HyperKat Support and Tester Forum

Mars Challenger V1.0 => MCO Early Discussions => Topic started by: Hyper on September 12, 2009, 02:01:06 PM

Title: The Farm
Post by: Hyper on September 12, 2009, 02:01:06 PM
Version 3.09 is being tested. We have a farm with 36 plants growing. So here we go with "how much it too much". I plan on having a compost pile for fertilizer. It will be created from human waste, plant material, waste from the water separator and what ever else we find on the surface. I will try to have a chemical balance test so we know what to and and what not to add. I would also like to think we can experiment with different types of dirt we find on the surface, treat it with compost etc and see what differences it makes in the plants.
The second farm module I am thinking needs to be more biological. Fish in a water/algae tank for one, worm beds and medical plants for creating medicines we may need.
Thoughts?
Title: Re: The Farm
Post by: pad69 on September 12, 2009, 02:10:32 PM
nice that sounds great. I will need to think some more :)
Title: Re: The Farm
Post by: thedubman on September 13, 2009, 04:30:37 PM
Farm2 biological studies with fish etc sounds brilliant,.  MCO could expand on what it has it will be a most detailed simulation indeed.. great ideas!
Title: Re: The Farm
Post by: pad69 on September 16, 2009, 01:24:41 PM
Hyper I am sure you know but just in case you do not know.... Worms can serve two functions one to turn biomass into useful compost and they can be used as food. I have eaten worm burgers. They are cleaned so only the meat is present then ground just like beef and ground soy bean after it is processed can be mixed for a great tasting half soy half ground worm burger and it tastes just like a hamburger only better. It is a great idea to have worms in the mix for the colony.
Title: Re: The Farm
Post by: thedubman on September 16, 2009, 01:40:54 PM
I have eaten worm burgers. They are cleaned so only the meat is present then ground just like beef and ground soy bean after it is processed can be mixed for a great tasting half soy half ground worm burger and it tastes just like a hamburger only better. It is a great idea to have worms in the mix for the colony.

Worm burgers, cornerstone of any nutritious breakfast.. Wonder if McDonalds will ever have them on there menu!!
Title: Re: The Farm
Post by: rider on September 18, 2009, 03:45:05 PM
That will be great I will be very bizzy with that
Title: Re: The Farm
Post by: pad69 on September 23, 2009, 07:10:24 PM
Actualy I read some where that hardies and McDonalds were the largest buyers of worms in the world! So why is that? Hmmm maybe we all eat worms mixwd with 100 percent Beef! ;D
Title: Re: The Farm
Post by: Hyper on September 23, 2009, 07:15:21 PM
And another reason not to eat at them places. I havent had a fast food hamburger in my mouth for more than 10 years
Title: Re: The Farm
Post by: pad69 on September 23, 2009, 07:21:21 PM
that is funny but I also have not eaten there for a very long time. I think cooking at home is a much safer and inexpensive way to eat including it is natural. ;D Free range eating lol!
Title: Re: The Farm
Post by: geoffcartwright on October 11, 2009, 10:39:00 PM
the compost sound very complex and interesting, bring new element to the game...
i also think that each cohab.. modules etc should have a greenhouse.
Title: Re: The Farm
Post by: geoffcartwright on November 23, 2009, 06:18:39 PM
i was wondering if to be realistic if we could do hydroponics and different types of vegetables etc. main a multi level wall mounted pipe arrangement, ethylene products pipes can be produced from mars soil / sand etc via the workshop also on-sold as an end product too.
Title: Re: The Farm
Post by: Hyper on November 23, 2009, 06:23:21 PM
Yeah I can make this extremely complex and add in lots of things but the old game credo is "how much is too much" drops in on us. That level of detail would be very taxing on the processor. Once I get all the systems in place then I can backtrack and see how much I can dump on the system and still have some tolerable frame rates.
Title: Re: The Farm
Post by: rider on November 23, 2009, 06:26:55 PM
True if you make it a game  But if you make it a Simulator witch would be nice you could make it extremely complex
Title: Re: The Farm
Post by: Zaneo on November 23, 2009, 06:28:53 PM
well hyper you are right, you will have to shave off useless memory consuming items.
Title: Re: The Farm
Post by: geoffcartwright on November 24, 2009, 01:34:04 AM
hmmm thinking about the possibilities the next stage will be interesting when we getb to play with the workshop / mine processing plant...that i think should be complexe after all food is just food but mining is the life blood or rational for the colony correct??
Title: Re: The Farm
Post by: Kronos on November 24, 2009, 09:29:07 AM
Do/will plants and cyanobacteria produce Oxygen for use, and act as a CO2 scrubber? So the more plants and cyanobacteria growth you have, the more O2 you'll have and less CO2 inside the habitat module.

What all would the medicines be for? Besides generic healing of health if someone was out in the cold for too long or lack of O2?

What would be the purpose of fish? Scientific research, expansion of colonists diets? What is a way that the water in the algae and fish tank(s) could be used to maximum potential? Water is known to be a good insulator against radiation, so I think it could be used to somewhat shield the colonists and should be positioned to do that in the best, but practical manner. Of course, if you're wanting things to live in the water, positioning the fish/algae tanks on the very outsides of a habitat module may not be the best option. As they'd need a certain level of protection from radiation, and extreme cold. Maybe have the fish/algae tanks on the second level, that way the ground floor, and perhaps below-ground floor would receive extra protection from radiation, due to the water, but the water would also be fairly protected from the cold and radiation? This would mean the second floor would either have to have a lot of windows to allow sunlight in for the algae, and/or use UV lights perhaps only during sandstorms when sunlight is reduced even further, and/or another option that I just thought of; use only a few windows, but use an array of sun-tracking electric powered mirrors to direct sunlight into those few windows. I think the final 2 options are the best.  :)
Title: Re: The Farm
Post by: Zaneo on November 24, 2009, 10:52:16 AM
Welcome to the group, It looks like you will bring some great ideas to the table. Hope to see you online.

Totally called him having great ideas, and yeah I know a few of us having been thinking of the implications of having a HAB with sub levels. Our current "excuse" for why radiation doesn't affect people in the hab isn't good enough. Let's face it, we said the hab had to be light to drop, and that a foam with lead was pumped into it. Chances are if we are seeing immediate life threatening symptoms from walking outside then a bit of lead dust in the walls isn't going to protect you. Then again making things underground is a lot less attractive.


Title: Re: The Farm
Post by: profit004 on December 28, 2009, 01:43:28 PM
Some things work better than lead as neutron absorbers... Actually lead is kinda a poor choice because it emits X-rays when struck by high energy heavy particles.

Perhaps something like this would be better:
http://sbir.nasa.gov/SBIR/abstracts/04/sbir/phase1/SBIR-04-1-B3.09-7744.html
Title: Re: The Farm
Post by: Hyper on December 28, 2009, 02:50:40 PM
I think that is heading the right direction. There have to be come caveats to make this gamable. I do want to keep the brunt of this rooted in true science. Good find there.. Radiation will be at a hub near you soon. I did read someplace that the storms on Mars blocked radiation so thats a 2 edge sword of sorts. Worth some more investigation and ponder.
Title: Re: The Farm
Post by: Marco2001 on April 01, 2010, 10:10:37 PM
What about electrostatic fence inside the COHAB walls?
They use a LOT of energy and can only work for a short time but they decrease the amount od positive radiation particles like protons and heavy Ions which are the main couse of the radiation-poisoning. Olso - the fence is made out of superconductor so it's not cheap (but in case of space-exploring it's a small cost).

The negative radiation beta-particles (electrons) can be decreased if habitat makes they'r own magnetic field. Such equipement is currently beying tested/developed, and might be possible to use in the futere (which in MCO takes place :)).

I'll elaborate that later  ;)