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Space Mining

April 27th, 2012

I have been pondering this for quite some time, and that is the problem of the deficiency of certain elements, when thinking about mining the moon or asteroids, and most of that was Hydrogen and Nitrogen (others are needed too, like Carbon, Phosphorous, Postassium, etc).

This could be solved by the stripping of comets, containing ammonia ices (NH3). Some of the other bio-materials might be obtained from the carbonaceous chondrites (still have to study exactly what is in those).

With comets, at least a good majority of sorely lacking elements can be obtained, without dragging it out of earths expensive gravity well. We certainly need many more elements than what we see in the lunar crust, and in most of the asteroids (nickel-iron types).

The earth itself is rich with a huge variety of elements, and I wonder why we dont see this in the asteroids and other bodies. Mercury itself might be very rich in metals, but mining them and lifting them from there, might prove difficult.

In order to make new biospheres, we need the chemicals of life, and there are many, most of them in the top end of the periodic table. We certainly have a long ways to go, if we are ever to make new homes off-world!

Posted in Space | Send feedback »

Black Holes cannot have a singularity

March 26th, 2012

I've been thinking about this for close to 10 years, and although it flies in the face of what current scientists say, I say that a black hole is just somewhat smaller in diameter than the event horizon, which is why it cant be seen, just as a neutron star is somewhat larger than the event horizon.

My reasoning for no singularity is based on observational evidence, namely, the accretion disk and the jets at the poles. To have "spin" an object must have dimensions, and a point in space would have none.

I got to thinking about the object spinning at the speed of light (briefly) then realized that it doesn't have to spin that fast, in order for object to orbit near the speed of light.

Even as a neutron star can spin at 30 times a second, and given its size of 12 km diameter, this is a surface rotation speed of a mere 1130.4 meters per second, and while fast, its nowhere close to the orbital speed needed at the 1 meter altitude level of 175,969,202.8 meters per second, which is about 58.5% the speed of light (299,792,458 meters per second)

Something to ponder, to be sure, because none of us really knows what goes on at those extreme physics.

Tags: space

Posted in Space, Science | Send feedback »

Archeology in FluxWorld

January 6th, 2012

This is a totally new concept, and one that can play into many aspects. A new skill, for RPG, and a new thing to do. This new concept can be used in many ways. Some might be collaborative efforts, or used as a stand-alone. Depending on what is un-covered, and how many things, might reveal something of significance.
As a stand alone, dig depth might be reset after a short time, for collaborative, it might NEVER reset.

There will definitely be a lot of thought on this one, as to how to use and implement it.

Some ideas for use: as one digs and finds things, and some of these tie together, a new clue is revealed, either for another dig site, or for some other purpose.

This opens up a whole new way of playing, since it seems so many people like puzzles of various sorts.

Because of the variability, one can partially solve many puzzles at once, but exploring and digging and revealing will add up in various ways.

Perhaps a player can suddenly solve a few different puzzles because of one major “find” that makes many parts of the puzzle fit together.

Again, this one will take some thought and planning.

History
---------------
The cave puzzles have to do with finding specific objects, as keys, to find other rooms. This new concept can be used in far more creative ways.

This is one reason it will require a database for each user, to track various things found, even if they are out of sequence (which was not possible in the key-finding scenario).

Tags: fluxworld

Posted in MUD | Send feedback »

Some FluxWorld Review

December 25th, 2011

Since it has now been a little over 6 years, its about time to review some overviews of things, perhaps to get a sense of scale of it all.

In the 10,000 to 20,000 view, the lands are defined by 2 main mountain ridges, one to the far north, that runs east-west, and that one almost touching another ridge to the far west, that runs nearly north-south.

South and west of these 2 great mountain ridges are the rest of FluxMain proper. All the lakes, rivers, and habitation areas are contained within this area. This includes (so far) ALL of the known points reachable on FluxMain.

The western ridge shows some of the limits, because the main lake that feeds the Hydro power gen is held back there, and cannot be visited yet.

There are many scattered lands that have fingers of developments started, but the most detailed areas are centered around the SpacePort, mostly bounded by the rivers. This truly is 90-95% of the development of FluxWorld. Given that the inhabitants took a very long multi-generational trip to get here, its no surprise that they dont feel a need to venture into space all that much (although a few little jaunts within the area are ok).

The things the new inhabitants found and built on FluxWorld, were sufficient enough for the large majority of them, to be happy on the new planet, with only a few having that dream of living and working in space. Those few also knew of the past, that keeping all your eggs in one basket was not a good idea, as well as the profit obtained from mining the moons and nearby asteroids. So, although there are some things going on in space, the main community is on FluxMain.

In near space, there are satellites, the Drydock, some assorted stations, and farther out, a way to reach the moons, Indari and Menoa, and even farther out, some outposts and even the great L5 farming station.

If one ventures even farther, there are ways to reach a few other planets and moons, and even other solar systems and galaxies are possible, although, this is not the focus of where the majority of building is going on.

The community and lands continue to grow, as the inhabitants spread slowly, and build as they go. You just never know what you'll find, until you get there!

Tags: fluxworld

Posted in Space, MUD | Send feedback »

FluxWorld Recent Changes

December 14th, 2011

The last few weeks have seen much work and changes related to RPG, weapons, cash, stat building, etc. Although I could list it all in detail, I will just say that I fixed some old things that I wasnt aware was a problem, and made some significant enhancements, based on actually playing more in this area.

As a result, the creature kill areas are better, and the proper use of weapons and armor (clothing types) are also more important.

Training of skills in the various classrooms, definitely helps as far as RPG, but it also bleeds over into other things that might seem unrelated. Fixing things, for example, or language skills.

Along with all this, have come some minor fixes to the bank, and more scrutiny of the banking itself, including loans and interest bearing savings accounts.

Area building itself, though coming along, is a bit slower, due to the fleshing out of good descriptions, sounds, details, etc.

As always, I work on things, a section at a time, as I think about those sections. It usually involves the rooms, objects, properties, and function, as I add more completeness to a concept.

Tags: fluxworld

Posted in MUD | Send feedback »

New objects in Fluxworld

November 22nd, 2011

One new idea is mostly an internal toy for me, but could develop into something interesting and useful, i.e. electronic sims. This will be in the style of today’s embedded microprocessors, in which you can write programs for these devices to talk to specific pins on the object, and direct them to be inputs, outputs, or input-output. This can then be used to connect to some other objects that are “wired” to those pins. This can be anything from a simple LED display to visually see the 1s and 0s, to some device which can use a series of these outputs together as addressing.

This will involve a few generic devices, which will be the parents for a whole new class of objects, and hopefully some modules of sorts to do specific things.
Flux already supports many types of advanced communication between objects, which I use pretty extensively, especially in the power generation objects.

Development of such things, as always, is limited only my my time and inclination to work on it ;)

Tags: fluxworld

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Finishing the "Outback"

November 22nd, 2011

I began work out the “outback” over two years ago, behind my main residence, after the initial patio, Japanese Garden, clearing and Helipad. I felt I needed a somewhat bigger outdoor space to play with for the seasonal animated rooms, outdoor rooms in general, and for some completeness to the beaches near the rivers. One such very special place is where the firepit is, on a beach area near the apex of two rivers.

This area covers some 40+ rooms, not including the hilltop (11 rooms).

Although quite an interesting area as it currently stands, it was always planned for the hilltop to be completed at some point.

Now that I am in Phase II, I am working on this special hilltop, which can currently be encircled, but not entered. Since all references to the directions which would lead onto the hilltop only give descriptions of facing a sheer rock face (as designed) I needed an interesting and tricky way into it.

Without spoiling the surprise of how to get to it, lets just say its interesting, and somewhat logical, given the lay of the land.

What will actually be on top, is yet to be determined, and some may never find find it, but I do challenge all to try!

Given the height of the plateau, over the surrounding landscape, the view will be tremendous in all directions.

This little sub-project will take a good amount of time and allow the creative juices to flow once again in FluxWorld.

Tags: fluxworld

Posted in MUD | Send feedback »

FluxWorld After 2 years

August 5th, 2011

Well, once again its time to talk about FluxWorld. Although its been a while, everything that was there before, is still in existence. Its not like it got wiped and we're starting over, its more like we're taking a breath, and pushing for phase II now. This will include things like detailing out areas that were initially created and never finished, fixing objects that needed it (like the follow code, which was a recent fix), and working on areas that were open-ended in 2009. Some of these areas were things like Outpost-1 in space, and some of the areas all over FluxWorld, (River Accessible areas). As always, these various areas are driven by popular demand.

I always had plans for areas south of the main river, including islands that can be reached via the main river, which is surprisingly easy to do in Flux, but not apparent to the players. The hooks to these varied areas were created long ago, but will only now be apparent as they get developed.

I expect that the places to visit might grow by a good 50-100% over the following months, though some of you may still never see it, I am used to that, the exploration of FluxWorld is long and adventurous, as it should be. If there is not a surprise, almost each and every day, one of us is not doing our job!

Most objects here are well developed, and even though some of them could be tweaked further, its the areas themselves, which need to be fleshed out. Those new areas could well lead to new objects, as needed, to support that new land, but its really the lands itself, which need some thought these days.

I hope to entice more of you to have a look around, and see what you can find!

Tags: fluxworld

Posted in General, MUD | Send feedback »

read - do - know

July 26th, 2011

This is for burroughs and others that think I am not a living being ;)

I am, in fact, here, and a real person.

Posted in General | Send feedback »

FluxWorld in August

September 1st, 2009

Flux has been a busy world this past August!

Not only have some of the RPG areas been hooked in, and new weapons made available (Battle Ax), But a lot of little things have been fixed which were not working correctly (Fruit bearing trees and bushes, Hidden rooms 'Wall of Fame').

The Bank has been changed to allow customers to make their own accounts. Suzette the Sexy Barmaid has been added to FluxBarOne.

Flight Operations gained the long awaited Flight Ops and a control tower above it with views in 8 directions.

The entire 'Outback' has been implemented (some 30 rooms).

The Main Beach in the Outback has an interactive FirePit, which you can feed fuel to keep the fire burning.

The Glass Walkway (from Level 3 to Condo Ave) can now view the people in the Main Promenade.

The Chess Set is now more complete.

======================

All in all, a busy month of programming. The experience should be MUCH better than before, and helpful suggestions by a few new(ish) users makes it better.

I have no idea *why* August tends to be the month of all months for FluxWorld Development, but over 4 years, this has been proven to be the case.

Tags: fluxworld

Posted in MUD | Send feedback »

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