient AI super-tanks and the ragtag collection of military units, including hovercraft, missile tanks, and glassy-eyed suicidal infantry, that tried to stop them. Basically land-going battleships on treads, Ogres were the primary weapons in a 21st century dominated by warfare.

CAR WARS was another microgame that eventually went on to greater fame and fortune; the last major edition of the game was printed in 2002, but is still played by dedicated players. With a nod to the Mad Max film series, players take the role of a kitbashed armed vehicles in a post-apocalyptic world where 'autodueling' is society's most popular and dangerous sport. Half the fun of the game is tricking out your imaginary vehicle--which can include any type of car, motorcycle, truck, etc.--with machine guns, grenade launchers, armor, radar, and a huge laundry list of other neat combat options.

Also of significant note is STAR FLEET BATTLES, which simulated starship combat in the Star Trek universe, and which started out as a series of microgames from publisher Task Force Games. The game went through many editions and expansions, reaching its peak of popularity in the late 80s and mid 90s, spawning a few videogames as well.

But not every game had to be a monster success (at least in microgame terms) to be enjoyable. In fact, there were many lesser known titles that could provide hours of fun. I unfortunately did not have the opportunity to try all of them out, but of the ones I played personally, I can recommend:

WARP WAR: Inspired by the science fiction novels The Forever War by Joe Hadleman and The Mote In God's Eye by Niven and Pournelle, this game simulated a war between two interstellar cultures that spans centuries of time. To my knowledge, its was the first SF game of any type to incorporate technology upgrades into its game play, something that became integrated into almost every SF strategy videogame afterward, from Master of Orion to Starcraft to many others.

INVASION OF THE AIR EATERS: Aliens attack Earth, and they're trying to convert our atmosphere into one more suitable for themselves--one that is very poisonous to us poor homo sapiens. This game is fought over a hex-gridded map of Earth, and there's a 'ticking clock' of sorts, with an atmosphere gauge that shows how close to gasping, wheezing armageddon the human race is turn by turn. The Air Eaters start out with a very clear tactical advantage. However, those darned clever humans can learn from the aliens and advance their technology pretty quickly. Yet can they do it fast enough to turn the tide against the invaders?

HOT SPOT: Anyone who as a kid played 'the floor is molten lava!' would get a kick out of this game's premise. An oppressive government is extracting valuable minerals from a planet whose surface is mostly molten. You play rebels who try to seize these valuable mining platforms by moving in your military units on--get this--barely-controlled rafts of naked rock that float on the lava. And you have a ticking clock, as the 'rafts' melt down over time, squeezing your units onto an ever-smaller surface. Very unusual and fun concept.

Finally, don't let the title ATTACK OF THE MUTANTS fool you; its probably the very first Zombie Apocalypse game ever created. After a horrible nuclear attack, everyone in the area not vaporized has been transformed by all the radioactive goodness into green-skinned shambling horrors who hunger for human flesh. However, a trio of humans survive, along with a couple of cobbled together gunbots. Can they make it to safety before they're munched on?

And of course, there were a bunch of others. Many were simply good, and many others I never really got a chance to sample. Unfortunately, getting hold of these games nowadays can be difficult, as many of the original publishers are long since out of business, and those that do survive no longer actively support or print their microgames. Still, if you trawl hobby stores, online auctions sites, game cons, and other such outlets, you're bound to run into them occasionally. If so, snatch them up. They can give you a fun way to scratch your gaming itch for a few hours without having to stare endlessly at a glowing rectangle.

In closing, two sites with much more information on microgames are linked to below:

The Maverick's Classic Microgames Museum

The Microgame HQ

Thursday, July 30, 2009

Moon, Mars, Space Stations, Warp Drives, Whatever...Just Pick One

THIS linked article from ABC News illustrates why our manned space program isn't much farther along than it is.

Every four or eight years, either we elect a new president and/or a new political party takes power, and the space program undergoes yet another overhaul. Programs that have been moving forward for years are often suddenly disrupted, delayed, or canceled altogether. The history of NASA is literally littered with the epitaphs of otherwise promising projects like the SSTO or X-33/Venturestar.

Unfortunately, space has proven too difficult an environment in which to do anything quickly or easily. Apollo with its breakneck pace of historic accomplishments turned out to be the exception, not the rule. We need long term commitment to a single vision of space exploration/exploitation in order to really accomplish any major worthwhile goals.

Though I doubt we'll ever see one any time soon, what we should have is a national referendum on space. The public should weigh in on exactly what we should try to accomplish in space, and whatever administration is in power should follow that as a guideline, instead of just canceling or downgrading projects out of spite against the previous administration, something both political parties have been guilty of for decades now.

But which general plan would the public back? Actually the best way we can decide this is educating people on the general directions the space program could take.

As an example, four feasible general strategies are outlined below. It should be noted that none of these are mutually exclusive; one can eventually lead into one or more of the others very easily.

Return to the Moon: This is the strategy outlined by the Bush administration in 2004, which NASA had been working toward since. I should note that I was not a fan of many of the previous administration's science policies, but I do think its 'refocusing' of the manned space program was spot on, especially since the retirement of the shuttle fleet was inevitable. The Constellation vehicle system under development was specifically geared for this mission.

The purpose of this strategy was not only to send more Apollo-style manned missions to the Moon, but to establish a permanent manned presence there in the form of a moonbase. The advantage of a Moon goal is that it has been underway for half a decade now and is already fairly well developed. As a result it could probably be achieved sooner than the other strategies outlined here. Also, the experience of building and maintaining the ISS would come in very handy in creating a slowly expanding moonbase. For long term benefits, the Moon offers vast resources, particularly the potential fusion fuel helium-3, that could produce a potential windfall for any country that gain a significant lead in developing them.

Mars: The second most talked-about path, many Americans want to forge directly ahead to the Red Planet on one or more grand voyages of human discovery. It is perhaps the most romanticized of the strategies, very appealing to generations of Americans who grew up on the space exploration adventures of various scifi heroes.

The advantage of this plan would be mostly in the technology that would developed in order to make it viable; namely long-term space habitat systems and true interplanetary manned spacecraft. The human exploration of another whole planet would also be very valuable, conducting observations and experiments that current robotic probes aren't easily capable of. But more, a human being stepping onto the surface of another planet would be a monumental historical event that would resonate for generations.

Going to Mars would be the longest-range goal discussed here because of the immense distances and logistics involved, and could actually incorporate a return to the Moon and/or a manned asteroid rendezvous as an intermediate step.

Orbital Infrastructure: Instead of manned exploration, NASA concentrates much more on building up potentially useful and profitable structures in Earth orbit. This is not necessarily a stay-at-home strategy. Post-Apollo, NASA had a 'Grand Architecture' vision for space, focusing on building up a 'step ladder' of stations leading out into the solar system. The shuttle and the ISS as they were originally envisioned were just the first two major projects of this architecture.

In this vision, NASA maintains the ISS as long as possible and follows up with bigger, more advanced stations, as well as other useful orbital structures, such as solar power satellites, orbital hot labs, zero-g factories, or perhaps even a launch tower or space elevator. The idea would be concentrate as much as possible on making space much more of a money making venture than it is now, and use the built-up infrastructure to eventually build the interplanetary craft needed to carry humans further into the solar system.

Asteroids: Somewhat of an underdog compared to the others, its still mentioned occasionally in various sources. Instead of concentrating on 'major' bodies such as the Moon and Mars, emphasis for this strategy is placed on the manned exploration and exploitation of near-Earth asteroids. Technical difficulty would be somewhere between returning to the Moon and sending expeditions to Mars. And with thousands of potential destinations, NASA could be constructively busy for decades.

This strategy has two major potential pluses over the others. First, Asteroids taken in their thousands represent an immense treasure trove of mineral wealth; an estimate of single typical nickel-iron asteroid from a few years ago put the worth of the asteroid's minerals and metals at over $12 trillion.

Second, asteroids can be made mobile using even today's technology. It would be a very slow and gradual process, but valuable asteroids can be 'herded' closer to Earth, inserted either into an L4 or L5 Lagrange point or into Lunar orbit, where they can be much more easily studied and harvested. Hollowed asteroids also offer ready-made armor against radiation and impact hazards in space, and small, properly hollowed and modified asteroids could serve as the chasis fo interplanetary craft.

Which strategy would be best? That would depend on the goals people wanted to accomplish. All have advantages that could benefit not juts the US, but the world beyond as well. However, if we want to see any of these objectives succeed in our lifetimes, we have to pick one and stick with it.

Monday, July 20, 2009

Our Near Space Future

(Image courtesy NASA)

Many people today will be pontificating about the fortieth anniversary of Apollo 11 landing on the Moon, as is only right. But I'd like to take the opportunity not to talk about the last forty years of space travel, but the forty years that's immediately ahead of us.

In my last blog entry, I talked about how people have trouble intuitively grasping just how vast the scale of space is. Which is partly why I think that for the next few generations, despite the current push outward for exploration to the Moon and Mars, I think the aspect of space travel that will have the most impact on normal people will be the opening up and exploitation of so-called 'Near Space.' Near Space extends from the upper reaches of the atmosphere up to about 500 miles altitude, or the inner edge of the Van Allen radiation belts. That's a scale well within most peoples' understanding, and still is on the shore of this exciting new frontier.

We're already seeing a number of exciting developments along these lines recently. The successful SpaceX launch, the construction of the Virgin Galactic "spaceport", the US Military's tentative plan for a near space 'stratostation' that could permanently occupy suborbital space. Combined with the enlarging community of space-capable nations (particularly China) and renewed interest by private companies just chomping at the bit to market space, it seems that we're poised for a renewed flowering of space travel and exploration. But this time, instead of just being limited to two competing nations, it seems the whole of the industrialized world will take part.

After the world more fully recovers from the recent economic chaos--which admittedly might not be for a full decade yet--I think space tourism will begin to fully take off, with Virgin Galactic and its inevitable competitors offering first suborbital flights, then full orbital excursions. Bigelow Aerospace is already hard at work designing and constructing the first 'space hotels', which would be no more than small, modular, inflatable space stations in which tourists and small crews could stay for up to a few days. And in their footsteps will follow other companies eager to cash in.

Even now, many countries see the ability to at least launch their own satellites as a matter of pride, and a number of them are beginning to launch their own space exploration probes as well, as exemplified by the recent lunar probes launched by India and Japan. How long before they begin launching their own manned space craft, and building their own space stations?

So by 2050 or so, I'm hazarding an educated guess about what we'll see: many different nations and probably at least half a dozen private companies involved heavily in human space exploitation. Those that don't already have a manned presence there will be planning on it. There will be at least a dozen space hotels, most small, but perhaps a few as large as the old Mir station. Companies will start ofering point-to-point suborbital flights. Russia, always a major proponent of space stations, may have an ISS-like large station, and will probably have plans for something even larger, like a ring station. China may still be playing-catch up, hoping to industrialize Near Earth Orbit, and close on its heels will be alliances and nations like the ESA, Japan, India, Brazil, and others.

But where will the US space program fit into all of this?

For some reason, the slow but deliberate process of constructing orbital infrastructure does not seem to sit well with the American public. This seems to go beyond just its high price tag and the old manned vs robotic exploration debate. I think it goes back to why the Apollo program is such a jewel in the eye of the American public, and why space efforts since, despite their on-paper practicality, haven't been as popular.

I think there's a very deep need in the American psyche to explore. Most of the population in the US is descended from people who left their homelands and set off toward someplace unknown in the hopes of something better, and I think that tendency is pretty much embedded in our national DNA. We love building things and making money, but even more fundamental than all that is that we, as a people, want to go.

Apollo spoke to that very deeply. Man landing on the Moon was an amazing technical achievement, but I think to many around the world, especially Americans, it felt right. Like it was what we were destined to do all along.

But many at NASA, in that era and since, realized that sending humans beyond the Moon would need an extensive orbital infrastructure to be practical. You need someplace to construct the giant vehicles necessary, you need workhorse vehicles to haul all the material to orbit, as well as a place to test out long-term habitation and industrial techniques. Thus the need for a shuttle and the space station, and the other plans NASA had its old 'grand architecture.' This goes back to what I talked about last time--just how vast the scale of space is. We're microbes trying to cross an ocean on specks of dust. With our current level of technology, there really is no other way to go about sending humans out into the solar system without this infrastructure.

In the coming era, I think space agencies and companies may begin to specialize--instead of being a catch-all for all space efforts the way many agencies have been, they may begin specializing according to what they do best. For example, the private companies will be all about tourism, the fledgling countries will want to compete for launch services, Russia I'm sure would love to be at the forefront of space stations and colonies in orbit, Japan seems determined to create solar power satellites, and so on.

And Americans I think will work very hard, as they have historically, to be humanity's great explorers of space, to always push the envelope of where humanity goes and what we go out in the Great Dark. The next great age of American manned exploration may not start until the other countries catch up and build the infrastructure that the US needs to explore but still seems very reluctant to participate in. I'm sure that there will be American stations and moonbases and what not, but the US will not fully wake from its current ennui about space until we once again can finally start taking great leaps for all mankind.

Tuesday, July 14, 2009

The Public vs the Scale of the Universe

Most people have trouble intuitively grasping the scale of the universe.

Its not that we have problems with the numbers. Most people can bandy the facts and figures around pretty easily. Approximately 238,000 miles to the Moon, 93 million miles to the Sun, 4.3 light years to Proxima Centauri, and so on. Not too much difficulty there.

But visualizing those distances accurately is not instinctive at all. In a way, we're built against that--we have only these analog animal brains of ours, after all. Our minds are hardwired by evolution to deal with things on a human scale, and as a result we tend to mentally shrink everything down to that scale so we can more easily handle it, no matter how inaccurate that view may be.

You can see this popping up a lot in science fiction. The popularity of Space Opera science fiction, for example, can at least partially be credited to how it shrinks travel to other solar systems down to a human scale, with interstellar travel taking days or weeks at the most and entire planets usually represented by over-simplified sets of cities and environments. Space-borne disaster movies such as Armageddon or the more recent Moonfall suffer from this as well, portraying human nuclear weapons as being able to do more than imperceptibly nudge massive celestial objects like the Moon or a moon-sized asteroid. Trying to move the Moon with nuclear weapons would be like trying to propel an aircraft carrier out to sea by hitting it in the stern with a handful of firecrackers.

But I think this lack of understanding scale also colors how the public perceives a lot of scientific endeavors, and usually not for the better. For example, there recently have been a rash of blogs and opinions online complaining about how NASA has waited so long to return to the Moon or to mount an expedition to Mars...almost as if the Moon were right next door and Mars was just a jaunt down the street.

But the failure here is really in understanding just how far away even the Moon is, and how difficult it currently is to send people there. A round trip would cover a distance of roughly 20 times the circumference of Earth. When was the last time any one of us circumnavigated the globe even once? Even with modern commercial jets, how much would 20 such trips cost you in terms of time (both in preparation and in actual flight), resources, and money? And that would just be a taste of the raw distance involved. A trip to the Moon, performed entirely in hard vacuum and microgravity, would be far more difficult and expensive than that.

It was done before during the Apollo program, of course, with great difficulty and risk. But the problem is, we found nothing on the Moon that made it worth the expense for astronauts to return. Its not that the Moon doesn't have valuable resources we can use, its just that with our current level of technology we can't build up the infrastructure there to profitably exploit them. Why? Because the Moon is just too damn far away, and sending things there has proven just too expensive so far as a result.

And Mars is much, much worse. At its closest approach, Mars is about 36 million miles from Earth, or about 1440 times the circumference of Earth. How long and how expensive would 1440 trips around the world on commercial airlines be to you? Now imagine doing it twice, as you'd probably want a return trip back to Earth as well. Now imagine how difficult and expensive a flight that distance through a hostile, deadly void would be in a spacecraft using current technology.

Like the Moon, its not as if Mars isn't ripe with valuable resources and potential scientific discoveries. But we just don't have the technology yet to reach all that distance and set up all the infrastructure that would be needed to make it worth the expense.

In the future, of course I think things will turn around, with the development of faster, better propulsion ssystems and more long-enduring and reliable life support systems. But as much as we may want that to happen in the near future, its much more likely that it will not happen for decades yet.

If people, especially those controlling the purse strings in Congress, understood just how vast the distances were out in space, I think they'd understand the need for more long-term planning and execution in the space program. We have to break out of the short-sighted cycle of trying to restart the space program every 4 or 8 years whenever we have a new president.

And I think the public in general would be more supportive of space efforts, knowing how daunting the task faced by NASA and other space agencies are. I think educating people on the true scale of things should begin in the science classroom, and science writers--and even science fiction creators--should be mindful of trying to convey that when it comes up.

Thursday, February 26, 2009

Coke Bottle Plasma Rocket

Mini Helicon Plasma Thruster

Researchers at MIT have produced an advanced miniature plasma thruster, using the same principles as the VASIMR (Variable Specific Impulse Magnetoplasma Rocket) plasma rocket that NASA has been developing for deep-space applications a number of years now. The mini helicon notably uses nitrogen, instead of hydrogen that VASIMR uses, and the neon and xenon of other ionic thrusters currently in use.

The most interesting part of this research is that students built a thruster out of an old glass coke bottle and an aluminum can, to prove just how simple and hardy the system is. A short video is in the link above, complete with the characteristic sky-blu glow of the nitrogen exhaust.

Tuesday, January 6, 2009

Beanstalk Disaster Animation

Broken Beanstalk Animation

What happens if a Space Elevator snaps?

Though still science fiction, more an more enthusiasts and experts are pushing for serious research into the technology. Reaching right from the surface of Earth to over 22,300 miles into space, a Space Elevator could provide a railroad track right into orbit and beyond for pennies a pound.

But being such a huge structure, the inevitable question pops up of what would happen if something went disastrously wrong and its snapped somewhere along its length. The animation in the link above demonstrates a number of possibilities--the elevator cable snapping at its base, at its orbital counterweight, and several points in between.

There are a couple of surprises, as Blaise Gessend, the creator of the animation points out in the accompanying article, primarily that as the earth-anchored end falls back toward the planet, the free end of the cable experiences such tremendous sheer forces as it whips around the curve of Earth parts of it are likely to tear off and going flying back out into space.

Beanstalks collapsing have been used in science fiction before, particularly in the novel Mercury by Ben Bova, and I have myself contemplated the idea to drive an as yet tenuous story, so this is very interesting indeed to me. It certainly opens one's eyes to the astonishing physics such a megastructure could entail.

Sunday, December 14, 2008

Orbitalvector.com Reaches 10,000 Unique Hits

I know its been ages since I updated this blog, but I created it mere days before a medical problem hit unexpectantly. That's still ongoing, but things have settled out a bit and I cna get back to business.

Anyway, I had created this blog as a supplement to my Orbital Vector site ( www.orbitalvector.com ), which focuses on speculative and science fiction technology. The big news is that it passed the 10,000 hits mark this past week. I do consider this an accomplishment, considering that its a niche website with limited mainstream appeal.

The newest article is on Force Fields, those weird, ubiquitous devices that have almost no connection to real life science. While there are some technologies being researched that are kind of similar (like elecrtomagnetic defense fields and plasma shields) force fields like you see in science fiction are as much fantasy as Harry Potter's wand.

Upcoming is an article on suborbital flight, plus some other fun stuff.