07-22-2009, 01:47 AM | #11 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Again, I'm not so sure about the ease of such complex genetic engineering. Radiation is a constant threat to all of us on earth. I don't think we could do that much more than nature for a very very long time.
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07-22-2009, 01:48 AM | #12 |
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Location: Forest Grove, Beaverton, Oregon
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Or something we are all overlooking because we haven't exactly made any yet. I'm hopeful too though.
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07-22-2009, 01:50 AM | #13 | |
Join Date: May 2005
Location: Oz
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Quote:
By the way, did you see that there are two new drugs for treating radiation sickness just coming out of animal trials? They work on different principles and may offer synergies.
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07-22-2009, 01:52 AM | #14 |
Join Date: May 2005
Location: Oz
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Exactly so.
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07-22-2009, 02:08 AM | #15 | |
Join Date: Aug 2004
Location: Anchorage, Alaska
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Quote:
GURPS Biotech calls Radiation Tolerance 2 a TL 9 species modification, Radiation Tolerance 5 a TL 10 spec mod, Radiation Tolerance 10 a TL 10/11 spec mod, and Radiation Tolerance 20 a TL 11/12 spec mod. [GURPS Biotech p50]. Since the habitats themselves sound like TL9 than if you've got them, then barring a non standard tech development, you should have the genetic engineering too. With Radiation Tolerance 2 you need only half as much shielding for your space colony. Half as thick will be much lighter (your mass savings will depend on the size and shape of your habitat). Regeneration (heals radiation) would also help. |
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07-22-2009, 02:13 AM | #16 | |
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Location: Forest Grove, Beaverton, Oregon
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Quote:
Those creatures more resistant to radiation also have a much shorter lifespan. There's almost certainly a reason why grass can take a lot of radiation, but trees drop dead more easily that humans. |
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07-22-2009, 03:03 AM | #17 | |
Join Date: Jul 2009
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Quote:
Once we start genetically engineering humans, I'd imagine that there'd be research into splicing genes from that particular bacteria into humans. They'd also have a beneficial side effect of improving dessiccation resistance, as well. |
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07-22-2009, 03:18 AM | #18 | |
Join Date: May 2005
Location: Oz
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Re: [Space]: Habitability modifiers for tidelocked and resonant worlds
Quote:
But I have a feeling that this thread is drifting to windward a bit more rapidly than I'd prefer. Could we address the issue of a Habitability rating modifier for tide-locked and resonant worlds, in quantitative detail, before we wander too much further off topic?
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habitability, planets, space, spin:orbit resonant, the final frontier, tide-locked, world generation |
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