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Post by AtomHeartDragon on Aug 5, 2019 9:50:21 GMT
Centrifugal gravity can also be realized by tethering two spacecraft together.
Anyway, whether or not achieving erection would be possible in microgee, I would guess that retaining it might be, so you could still get microgravity bedroom experiments.
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Post by anonymous on Aug 12, 2019 9:41:34 GMT
Sounds like a bad idea to me, depending on the application. Space warships should be ready to accelerate at any time, leaving no chance for de-spinning the craft in emergency maneuvers. There are probably high-tech ways to fix this that I haven't thought of, or maybe it isn't even a problem at all.
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Post by anonymous on Aug 12, 2019 9:46:23 GMT
Nor am I so sold on that getting erections is impossible. It's a blood pump muscle. Since people can move their muscles and biceps in space, the dicks are little problem. Now, would it be extra taxing? Probably. I don't think you understand. The reason that getting erections in space is impossible is because the human body actively pumps blood away from the feet and towards the head to counteract Earth gravity, which would otherwise pull blood towards the feet. In freefall, no such balancing force exists, causing the body to pump blood away from the penis. It's not a matter of strength or endurance, it is physiologically impossible to get enough blood into the penis to get an erection.
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Post by anonymous on Aug 12, 2019 9:52:48 GMT
Anyway, whether or not achieving erection would be possible in microgee, I would guess that retaining it might be, You're right, using a penis pump and then a "cock ring" would likely make it easily possible.
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Post by airc777 on Aug 12, 2019 17:07:26 GMT
Sounds like a bad idea to me, depending on the application. Space warships should be ready to accelerate at any time, leaving no chance for de-spinning the craft in emergency maneuvers. There are probably high-tech ways to fix this that I haven't thought of, or maybe it isn't even a problem at all. Warships need to be able to deploy automated CIWS at a moments notice, a warship does not need to be fully buttoned up and at combat stations at all times. Crews need to do things like shift changes and general maintenance and that takes downtime and during doing so the ship is not at full combat effectiveness. Even in the context of main battle tanks in active combat zones which fight over much shorter engagement ranges then either modern navel vessels or the craft simulated in coade there's a difference between "eyeball defilade" with the commanders hatch opened scanning for targets and "buttoned up" oh-shit-we're-being-shot-at-close-the-door. Also, if you're not trying to plot a coarse to a specific destination you're just trying to move away from a missile you very much can do that while the craft is rotating, if you need to go ahead and fire the main engine if anything the main engine gimbal will immediately give you more control authority over the crafts roll rate. Also, at least in the context of currently flying launch vehicles an already moving craft is more at the ready then one that's not: you can't fire the main engines from stationary with the fuel sloshing around, you need to fire the RCS to start accelerating and get the fuel to settle in the bottom of the tank so the main engine can be properly fed. With the craft rolling the fuel will settle to the outside of the tanks, which is better then it floating uselessly in the middle.
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Post by AtomHeartDragon on Aug 12, 2019 18:34:24 GMT
I'd expect tumbling to be used instead of rolling. Possibly pairs of tethered craft tumbling (especially if CMs are centrally located). Alternatively craft tumbling with inflatable habs tethered to the nose.
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Post by airc777 on Aug 12, 2019 21:03:34 GMT
Assuming crew compartments are split into several sections near forward and rear and assuming the craft did need to in an emergency go to maximum forward thrust then the rear crew will be perfectly fine but the forward crew will have the "gravity" flip 180 degrees instantly, which to me sounds like a head injury hazard. If the craft is rolling instead all crews will experience an instantaneous 90 degree "gravity" shift, which is still a huge ergonomic concern but possibly a less health and safety concern. Fuel settling in both circumstances will be a negligible engineering concern, in tumble the fore most tanks will need both fore and aft fuel collection, in roll all tanks will need both aft and side fuel collection. In roll you'd have to spin the craft a bit faster assuming the craft is longer then it is wide, if it's a Homeworld mothership style craft that's not a concern. In tumble if the "gravity" is optimized for ~1g near fore and aft crew compartments then any centeral crew compartments will not benefit as much from the "gravity", so a roll configured craft might have a greater work area in "gravity" depending on configuration. There's trade offs, if coade modeled the ergonomics of the interiors of the crew areas I'd toy around with both. Actually if coade modeled ergonomics better all of our designs will be slightly bigger in general to accommodate both maintenance access ways as well as access between magazines and launch systems.
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Post by AtomHeartDragon on Aug 13, 2019 5:36:11 GMT
Assuming crew compartments are split into several sections near forward and rear and assuming the craft did need to in an emergency go to maximum forward thrust then the rear crew will be perfectly fine but the forward crew will have the "gravity" flip 180 degrees instantly, which to me sounds like a head injury hazard. If the craft is rolling instead all crews will experience an instantaneous 90 degree "gravity" shift, which is still a huge ergonomic concern but possibly a less health and safety concern. If the craft is rolling and is laid out in a manner than in any way resembles a sensible COADE warship (long and narrow), the crew will be too busy puking their heads off due to Coriolis' force to notice ergonomic concerns.
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Post by cipherpunks on Aug 13, 2019 10:17:18 GMT
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Post by Pttg on Aug 18, 2019 17:22:03 GMT
A lot of zero g sex. No, seriously You bring up an interesting point! Getting erections (or, at least, good ones) in freefall is pretty impossible for humans (Viagra probably won't help). I also think that both participants needing to be strapped down would be quite unsexy (there are some people into one person being restrained but I've yet to see double-bondage), and there would be an issue of tiny droplets of fluids floating around after each, uh, "slap." So everyone but extra dry (or extra careful) lesbians and half of gay men are out of luck, since I don't think most straight men and and the other half of gay men would be that receptive to prostate stimulation (even if there were some kind of electro-implants in the future). What in the frick frack snick snack is going on in this post
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Post by turtlewing on Jan 15, 2020 18:42:43 GMT
Dungeons and Dragons.
1. It's ultimately a pure information game once you commit to using a dice app because of microgravity. 2. It's a social game rather than a solo game, but it also has solo activities crew can do when they get down time that doesn't line up with their usual "table's" time. 3. It's fairly popular. It's also already popular among soldiers IRL. (so simply including the core books in every ships library and letting crews "discover" it would still result in surprising penetration and avoids "mandatory fun" problems) 4. It exercises reasonably complex math, tactical, and logistical skills. 5. It benefits from but does not require communication outside the ship (download new modules/source books at port calls, make your own between) 6. it can serve a wide range of social uses from comedy stress relief, to escapism/wish fulfillment, to giving the obsessive optimizers something to focus on, to bonding over the parody NPC who resembles but is disciplinarily distinct from the XO, etc. 7. it takes little to no computational resources to run, especially compared to VR.
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Post by airc777 on Jan 16, 2020 6:30:30 GMT
Dungeons and Dragons. 1. It's ultimately a pure information game once you commit to using a dice app because of microgravity. 2. It's a social game rather than a solo game, but it also has solo activities crew can do when they get down time that doesn't line up with their usual "table's" time. 3. It's fairly popular. It's also already popular among soldiers IRL. (so simply including the core books in every ships library and letting crews "discover" it would still result in surprising penetration and avoids "mandatory fun" problems) 4. It exercises reasonably complex math, tactical, and logistical skills. 5. It benefits from but does not require communication outside the ship (download new modules/source books at port calls, make your own between) 6. it can serve a wide range of social uses from comedy stress relief, to escapism/wish fulfillment, to giving the obsessive optimizers something to focus on, to bonding over the parody NPC who resembles but is disciplinarily distinct from the XO, etc. 7. it takes little to no computational resources to run, especially compared to VR. It can take computational resources in exchange for mass and volume, and I think you probably would in a spacecraft setting. Physical books and dice and minis would probably happen a lot less often in space if you can run the game with a computer as powerful as a raspberry pi with a micro sd storage. I'm seeing maybe one guy bringing the physical core book(s) an a set of dice while everyone else has pdfs and dice roller apps on whatever the future version of an iPod is.
As far as VR if computer power keeps trending denser I see there being a bigger problem with storage of the input and feedback devices and displays then on the computer power. I mean you can already use a phone as a vr computer, and controllers are bigger then phones.
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Post by turtlewing on Jan 16, 2020 18:58:55 GMT
Dungeons and Dragons. 1. It's ultimately a pure information game once you commit to using a dice app because of microgravity. 2. It's a social game rather than a solo game, but it also has solo activities crew can do when they get down time that doesn't line up with their usual "table's" time. 3. It's fairly popular. It's also already popular among soldiers IRL. (so simply including the core books in every ships library and letting crews "discover" it would still result in surprising penetration and avoids "mandatory fun" problems) 4. It exercises reasonably complex math, tactical, and logistical skills. 5. It benefits from but does not require communication outside the ship (download new modules/source books at port calls, make your own between) 6. it can serve a wide range of social uses from comedy stress relief, to escapism/wish fulfillment, to giving the obsessive optimizers something to focus on, to bonding over the parody NPC who resembles but is disciplinarily distinct from the XO, etc. 7. it takes little to no computational resources to run, especially compared to VR. It can take computational resources in exchange for mass and volume, and I think you probably would in a spacecraft setting. Physical books and dice and minis would probably happen a lot less often in space if you can run the game with a computer as powerful as a raspberry pi with a micro sd storage. I'm seeing maybe one guy bringing the physical core book(s) an a set of dice while everyone else has pdfs and dice roller apps on whatever the future version of an iPod is.
As far as VR if computer power keeps trending denser I see there being a bigger problem with storage of the input and feedback devices and displays then on the computer power. I mean you can already use a phone as a vr computer, and controllers are bigger then phones.
To be clear you would totally use digital books and a dice app, and if you want to use a battle map some manner of drawing app (this was point #1 in it's favor). The thing is those are trivially achieved levels of computing resources for a modern smartphone (so they all probably run on the crews standard issue readers they have for looking up manuals and such). And there is no need for any specialized hardware (unlike VR which needs a headset, and controllers as well as enough space to not accidentally punch a wall or senior officer while trying to interact with the game). So VR is not really a trade so much as just way more expensive compared to a reader app with the rulebooks, a dice/battle mat app even if designed to be needlessly fancy. And even if the computing power is there to not need to ration VR time when the admiral wants to develop a battle plan and that gets priority on the ships computers VR still requires flipping more bits than even a wasteful D&D app would so VR still costs more computing resources than D&D. VR does have some advantages over D&D, but D&D achieves a pretty impressive number of the things you'd want VR for with a lot fewer resources allocated to it.
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