One of my sci-fi pet peeves? Weapons that fire like a magic spell that either happens or it doesn't; Star Trek's phasers are a frequent offender.
What I mean is the sort where 'oh no, we fired our techtech beam, but they had their techtech shield up, so it did *nothing.*" 1/13
Actual weapons nearly all work by delivering some amount of energy to a target; there are some exceptions (chemical and biological weapons come to mind), but a sword, a javelin, a rifle and a nuclear bomb all work by delivering energy, either as kinetic energy or heat. 2/13
Even if those weapons fail to defeat a target's defensive systems (armor, whatever), they still delivered the energy, which, thermodynamics being what they are, had to go somewhere. It might degrade armor, or knock the target around a bit, or cause collateral damage. 3/13
Mostly when you see something that appears to be totally and completely immune to a given weapon, that has to do with huge differences in energy delivery.
A solid sword strike might deliver something like 120J to a target. A musket might deliver something like 900J. 4/13
A modern infantry rifle is something like twice that, c. 1600J. An M795 artillery shell with a 10.8kg TNT charge delivers some 45,187,200J, if I did my unit conversions right.
So the potential here for variation in scale is pretty huge. 5/13
But a lot of sci-fi weapons do not function this way, they work like spells in Harry Potter: you say the magic words (fire phasers!) and some bright lights happen and the other guy is inflicted with the 'phaser curse' (mostly he gets thrown across the room)... 6/13
...unless he had the magical counterspell against phasers, in which case nothing happens and Worf reports 'No effect, Captain!' and everyone immediately assumes there is no point in, say, trying again or at higher power. 7/13
More frustrating is that later, a minor tweak in the Phaser-Spell may cause it to penetrate their anti-Phaser counter-spell and inflict the phaser curse normally! 8/13
But this is never because they, say, radically increased the impact energy of the phasers (or aimed around armor), its that they made some modest tweak to how they delivered the energy (still a bright colorful beam of light hitting the shields) so that now it works. 9/13
And all of that only really makes sense if the phasers aren't delivering energy at all, but causing a magic effect at the other end of the beam - as I put it, the 'phaser curse' that makes the bridge shake and things on your ship explode (mostly computer consoles?). 10/13
With real weapons there is no mild tweak to, say, a sword that will allow it to defeat a tank from the outside.
But put that 1kg sword in a railgun and launch it at 4km/s and your 8,000,000J impact might seriously bother someone!
Its the energy that matters. 10/13
I think the 'magic phaser' trope goes in the same bucket as rock-paper-scissors tactics (where one unit type perfectly and completely counters another) in that it encourages thinking of these exchanges as neat and binary when they are, in fact, messy and complex. 11/13
Only in video games and Star Trek do you get that kind of 'your phasers don't work on us' battle. In the real world, even in very lopsided fights, the 'winners' take losses, both in people and equipment - the enemy is bound to deliver at least some of their energy too.
end/13
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Today I've learned that if you tweet about Star Trek, one of the genre of replies you get are folks who maybe don't know their Star Trek so well, but are really convinced someone must have made the whole thing internally consistent and scientifically rigorous.
And...I have bad news for those folks: Star Trek can't keep basic, plot-essential things like beaming through shields or how many shuttles Voyager has straight.
The 'kill' setting on phasers was 1/4 and 3 and also 10, because they couldn't keep that straight either.
Consistency was *never* a priority on the classic Star Trek shows.
Also the science was more or less entirely made up. Like, the scarce warp fuel they use is 'Deuterium' - literally just a molecule of two atoms of the most common substance in the universe (it's H2).
I find myself more than a bit frustrated by this phrasing, "sovereign but deferential" and the degree it implicitly accepts the PRC's framing of the point rather than acknowledging that to many countries 'deferential' means 'not sovereign.' 1/6
I'm not saying journalists need to be as skeptical as we'd expect, say, US government officials to be, but China's record in all of this isn't great! The Xinjiang and Tibetan autonomous regions...aren't very autonomous. "One China, two systems" turned out to also be BS. 2/6
China's long list of territorial disputes, with India, Japan, Vietnam, Bhutan, Malaysia, the Philippines, and Brunei all seem to suggest that 'deference' would be understood to include territorial adjustments which wouldn't favor those countries. 3/6
Ah, that most fun of emails, "Dear Museum, could you please supply me with the provenance of <thing> and <other thing>, ideally back to at least 1973?"
Taking all bets* on how hard they ghost me!
*Not actually taking any bets; you bet on things that are UNcertain!
For those unfamiliar with the rules here, a 1970 UNESCO Convention, to which the USA was a party, set 1970 as the grandfathering line for antiquities, after which for possession of cultural heritage objects to be legal, you need to be able to show that it was imported legally...
...with the consent of the country of origin. Generally, a museum ought to have either 1) a chain of possession to a point before 1970(ish) OR 2) a chain of possession that is legal at each step back to the original, post-1970 recovery of the object.
Well, people seemed to like my little Julius Caesar chart, so why not tweet out some of my other lecture aids.
Here is a set of four charts I use to help students visualize ancient social classes, starting with Fifth century BC Athens (bibliographic discussion at the end): 1/23
And then we can compare very early fifth century Sparta: 2/23
And my latest addition to the block-charts, the same method but applied to the Roman Republic in 225 (it's a big chart, you may want to zoom in): 3/23
Just finished playing an odd little computer wargame, "Highfleet" (it's on Steam because of course it is).
Pretty sure I'll end up talking about it on ACOUP because it is different from most commercial wargames in interesting ways.
Mostly, it forces you to play w/ uncertainty.
So the briefest background is that you play as the commander of a retro-futuristic fleet of air-battleships. Your ships can engage with cruise missiles and aircraft outside of visual range or with traditional artillery or short-range missiles in close combat.
Honestly, don't think real hard about the technology here; it isn't supposed to make hard-sci-fi sense.
The thing is, you generally both trying to find and defeat enemy groups but also avoid detection, because the enemy overall is much stronger than you.
This week on the blog @DrMichaelJTayl1 presents a Defense of the Classics, setting out a number of reasons why we need to work to save Classics (the study of the ancient world) as an academic discipline and the clear benefits for doing so.
This is a perspective I'm very eager to present. Classics has been under a lot of pressure for years now, with funding cuts and shrinking or even disbanded departments at major universities.
It is a discipline that needs to grapple with the real danger of fading away.
That pressure has prompted a lot of classicists to think and argue really hard about what Classics needs to be in a modern university. Those discussions are fair and good.
But debates about what Classics should be won't matter if we don't have a field by the time we decide.