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Comment: Re:suckers (Score 1) 129

by sysrammer (#49789175) Attached to: Thanks To the Montreal Protocol, We Avoided Severe Ozone Depletion

So that's what happened to the disappearance albuterol, and the tripling or more of the price of its replacements. From your link I note, "Hendeles noted that CFC inhalers release negligible amounts of the propellant, and do not pose a threat to ozone depletion. However, the United States joined more than 185 other countries in signing the Montreal Protocol, an international treaty requiring complete withdrawal of all CFC products."

Comment: Re:Neglected the Rule of Cool (Score 2) 90

by sysrammer (#49707471) Attached to: On the Taxonomy of Sci-Fi Spaceships

C.J. Cherryh has a universe of space stations and ships. While reading one of them, I enjoyed the realistic depiction of life aboard a corvette. I eventually came to realize that it was a lot like the books I've read about life aboard sailing man-o-wars. Which makes sense, as the parallels are there, and she's just describing how a lot of humans react in the same situations.

Comment: Re:somebody is trying too hard. (Score 2) 90

by sysrammer (#49707351) Attached to: On the Taxonomy of Sci-Fi Spaceships

Sounds good, and that's more or less the way ships are really designed. Instead of a points pool, there's the budget and resources. Whether or not they're called classes, you're going to have a largest and a smallest. Once you have that, you can have something in the middle. With more fine tuning one ends up with a small-medium group, and a medium-large, for certain mission types or budgets. So I think your 5 groupings is spot on.

Regarding designers doing dumb things, history is littered with "classes" of only one or two ships. And, of course, we can't always blame the designers; often they're directed to do things that they do by other people/organizations.

Good luck with your game.

How many NASA managers does it take to screw in a lightbulb? "That's a known problem... don't worry about it."