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/sci/ - Science & Math

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>> No.11720835 [DELETED]  [View]
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11720835

>>11720816
>we're not SJWs we swear!

>> No.11131666 [View]
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>>11130174
>banana of diminishing returns

fucking ded

>> No.10905313 [View]
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>>10905304
Fallacy of authority. A lot of physicists devote their whole life to trying to explain how it would work but ultimately its just a theory.

Also, all science is just popular science. We literally select and choose which models explain our experience the best and go from there.

>> No.10389974 [View]
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>>10386087
>wagecucking at home alone
>console vidya at home alone
>making comics at home alone to post on reddit later
I wonder what his brain wants

>> No.9999832 [View]
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>>9999711

>> No.9230020 [View]
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So Im working on setting up my solar system generator for the galaxy map that I have. Part of the process involves setting the "range" and "intensity" of a point light depending on the star of a solar system generated by the star generator.

I am using this chart as a reference for the star generator... http://www.enchantedlearning.com/subjects/astronomy/stars/startypes.shtml

What I need is a way to realistically represent the brightness of a star at d (distance) from star. At point light in Unity has 2 key properties. Range, which represents how far the light will travel before it doesnt affect geometry anymore. And Intensity, which represents how bright bright the light at the origin is. I believe the Inverse Square Law is used to calculate how intense the light is at x range from the light.

My current idea in solving this problem involves using the luminosity of the star (value based on chart) and then normalizing and scaling it between 0-8 for the intensity. But the problem comes for setting a realistic range.

What would be some possible ways to establish a good baseline for setting the light range?

>> No.9032086 [View]
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9032086

>>9030060
>China
fake

>> No.9001686 [View]
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>>9001654
An interstellar colony ship is going to be a very large craft, one that would make an aircraft carrier look like a motorboat in comparison
to have a colony, you'd need at the absolute minimum 50000 people to have enough genetic diversity to prevent a bottleneck, in all likelyhood, it'd be around 100k, to ensure you have every type of person you need, since new ships from home will not come for a very, very long time
You then need all the hydroponics to feed the population, all the factories to clothe and supply them, all the entertainment to keep morale up and prevent boredom, all the supplies for educating the children that will no doubt be born, and all that living space to house everyone
in fact, The living space that a colony ship would have for it's colonists, an internal rotating habitat, is quite literally an O'Neil cylinder, just shrunken down for a smaller population, so by building a colony ship, you are building self sustaining habitats that just have thrusters or solar sails on them

To build one of these ships? You are using asteroids and moons for that material, because you'd probably bankrupt the entire god damn world in rocket launch costs, even after taking cost reductions from mass production into account

three very good videos that go in detail for all this are
https://www.youtube.com/watch?v=3y3MmmfZmP8
https://www.youtube.com/watch?v=THqtAQOicQI
https://www.youtube.com/watch?v=s6BQSgidbmc

We ain't got no warp drives, and probably never will, so century long voyages at sublight speeds will be the norm once we finally claw our way into the heavens

>> No.8966380 [View]
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>>8965452
Same reason the collapse of aluminum helped the economy
if shit is cheap, people will find uses for it
Gold is fucking magnificent for electronics, Platinum is great as a catalyst, etc.

>> No.8951138 [View]
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8951138

>>8950354
Unemployed degree holders are at an all time high as well
the amount of people that will actually leave their comfy 6 figure jobs for immaterial ideological reasons do have replacements waiting
if that fails, Europe and Canada have plenty of skilled personnel looking for work too, of all walks of life

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