Big Head Press Forum

Online Comics => Escape From Terra => Topic started by: Flinn on August 06, 2010, 03:46:36 am

Title: Sound effects in space
Post by: Flinn on August 06, 2010, 03:46:36 am
Please ignore the poll, couldn't for the life of me see an option for a normal thread.

I was wondering about the "Whoom!" sound effects in page 500;
I know you like to have the science/facts right in the comic, and to my understanding there isn't sound in the vacuum of space, so is this a mistake or something to help readers get the feeling that the mass driver is shooting off from the surface?
Title: Re: Sound effects in space
Post by: Archonix on August 06, 2010, 05:26:36 am
We can hear their voices without an apparent radio, so I assume what we're hearing is the vibrations that would come through their suits.
Title: Re: Sound effects in space
Post by: Azure Priest on August 06, 2010, 07:49:26 am
They would feel more than hear the "WHOOM." It is, however, a rather accurate representation of the firing mechanism recoil and the subsequent vibration(s) in the Mass Driver.
Title: Re: Sound effects in space
Post by: SandySandfort on August 06, 2010, 09:11:08 am
Please ignore the poll, couldn't for the life of me see an option for a normal thread.

The attached is my screen. If yours is about the same. you should also have "NEW TOPIC" on the same line as the page number, on the right. Click that for a new thread.

Title: Re: Sound effects in space
Post by: SandySandfort on August 06, 2010, 09:24:39 am
I was wondering about the "Whoom!" sound effects in page 500;
I know you like to have the science/facts right in the comic, and to my understanding there isn't sound in the vacuum of space, so is this a mistake or something to help readers get the feeling that the mass driver is shooting off from the surface?

I could argue that you feel the WHOOM! through your butt, but I basically agree.

EFT Team, let's do something like this in the future:

     (WHOOM!)

I think that should convey the intensity of the event, but the parentheses should imply that no sound can be heard.
Title: Re: Sound effects in space
Post by: wdg3rd on August 06, 2010, 03:05:47 pm
Please ignore the poll, couldn't for the life of me see an option for a normal thread.

The attached is my screen. If yours is about the same. you should also have "NEW TOPIC" on the same line as the page number, on the right. Click that for a new thread.



Been a long time, but as I recall, the ""New Topic" option doesn't appear until you've  posted already in an existing thread.

Title: Re: Sound effects in space
Post by: ZeissIkon on August 06, 2010, 03:17:56 pm
Been a long time, but as I recall, the ""New Topic" option doesn't appear until you've  posted already in an existing thread.

I always have a "new topic" option where Sandy shows it -- that is, only on the topic list page, not within a topic.  I presume this board software is programmed that way to cut down on accidental new topics.
Title: Re: Sound effects in space
Post by: terry_freeman on August 07, 2010, 06:40:50 am
If we accept that sound could carry betwixt spacesuits by touching faceplates, then surely sound would carry from the mass driver to one's butt. It would be perceived as sound; the phenomenon of bone conduction of sound is well known; there is a category of hearing aids which depend on this feature.

Is there any ability to steer as one goes? I can't recall where, but I once read a tale about the Voyager, which asserted that it was pointing the wrong direction (slightly) 90% of the time, but the course was corrected as it went, just as a driver frequently adjusts course to stay on the road.
Title: Re: Sound effects in space
Post by: Apollo-Soyuz on August 07, 2010, 04:01:11 pm
Been a long time, but as I recall, the ""New Topic" option doesn't appear until you've  posted already in an existing thread.

ding..ding..ding!!

I think you're right about that.
Title: Re: Sound effects in space
Post by: Apollo-Soyuz on August 07, 2010, 04:24:20 pm

Quote from: terry_freeman

Is there any ability to steer as one goes?

 I can't recall where, but I once read a tale about the Voyager, which asserted that it was pointing the wrong direction (slightly) 90% of the time, but the course was corrected as it went, just as a driver frequently adjusts course to stay on the road.


I assume they'll have to crawl out on the mass driver and spin it using their jetpacks

Just like skeet shooting, you would "lead" the orbit of Dactyl so you and Dactyl show up at the same time at the end of your trip. I assume that's why they needed the formulas in the space scouts manual.

Voyager 1 coasted most of the way, with course corrections. So while the probe was flying towards say Jupiter's orbit, it would "lead" Jupiter such that when Voyager would reach the orbit, Jupiter would be in the right position for a flyby.

Oh, and the crew on earth that aimed Voyager didn't have to slow the probe down like Bert and Ernie have to do. Voyager just did a flyby, and did another maneuver to "slingshot" itself onward to another planet.

Bert and Ernie have to accelerate toward a spot "ahead" of where Dactyl currently is located, but they're also changing velocity with every rock they chuck in the mass driver. Every time they eject a rock, the total mass of the spacecraft changed. Midpoint, they'll need to rotate the massdriver, and then chuck more rocks into the mass driver to slow down. Fortunately, Dactyl is a fairly large target, but they still need to eject enough mass to slow down enough to land on Dactyl safely. Also, if they miss Dactyl, they proably won't have enough fuel to get anywhere else before their suits run out of power and stop recycling their air.

Title: Re: Sound effects in space
Post by: Bob G on August 08, 2010, 01:15:24 pm
Perhaps the 'whoom' was the impact of the wave of fine particles expelled by the mass driver passing by the observer's position.
Title: Re: Sound effects in space
Post by: dough560 on August 08, 2010, 02:08:04 pm
Guys, It's still a comic.  Remember "Literary License" ?
Title: Re: Sound effects in space
Post by: Plane on August 08, 2010, 09:30:16 pm
Quote
It is never completely silent inside a space suit; you can always hear the gentle hiss of oxygen, the faint whir of fans and motors, the susurration of your own breathing—even, if you listen carefully enough, the rhythmic thump that is the pounding of your heart. These sounds reverberate through the suit, unable to escape into the surrounding void; they are the unnoticed background of life in space, for you are aware of them only when they change.



http://hermiene.net/short-stories/haunted_space_suit.html
Title: Re: Sound effects in space
Post by: terry_freeman on August 08, 2010, 10:09:27 pm
Cats in space? Must be hell on the air filters - and the first time they pee where they're not supposed to, they'd be sent out an airlock, no doubt.
Title: Re: Sound effects in space
Post by: dough560 on August 08, 2010, 10:27:58 pm
Just design and build the system to handle the load.  Cats can also be trained to use a toilet.  How that would be done in zero and micro gravity, I have no idea.
Title: Re: Sound effects in space
Post by: terry_freeman on August 09, 2010, 10:46:44 am
I'm thinking about all the hair which cats shed all over the place, clogging air filters.
Title: Re: Sound effects in space
Post by: Mr Bill on August 10, 2010, 04:09:55 am
Using the mass driver to get rid of inconvenient rocks is bothering me a lot.
Wouldn't a spacegoing society rather frown on littering their freeways with dangerous junk?

And that's just "in general", like when then were digging the hole in the first place.
In the case of the improvised rocket, aren't they going to end up bombarding their target (their ship!) with rocks long before they get there, possibly doing major damage and certainly ruining any element of surprise?  I mean, at least  SOME of those kicks are going to need to be pretty much with the rocks aimed directly where they want to go, even accounting for orbital mechanics...
Title: Re: Sound effects in space
Post by: Archonix on August 10, 2010, 04:36:59 am
No, they're doing (I assume) a hohman transfer, so they'll not be shooting their rocks straight at the little moonlet.

Besides, space is big. This isn't so much like tossing out litter as like the dust kicked up by a car as it travels a road. The chances of a ship accidentally hitting something discarded by a mining device like this are astronomically small.

 and another thing...

Sandy, your screenshot is all well and good but I don't have the post link either. I think it's a permissions issue of some sort. I've run SMF in the past and it's possible to prevent people below a certain threshold of posts from creating topics. If you or whoever runs this forum could check the usergroup permissions for the "newbie" usergroup you might find the problem.

and one final thing...

They aren't strapped in. What happens when they flip this thing over? And how are they going to do it?
Title: Re: Sound effects in space
Post by: J Thomas on August 10, 2010, 06:50:39 am

They aren't strapped in. What happens when they flip this thing over? And how are they going to do it?

They don't have to shoot any rocks while they flip over. It's a change in angular momentum only. And we haven't seen anything to indicate that they have gyros to stabilise that.

So here is a way to rotate a large spaceship that isn't accelerating, when you have nothing better -- attach a rope aft. Go to the fore and kick the ship hard, pushing away from it while holding the rope. Climb down the rope and get back to the ship aft. When you push the front of the ship you start it rotating. When you pull its tail you rotate it some more. Angular momentum is preserved for the whole system, but your own angular momentum and the ship's angular momentum are different.
Title: Re: Sound effects in space
Post by: Azure Priest on August 10, 2010, 07:56:04 am
I actually like the "jetpack" solution that was mentioned. It's considerably easier to control the outcome.
Title: Re: Sound effects in space
Post by: Apollo-Soyuz on August 11, 2010, 11:34:35 am
I actually like the "jetpack" solution that was mentioned. It's considerably easier to control the outcome.

And they used the jet packs, like I thought they would. Slight suspension of disbelief as I would figure they'll need to chase up some rocks that floated out during the flip. I'd have had the mass driver loaded for another shot so I could settle my remaining fuel back into the buckets right away.

I would wonder about the time elapsed. The slower you go, the longer it would take, but the more fuel you would have for maneuvering and course correction.  I believe they have several days of air left before the suits run out of power, but you would like to not arrive on the outside of your spacecraft gasping for air.
Title: Re: Sound effects in space
Post by: wdg3rd on August 12, 2010, 12:15:36 am
I'm thinking about all the hair which cats shed all over the place, clogging air filters.

Terry, we got a couple that don't shed diddly (yeah, and a couple that will clog a dolphin's lungs), you don't want to know about a few long-hairs that old-age took care of (La Esposa and I tend to keep cats alive until they could vote if they had opposable thumbs, old enough to drink if they had wallets).  Filters is the key, and cleaning them every meow and then.  They take care of the rats that will follow us everywhere, even to Tellus Tertius.

My best bud Charlie we had to put down a couple weeks back.  Age 22.  A shit-load of cat-years caught up with him.  He was suffering and it hurt us.  Especially since he was the last of my late father-in-law's cats.  (Joe's other two cats died in their sleep, but Charlie was in pain).  La Esposa is still recovering.  As am I.

Yeah, I'm a cat person, not a dog person.  Dogs are willing slaves, cats are free individuals that occasionally get parasitic and know who to get stuff from.  Like other veterans.
Title: Re: Sound effects in space
Post by: AlpineBob on August 12, 2010, 07:27:30 am
Been a long time, but as I recall, the ""New Topic" option doesn't appear until you've  posted already in an existing thread.

ding..ding..ding!!

I think you're right about that.

That would explain why I have no New Topic option
Title: Re: Sound effects in space
Post by: AlpineBob on August 12, 2010, 07:49:20 am
But now I've posted and still have no New Topic option:(http://index.jpg)
Title: Re: Sound effects in space
Post by: AlpineBob on August 12, 2010, 08:08:57 am
But here is the reason I went to the trouble of registering:

I would figure they'll need to chase up some rocks that floated out during the flip.

That was my thought as well.  Except for the chasing.
Open buckets at the end of a rotating line segment with minimal gravity = rocks gone.
And chasing them is not a good option.  Better to avoid the problem in the first place.
Perhaps the buckets are gimbaled, or they put covers on them?
Title: Re: Sound effects in space
Post by: Brugle on August 12, 2010, 08:30:44 am
Perhaps the buckets are gimbaled, or they put covers on them?
I assumed some sort of cover, perhaps a lightweight mesh.  Does it matter?
Title: Re: Sound effects in space
Post by: Scott on August 12, 2010, 11:20:38 am
Bob,

Our forum is set not to allow "Newbie" class members to create new forum topics. It's a provision to discourage spammers. Once you have posted five times in other topics, you will become a "Junior Member" and will be able to create new topics. Sorry for the inconvenience.
Title: Re: Sound effects in space
Post by: Apollo-Soyuz on August 12, 2010, 11:45:42 am
I assumed some sort of cover, perhaps a lightweight mesh.  Does it matter?

As we go along reading the hard skiffy stuff, there's a constant stream of thought experiments. If not for that, I might as well enjoy a romance novel or Hello Kitty.

We're willing to suspend belief for warp drives or hot green aliens, but it only goes so far.

And learning about those zero-g coffee cups was pretty interesting.
Title: Re: Sound effects in space
Post by: Azure Priest on August 19, 2010, 10:01:39 am
"We're going to MISS Dactyl" is the GOOD news?

Oh dear.  This does not bode well.

For the "bad" news, I'm thinking, "the bad guys saw us coming, and all the ships are gone, so we're back to square one."

Or... "I see them, and they're ready for us."

Or... "We can't jump because we used our jet packs to slow down already."

Or as the Blues Brothers like to say they're "really up shit creek without a paddle."
Title: Re: Sound effects in space
Post by: Gillsing on August 20, 2010, 08:35:30 am
Between reading a page and finishing reading various discussions in the forum, I forgot to mention something that occurred to me when I read page 509: The tail on the three speech bubbles in the third panel seems to point to the wrong guy.
Title: Re: Sound effects in space
Post by: NeitherRuleNorBeRuled on August 20, 2010, 06:52:11 pm
Our forum is set not to allow "Newbie" class members to create new forum topics. It's a provision to discourage spammers. Once you have posted five times in other topics, you will become a "Junior Member" and will be able to create new topics.

How then do you explain the "codeine" spammer?
Title: Re: Sound effects in space
Post by: Scott on August 23, 2010, 01:09:56 am
Oh, that guy. He must have slipped in while I was playing with the permissions on the board. For about 20 minutes newbies were allowed to create new topics. Hopefully that's been fixed.