U is for Universal Translator

In science fiction, whenever two characters from different planets or different alien races have to interact with each other, they almost always speak the same language or have some sort of universal translator that magically makes them able to communicate with minimal misunderstandings.  This is especially common in Star Trek, though it happens in just about every franchise involving a far-future space opera setting of some kind.

I’ve got to be honest, I think this is a cheap plot device that almost always weakens the story.  As a writer, it’s tempting to have something like this so you don’t have to deal with any pesky language barriers, but when you do this, you remove a major potential source of conflict, thus violating the rule of drama.  Also, you make your fictional universe feel a little less grand, your aliens a little less alien.  After all, if everyone can perfectly understand each other, then there must not be a huge difference between Earth and the far side of the galaxy.

There are some times when having a universal translator allows you to broaden the story and focus on other conflicts.  For example, if some sort of interstellar legislation is under review in the grand galactic council, you can’t spend all your time focusing on basic communication difficulties.

However, if this is the case, then you can usually overcome the language barrier through other means–a galactic lingua franca, for example, or translation tools that may or may not misfire on occasion (much like Google Translate).  Of course, if you’re writing a comedy like Galaxy Quest (or parts of Star Control II), then falling back on a universal translator is forgivable.  But if you’re going for believability and a sense of wonder, this trope isn’t going to do you any favors.

While linguists and technologists have been working on translation programs for some time (and admittedly making some significant breakthroughs), I’m extremely skeptical that we will ever develop a perfect universal translator in real life.  If we do, I expect we will have to develop a sentient AI as a prerequisite, since the nuances of language are so inseparable from the things that make us human.

Here’s how translation services like Google Translate work:

  1. They amass an enormous database of language material by scanning websites, newspapers, and other documents.
  2. They analyze this database to look at word combinations and frequencies, observing the likelihood that any one word will appear in combination with any others.
  3. They compare these combinations and frequencies with those in other language databases to match words and phrases.

This data crunch method of translation works fairly well for simple words and phrases, but it falls apart in the more complex grammatical structures.  I see this any time I try to use Google Translate with an Arabic source.  Arabic is an extremely eloquent language, with all sorts of structures that simply don’t work in English.  One mistranslated word can completely change the meaning of the entire text, and even when it works, the technically correct English translation sounds as if it’s full of errors.

The methodology also falls apart for languages that are too small to have much of an electronic database.  The Georgian language is a good example of this.  It’s spoken by only about 4.5 million people worldwide, most of them in the country of Georgia, which is predominantly rural.  Internet access for most of the population is very limited, and most Georgians who do communicate online tend to use the Roman or Cyrillic alphabets more often than their own.  As a result, Google Translate for Georgian is utterly useless–seriously, you’re better off just sounding out the letters and guessing at the meaning.  There are some other sites like translate.ge that try to fill the gap, but they seem to rely on actual lexicons, not databases and algorithms.

All of this is between entirely human languages that developed in parallel on the same planet–indeed, languages between human cultures that have traded and shared linguistic influences for thousands of years.  What happens when we encounter an alien race whose biology makes it impossible for them to make human-sounding noises?  Or an alien race that communicates through smell or electromagnetic impulses instead of sound?  What happens when humanity is spread out across hundreds of star systems, each of which periodically becomes isolated from the others for hundreds or even thousands of years?  When our definition of human is stretched so thin that we would not even recognize our far-future descendents as anything but alien?

There is so much wasted potential whenever a science fiction story falls back on a universal translator.  Case in point, compare Halo I, II, and III with Halo: Reach.  In the first three games, the Master Chief’s universal translator enables him to hear exactly what the enemy Covenant troops are saying.  This is great fun when you’re chasing down panicked grunts, but it tends to get old after a while.  In Halo: Reach, however, the human forces haven’t yet developed a universal translator, so everything the Covenant say is in their original language.  All of a sudden, the game went from a hilarious joyride to a serious war against aliens that felt truly alien.  That one little change did wonders to the tone and feel of the entire game.

Needless to say, you won’t find a universal translator in any of my books.  In Star Wanderers, the language barrier is the heart and soul of the story–it’s a science fiction romance between two characters from radically different worlds who don’t speak the same language, and yet overcome that to develop a strong and healthy relationship.  In Sholpan and Bringing Stella Home, Stella knows a language that is fairly similar to the one spoken by the Hameji, but there are still words and phrases that elude her.  This detail is critical because it impedes her ability to understand and adapt to the Hameji culture, leading to some major conflicts later in the book.

As someone who’s lived for significant periods of time in Europe and Asia and learned languages very different from English, I can say that the language barrier is not something that we as writers should avoid, but something that we should embrace.  There are so many interesting stories that can be told when two characters don’t speak the same language.  Please, don’t be lazy and write that out of the story through a cheap plot device!  Let your aliens be truly alien, and your worlds and cultures so fantastic that we can’t help but feel hopelessly lost in them.

I have a confession…

…I’ve started writing a Sword & Planet story.

In case you’re wondering what the heck is Sword & Planet, think Conan the Barbarian in space.  With giant lizards and man-eating plants.  And half-naked princesses getting kidnapped by evil technomancers with giant four-armed bodyguards that wield laser-bladed swords.  Basically, science fiction in the style of the classic 20s pulp adventure novels.

In other words, this:

I’ve read a lot more Heroic Fantasy and Sword & Sorcery than straight Sword & Planet, but I figure there’s a good deal of overlap.  I read A Princess of Mars way back in college and really enjoyed it, and of course I’m a huge fan of Star Wars and other series that were heavily influenced by the genre.  Basically, I want to try my hand at a classic science fiction adventure style, without the scientific rigor of Hard SF or the sprawling world building of Space Opera.  It’s all about the adventure, with liberal helpings of awesome sprinkled with omigoshomigoshomigosh.

The tentative title for this book is The Last Warrior Princess, though it’s about a twenty-something college grad working a wilderness job in southern Utah who accidentally finds a portal to another world while wandering around Arches National Monument.  The princess comes later, though not too much later.  I don’t know much about her yet.

In fact, I don’t know much about the story at all.  I’m discovery writing everything, and I do mean everything.  This is a fly-by-your-pants ready-set-go kind of book, with no restrictions and no limits–just me and the muse, not caring what anyone else thinks.  My internal editor is bound and gagged in the cellar with the spiders, and if he breaks out somehow I’ll hamstring him and toss him back down.  This project might never get another mention beyond this post, but I’m okay with that because it’s going to be a whole lot of fun.

For those of you waiting for the next Star Wanderers story, don’t worry, I’m still writing those too.  This is more of a side project at this point, so I won’t put up a progress bar for it until I get fairly close to the end and know it’s something I want to keep.  Which might never happen.

So basically, it’s just a personal pet project for now.  It’s interesting, though, because when you’ve got nothing to fall back on but your own creative impulses, the words start to flow in remarkable ways.  Take this passage, for example:

I drove up just as the sun was setting. The crescent moon hung like a razor in the yellow-orange sky, with Venus a twinkling point on its edge. Blood-red Mars was not far off, while Jupiter loomed ascendant.

I have no idea where that came from, but in the white-hot creative heat of the moment, it just spewed out onto the page that way.  The only word that I changed was “loomed,” which I had originally written as “hung” (maybe I should change it back? Nah, who cares).  In a little over an hour, I committed about 1,500 words, all just like this.

So yeah, if nothing else, this project will help to shake up my creative process and get the juices flowing for other projects.  I could really use that right now, what with a couple of recent life roles (my grandmother passed away last week, which wasn’t unexpected but it did throw a kink in my already rocky routine).  And who knows?  If it turns out well, you might see me put it out as a novel in a few months.  Or maybe the first part of a new series … nah, better not get carried away.  Better just write it first.

Besides the A to Z challenge (which I may also turn into a book at some point) and Star Wanderers: Reproach, that’s what I’ve been up to recently.  I’ve got a Star Wanderers omnibus in the publishing queue, but there’s nothing firm I can say about that yet, other than it will probably be for Parts I-IV and feature a professional cover (though I plan to keep the space images for the individual installments).  I could say more, but I want to go for a walk.  Later.

S is for Space Station

downbelow_stationPlanets are not the only setting for science fiction stories–space stations are common as well.  From the Death Star (“that’s no moon…”) to Downbelow Station, the Venus Equilateral to ISPV 7 to the Battle School in Ender’s Game, space stations are a major staple of any space-centered science fiction.

The reasons for this should be fairly obvious.  Before we can go to the planets and the stars, we need to have a permanent presence outside of this massive gravity well we call Earth.  The easiest and most logical place to expand first is to orbit, where supplies can be ferried up without too much difficulty and astronauts can escape in case of an emergency.  Indeed, with the International Space Station, that’s exactly what we’re doing right now.

In science fiction, of course, space stations go much further than they do in real life.  They’re often giant orbital cities, with thousands of people living and working there permanently.  Often, they feature some sort of rotating toroidal structure in order to simulate gravity.  If there are settlements on the planet below, the station often serves as a major hub for commerce, serving as a waypoint for interstellar merchants and wholesalers who ferry their wares up to orbit.  And if the planet is still being colonized, then the space station often serves as an important umbilical to the outside universe.

They can also have strategic value in the event of a war.  Battleships need to be serviced too, after all, and a station’s position in orbit can provide an excellent platform from which to bombard or lay siege to the planet.  Alternately, outposts at more distant locations like the Lagrange points can serve as a staging ground for future attacks–a sort of astronomical “high ground,” if you will.  If nothing else, abandoned stations may contain supply caches that can aid a fleeing starship, or provide shelter behind enemy lines, as was the case with the first Halo game.

Stations can come in all sorts of different flavors, from the puny to the magnificent.  The most eye-popping station of all is probably the Ringworld from Larry Niven’s series of the same name.  As the name would imply, the station is a giant ring–so huge, its circumference is the orbit of a habitable planet, with the sun at its center!  Gravity is provided by rotation, and night and day by giant orbiting panels that block out the sun at regular intervals.

My favorite stations, though, are the more realistic ones–the ones that I can imagine myself living on someday.  That was one of the things I enjoyed about Downbelow Station by C.J. Cherryh–her depiction of human expansion into space is eminently believable, and her stations are a natural extension of that.  I also really enjoyed her focus on the social dynamics of living on a giant station, and what it would be like to live in such a society.

The Battle School from Ender’s Game is another huge favorite of mine.  One of the advantages of building a structure in space is that gravity becomes malleable, so that some parts of the structure can simulate Earth-surface gravity while others leave people completely weightless.  The Battle School uses that to its advantage, with the main training room a zero-g laser tag battle arena, where the students have to learn how to stop thinking in terms of the planar dimensions, where “up” and “down” have any meaning.  It’s really quite fascinating.

It should come as no surprise that space stations pepper my own works.  They’re especially common in the Star Wanderers series, where few worlds have been terraformed and orbital platforms make up the majority of human living space (at least in the Outworlds).  In Sholpan and Bringing Stella Home, James, Ben, and Stella are all from a space station–a distinction that is especially useful for Stella, since her Hameji captors despise the “planetborn.” Genesis Earth takes that a step further, as spaceborn Michael and Terra have never been to the surface of a planet before until midway through the novel.  Just as going into space is paradigm shifting for us, the experience of walking on a planet proves just as transformative for them.

R is for Rebel

rebel_allianceJust as sprawling interstellar empires are a staple of space opera, so are the plucky rebels that fight against them.  From Star Wars to Battlestar Galactica, Firefly to FTL, there’s no shortage of characters in science fiction trying to stick it to the man.

I’m not sure how it is in other cultures, but in America, it seems like science fiction upholds a host of values closely related to rebel tropes, such as self-reliance, individualism, freedom and independence, frontier justice, enterprising self-made men, etc.  A lot of this probably grew out of the genre’s early ties with pulp-era adventure fiction, which often featured former Confederate soldiers leaving the civilized world for the realms of adventure following the US Civil War.  That’s certainly the case with John Carter in A Princess of Mars, and echoed to some extent with the Browncoats from Firefly.

It may go even further, though, to the revolutionary origins of the United States itself.  The frontier has always loomed large in our culture, shaping our values in the early days of settlement and, now that the age of the frontier is largely over, standing for an idealized nostalgic past.  Americans have always favored the self-made individual who stands up to injustice and corruption in high places, and we’ve always had an aversion to the centralization of power and authority.

Back in the days of the Cold War space race, when writers like Heinlein and shows like Star Trek really started to popularize the genre, there seems to have been a real push to promote American identity and values.  The science fiction of that day certainly got caught up in all that, which is weird because as pro-Americanism became the establishment, a genuinely rebellious counterculture began to push back.  To its credit, though, there was plenty of science fiction that embraced the counterculture, especially in the New Wave movement that followed the Golden Age.

So why are we so enamored with rebels?  Probably for the same reason that we all love a good rogue.  Since space is the final frontier, it’s naturally the kind of place that would attract a more rugged, individualistic type.  At the same time, rogues and rebels are much more likely to have exciting adventures than the more mild-mannered folk who are apt to stay at home and conform.  Let’s not forget that most people who read science fiction are adolescent boys (of all ages), hungry for adventure and often a little rebellious themselves.

Though the rebels are often the good guys, that’s not always the case.  It all depends on who they’re fighting against, and how black and white the story is trying to be.  If they’re fighting against the Empire, then they’re almost always courageous freedom fighters standing up for truth and justice and all that, but if they’re fighting against the Federation, things can be a lot more gray.  In FTL, for example, the rebels are the outright antagonists, and you have to save the galaxy by defeating them.

The rebels don’t always win, either.  In stories like Star Wars that skew towards idealism, then in the end they usually do, but in darker, grittier tales (such as most cyberpunk), they may or may not.  And even in some happy-go-lucky adventure stories, the rebels are apt to be martyrs for a lost cause–again, think of the Browncoats from Firefly.

The wide variety in the role of rebels in science fiction is a good indication of a healthy, vibrant back-and-forth in the genre that’s been going on for some time.  It also means that there’s plenty of room for a new writer to take these old, worn tropes and shake them up in a new and exciting way.  As much as we love Luke Skywalker, we love Han Solo just as much, and if you combine him with John Carter to get Mal, then you’ve got a rebellious character that a whole new generation can come to know and love.

I love playing around with these tropes, and do so quite often in my own fiction.  In Bringing Stella Home, James McCoy is very much a rebel, though it’s not the Hameji that he’s fighting against so much as everything standing between him and his brother and sister.  In that sense, he’s kind of a martyr without a cause, a determinator who shakes his fist at the universe even when the more sensible thing is to learn how to cope.  Similarly, Danica and her band of Tajji mercenaries all fought in a failed revolution and have been wandering the stars ever since.  Their backstory features much more prominently in Stars of Blood and Glory, in which things come around full circle.  And then, of course, there’s Terra from Genesis Earth, who isn’t about standing up to the man so much as giving him the finger and running off somewhere where none of that even matters–the frontier ethic taken to its furthest extreme.

So yeah, I’m a fan of this trope, and have been ever since I saw Star Wars and fell in love with the genre.  You can definitely expect to find lots of rebellious characters throughout my books in the future.

P is for Planets


Gliese 581 by ~arisechicken117 on deviantART

One of the best things about a good science fiction story is that it can take you to another world–literally!  Well, not in the sense of actually physically taking you there, but if you want to experience the thrills of an alien world from the safety of your favorite chair, the best way to do it is to immerse yourself in a good space adventure story.

Planets are to science fiction what islands and continents are to fantasy.  It’s possible to tell a story where no one ever sets foot on one, but then you’ve basically got a sea story (since space is an ocean, at least in most space opera).  Even then, your characters are probably going to put into port from time to time, if for nothing else than a change of scenery to make things interesting.  And if there’s anything science fiction interesting, it’s the wide variety of possible planet types.

For example, what would a planet be like if it were covered completely by water?  If the world-ocean was so deep that there was no visible land?  Assuming that the planet orbits within its sun’s habitable zone, where the temperature ranges allow water to exist as a liquid, then you would have a pretty interesting place.  What would the hurricanes be like?  A lot more intense than the ones here on Earth, that’s for sure.

Then again, suppose that the planet was a bit closer to its sun, and most of that water existed in the atmosphere as a gas.  You’d have some pretty intense atmospheric pressures on the surface, but the density of the atmosphere would make it much easier to keep airships and flying castles aloft.  In fact, that might be the most practical way to settle that kind of a world.

In our own solar system, there is an incredible amount of variety.  On Mars, for example, glaciers of dry ice cover the southern pole, while the sun sets blue in a normally dirty brown sky.  The tallest mountain actually summits above the atmosphere, and every few years, dust storms cover the whole world.  And believe it or not, Mars is a lot more similar to Earth than anything else in our solar system.

On Titan, rivers of liquid methane flow down mountains of water ice, while black carbon dunes drift across a desert shrouded in orange haze.  While the sun rises and sets with predictable regularity, the planet Saturn is suspended at the same point on the horizon and dominates a large portion of the sky.  Don’t expect to see any rings, though–Titan orbits along Saturn’s ring plane, so the rings are mostly invisible.

Europa, one of the four Galilean moons of Jupiter, is also dominated by its host planet.  Water ice covers the surface, but deep, deep below, there’s a massive liquid ocean that has never seen the light of the sun.  What sort of monsters lurk in those depths–an ocean buried beneath a world?

Jupiter itself is pretty intense.  A gas giant world with swirling bands of planet-sized clouds, it hosts a monstrous hurricane large enough to swallow at least two Earths.  This vortex has been churning across the planet for over 150 years, and possibly as much as 350.  I still remember the chills I got when I read 2001: A Space Odyssey, and the scientists’ probe dropped through the haze to a cloud deck as massive as one of our continents here on Earth.

Gas giant planets can be really interesting.  They aren’t human habitable, since the gravity and pressure are so intense that anything man-made would be crushed before it could hit the surface, but those same forces can lead to some other interesting things.  For example, at the lower levels, you may find storms that rain diamonds.  Go further still, and you find an intense magnetic core that’s just on the verge of being able to sustain nuclear fusion.  Detonate enough nuclear material down there, like they did in a short story from the Halo universe, and you can turn the planet into a star.

And that’s just our solar system.  What about the hundreds of exoplanets that astronomers are now discovering?  The first one to be confirmed, believe it or not, was orbiting of all things a pulsar!  Imagine that–instead of the life-giving rays of a sun, the planet is bathed in highly lethal X-rays and gamma rays.

Of course, there are plenty of planets orbiting stars like our sun, but most of the ones discovered so far are hot Jupiters–gas giant worlds that orbit so close to their sun that the years are measured in hours.  Some of these planets are so close that the sun is actually blasting the atmosphere away.  We haven’t discovered the rocky core of a gas giant world that’s been destroyed in this manner, but theoretically it could exist.

Or what about the planets with highly elliptical orbits that traverse the habitable zone of their stars?  Imagine: a world where the winters are so cold that the oceans freeze solid.  After several of our Earth years, the spring brings a massive thaw.  For a few short months the weather is actually quite balmy.  Then, as spring turns to summer, the heat grows more and more intense, until the oceans begin to boil!  When the summer reaches its zenith, the planet is nothing but a scorched desert wasteland.  Soon, though, the autumn cool brings back the rains, with storms so intense that they refill the oceans in just a matter of months!  Then, the deep freeze of winter begins, and the world returns to its long icy tomb.

One of my favorites, though, is the ribbon world that Asimov predicted in some of his stories.  Worlds like this occur most commonly at class M red dwarf stars, which are so cool compared to our sun that planets within the habitable zone are tidally locked.  This means that the sun neither rises nor sets, but remains stationary in the sky.  The day side is burning hot, with either a barren desert wasteland or a giant hurricane large enough to cover most of the hemisphere.  The night side, on the other hand, is so cold that all the water is completely frozen.  The only habitable parts of the planet exist in a ribbon-like swath where the sun is just on the other side of the horizon, casting the land in perpetual twilight.

Believe it or not, we’ve actually discovered a planet like this in the Gliese system.  Gliese 581g, or “Zarmina’s World” as the lead astronomer dubbed it, was discovered back in 2010.  I was so excited by the discovery that I dedicated a blog post to it.  Since then, the findings have not yet been confirmed, so it isn’t safe to call it a planet for sure, but if/when it ever is confirmed, it may be one of the first truly Earth-like planets to be discovered (at least, as Earth-like as a ribbon world can be).

In much of science fiction, there’s a tendency to make planets single biome only.  Thus, you have your desert planets (Arrakis, Tatooine, Gunsmoke), your ice planets (Hoth, Gethen), your ocean planets (Calamari, Aqua), your jungle/forest planets (Dagobah, Lusitania, Kashyyyk), and even planets that are nothing but giant cities (Trantor, Coruscant).  Some of the more recent series like Halo try to avert this, but even today it’s still fairly common.

If there’s anything that modern astronomy is showing us, though, it’s that the variety of planets and worlds out there is beyond anything we could possibly imagine.  This is why I get a bit irked when an otherwise excellent series like Firefly makes out every planet to be like Wyoming.  What about Gliese 581gKepler 22bGJ 1214bKepler 16b?

As more exoplanets are discovered, I can’t help but believe that science fiction is going to experience a paradigm shift.  What was once purely the realm of imagination is now being confirmed as reality.  Alien worlds exist–alien Earths, even.  And just as our conception of Mars changed from the Sword & Planet tales of Edgar Rice Burroughs’ Princess of Mars to the hard sf epics of Kim Stanley Robinson’s Red Mars, Green Mars, Blue Mars, so will our conception of other alien worlds.

I’ve got a lot of different planets in my own books, some borrowing a lot from the recent exoplanet discoveries, others leaning closer to the single biome worlds of classic space opera.  In Desert Stars, Gaia Nova is kind of a cross between Arrakis and Trantor, with giant domed arcologies covering half the planet’s surface while the rest is mostly desert and wasteland.  In Bringing Stella Home, Kardunash IV is (or rather, was) an Earth-like world, with forests, mountains, and oceans.  In Stars of Blood and Glory, New Rigel is a straight up ocean world, while Ebitha from Star Wanderers is an ocean world tidally locked to its dwarf M class sun.  I haven’t yet played with the elliptical planet, but I probably will someday.

One of the things I love most about a good science fiction story is that it takes me out of this world.  With all the incredible new discoveries that astronomers are making, that aspect of the genre is only bound to get better.  They’ve certainly enriched my own work, and will doubtless continue to do so in the future.

O is for Orbit

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One of the key things that makes space different from Earth is that nothing is ever stationary.  Anything close to our planet that isn’t moving at a good clip (measured in miles/kilometers per second) is liable to plummet like a brick.  Gravity is still in effect, even though you’re in free fall and thus don’t really feel it.

The way to get around the falling problem is to orbit whatever celestial body you’re plummeting towards.  When your tangential velocity gets high enough, gravity becomes your centripetal acceleration, and the system becomes rotational rather than discrete.  In other words, you’re still falling, but you’re moving fast enough to cross the edge of the horizon before you hit.

Just to give you a scale of how fast you have to go to make this work, the International Space Station (ISS) is orbiting at about 230 miles (370 kilometers) above sea level, and it makes a complete rotation around the earth every 90 minutes.  That means that the good folks who live and work up there see about 16 sunrises and sunsets per day.

If you’ve spent your whole life living planetside, orbital mechanics can be a bit difficult to grasp.  Here are just a few of the basics:

Since orbit is basically free fall, you don’t need to fire your engines to stay aloft.  In fact, once you’re parked in a stable orbit, you can stay there almost indefinitely.  This is how satellites work: we use a rocket to put them in position, but once they’re there all they need is a minor adjustment from time to time.  The moon is basically a giant natural satellite, and it doesn’t need any sort of thrust to stay aloft.

As objects fall closer to the body they’re orbiting, they orbit faster.  Just think about how figure skaters speed up when they pull their arms in closer to their bodies.  The main reason for this is that the object has a much shorter distance to travel to make a complete revolution.  To understand how this works, take a CD and measure the inside edge versus the outside edge.

However, since your tangential velocity is proportional to your centripetal acceleration (ie gravity), the way to jump to a higher orbit is to speed up.  Conversely, the way to fall to a lower orbit is to slow down.  An object’s angular momentum (mass X tangential velocity) is proportional to the distance of the object from the rotational system’s center of mass, so changing the object’s velocity will also change its distance from the center.

So if you’re in a spaceship and you’re about to collide with an object on a parallel orbit, the way to avoid it is not to nose your ship up like an airplane.  Instead, fire your engines and try to go faster (or slower, as the case may be).  It’s a bit counter-intuitive, but your altitude will change accordingly.  The anime/manga series Planetes really got this right.

However, even though you’re moving faster at a higher orbit, you have a lot more distance to travel, so it actually takes longer to make a complete orbit.  If you go high enough, you can eventually get to the point where the orbital period equals the rotational period of the celestial body you’re orbiting.  We call this a geosynchronous orbit.  If you’re orbiting around the celestial body’s equator, then to a person on the surface, it appears as if you’re stationary.  You’re not, of course–nothing in space really is–but both you and the person on the planet’s surface are moving in tandem, so that’s how it appears.

Ever wonder why satellite dishes all point in the same direction?  This is why.  The signal comes from a satellite in geostationary orbit, where it doesn’t move relative to the people on the surface.  Thus, if you know where to point your dish, you will always get a signal since the satellite doesn’t appear to move.

An orbit doesn’t have to be circular, but the barycenter (ie the center of mass for the whole system, where the mass of both objects cancels each other out) has to be at one of the focal points of an ellipse.  This is how comets work.  An object in an elliptical orbit will speed up when it gets closer to the object it’s orbiting, and slow down when it gets further away.

It’s possible–indeed, quite common–to orbit two celestial bodies simultaneously.  For example, since the Earth orbits the sun, anything orbiting the Earth must also orbit the sun at the same time.  If you’re close enough to the Earth, this doesn’t really matter since the Earth exerts a much more immediate force.  But when you get further away, interesting things start to happen.

A Lagrangian point is a point of gravitational balance between two orbiting celestial bodies of unequal mass.  Basically, they’re points of equilibrium where objects appear to remain stationary, so long as they continue to orbit in tandem with the other two celestial bodies.

In science fiction, these are great places to put space stations and other orbital settlements, since they appear as fixed points relative to the planet or moon that they’re moving around.  In real life, asteroids tend to clump around these points in a planet’s orbit, especially the L5 and L4 points.  Jupiter has so many of them that we call them the Trojans and the Greeks.

Since orbital mechanics can be a bit difficult to grasp, a lot of science fiction gets it wrong, especially space opera.  For a recent example, just look at the Halo series–unless those Covenant ships have some sort of magical drive, there’s no way they could hover above the surfaces of planets the way they do.  Orbiting does NOT equal hovering.  And in Halo: Reach, where Jorge knocks out the main ship for the Covenant advance force … yeah, if a ship that large actually fell from orbit into the surface of a planet, it would be moving fast enough to make a crater the size of a small continent, kicking up enough dust and debris to cause a mass extinction event like the one that killed the Dinosaurs.

At the same time, when a science fiction story goes the length to get the orbital mechanics right, it can add a surprising amount of realism.  A good example of this is Passage at Arms by Glen Cook.  I loved how he depicted the orbital siege of the main colony world, with the way the orbital space battles looked like from the planet’s surface.  The human forces were able to keep a toehold on space due to a low orbiting asteroid that the aliens couldn’t get to without exposing their forces to attack, and that served as the staging ground for the main characters to fight back.

For hard sci-fi, orbital mechanics is absolutely essential–you’ll be tarred and feathered if you get any of it wrong.  For soft sci-fi like space opera, it’s not essential, but it adds a lot to the story if you can get it right.  In any magic system, the limitations are what make it interesting.  If you’re writing science fiction, then physics is your magic system, so knowing how it works can really add a lot to your story.

For example, in the recent Schlock Mercenary storyline, the characters board a spaceship with an artificial gravity generator centered around a large cylindrical pylon that runs the length of the ship.  One of the implications of having Earth-strength gravity around such a small object is that you can actually throw a baseball into orbit.  And that’s just the beginning!  Needless to say, I’m really interested to see where Howard Tayler takes this story in the weeks and months to come.

Even though I write more space opera / science fantasy type stuff, I do the best I can to get my orbital dynamics right.  You can see this in the space battles in Stars of Blood and Glory and Bringing Stella Home, as well as the setting elements in Desert Stars.  When the desert tribesmen look up at the night sky, they gaze at the stars and satellites–hundreds of satellites, many of them starships bound for distant spaceports on the more civilized side of the world.  One of the reviewers said that the world felt so real it was almost like he could reach out and touch it, so I guess I did something right.  I’ll definitely keep it up in the future.

M is for Merchanter

CherryhMerchantersLuckCoverIf space is an ocean and interstellar colonization is happening on a grand scale, then it should come as no surprise that so many starship captains are intrepid merchants, traveling the galaxy in pursuit of a good business deal.  Whether they’re doing it legally as entrepreneurs or illegally as smugglers, you can find these guys in almost any space opera, from Star Wars and Star Trek to Firefly and Foundation.

Ever since Marco Polo and Sindbad the Sailor, intrepid merchants have played a major role throughout history.  The brave adventurers who travels to exotic locales to bring you all the best deals, these are often the guys at the forefront of exploration and expansion.  After all, Columbus sailed the ocean blue to find a better trade route to India–discovering a new world was just a side benefit.  The British Empire had its origins in mercantilism, forming the empire to protect their trade routes (and later, to secure markets and resources for their industrialized economy).

Unlike their real-world counterparts, however, space merchanters have a lot more challenges to contend with than sandstorms and bandits.  Science fictional universes are teeming with all sorts of exotic dangers, from black holes and solar flares to space pirates and strange alien races.  Unless FTL communication is in force, the immensity of space often makes it impossible to know exactly what to expect on your next FTL jump.  And then there’s all the normal space stuff, like busted airlocks and critical failures in the oxygen recyclers.

The best stories, though, are the ones that world build their merchanters to the point where they form their own distinct society.  This may overlap with the proud merchant race, though IMO it works best when it’s more than just a hat that everyone wears.  The merchanters from C.J. Cherryh’s Alliance-Union universe are a great example, where the entire society has restructured itself around the nomadic spacefaring lifestyle.  Another is Heinlein’s Citizen of the Galaxy, where the free traders have developed a strict social hierarchy that defines everyone’s role in running the spaceships.

Since space-centered science fiction largely grew up in the Cold War era, I wonder how much of this trope stems out of the clash between communism and capitalism.  The original Star Trek certainly shows a lot of Cold War influences, with the Klingons originally playing proxy for the Russians.  Is the genre’s fascination with the adventurous space merchant somehow an outgrowth of that world-shaping conflict?  And if so, how do the stories differ on the Soviet side?  It makes me wish I could read Russian, since the Soviets certainly had their own fascination with science fiction and space opera.

In my own work, this trope plays a central role.  Most of the major characters in my stories are merchants of one stripe or another.  James McCoy from Bringing Stella Home is the son of a merchanter, and comes from a mining colony where interplanetary trade drives the local economy (setting up the conflict for Heart of the Nebula after the Hameji take over).

But the trope takes special prominence in my Star Wanderers novellas, which was largely a reaction to C.J. Cherryh and Heinlein.  I wanted to create a spacefaring society on the starbound frontier that revolved not only around trade and colonization, but much more personal struggles like finding love and fighting loneliness.  In that sense, the stories are a lot more like Merchanter’s Luck than Downbelow Station–more about the lives of individual characters than the grand sweep of galactic history.

Either way, I’m a big fan of this trope.  If you’ve got any examples from your favorite books, please share!  Wish-fulfillment is a huge part of any fictional genre, and science fiction is no exception.  If I could leave it all behind to become a merchant to the stars, you can bet I’d do it in an instant!

I is for Interstellar

winchgalmap3SampleRight after I went through my Dinosaur phase, I saw Star Wars IV: A New Hope for the first time.  Instantly, all that childlike excitement and exuberance was transferred from paleontology to astronomy.  We had a series of about twenty astronomy books in my elementary school’s LRC (Asimov’s astronomy series, I believe–the ones with the gray dust jackets), and in about a year I’d read them all.

Star Wars was fun, but what was really fascinating was learning about the stars.  When I started to grasp the scale of our galaxy–that if our solar system was the size of a milk carton, the Milky Way would be the size of North America–my mind was totally blown.  Quasars, pulsars, black holes, white dwarfs, red giants–it was so amazing!  And then, when I started thinking about all the other worlds out there, and what it would be like to visit them–that’s when I became a science fiction fan for life.

It goes without saying that you can’t have space opera without setting the story somewhere in space.  But the best space opera goes much further than that–it’s about space as the final frontier, and humanity’s ultimate destiny among the stars.  After all, if we as a species stay put on this pale blue dot, sooner or later we’ll kill ourselves off or suffer another mass extinction event that wipes us all out like the Dinosaurs.

For that reason, classic space opera often takes undertones of manifest destiny, except on a galactic scale.  The stars are not just interesting places to visit, they’re absolutely crucial to our survival, and no matter what alien dangers await us, we will face them boldly and either conquer or be conquered.

Of course, not all space opera stories take place during the exploration and colonization phase of human interstellar expansion.  Plenty of stories take place thousands of years later, once humanity has comfortably established itself among the stars.  Even so, there are still more than enough wonders remaining to be explored–if not for the characters, then for the readership.  The vastness of space is so great that there really is no end to it, and the possibilities are only bounded by the writer’s imagination.

One of my favorite space opera computer games is Star Control II, also know as the Ur-Quan Masters.  In the game, you’re the captain of a giant starship built with alien precursor technology.  The races of the Federation, including humanity, have been defeated and enslaved by an aggressive warrior race known as the Ur-Quan.  You must travel from star to star, gathering resources to upgrade your starship and convincing the other alien races to join the new alliance.

By far, the best part about that game is the starmap.  It’s HUGE!  More worlds than anyone can possibly visit in any one playthrough, or five, or even ten.  And each alien race has its own history, its own culture, its own set of goals and objectives–and oftentimes, most of these goals have very little to do with the actual conflict of the game.  In fact, there are some races like the Arilou which don’t even seem to know that there’s a war going on.  They’re much more interested in something frightening and mysterious from another dimension that they never quite explained, but that may involve the Orz somehow…

With each new world that you discover, you learn that the galaxy has a very, very, very long history.  So long, in fact, that the human race has only really existed for a blip in time.  The other races are involved in their own disputes, and many of these go back to the times when our ancestors were swinging through the trees somewhere in central Africa.  But whether or not we want to be a part of it, we’re involved, simply by virtue of where our star happens to be located.

The best space opera isn’t just about our world: it’s about our place in a much wider universe.  Whether it’s a serious tale about humanity’s ultimate destiny, or an action-packed intergalactic romp, there’s always that sense of something greater than us–that same sense of wonder that gripped me as a boy when I first started to learn about the stars.

Image by nyrath at Project Rho. I highly recommend checking out his excellent starmaps!

H is for Hologram

cortanaIn real life, the term “hologram” means something fairly specific.  But in science fiction, it can mean a number of different things.

For example, in Star Wars it’s basically a three dimensional video recording projected on a flat surface.  In Halo, it’s the visual form that the AI character Cortana takes when she wants to interact with the Master Chief.  And in Star Trek, the holograms actually have a degree of physical substance, so that in some episodes they go rogue and try to take over the ship.

The basic underlying idea, though, is the same: blurring the line between the virtual world and the real world through a virtual projection that we can interact with.  And in that sense, this is actually an area where science fact is fast catching up with science fiction.

Some sub-genres, such as cyberpunk, focus almost solely on the tension between the real and the virtual.  Often set in a near-future world, cyberpunk stories often feature a crapsack future, from which the only meaningful escape is a virtual reality.  But the thing about virtual realities is that they can be reprogrammed in such a way as to give the ones controlling it almost absolute power over the lives of the people inside.  For that reason, the main characters are often hackers, struggling against the corporate evil overlords.

But holograms aren’t restricted to cyberpunk.  They’re quite common in space opera, too, and not just because they’re cool.  For one thing, they can be really useful for training simulations (which often leads to holodeck malfunctions, courtesy of the rule of drama).  They can also be useful as disguises or decoys, especially in the Halo series.

But perhaps the most memorable holograms are the ones who develop a close relationship with their real-world human counterparts.  This may include romance, which, combined with the existential angst that typically surrounds androids, robots, and cyborgs, makes for some very interesting tension.  A good example of this is Cortana from the Halo series, an alien AI who took on a younger form of her human handler, Doctor Halsey, and then developed a very close relationship with her Spartan bodyguard, the Master Chief.  It never actually went anywhere (at least in the main series arc), but it certainly made for an interesting story.

Jane from the Ender’s Game series would probably be my favorite hologram, though she’s more of a shapeshifting AI who can take many different forms, depending on what suits her.  Cortana is definitely up there too.  I haven’t used this trope much in my own fiction yet, but I’m playing with it in Heart of the Nebula, a currently unpublished direct sequel to Bringing Stella Home.  Not sure exactly where I want to take it yet, but it should be interesting.

G is for Gravity

cmdr_hadfield_juggling
Commander Hadfield planning a zero-g easter egg hunt earlier this month on the ISS.

Possibly one of the most defining aspects of space is the sensation of free fall.  Of course, gravity exists in space, the same as it does everywhere else in the universe (probably), but in space we feel its effects differently because we aren’t close enough to a body of sufficient mass to feel a strong pull.  That, and our spaceship itself is also in free fall, so if that’s our frame of reference we feel no weight because there’s nothing for weight to push back on … but that’s a concept probably best left for O is for Orbit.

The thing is, as fun as weightlessness can be, in the long-term it can have some negative health effects, such as deterioration of bone and muscles, weakening of the immune system, etc.  The effects of micro gravity on human fertility are not very well-studied, but there’s some speculation that conception and gestation would be impossible, since embryos need gravity in order to implant properly.  Humans are adapted to live on the surface of Earth, and that means living with a constant 10 m/s2 or so of gravitational acceleration.

For future space colonies and spacefaring civilizations, this means we need to find a way to simulate the effects of gravity in a micro-gravity environment.  There are a few common ways to deal with this problem:

  • Artificial GravityApplied phlebotinum that creates a field within which the gravity is normal.  A necessary weasel hand wave that you’ll see most often in soft sci-fi and space opera, where the plot and characters are more important than the science.
  • Centrifugal GravityThe illusion of gravity created by spinning a can-like spaceship or space station in a circle, pressing the humans against the inside wall.  You’ll see this in both hard and soft sci-fi.  Scale it up, and you get Ringworld Planets.
  • Powerful Starship DriveIf your starship drive is powerful enough, it can accelerate you at 10 m/s2, effectively creating the sensation of gravity.  Your starship will be like a flying skyscraper, where “down” is in the direction of the engines.  At this rate of acceleration, you should reach 99.9% the speed of light in about a year, which opens up all sorts of possibilities for relativistic space travel (provided you have a sufficiently massive energy source to sustain that reaction).  Just be sure to give yourself the same amount of time to decelerate, otherwise bad things may happen.
  • Baby PlanetAn asteroid no larger than a small asteroid that still, for some reason, has normal Earth-like gravity.  Think Le Petit Prince.  Not nearly as common as the other three, but the existence of gravitational waves means that it may be possible (or at least plausible) to create gravity generators that work this way.
  • Roll with itYeah, so everything is weightless in space.  So what?  Deal.

Another problem related to gravity is rapid deceleration.  Unless you don’t mind splattering everyone in your starship all over the walls and ceilings, you can’t go from zero to near-light speeds (or vice versa) without some way to counteract the sharp change in momentum.  Space opera and soft sci-fi gets around this by using inertial dampers–basically, magical devices that give the starship a nice, soft ride (unless you want the bridge to explode, of course).  As you might expect, stories on the harder side of sci-fi tend to play around with this a lot more.

My first exposure to artificial gravity came when I read a comic book version of The Norby Chronicles by Isaac Asimov.  The characters had a device that would basically allow them to levitate, and I thought that was so cool.  It wasn’t until I read the Corellia Trilogy by Roger Allen McBride that I realized that every starship in the Star Wars universe had a machine that could manipulate gravity like this.  At one point, the artificial gravity generators on one of the ships failed.  My mind was blown, and I’ve never looked at gravity the same since.

I tend to write stories where the characters and plot are more central than the science, so I’ll often just fall back on the standard artificial gravity field like most space opera.  During combat maneuvers, though, things get a bit more tricky, with dampers on the bridge that mitigate (but don’t erase) the worst effects of rapid deceleration, and special coffin-like chambers for the crew below decks to keep them from getting splattered.  In my Star Wanderers series, I also use centrifugal gravity for the larger space stations, since I figure the energy costs of artificial gravity tend to scale up.

In short, science fiction stories that address the problem of gravity in a real and thoughtful way tend to be a lot more believable and immersive, even if the solution to the problem is basically magic.  As with anything in science fiction, there are so many imaginative ways of dealing with the problem that it’s actually more of an opportunity than anything else.