Chapter 6 of The Power of Myth by Joseph Campbell with Bill Moyers was mostly about the Goddess. Campbell talked about how most religions first worshiped a goddess. From the Goddess came the earth and from the earth came the food the people ate. As the cultures moved from agriculture to hunting and fighting other cultures for territory or animals, women were no longer as important. The women did the "less necessary" tasks of raising the children and tending the plants in small gardens or hunting for plants in the nearby land while the strong men went hunting and gaining more wealth and prestige for the clan or town. In most myths, as agriculture became less important than hunting or wars, a male deity overpowered the Goddess and often the Goddess seems forgotten or at war with the male deity. From what I learned looking at the small Wikipedia article on Gaia, the Greek mother goddess and considered to be Earth itself, she was never conquered. When Cronos killed Uranus, she became less popular, rather like the weak grandmother than an all powerful goddess. It did mention that oaths sworn in the name of Gaia remained the strongest oath a person could take for a long time. However, Campbell seemed to think that Hera was the Goddess, not Gaia, at least in this context. According to Wikipedia, Hera does seem to have been worshiped before Zeus was popular in Greece and beyond. I also recall a number of current fictional items (such as television shows) that are set in that time or speak of that time that refer to Hera and Zeus, or at least their cults, being at war with each other. As in most cultures the Goddess (Hera) and the conquering male deity (Zeus) eventually made peace and were worshiped equally (although the male deity became the "king" and the female merely his queen). In many cultures though, the male deity killed the Goddess and her body became the earth we live on and depend upon. Oddly enough Christianity (including the Muslim and Jewish variations in this context) never had a Goddess figure. As it spread, the faith destroyed all who worshiped the Goddess on the hills and destroyed her temples. Although a short arguemment could be made of the Mother Mary being similar to the Goddess in how she was worshiped, Campbell made a point of saying that the one religion (that split into three and more over time) is the only religion he knows of that has no Goddess figure that created the male deity that would destroy or devalue the Goddess.
Campbell also mentions that most ancient cities had their own deities that protected it. Although the city-states acknowledged and worshiped the other known deities around, it focused it's worship on one, maybe two deities. (The example that comes to mind is Athena and Athens.) He also talks about the older religions that thanked the animals themselves for giving their lives to be dinner and mentions that most religions have some sort of "rebirth". Most religions (Christianity included) strive to be dead to their animal nature or the desires of the flesh in order to be reborn to the desires of the spirit or universe. Commonly referred to as a "rebirth" or "enlightenment" the goal is common in most faiths.
Why do I bring all of these ideas to your attention? You are here to learn to write better stories, create better characters, and take people to other places known only in your mind at the moment. Why do you want to know about ancient myths in order to write science fiction? First of all, your setting may be on an alien planet that still lives in ancient times or your ship may go down on a planet that still believes in ancient gods and goddesses ruling according to their whims. More than likely, you will never write about prehistory times but it is important to remember that the future is built on the past. It is the ancient myths and religions of a culture that create rituals and holidays of the present. Just think about Christmas: the Catholic Church at the time wanted to stop a bloody celebration where people couldn't be punished for anything that happened in that week. Instead they changed the reason for the celebration and over centuries turned the bloody celebration into a warm and fuzzy time for memories while merging other rituals and traditions with the old Roman holiday. (Here is an interesting article I found on origins of Christmas and the accompanying traditions. Caroling anyone?)
Events and rituals of the past or of today create the culture and society of the future and knowing the origins of a few of the customs your characters encounter, being able to tell the story of the history or significance of a cultural event or item can make your culture and story come alive for your readers.
This is a blog for fiction writers by a writer to help others develop their trade or get more ideas.
Showing posts with label species background. Show all posts
Showing posts with label species background. Show all posts
Saturday, September 22, 2012
Friday, July 27, 2012
Power Of Myth-The Evolution Of Myth
My latest reading of The Power Of Myth by Joseph Campbell with Bill Moyers had some fascinating ideas such as that following your bliss shows you that you are exactly where you want to be in live. He went on to say that everyone needs their "bliss station", that place where they are at peace with the universe and nothing can affect them. For me that is often as simple as putting on my headphones or, on really bad days, turning on my favorite television show. It's a place that makes everyone relax and forget about that bully at work or the pressures of too many deadlines or responsibilities. In ancient times, sacred spots were where people were allowed to find their bliss, to get a few minutes or hours away from the demands of this world and worship something they trusted. He goes on to explain that when people settled a new spot, they "sanctified" the spot through rituals such as having their house face depending on their beliefs of the sun or spirits, or having their settlements a specific distance apart.
One of the interesting ideas Campbell and Moyers talk about is that geography helps shape a culture and religion. If you compare the nomadic cultures to the agricultural cultures, you can often see what they mean. They often mentioned that the Goddess religions were often found in agricultural societies, where women domesticated animals and harvested the crops while the men would go on long hunts. The women became very important in those days but the spread of Christianity, with the unusual idea of only one deity, a male, turned women into little more than a possession to power hungry men. They also speak of the idea that most early religions were very familiar with the idea that from death comes life. There was not the finality that death possesses in Christian cultures where death is the end of things on Earth, but an idea that one end really is a beginning for new life of something else. It's an idea that Christians have forgotten. Death is not the absolute end but merely a new beginning to a much longer life in Heaven or Hell.
They continue to talk about how creation myths, such as the Native Americans and the Bible tell very similar stories but don't quite explain how two sons become whole nations when wives are not mentioned as being created.
An interesting side note to think about when creating fictional societies comes from the Mayan version of basketball. I remember learning about the game in grade school so I know it is at least partly common knowledge. The teams would arrive at the huge court and play a hard game to get the balls through the vertical hoops while crowd watched and cheered. Then the victory celebration was that the winners were sacrificed to the gods. Unlike the Hollywood idea that the ancient sacrifices were forced to die or were resigned to their fates, these teams fought hard for the chance to die in honor of their gods. It definitely creates a different possibility for religion. What would a culture be like where the aim of people's lives was to be worthy of kill for their gods' pleasure, that to die of old age or sickness was a shame? It would certainly be different from the modern American idea to accumulate material goods and live as long as possible as comfortable as possible.
It’s interesting thinking about all the parts and pieces that go into the psychology of a budding society, according to historians. Figuring out where your fictional society is in its evolution can do a lot in telling you the mythical history of your people.
One of the interesting ideas Campbell and Moyers talk about is that geography helps shape a culture and religion. If you compare the nomadic cultures to the agricultural cultures, you can often see what they mean. They often mentioned that the Goddess religions were often found in agricultural societies, where women domesticated animals and harvested the crops while the men would go on long hunts. The women became very important in those days but the spread of Christianity, with the unusual idea of only one deity, a male, turned women into little more than a possession to power hungry men. They also speak of the idea that most early religions were very familiar with the idea that from death comes life. There was not the finality that death possesses in Christian cultures where death is the end of things on Earth, but an idea that one end really is a beginning for new life of something else. It's an idea that Christians have forgotten. Death is not the absolute end but merely a new beginning to a much longer life in Heaven or Hell.
They continue to talk about how creation myths, such as the Native Americans and the Bible tell very similar stories but don't quite explain how two sons become whole nations when wives are not mentioned as being created.
An interesting side note to think about when creating fictional societies comes from the Mayan version of basketball. I remember learning about the game in grade school so I know it is at least partly common knowledge. The teams would arrive at the huge court and play a hard game to get the balls through the vertical hoops while crowd watched and cheered. Then the victory celebration was that the winners were sacrificed to the gods. Unlike the Hollywood idea that the ancient sacrifices were forced to die or were resigned to their fates, these teams fought hard for the chance to die in honor of their gods. It definitely creates a different possibility for religion. What would a culture be like where the aim of people's lives was to be worthy of kill for their gods' pleasure, that to die of old age or sickness was a shame? It would certainly be different from the modern American idea to accumulate material goods and live as long as possible as comfortable as possible.
It’s interesting thinking about all the parts and pieces that go into the psychology of a budding society, according to historians. Figuring out where your fictional society is in its evolution can do a lot in telling you the mythical history of your people.
Friday, February 17, 2012
The Power of Myth-Chapter 2
Last post I said that I hadn’t figured out how The Power of Myth by Joseph Campbell With Bill Moyers could be useful to fiction writers. In the second chapter I found at least one explanation as it deals with what a myth is and how it was created and adapted through time. Although I don’t agree with his philosophy that, as I understood it, claims that the universal ruler, if there is one, isn’t as important as the bit of that creator inside each of us that unites us, I do recognize his usefulness in creating mythology for our fictional species.
Mythology is how people explained and related to the world around them before they had the time and technology to explain the world scientifically. Deities and mythical creatures helped the ancient people accept any natural disaster that occurred, entertained nomads then farmers around the nightly fires, and the worship rituals gave the people who had to spend all day everyday doing the same job, such as working the fields or caring for the family, that they may not have liked doing something to look forward to. The belief that the world was ruled and judged by unseen eyes provided order as people feared the wrath of a powerful being more than the punishment of a friend or a town. Ceremonies like asking the blessings of a god on planting or harvesting or a birth allowed people to leave the fields and gather together every few weeks or months and see family members and friends that may have moved away.
Mythology is an important part in the development of a culture and helps form the morals and laws of a culture or species. This book tells of what Campbell believes is a single truth that is retold throughout the world in different variations depending on the culture telling it. He believes the truth for Earth is to live in harmony with everyone and everything but the truth of your planet may be one creature that created the world from loneliness or a need for an army to defeat his enemies. I believe that to create a culture you need to decide what the focus is (is the creature a warrior’s culture like the Klingons, a merchant culture like the Ferengi, a culture aimed at watching other species without interfering, or any other type of culture) and decide how the planet created. Once you know those two things you can decide what myths entertained the early nomads or cave dwellers and how those myths progressed to create the current religion/culture.
Even if you have no intent of knowing the entire mythological evolution of the culture you are creating or that one of your characters comes from, you should still have an idea of what the “religion” or focus of society is whether it’s the reputation of a person or family like with the Klingons or money like the Feregis or understanding and peace like the Minbari spiritual caste or family or success or anything else you want your species to aim for and a few cultural
Mythology is how people explained and related to the world around them before they had the time and technology to explain the world scientifically. Deities and mythical creatures helped the ancient people accept any natural disaster that occurred, entertained nomads then farmers around the nightly fires, and the worship rituals gave the people who had to spend all day everyday doing the same job, such as working the fields or caring for the family, that they may not have liked doing something to look forward to. The belief that the world was ruled and judged by unseen eyes provided order as people feared the wrath of a powerful being more than the punishment of a friend or a town. Ceremonies like asking the blessings of a god on planting or harvesting or a birth allowed people to leave the fields and gather together every few weeks or months and see family members and friends that may have moved away.
Mythology is an important part in the development of a culture and helps form the morals and laws of a culture or species. This book tells of what Campbell believes is a single truth that is retold throughout the world in different variations depending on the culture telling it. He believes the truth for Earth is to live in harmony with everyone and everything but the truth of your planet may be one creature that created the world from loneliness or a need for an army to defeat his enemies. I believe that to create a culture you need to decide what the focus is (is the creature a warrior’s culture like the Klingons, a merchant culture like the Ferengi, a culture aimed at watching other species without interfering, or any other type of culture) and decide how the planet created. Once you know those two things you can decide what myths entertained the early nomads or cave dwellers and how those myths progressed to create the current religion/culture.
Even if you have no intent of knowing the entire mythological evolution of the culture you are creating or that one of your characters comes from, you should still have an idea of what the “religion” or focus of society is whether it’s the reputation of a person or family like with the Klingons or money like the Feregis or understanding and peace like the Minbari spiritual caste or family or success or anything else you want your species to aim for and a few cultural
Sunday, March 27, 2011
Currency in Space
Something I should have spoken about at the beginning of the crew area, especially when I spoke of the ship store and vending machines was what currency your ship has. Most futuristic shows, movies, and books suggest that people will pay by a chip in their hand or a version of the modern credit card that they merely hand to the vendor and the money is automatically taken out of their account. The US Navy uses a similar concept on their ships where cash is rarely used and no longer necessary. Another idea is in the Star Trek series where money seems to have no use inside parts the Federation but they use Lithium as cash outside the Federation. However you decide to handle money on ship you can be sure that it will come up at least once in your story, unless your culture is very non-materialistic or never trades with other cultures.
Tuesday, March 15, 2011
Sports for Children
When children get out of kindergarten they still need to learn coordination but they now get to the age where their hands and feet obey their mind. Now they need to build strength, speed, and do more detailed things to develop better coordination. That is where sports come in. The different sports give children a reason to run, throw things, and kick things without getting in trouble. As they grow up children learn to aim with their feet and hands to earn praise from their parents. As they grow older they learn to be the fastest and most precise in order to be the best and earn praise from everyone as well as have a sense of pride in their actions.
As ship and culture creator, you need to decide what sports your ship and culture emphasis. Here is a list of sports recognized by most people. True, many of these sports can’t be done very easily in the confines of a space ship, unless you count virtual reality rooms, but there are a lot of sports for you to chose from or adjust your own sport from a few already around. After all, kids are always trying new things and trying to be cool by thinking up a new sport. Bear in mind that one court or field can hold a lot of sports. Things like soccer and American football have the same lines on the field and often volleyball and basketball are played on the same court, just at different times. Many sports stadiums are designed to hold a concert one day, a football game the next, and a basketball tournament the next day. You could always have one large room with adjustable stadium seating and storage rooms with different mats. That way you could allow the children on your ship to learn a large number of sports and not get focused on one sport out of boredom.
As ship and culture creator, you need to decide what sports your ship and culture emphasis. Here is a list of sports recognized by most people. True, many of these sports can’t be done very easily in the confines of a space ship, unless you count virtual reality rooms, but there are a lot of sports for you to chose from or adjust your own sport from a few already around. After all, kids are always trying new things and trying to be cool by thinking up a new sport. Bear in mind that one court or field can hold a lot of sports. Things like soccer and American football have the same lines on the field and often volleyball and basketball are played on the same court, just at different times. Many sports stadiums are designed to hold a concert one day, a football game the next, and a basketball tournament the next day. You could always have one large room with adjustable stadium seating and storage rooms with different mats. That way you could allow the children on your ship to learn a large number of sports and not get focused on one sport out of boredom.
Monday, March 7, 2011
Having a Laboratory on Ship
No matter how you decide to do your schooling on ship if there is any version on board you need some sort of laboratory. Schools, especially high schools and colleges, will not accept science credits without a laboratory part of the class. How you do your laboratory on ship is up to you. You could have a room on board that is extra insulated in case of explosions or other mishaps or you could have some sort of virtual reality rooms or goggles that mimic what should happen. There are two things to keep in mind when you think about how to create your laboratory though. The first one is that children rarely listen and they love to play around. Even if you have the room securely insulated, you may still want to position it next to the hull. That way if the room does explode for some reason it can be quickly sealed without causing too much damage to the rest of the ship. The second thing to keep in mind is that not only will the children be using the room for schooling but the doctors and scientists on ship will likely want to do experiments in there as well. You should also figure out how the room will be scheduled. I would recommend that during school hours the room is reserved but other than that there is a first come first served in non-school hours or if there are just a few scientists on board maybe they will be content with a fixed schedule. If they have a fixed schedule than they can always switch hours or loan out their hours if they have more research to do before doing an experiment.
Saturday, March 5, 2011
Independant Study on Ship
The good thing about high school and college students are that they are mare capable of studying on their own. That means there are a lot more options for their schooling than the younger children may have in the future. Ships that stay close to the ruling government or near large civilized areas can have a version of modern online courses where the teacher chats for an hour or two a week with a class of people on any number of ships before assigning the weekly assignment and the students can ask each other questions through email or the forum. There is also the option that the teacher merely sends out the textbook and the students are expected to email their assignments by the due date each week with a forum for questions. Another option is that there are yearly tests with bibliographies sent out to everyone that passes the last test. The students are expected to read the textbooks and keep up on current events at their own pace in order to pass the tests. If the students pass the test they go on to the next grade level test, if not they don’t pass their test and stay in the same grade. That may work best if the ship will be far from regular culture or if the communications are difficult to get working on the ship but it puts a lot of pressure on the parents to be sure their child id actually studying while the parents work instead of playing games all day. You may also choose to just have a teacher for each age group on ship and a regular school day with homework afterwards. You may even decide to send the students old enough to go to high school or college off ship to an actual school house planetside somewhere. The choice is yours as you create your own fictional space ship but remember that even the smallest detail can make the setting believable and how school is done can effect memories your character may have.
Monday, January 10, 2011
Message Systems on Ship
The first thing you need to know when planning out the uses and rooms needed for the Communications Department is how your species relays messages. Modern ships use variations of email for both personal correspondences and official messages. Many science fiction tv shows or movies show audio and video messages sent through space. Often those messages are viewed only in people’s private quarters, according to science fiction shows, but can be routed to any console if it’s an official or live message. In modern times the only way to get a live message on ship is to call someone over the telephone. Otherwise email works and can be accessed at almost any computer consol through individual logins. I say almost any consol because there are two networks onboard. The first system is for anyone to use and is internet as everyone knows it, with access to Google, online banking, Wikipedia, and some email sites. Each ship has different restrictions on sites like Facebook, blogging sites, porn, known bad sites, and chat rooms that it could be hurtful to the ship or illegal to access but each ship has occasional access to this network. The other network is for official military business and basically has its own version of Wikipedia that tells things like ship capabilities and locations of ships as well as official email for things like ship’s orders. It is the job of people in the Comms Department to maintain the network’s connection, restrictions, and people’s profiles so everyone with permission can access the network safely.
Wednesday, November 17, 2010
Departments on a Ship
Each US Navy ship is divided into at least seven departments: Engineering, Operations, Deck, Administration, Medical, Communications, and Supply Departments. Each department has its own chain of command based on rank and specific knowledge. (You go to this person to figure out a problem in one system but another person or division to work on another system.) Each department helps each other and the culture on a ship is often one where the right hand washes the left, so to say. When it comes to covering up problems, not so much but favoritism/friendships and favors are a huge part of ship life as it tends to get things done faster.
Engineering Department is where all the engine and power plant would get maintained on your fictional starship as well as all the piping and fuel needs on ship. On Navy ships they also take care of the balance of a ship underway and are the most highly trained to fix any damage created by hitting something or a battle, or even common wear and tear. It’s called Damage Control and their drills are another major part of ship life.
Operations Department runs the ship. They steer the ship and keep an eye on where everything else nearby (other ships, land, reefs, planes, all that) is so they don’t hit anything. Operations is also the department in control of weapons of attack or defense onboard the ship.
Deck Department is the miscellaneous area of the ship. Their main job seems to be making sure the ship always looks its best and to stand look out for what computers may miss.
Administration is the department in charge or all the paperwork involved in updating records, dealing with schooling or college, and all the paperwork involved in weekly ship and system maintenances. You will need to decide how such paperwork is submitted and recorded for inspections on ship so you may want to keep the question at the back of your brain to think about.
Medical handles everything from simple colds to emergency surgery or stitches as well as the basics of specialized medicine like the typical female issues, references for outside surgery, dental issues and exams, vaccinations, and possibly things like pregnancies or life threatening illnesses, depending on how long you plan to be gone.
Communications mainly handles the traffic between ships of the fleet and the wires on the ship as well as many of the antennas aboard.
The job of the Supply Department is to make sure everyone is fed, has all the supplies they need, and has enough sugar, caffeine, and microwavable dinners to be in a mild mood. They run the vending machines, barbershop, post office, the laundry services for the officers, and are well trained for the security of the ship using handheld weapons.
Engineering Department is where all the engine and power plant would get maintained on your fictional starship as well as all the piping and fuel needs on ship. On Navy ships they also take care of the balance of a ship underway and are the most highly trained to fix any damage created by hitting something or a battle, or even common wear and tear. It’s called Damage Control and their drills are another major part of ship life.
Operations Department runs the ship. They steer the ship and keep an eye on where everything else nearby (other ships, land, reefs, planes, all that) is so they don’t hit anything. Operations is also the department in control of weapons of attack or defense onboard the ship.
Deck Department is the miscellaneous area of the ship. Their main job seems to be making sure the ship always looks its best and to stand look out for what computers may miss.
Administration is the department in charge or all the paperwork involved in updating records, dealing with schooling or college, and all the paperwork involved in weekly ship and system maintenances. You will need to decide how such paperwork is submitted and recorded for inspections on ship so you may want to keep the question at the back of your brain to think about.
Medical handles everything from simple colds to emergency surgery or stitches as well as the basics of specialized medicine like the typical female issues, references for outside surgery, dental issues and exams, vaccinations, and possibly things like pregnancies or life threatening illnesses, depending on how long you plan to be gone.
Communications mainly handles the traffic between ships of the fleet and the wires on the ship as well as many of the antennas aboard.
The job of the Supply Department is to make sure everyone is fed, has all the supplies they need, and has enough sugar, caffeine, and microwavable dinners to be in a mild mood. They run the vending machines, barbershop, post office, the laundry services for the officers, and are well trained for the security of the ship using handheld weapons.
Monday, November 15, 2010
What Is The Focus Of Your Spaceship?
With the basics decided upon, you’re now ready to look at specific rooms. Before you start on the specific layout of your ship, there is one more question to ask yourself: What does your species value most? Do they value strength or kindness, beauty or functionality? You have already decided what type of ship you plan to make, and that plays a roll. A battleship wouldn’t have a lot of passenger space, like a cruise ship or colonization ship likely would. No, a battleship would be full of weapons, possibly more weapons than the engine or power supply could ever use at once while a colonization ship would likely have massive cargo rooms and possibly rooms for farm animals. A cruise ship would likely need less cargo space as they are only out for a few days but they would need many more recreation rooms like sports centers, arcades, and casinos. A flagship may merely be the first of a type of ship built but if you plan to create the ship the admiral of a fleet travels the stars in, be sure there is a lot of people and rooms dedicated to communications between the fleet as well as heavy weaponry in war times and maybe little weaponry in peace times. (Depending on the admiral, the ship could be more of a diplomatic ship meant to be pretty than a ship designed to threaten.) A science ship may have a massive science department, a large medical department, medium to large cargo areas, and little recreation as well as a small security department and skeletal crew to run the actual ship.
That leads me to my next question: Is your culture more interested in functionality or beauty/symbolism? If your ship is designed to be functional then everything has a reason and is as small as possible without destroying morale nor the use of the object. If your culture is religious then they may have everything from the blueprints of the fictional ship to the decorations on the walls or rooms designed specifically for symbolism, which you should understand. If your culture is very artsy then you may have everything with smooth lines, meaningful colors, pictures everywhere, and rooms specified for specific arts, or your culture could be into abstract art and seem chaotic to an outsider.
The choice of what your species chooses to value is up to you but keep it in mind as you decide how many, how big, and what rooms are near each other on your schematics.
That leads me to my next question: Is your culture more interested in functionality or beauty/symbolism? If your ship is designed to be functional then everything has a reason and is as small as possible without destroying morale nor the use of the object. If your culture is religious then they may have everything from the blueprints of the fictional ship to the decorations on the walls or rooms designed specifically for symbolism, which you should understand. If your culture is very artsy then you may have everything with smooth lines, meaningful colors, pictures everywhere, and rooms specified for specific arts, or your culture could be into abstract art and seem chaotic to an outsider.
The choice of what your species chooses to value is up to you but keep it in mind as you decide how many, how big, and what rooms are near each other on your schematics.
Saturday, November 13, 2010
What Runs Your Ship?
Now that you have the propulsion decided on, as well as the electrical power and a backup system decided on, it’s time to look at another power needed: that of g-force or gravity. The Wikipedia site on artificial gravity goes into more detail but there are a number of proposed ways to make artificial gravity on a space ship. There is rotation, (where a part of the ship rotates to create friction strong enough to form gravity from movement) constant acceleration, (where the gravity comes from the object wanting to go one way and the ship’s movement in space pulls it the other way) mass, (where a huge object would pull everything on the ship near it) tidal forces, (where two ships or masses near each other create some pull on each other felt as gravity) magnetism, (which would require a massive magnet to create gravity to a ship) or some sort of technology that we haven’t thought of yet. However, each system has its problems. Using rotation means adding an extra propellant to move the main part of the ship, extra strength is needed in the structure of the ship to keep it from splitting into pieces, some sort of counterweight is needed, and compensation to avoid destruction by friction and opposing actions from the spinning area. Constant acceleration in itself is a problem due to the energy usage of constantly speeding up and eventually the ship will have to slow down and stop. The use of such a huge object (to create enough gravity to be useful) would add enormous stress to the ship lifting off and building around such a massive object would be annoying. Tidal forces would be hard to maintain on a space ship but may work in a space station situated above a planet or moon. Magnetism of the needed amount would likely interfere with any version of radar or deep-space communication the ship would have as well as screwing with the shipboard systems. (Have you ever put a powerful magnet near a computer card? It’s the easiest way to scramble a hard drive.) It’s up to you to decide which system your species uses because living in zero gravity for long periods of time is not healthy. Bone mass deteriorates and movement becomes harder as injury becomes easier to do.
Thursday, November 11, 2010
What Runs Your Fictional Ship?
Now that we know how your fictional ship moves through space it’s time to talk about another form of energy. All ships these days, not counting the pleasure ships run by sails, are run by computers (as are all cars, most businesses, even many houses today). How do computers run? They use electricity. That said it would be a good idea to have an electrical plant on your ship. Electricity is created by coiled wires moving through an electrical current and creating an alternating current. However, energy is needed to create the movement of the coils. Nowadays that energy is created by a number of ways such as fossil fuels, windmills, water turbines, and nuclear energy. Although any of those forms could be adapted to work on your ship, they have their problems. Fossil fuels may be difficult to keep on hand and they create waste as well as generally need human aid to monitor or clean up after. Although windmills could possibly be used to harness the movement of space around the ship or the air moving within the ship for ventilation, it would be difficult to make a possible design for harnessing the space around the ship, and what happens when the ship stops for port calls or exploration, or a strong enough design from ventilation to run all the computers on ship. The same goes for water turbines, although steam power may work if properly designed. The steam could move the turbines and go through a system to be recycled so that same water could be recycled and steamed again. Every so often more water would need to be added as no system is perfect, but that system could work for a while or be the backup energy. Just keep in mind the boiler would take time to heat or be constantly on to a lesser degree if it were a backup. Next come nuclear energy which at this time I don’t believe it would make a good electrical plant. As the propulsion power of the ship it could also be harnessed as an electrical power source but to have the containment needed and care needed to protect a crew from nuclear radiation along with a propulsion source could be too much for a future ship once you take into account the other rooms needed on a ship.
That leaves at least two other viable forms of electricity creation to think about: solar power and geothermal energy. Solar power seems pretty cool for space and may be an effective backup energy but you have to remember these ships go pretty fast and try to stay away from stars as they tend to have possibly inhabited planets around them. The likelihood of solar panels on the hull of a ship being able to sustain enough power to run an entire space ship without major glitches or blackouts seems slim. The power creator I would use is geothermal energy. Instead of taking the heat energy from the layers internal of a planet, use the energy already given off to move the ship and create enough electricity to power a space ship.
Here is a site explaining the energy creators I spoke of and how they are made today. Take your pick as to what energy source you want to use but be sure you have some sort of backup, even if it is just a few hours worth of battery power for major systems. (That may work best for things like maintenance or a secondary back up but may not last long during a space battle.)
That leaves at least two other viable forms of electricity creation to think about: solar power and geothermal energy. Solar power seems pretty cool for space and may be an effective backup energy but you have to remember these ships go pretty fast and try to stay away from stars as they tend to have possibly inhabited planets around them. The likelihood of solar panels on the hull of a ship being able to sustain enough power to run an entire space ship without major glitches or blackouts seems slim. The power creator I would use is geothermal energy. Instead of taking the heat energy from the layers internal of a planet, use the energy already given off to move the ship and create enough electricity to power a space ship.
Here is a site explaining the energy creators I spoke of and how they are made today. Take your pick as to what energy source you want to use but be sure you have some sort of backup, even if it is just a few hours worth of battery power for major systems. (That may work best for things like maintenance or a secondary back up but may not last long during a space battle.)
Tuesday, November 9, 2010
Ship Propulsion Part 2
Warp drive, likely the most famous theory for space travel out there, thanks to the Star Trek phenomenon, is currently impossible as the theory states that a bubble is made in space-time around a ship. The bubble is then moved through space and the ship inside it doesn’t move. Although there are theories as to how such a movement is possible and even thought to have occurred already, the power needed to move a ship is massive and far down the road in scientific discoveries. If you plan to use this source of propulsion, it would be helpful to have another form of propulsion on ship as well. While warp engines are useful for long distances they would be useless for moving a ship into a specific orbit or moving short distances. Also, Star Trek has a number of other technologies you may want to think about adding that keep the ship from crashing into planets and stars while traveling at such high speeds.
Another way to travel through space is wormholes. There was at least one species, in a Voyager episode, that traveled by a matrix of wormholes through space. Hyperspace is a theory of traveling through another dimension with different rules to travel faster than light. In the Andromeda series it was depicted as a series of tunnels in space that a ship popped in and out of by activating a special engine. The same basic principle is used in the series Babylon 5 for distance travel. With the right protection from space for passengers, those theories may be the most feasible for humans.
These are just a few present possibilities for movement through space that I found. Another possibility has to do with tachyons and a theory I don’t have the faintest about has to do with quantum vacuum energy or “zero-point energy” on which I found no simple explanation. Remember that as many ideas as there are, there is no way to know how or even if such travel through space will happen for humans. The best we may ever get is to cryo-sleep for years before actually reaching another planet and exploring or colonizing it. This is your book so decide which theory you like best or make up your own. (We never know what alien technology we may be influenced by or some day use…)
Another way to travel through space is wormholes. There was at least one species, in a Voyager episode, that traveled by a matrix of wormholes through space. Hyperspace is a theory of traveling through another dimension with different rules to travel faster than light. In the Andromeda series it was depicted as a series of tunnels in space that a ship popped in and out of by activating a special engine. The same basic principle is used in the series Babylon 5 for distance travel. With the right protection from space for passengers, those theories may be the most feasible for humans.
These are just a few present possibilities for movement through space that I found. Another possibility has to do with tachyons and a theory I don’t have the faintest about has to do with quantum vacuum energy or “zero-point energy” on which I found no simple explanation. Remember that as many ideas as there are, there is no way to know how or even if such travel through space will happen for humans. The best we may ever get is to cryo-sleep for years before actually reaching another planet and exploring or colonizing it. This is your book so decide which theory you like best or make up your own. (We never know what alien technology we may be influenced by or some day use…)
Sunday, November 7, 2010
Ship Propulsion: Which to Use? Part 1
The next thing to think about, and possibly the most basic thing needed on a space ship is the propellant. Modern marine ships use a fuel to move their mechanical propeller or paddle wheels. Space crafts use a chemical reaction to push against space and send them in the direction they want to go. The current method is a chemical reaction but gravity assist is used while out in space to speed a ship on its way around planets. Nuclear engines were tried on aircraft during the Cold War but were deemed too dangerous for the crew as there was no way to safely have the crew near that much nuclear radiation for any period of time. NASA is currently working on developing a fusion engine. Such an engine would cut space travel in half and since the main fuel would be hydrogen, the ship could refuel merely by dropping into an upper planetary atmosphere somewhere (or sending a small cargo ship into a lower atmosphere if purer hydrogen was needed). However, current theories say it would still take two years to go to Jupiter and back from Earth.
Solar sails are similar to wind sailing. The thin sheets of metal with a lot of surface area aim towards a light source, like a star, and photons and solar winds propel the ship where the sails are aimed. A problem with these are that the sails can be influenced by gravity fields of passing planets so they need to be monitored and probably adjusted whenever a planet. Moon, or another star is nearby. However. That effect can be used to an advantage for slingshot maneuvers, or gravity assist.
Another possibility that is scientifically possible from current science but still years from usable is antimatter. Antimatter is what powered many ships in the Star Trek series but it would be very difficult to create enough antimatter to move a ship by present technologies. However, scientists believe that areas in space may have huge clusters of natural antimatter so you could always have them stopping at times to refuel. Another problem with antimatter may be that it could be similar to oil in that it takes thousands of years to regenerate. Once a supply is gone, it’s gone. However, little is known about natural antimatter at the moment so use it how you want in your stories.
Solar sails are similar to wind sailing. The thin sheets of metal with a lot of surface area aim towards a light source, like a star, and photons and solar winds propel the ship where the sails are aimed. A problem with these are that the sails can be influenced by gravity fields of passing planets so they need to be monitored and probably adjusted whenever a planet. Moon, or another star is nearby. However. That effect can be used to an advantage for slingshot maneuvers, or gravity assist.
Another possibility that is scientifically possible from current science but still years from usable is antimatter. Antimatter is what powered many ships in the Star Trek series but it would be very difficult to create enough antimatter to move a ship by present technologies. However, scientists believe that areas in space may have huge clusters of natural antimatter so you could always have them stopping at times to refuel. Another problem with antimatter may be that it could be similar to oil in that it takes thousands of years to regenerate. Once a supply is gone, it’s gone. However, little is known about natural antimatter at the moment so use it how you want in your stories.
Monday, November 1, 2010
Ship Design
Now that you’ve protected your home world and whatever colonies your species may have you can focus on a space ship. Are you planning to make a single ship or a basic design for a class of ships? If you want to have an intergalactic war, it may be helpful to know the ins and outs of the different classes of ships involved. Now that can be a lot of work so if you don’t want to do that you may merely want to know the key points such as fire power, defenses, speeds, and captains as well as anything else you think may be helpful in your war.
However, if you’re looking to focus on one ship or class, the first thing you may want to decide on is what the ship will look like, at least a basic idea. Is it a single shape or a combination of shapes? Remember as you plan your ship that it needs to be aerodynamic. That means that rounded lines are easier than sharp points that space travel would likely erode down and that long flat surface areas on the front of the ship slows it down. The cube ship the Borg used in Star Trek may come to mind but if you watch the shows or movies you’ll notice that the Borg travel through space with a corner pointed forward, not its flat surface. Once it stops the ship rotates so a flat side is seem on screen but the corner going first shoves the air, or space, it goes through to the side so it can pass. If the flat side were forward, the ship would need much more power to move and never reach very high speeds. You’ll notice the same idea in use today on cars. That sleek design isn’t just for show. Smooth lines attribute to the speed that many long for and make the car more expensive.
For ideas on ship design, click here and go down to the bottom of the page. Click on one of the show names to see the ships featured on that show.
However, if you’re looking to focus on one ship or class, the first thing you may want to decide on is what the ship will look like, at least a basic idea. Is it a single shape or a combination of shapes? Remember as you plan your ship that it needs to be aerodynamic. That means that rounded lines are easier than sharp points that space travel would likely erode down and that long flat surface areas on the front of the ship slows it down. The cube ship the Borg used in Star Trek may come to mind but if you watch the shows or movies you’ll notice that the Borg travel through space with a corner pointed forward, not its flat surface. Once it stops the ship rotates so a flat side is seem on screen but the corner going first shoves the air, or space, it goes through to the side so it can pass. If the flat side were forward, the ship would need much more power to move and never reach very high speeds. You’ll notice the same idea in use today on cars. That sleek design isn’t just for show. Smooth lines attribute to the speed that many long for and make the car more expensive.
For ideas on ship design, click here and go down to the bottom of the page. Click on one of the show names to see the ships featured on that show.
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