Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Is There a Default Sci-Fi Setting?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8260198" data-attributes="member: 16814"><p>Sigh. We can see the Voyager probe because we know exactly where to look and exactly what to look for. It's not because it's easy (or even very hard) to find, it's because it's impossible to find without the knowledge of precisely where to look.</p><p></p><p></p><p></p><p>However, do not mind me, I'm only an electrical engineer specializing in communication systems.</p><p></p><p>Wait, you claim that a great example of good science in the Expanse (you are correct here) should be discounted because it's just a TV show, and then put out a link to a site which is dedicated to and often cited novels, tv shows, and other fiction works as it's raison d'etre? I mean, really?</p><p></p><p>Now, I happen to like that site, but it does some odd things, namely try to discuss different topics from different points of view or assumption sets without making it clear. For example, it notes that active sensors degrade at 1/r^4, which is the perfect case if I can send my signal out in a single line (no spread) and the target reflects perfectly. I, above, said 1/r^3, and that was for passive detection of a spherically radiating target, and this is because the energy density is being spread into that sphere, and so loses power accordingly. With an active detector, you have more power loss than 1/r^2 in one direction because the signal has a spread. We use the 1/r^2 and 1/r^4 terrestrially because it's a pretty good approximation for the very limited distances here, but, in space, distances are huge and this spreading factor quickly takes on importance. Still, in the beginning of the article, they call this out as important, but then hide the issue in the later section under passive sensors by imagining a sufficiently powerful computer that will crunch the enormous data (we can't even scan much of the sky at once now, like a degree of arc or less at a time, and it takes weeks and we miss lots and lots of stuff!). This pea, hidden under the mattress, is often overlooked -- it's a monumental problem that was swept under the rug in a single sentence!</p><p></p><p>So, then, how do we detect Voyager? Well, we know where to look, and Voyager is sending us a signal, using an antenna capable of a tight beam transmission, precisely aimed, so it's suffering as little spread loss as possible. Even then, that beam is wider than the Earth when it arrives here, much wider. But, it drags that loss down much closer to 1/r^2 rather than 1/r^3, and that makes a huge difference. In other words, we can detect Voyager only because we know where to look, and then we only see it when it's shining it's very bright flashlight at us, the one with all the mirrors that focus all the light in one direction.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8260198, member: 16814"] Sigh. We can see the Voyager probe because we know exactly where to look and exactly what to look for. It's not because it's easy (or even very hard) to find, it's because it's impossible to find without the knowledge of precisely where to look. However, do not mind me, I'm only an electrical engineer specializing in communication systems. Wait, you claim that a great example of good science in the Expanse (you are correct here) should be discounted because it's just a TV show, and then put out a link to a site which is dedicated to and often cited novels, tv shows, and other fiction works as it's raison d'etre? I mean, really? Now, I happen to like that site, but it does some odd things, namely try to discuss different topics from different points of view or assumption sets without making it clear. For example, it notes that active sensors degrade at 1/r^4, which is the perfect case if I can send my signal out in a single line (no spread) and the target reflects perfectly. I, above, said 1/r^3, and that was for passive detection of a spherically radiating target, and this is because the energy density is being spread into that sphere, and so loses power accordingly. With an active detector, you have more power loss than 1/r^2 in one direction because the signal has a spread. We use the 1/r^2 and 1/r^4 terrestrially because it's a pretty good approximation for the very limited distances here, but, in space, distances are huge and this spreading factor quickly takes on importance. Still, in the beginning of the article, they call this out as important, but then hide the issue in the later section under passive sensors by imagining a sufficiently powerful computer that will crunch the enormous data (we can't even scan much of the sky at once now, like a degree of arc or less at a time, and it takes weeks and we miss lots and lots of stuff!). This pea, hidden under the mattress, is often overlooked -- it's a monumental problem that was swept under the rug in a single sentence! So, then, how do we detect Voyager? Well, we know where to look, and Voyager is sending us a signal, using an antenna capable of a tight beam transmission, precisely aimed, so it's suffering as little spread loss as possible. Even then, that beam is wider than the Earth when it arrives here, much wider. But, it drags that loss down much closer to 1/r^2 rather than 1/r^3, and that makes a huge difference. In other words, we can detect Voyager only because we know where to look, and then we only see it when it's shining it's very bright flashlight at us, the one with all the mirrors that focus all the light in one direction. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Is There a Default Sci-Fi Setting?
Top