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There are many things that can make me recommend a paper to people, but "it made me laugh out loud in its first page" usually isn't one of them.https://pubs.acs.org/doi/10.1021/acsnano.9b00184?fbclid=IwAR2uV0JyRwT_HkNzIV0Oxsfif3C0ppvCxFgLD9JHDc5DFnG1fYnjFg3kD-Q …
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In fact, they're pretty terrible. Less is more. I think in many cases poster sessions are a far more effective way to communicate, as they allow people to pick the topics that interest them and take the time they need to understand it, rather than being subjected to it.
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Unpopular opinion: workshops and meetings that only consist of a series of back-to-back presentations with a small allowance for questions and no breathing time to allow people to discuss at length the ideas and assimilate them aren't a good way to disseminate knowledge.
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However both things seem really dependent on the circumstances and hinge on the solutions of complex chaotic systems, so it doesn't seem like an easy question to settle.
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My main argument for "possibly life, but not civilization" is that the position seems ripe for asteroids drawn in by the gravity well to batter the place, or strange many-body tidal effects wreaking havoc with its seas and atmosphere, causing tsunamis and catastrophic winds.
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A strange question arisen from a Reddit thread about the game "Elite: Dangerous" - could intelligent life or a civilization form on a hypothetical moon with Earth-like conditions that however is tidally locked around the gas giant it orbits?
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Muons are elementary particles that only live for approximately ~2 microseconds before decaying. But many of those produced by the Sun still hit the Earth, despite traveling for much longer, because their speed means their life is dilated by relativity from our viewpoint.https://twitter.com/SusannaLHarris/status/1216454386525884422 …
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I'm going to only be able to find them up to a constant term, but that's fine. Just wondering about whether there's a specific name to this sort of problem and/or a clever solution out there already (there probably is).
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Suppose there's a certain set of numbers - x_1, x_2, ..., x_n. You don't know n. Suppose you only know certain linear combinations of them, L_ij = x_i-x_j, but you DON'T know i or j. What's an algorithm to find as many of the xs as possible just from looking at the Ls? Ideas?
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Security system: please select a password containing uppercase and lowercase letters, numbers, special characters, and dwarven runes. Also security system: as a way to change said password if needed, insert your mother's maiden name.
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Simone Sturniolo proslijedio/la je Tweet
Merry Christmas to all celebrating! My book is now 100% online for free. I hope it's useful. Huge thanks to
@sustnabili_thuy for taking this on.
https://peterkalmus.net/books/read-by-chapter-being-the-change/ …Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
(to conclude this thread about orbital mechanics games, honorable mention: Interplanetary, a game where you lob kinetic ordnance from one planet to another. I'm still not sure, however, whether its mechanics are accurate. They seem wonky to me. https://store.steampowered.com/app/278910/Interplanetary/ … )
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I find that KSP or SR2 have me focus mainly on the takeoff and landing stuff, and for the trip I simply pack as much fuel as possible and call it a day. With CoaDE I don't have that luxury. I'm painfully learning just how many burns it takes to find the most efficient route.
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The game is dark, oppressive, and that's what it's trying to be - it's a pretty grim story. You often operate under tight time or Delta V budgets, and the needs of the mission often require pretty extreme maneuvers. In some ways, this game teaches you orbital mechanics best.
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This one takes place entirely in space, so no takeoffs or landings. It does have, however, Lagrange points! In fact it has full many-body mechanics, but that also means sometimes calculating trajectories can get slow.
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Last but not least, Children of a Dead Earth takes things to a grimmer place. Space war. *Realistic* space war, though, in which engagements are quick, deadly, and hard to arrange.pic.twitter.com/cZ3Qrmvdps
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Recently SR2 also added a block programming language to automate your rockets' launches! So that makes it even more fun - for a very nerdy definition of "fun", but that's what we're here for.
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In KSP, you only get to pick between certain default engines, fuel tanks, etc. But in SR2 you can customize them to Venus and back. Resize your tank, tune the nozzle of your thruster, do whatever. And it all runs incredibly smoothly (while KSP is occasionally prone to lag).
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Enter the competition! The first Simple Rockets isn't well remembered, but the second one is a worthy rival of KSP. Not as much character, admittedly, but the performance is far superior, and the editor is much more powerful.pic.twitter.com/9O0XpvdxRQ
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KSP uses a "patched conics" approximation - meaning at any given time, it only solves the orbital equations for two bodies (your ship, and the closest planet). So, no Lagrange points here, sorry. But still, it's absolutely amazing! And a sequel is in the works.
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