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#and atlantis has been shown to work BETTER for the earth crew than for the ACTUAL ANCIENTS
the-mushroom-faerie · 9 months
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"fifth race" this, "second evolution" that. I think the Tau'ri specifically are the foretold returned Ancients.
with very few exceptions, Earth is the only place that has people with the ATA gene
Earth is where the Ancients evacuated to after they lost the war with the wraith
the earth stargate programme is the one that has explored, rediscovered, and activated the most Ancient devices and bases (Antarctica, Atlantis, that ship in SGU, the Ancient libraries, all of Merlins stuff, all of Oma Desala's stuff, all of Morgan Le Fays stuff, the list goes on)
Earth has made contact with the Asguard, the Nox, the Tollans, the Wraith and some other allies
Earth has made contact with actual Ancients and even had at least one Ascend and come back (Daniel)
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revchainsaw · 3 years
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Stargate (1994)
Welcome to the Cult Film Tent Revival my freaky fanatics, prepare yourselves to take the sacrament from across the stars, as we engage in the miraculous works of one of our most beloved Cult Saints, Saint Kurt. Coming to us from the golden age of Sci-fi Adventures, when Hollywood would dump the big bucks into a film so out of this world, we are partaking this evening of 1994's Stargate!
The Message
Every child has an Egypt phase. I remember fondly flipping through my DK Eyewitness guide to ancient Egypt with my Anubis warrior action figure from the movie stargate propped up on my desk. This wasn't even school work, Egypt inspired this young freak to learn outside of the classroom, and Stargate inspired me to look to Egypt in the first place. My father was a military man, as mentioned before, and this film irked him to some degree. He hated that the film was slightly critical of firearms, but mostly he hated that it depicted the high security military installation where he worked unrealistically. You know the high security military installation in the side of Cheyenne Mountain. yeah, that one. I don't know why my father expected a bunch of nerds from Hollywood with not security clearance to have any idea what it looked like in that hyper-secure location, but he did. I suspect after they lost him on the guns he was looking for any reason to hate Stargate, and so, impressionable as I was, I thought for years that this movie was really stupid.
Thank the Gods of Cult that I had the inspiration to give this film a second chance. I have to say, it's a little stupid, but it's not REALLY stupid. Also, Disney's Atlantis is totally just animated Stargate, and that's pretty fucked up.
Stargate is the story of how a big old nerd, whos name is NOT Milo, played by James Spader was enlisted by a bunch of military bad guy types to use his crackpot pseudoscience egyptology crap to decipher a bunch of writings that every other scientist or academic was wrong about. When he does this he succesfully creates a Stargate, a bridge between our world and another.
Our other hero is Sergeant Kurt Russell. Russell is sitting around trying to take two and not call his doctor in the morning, just generally being sad about guns because his son accidentally shot himself. Like father like son I guess. Sorry if that sounds cruel, it's just so desperately reaching for pathos and drama that it kind of enters into the realm of parody parody. I may have been raised by gun nuts, but I am very pro depicting guns as dangerous. Stargate is about as subtle as a pie in the face, or a bullet in the face. Ok, I'm done. Anyway, the military has one more mission for Kurt and he decides for some reason that means that guns are good again for killing bad guys, except for later when he decides that guns are bad again.
So Disney's Atlantis and Guile from Street Fighter enter the Stargate and discover a world where illiterate humans are kept in subjugation by a ruling class of aliens who use them to mine precious minerals and demand to be worshipped as Gods. The leader of these aliens is an immortal alien being who has possessed the body of a teen boy pop sensation and goes by the name of Ra.
James Spader is gifted a wife by the locals because it's so quirky that women are property, i guess, but it's okay because they happen to be in love, and with her help he is able to learn the truth behind this worlds condition. Ra had built the Stargate to travel between worlds and was worshipped in Ancient Egypt, however the people got wise to his BS and he had to escape. He took many humans hostage and crossed the stargate and then banned reading and writing as an attempt to quell any kind of uprising, and it's worked for a long time.
Ra is pissed at the earth boys though because he knows a nuclear weapon when he sees one. Turns out Kurt Russell brought a big ol bomb with him across the stargate as a contingency plan for any aggro aliens they may have found. Hey, they found them so I guess it wasn't too bad of an idea. Ra punishes his worshippers by having them mercilessly bombed and Spader and Russell team up with the locals to revolt. They eventually gain the upper hand and Ra attempts to flee with his Pyramid space ship but our heroes teleport the nuke onto his ship and save the day. Thus launching several Sci-Fi television series that I have never watched.
The Benediction
Best Scene: Ra Footage
The Throne Room Scene where we are first introduced to Ra and his godlike warriors is pretty excellent. It's so menacing how he surrounds himself with a force field of children, and the combination of futuristic technology with an ancient Egyptian aesthetic that this film sells itself on is on it's ultimate display in this scene. I really like the villains in this movie and I savor whenever they get to be shown off.
Best effect: Mastadge Ride
The CG on Stargate is better than in Species which sought to be it's competitor a year later, but it is still dated. It's utilized in cool enough ways and sparingly enough that even though it looks cartoony at moments it is very easy to forgive. Being Easy to forgive however, would be a pretty lackluster qualification for best effect and I'm going to have to turn this honor to the practical creature effects for the Mastadge. When we are first introduced to our alien world one the first things we see is the fuzzy maw of one of these creatures, before it takes James Spader for a very harrowing trip across the desert. These alien beasts of burden do sometimes reveal that they are mounted upon horses, but in close ups they just look so good. I love them and I want one.
Worst Scene: It's just sad OK!
Kurt Russell becomes very popular with the young men from the village of Ra's worshippers. They come to see him as some kind of hero and seek to emulate him. However, these people are very peaceful and not in any way battle hardened. A group of the young men stand up to the leaders and seek to aid the Earthlings in their revolution. They are brave but in many ways out classed by Ra's elite guards. Through the sheer force of numbers they do succeed in casting off the shackles of their oppressors but not before one of the young men we've come to care about is tragically blasted all to shit in slow mo. That scene made me cry a ton when I was a kid, and I dreaded waiting for it as an adult. It is worth noting that if you aren't 5 years old a lot of the drama in Stargate is pretty hamfisted and corny. It's a pretty excellent action movie, and a pretty goofy drama.
Coolest looking Villain: Animals as Leaders
I used to think that Ra was really stupid looking, but I was a kid and was biased towards cool warriors with animal heads, but I really have a much better appreciation for the effects and costume design of all of the godly villain crew than I used to. That said, The Anubis guy in particular still holds up. It's the dope Jackal head, the teal of the armor. It's what I picture when I picture Stargate. The Horus guys are also worth a mention with their awesome hawk jets. I couldn't pick a "Best" villain, so I went with the Coolest Looking.
Worst Aspect: Lacking Character
When I have fond thoughts of Stargate, they almost never revolve around the characters, or if they do it's in a juvenile manner. Who had cool armor, who had cool weapons, or who did the coolest thing? I have a hard time caring about these meandering people. They are inconsistent. They have no flaws that they work on or grow from. They are special because the script insists that it's so, and I don't really care if they succeed or fail at any point in the film. It's a shame because we have a good set up, and good lore. If at any point any body acted like a real person I think Stargate would be better remembered as a film than as the weird older sibling of a long running television series.
Summary
I'd like to say that Stargate succeeds at everything it's trying to do, but it doesn't. Stargate fails in the tragedy and pathos it attempts to create within it's characters; but it does succeed in almost every other way. Stargate is an engaging and exciting action movie. Stargate delivers on it's science fiction concept, and provides some fun fantasy lore to round out it's world building. Stargate is also a great looking (at most times) special effects spectacle. For all of those reasons, It is not a great film, but it is pretty darn good film.
Overall Grade: B
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A Study In Stargate
*This one is a bit of a doozy so bare with me a bit.
All notations and theories presented are just theories(not necessarily facts) regarding what is known and what can be inferred from cannon and ambiguously cannon(the novels and RPGs) sources.
For the purposes of this study if an ambiguously cannon source directly contradicts cannon it is disregarded as being relevant to the main universe and should be regarded as occurring within an alternate reality.
~On with the study~
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[What is a Stargate]
The Stargates are constructed of a tempered naquadah composite that is virtually indestructible through practical means.(impractical means would include destructive power such as destroying a planet or dropping the gate itself into a star)  Though this is only in the case of second and third generation designed gates as the proto-gates constructed and dropped by gate-seeder ships are seemingly a great deal more fragile and less powerful.
[The Begining]
The Stargates and their network were designed by The Ancients(Altara/Altarans) and originally conceptualized by the Altaran Amelius – the night before they left their original home galaxy(The galaxy occupied by the Ori).
Note: Given the presence of a Stargate on Celestius it seems that either there were plans for the creation left behind when the Altarans left or perhaps more likely the Ori reverse engineered them for themselves after finding one during their hunt for the Altarans.
Though it would seem that the first actual gate(Permanent non proto-gate) built may have been the gate on the world Dakara as the location of the first Altara settlement in the Milky Way/Avalon Galaxy.
Note: This would make the Dakaran gate the oldest gate in the Milky Way having predated even Earth’s 50 million year old Antarctic gate
After the settlement of Dakara and the expansion into the Milky Way/Avalon, the Altara built a series of ships to explore new galaxies and lay the framework for more gates as they went. One of such ships was Destiny, the survey ship that follows in a 2000 year wake of the seeder ships.
Note: there were at least three seeding type ships ahead of Destiny. Potentially one to catalog planets and resources(Such as naquadah and other proto-gate building materials), one to lay the glyph point network, and one to seed the gates. Leaving Destiny to be the one to autonomously initiate the gate networks.
Note 2: It would have been during that same time period that the facility known to the Tau'ri as 'Icurus Base' would have been built to facilitate the necessary eventual contact with Destiny.
Note 3: It would be 10 million years between the launch of Destiny and the founding of the Alliance of the Four Great Races(est. 40 mil prior to start of series), implying that perhaps Destiny and her sister ships were instramental in the first contact between the Altarans and the other three races.
[How does it work?]
Within the Stargate network a Stargate uses six unique glyphs to find an address in the local galaxy network(with an additional glyph to dial another galaxy) and a final glyph as a Point of Origin.  Each glyph represents a physical point in space within the local galaxy. The Point of Origin Glyph would hold the saved location data (the six glyph points that make up its own unique location) of the planet being dialed from.
Note: Given that planets and planetoids that are likely to have Stargates on or around them move a great deal(tending to be in habitable zones of their stars with much more rapid orbital period), the orientation of indicated by a gate address is likely referring to the surrounding solar system rather than an individual planet.
The implications of this would mean that multiple planets in a solar system would share the same gate address even if there were gates on multiple planets of the same solar system.
This being said a newly added gate can not dial out until it has connected with the already established DHD(which has a limited range – seemingly high orbit at most) or receives an incoming wormhole.
Meaning that in practice every world in that theoretical system would have to be a complete pair(Gate and DHD) on its own or an orbital path that brings them within range of the counterpart mechanism. Though they could create a very interesting Antarctica type scenario of being close but so much farther than they think.
On the gates themselves there are either 39(Milky Way/Avalon gates) or 36(Pegasus and Proto-gate networks) glyphs. From this we can surmise that after subtracting the unique Point of Origin Glyph from the count a gate network needs to have at least 35 points to properly work.
Note: Though Pegasus gates only have 35 spacial points and a Point of Origin Glyph,  Proto-gates seem to have 36 spacial glyphs being able to use any glyph as a substitute Point of Origin(kinda like pressing 'ENTER' rather than the typical journey path.)
With all Proto-gates behaving in the same way and being known predisesors to the second and third generation gates the implication is that perhaps all systems have a minimum of 36 spacial glyphs and for whatever reason the Pegasus system only uses 35 of them.
If a gate network only needs those 36 points to function that implies something special about the fact that the milky way gates have 38.
It uses these glyphs to connect with another gate found at that point in space and establishes a captive stable wormhole between them. Each gate in the pair takes on a specific role: the dialing gate converts the traveler into its most basic components (sub-atomic particles) and transmits it, while the receiving gate reassembles the transmitted matter back into its original form.
[Gate Sounds]
Each glyph on the gate has a corresponding sound attached to it so that a gate address may be spoken aloud.
Note: Though the glyphs can be used as a mathematical conversion and numbering system for the gate network itself, the sounds associated with the glyphs are not actually numbers but rather a mnemonic device.(Think variables. Like pi = π =3.1459..., the sound has a value attached to it but the sound itself is not a number)
While the Milky Way/Avalon gates have a mnemonic device attached to them most spoken addresses are unwieldy and unpronounceable. Shorthand for the naming of planets based on their gate address seems to be reading whatever the glyphs are on the center ring of a DHD counter clockwise from 6:00 position
Original Shorthands would have been (Dakara) Ravacla Fin De'shi- Declara, (Earth) Vabo'Othe Ze'ka-Theva
Note: Theva (Latin pronounces 'Th' as a sharp T and hard H separately rather than 'th'. Making it sound like T-hev-Ah.)would have morphed into Terra which would morph into Taura in Goa'uld thus creating the word Tau'ri- from Taura, which would change in definition over time to simply refer to all humans and colloquially defining how goa'uld view humans i.e. beasts of burden/vessels.
Note 2: Obviously this naming technique is not always accurate due to planets being renamed whether by their inhabitants,  by their conquerors, or words simply morphing over time. Not surprising since many of those names would be some 50 million years old and for the better part of three million years would only have been passed along verbally if passed down at all.
It would also theoretically allow for more than one planet to have the same shorthand
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It is unknown if Pegasus gates ever had a similar mnemonic device attached to their glyphs or not. The only ones who would likely still know would be the wraith who as a primarily telepathic/nonverbal species would have no need for such a thing
Note: Most wraith only communicate with their fellow wraith through telepathy, as such verbal communication may actually be uncomfortable for them being physically unused to the task.
***Headcanon: The reason Todd talks so much is due to his imprisonment and functional solitary confinement with the Genii. Being unable to hear any other wraith he talks out loud to be able to hear something.
[Implications Part 1]
That being said it has been shown that third generation gate technology accessories – such as puddle jumpers – are capable of using second generation gates even though they are not constructed for use in the same local system. The implication here is that the gate system or perhaps the puddle jumper's onboard dialing computer is doing conversion math based on the numerical positioning of they glyphs on the gate itself.
Note: The inner track of Milky Way/Avalon gates spins clockwise and their default position is at rest over the Point of Origin Glyph(mostly because that’s always the last glyph dialed anyway) going by that logic the conversion from milky way to pegasus glyphs would be 1:1 going clockwise around the gate until reaching the end of the corresponding numbered glyphs.
However this means that puddle jumpers would be incredibly limited in their access on the Milky Way/Avalon network however due to the fact that their systems only have glyphs up to 36(including Point of Origin)
***Headcanon: While Atlantis is Earthbound the Tau’ri crews put number stickers on the puddle jumper dialer to remember what symbol goes where. (They’d make Sheppard annoyed and he’d spend a Sunday peeling them off.)
Given that an address has to be dialed in the proper order for it to connect to its assigned planet, each place in a gate address represents an actual spatial orientation.( for example: up, down, left, right, front, back) Using six addresses that share a the same glyph with each address using it in a different place we could find the physical location in space of that glyph and determine the orientation pattern of a gate address allowing the the ability to know where all the glyph points are in space.
Note: I feel like there would be an actual buoy(a buoy may be the most accurate term here as traditionally buoys are used for navigation as a location marker whether visual or digital relay), satellite, or star located at each of the glyph points allowing for the DHD to track the points and compensate for stellar drift. Something physically present though perhaps out of phase
Note 2: With the nature of the gate network’s automatic updates it feels like there should be a sort of equivalent to a hard drive somewhere in the galaxy that records the buoys location and that is what the DHDs(and potentially Destiny) calculate from rather than compensating for nearly forty unique points in space drifting for thousands of years every time it dials.
Buoys would ping to the network harddrive. And the network harddrive would ping to an active DHD.
Given that the Point of Origin Glyph is actually a shorthand of the dialing gate's own spacial address this means that a gate can't dial out unless it 'knows' where it is, thus an incoming wormhole to establish its connection with its DHD(hence teaching its DHD where it is relative to the glyph-points) or a pre-established gate system is needed.
Note:This would give reason to why the gate aboard Apophis's ship could not be used to escape even after they dropped out of hyperspace even though there was a DHD present
With this in mind and conceiving of the fact that the gate system is capable of dialing every gate simultaneously. It is implied that there was a single point that dialed all other gates to 'set' their Point of Origin Glyphs.
The problem with this situation is that for a single point to commit a mass dial the system would have to already have a known location point. At the beginning of the gate system the only established location points would be the glyph-points themselves. As all the glyph-points are counted as stationary values being calculated none of them could have been the origin of the first dialing. This means that the first system dial would have had to have been done by a known value that was not part of the calculating values.
In a proto-gate network all glyphs on the gate are used as locational markers with Destiny acting as a real time drift calculator and DHD. The implication of this means that all 36 symbols on the gate have a corresponding physically located glyph-points.
The only glyph on a Stargate that is not part of spacial calculations in second and third generation gates is the Point of Origin glyph.
The implications of this are that the Point of Origin glyph-point has both a physical location within the local gate network and a means in which to dial out – making it the location that would have been responsible for the original mass dial that established the gate network in the first place. Once the mass dial was done the DHDs would save  their own locations to the Point of Origin glyph and the glyph-point's actual location would be lost.
For the Point of Origin glyph-point to be the origin of the first system dialing it would have to have a archive of all the other glyph-points and the original gate addresses placed.
Note: This is what makes the most sense as Destiny has the ability to recall addresses to worlds  in a galaxy that is new to it(as its journey is one that moves ever forward rather than crossing paths it has already been to). Meaning that its getting its information from somewhere.
And with its sister-ships being two thousand years of travel time ahead of it they are doubtfully within reach for quick information access.
It would have to act as a sort of mainframe for maintaining the entire local galaxy's gate network. This location would have to hold all the data of the gate network including a full and complete atlas of gate-baring worlds within the local system and a sort of hard drive that would maintain precise spacial coordinates of every glyph-point, which it would relay to the DHDs as periodic network updates.
*from here one the Point of Origin glyph-point will be referred to as the Archive Point
(A/N:...this sounds a little too eerie ...did Ba'al find the gate network harddrive?)
Note: The idea of Ba’al having found such a system or device as the core of the Milky Way gate network isnt too terribly far fetched as Dakara was held deep within his own territory for much of his reign.
[Implications Part 2]
Mathematically calculations start with 0 instead of 1(this was made a big deal in series by Carter). Zero is the starting point and the collective idea of 'where you are now/begin' thus in and of itself it is its own set of coordinates. It would be no different within the complex calculations of the Stargate system. For all intents and purposes 'AT' – the Point of Origin glyph and the first glyph on the gate –  would represent Glyph Zero in the gate's calculations between worlds and galaxies.
On most worlds the DHD is missing a glyph(not the Point of Origin). This missing glyph is not always the same one, indicating that certain points can not be safely called upon from certain areas of the galaxy.
Note: This means that Earth's use of a dialing computer over a DHD is yet again capable of circumventing safety protocols built into the gate network by its creators (~Sigh~ Damn Tau’ri).
If one knew the physical locations of the missing glyph-points they could map out the space between the worlds with missing glyphs and their corresponding glyph-points. With enough of these missing glyph worlds mapped there would be an intersection that would indicate where something was being avoided.
The gate network is millions of years old and seems to disregard most spacial anomalies that may occur within a travel path. This leaves the question of what would be enough of a hazard that the gate system would not allow a traveler to pass through?
It has been shown that large scale disturbances such as black holes and other cosmic events can affect gate travel meaning while it isn't a visible stream going from one place to another it is a physical presence capable of being interacted with to some extent(similar to being out of phase was portrayed).
It has been implied that Ring technology and Stargate technology function on similar principals with magnitude and distance being the defining differences between them. With this in mind that would lend the idea that there is an object between the missing glyph worlds and the worlds with addresses baring those glyphs that would either prevent travel or cause damage if traveled through.
Operating under the idea that Stargates and Rings function similarly then theoretically an un-designated Stargate (one without a DHD to give it an address) could 'catch' an incoming wormhole if it was positioned exactly between those points.
With that in mind it is possible that the disconnected space could be the location of the Archive Point. A Stargate that has no address within the system. As the Archive Point would be subject to automatic mass dialings to update and maintain the entire gate network trying to gate elsewhere from there would have the possibility of ending very badly(solid matter being transported through multiple wormholes doesn’t sound good) Thus having the possibility of even crossing over it by accident would be problematic.
(A/N) Now I need me a SG1 grade goof up scenario where the team accidentally finds the most important piece of the entire gate system by sheer dumb luck and the broken safety protocols of using an Earth made supercomputer in place of a DHD.
[Going Further than Before]
Within the gate network the commonly used seven glyph address reaches planets within the same galaxy.
With the addition of an eighth glyph the gate becomes capable of reaching worlds in other galaxies. Though achieving an eight glyph lock requires a specialized control crystal within the outbound gate's DHD (or just using the SGC's dialing computer). The seventh non-origin glyph in an eight symbol address is not a locational marker as with a standard address but rather a network extension.
The glyph in question would be defined by numerical value assigned to local networks seeded by Destiny and its sister ships as they were reached over the course of their journey. This would explain why a jury-rigged power generator was enough to reach Othala in the Ida Galaxy(Seventh glyph is #9) while a ZPM was required to reach Lantea in the Pegasus Galaxy(seventh glyph #20).
Note: Something odd to note on this matter is that the Milky Way/Avalon galaxy has a seventh glyph of 3. Implying that it was not in fact the first galaxy the Altara tried to settle and plant gates in.
With the Milky Way gates having 39 glyphs and Pegasus and Proto-Gate networks having 36 glyphs the network would have a design flaw of only being able to go as far as 39 galaxies out from the Milkey way and even fewer from Pegasus and the Proto networks. This would indicate why they instituted the 9 symbol address lock to gate to Destiny directly. Past a certain point it would have been impossible for them to reach the ship otherwise. And yet the logs aboard Destiny indicate that that Destiny and the gate-seeder ships have seeded more than sixty galaxies with Stargates.
Under very specific conditions(thus far only shown to exist on two known planets) a nine symbol address can be entered and this causes a complex series of equations to be pinged within the Stargate network to pinpoint the gate aboard Destiny.
As it is known that the Altara always played the long game with everything they did it wouldn't make sense for them to even passively go through the effort of seeding so many galaxies without having the ability to reach them. Something that, even with the ability to dial Destiny, would eventually be lost to them without alternative methods.
This implies that the network itself has the means to connect to those additional galaxies. With the maximum possible number of galaxies to be contacted it would have intended to use the 38th galaxy as a buffer point to reach any further galaxies.
This would also explain why the Milky Way/Avalon gates are different than Pegasus/Destiny gates as the Milky Way/Avalon gate system is both a local and intergalactic network hub. The 38th galaxy would be a second gate network hub.
Note: Given that the Milky Way/Avalon network seems to be both a hub network and not the first in its sequence it is unknown if the other two local networks prior to it would have been attempted to be hub networks as well or are simpler local networks like those of Pegasus
Potentially, given that they would predate Destiny's launch, they would be second generation styled gates like those in the Milky Way/Avalon Galaxy(Dakara being the oldest known gate in existence is still of the far sturdier second generation style gate design) but only having the 36 glyphs of a Pegasus and Proto-gate system.(making them reachable within the system but not really part of the fully fleshed plan to the grand scope of the gate network as a whole)
Likely the gate networks of those galaxies themselves would have been much smaller especially if the reason for them being left behind was the Altarans trying to put more distance between them and the Ori. There might have only been a handful of gates in the networks at all, only connecting to Altaran occupied worlds or worlds with resources vital to them.
Note 2: With the possibility of either a reverse engineered stand-alone network or a stolen concept network existing in the Ori home galaxy and without the set up of Destiny and her sister-ships or even the gate network as a whole the Ori galaxy should have been cut off. For it to be used to connect to the main established network of Stargates would require negative calculations within the gate system itself.
Following this logic any further galaxies in the second network hub would use glyph 1 for the 38th galaxy while the 38th galaxy would use a double Point of Origin address(where both the 7th and 8th glyphs are the Point of Origin – The mathematical Glyph 0 –  to reach the hub galaxy previous to it.
This would create a bridge along hub networks with each one down the line dialing a double Point of Origin address to reach the one prior to it while the one prior would simply dial its 38th galaxy glyph. Hub network points would fall in galaxies 3(Milky Way/Avalon because...reasons?), 38, 76, 114,  and so on. This bridge type system would allow them to circumvent the ever increasing power requirements of further travel as well as ultimately removing a projected limit to the number of gate systems.
***Headcannon: What happens to reach Destiny so many galaxies away is the Archive Point(the hard drive of the gate network) initiates a gate buffer bridge(like the Carter-McKay Gate Bridge only much much bigger) to conserve as much energy as it can to send travelers directly to Destiny.
However each link in the bridge is an intergalactic dial along hub galaxies and requires a guaranteed massive amount of power to begin with, thus reaching Destiny requires exorbitant amounts of energy.
Icarus-Class planets have unique high energy naquadria cores allowing for large amounts of power on demand(making the entire planet's core functionally one big naquadah generator). For that reason they are the only worlds that receive gates with DHDs capable of running the nine chevron program code regardless of the presence of all nine chevrons on all gates. And thus the only gates that would be used in the Destiny Bridge buffer dial would be on Icarus-Class planets.
This also entails that one of Destiny's sister-ships must scan the entirety of a hub galaxy to find an Icarus-Class planet to settle a prime gate on to continue on its chain. Unfortunately this means that if a Hub-galaxy loses its Icarus-Class planet then any connection to Destiny will be lost with it.
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alisonfloresus · 7 years
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NASA’s Sleep Doc
The sleep of astronauts on board the final space flight of Atlantis was interrupted by an alarm telling the space crew that one of the main computers had failed. The astronauts were able to quickly fix the glitch but not without having to face a frequent problem in space—disturbed sleep. Disrupted sleep on space missions has long been on the radar of NASA. Now, with the retiring of the shuttle program, sleep researchers, under the leadership of Smith L. Johnston, MD, are looking forward to a new era of investigations aimed at unlocking the secrets of sleep in space.
“As a flight physician, Smith has been very much at the front line of trying to identify how to manage sleep in an effective way in spaceflight,” says David F. Dinges, PhD, professor and chief of the Division of Sleep and Chronobiology, Department of Psychiatry, University of Pennsylvania. “I think most of us see him as one of the, if not the most, engaged flight doctors in the area of trying to ensure astronauts get healthy sleep before, during, and after spaceflight.”
Serving as medical officer and flight surgeon for NASA Johnson Space Center over the past 17 years, Johnston says, “It’s my job to ensure that individuals in space are healthy. In terms of sleep, it’s my responsibility to use everything in our armamentarium to make sure astronauts can sleep and shift while in orbit.”
Astronauts are up against a number of factors when trying to sleep in space. For one, every time astronauts orbit the earth, there is a 90-minute light/dark cycle, meaning during spaceflight the crew experiences approximately 16 “sunsets” per day. Because of this light/dark schedule, astronauts’ circadian rhythms can be thrown off.
“Circadian rhythms can become misaligned when you have these 90-minute light/dark cycles sending inappropriately timed signals to the clock in the brain,” says Laura K. Barger, PhD, instructor in medicine, Harvard Medical School. “Because of this, astronauts may not be able to maintain alignment with the 24-hour day. If your circadian rhythms aren’t synchronized to the external environment, you have difficulty sleeping,” says Barger, who is also associate physiologist, Division of Sleep Medicine, Department of Medicine, Brigham and Women’s Hospital, Boston.
The physical sleeping environment is also a challenge. Since there is no gravity and astronauts would be floating otherwise, they are velcroed to the wall during sleep. “Having to sleep in a bag velcroed to the wall, which is essentially what happens, is the physical environment,” says Steven W. Lockley, PhD, assistant professor of medicine, Harvard Medical School. “There’s often a lot of noise, it’s often quite hot, and there’s often a lot of extraneous light, so the physical environment is quite difficult for people to sleep in,” adds Lockley, who is also associate neuroscientist, Division of Sleep Medicine, Department of Medicine, Brigham and Women’s Hospital.
Adding to these disturbances is the unusual shift patterns that astronauts may work while in space, which would result in the same problems that shift workers have on earth. Astronauts frequently face slam shifts—severe shifts in sleep/wake patterns due to docking or having to perform a critical operation. Such shifts force crew members to remain alert even though their circadian rhythms are signaling that it is time to sleep. “Although avoiding slam shifts is preferred, a crew may have a slam shift when the shuttle docks with the International Space Station (ISS) and then have to be on that time and then have to be on another slam shift when the shuttle leaves,” says Johnston.
All of these factors add up, increasing the potential for sleep loss and for mission errors. Ground-based research has shown that in less than 1 week of 4 to 6 hours of sleep per day (which is typically what astronauts experience), impairment and performance deficits start to occur.
Another study from Dinges’ laboratory by Van Dongen et al showed that cognitive performance and working memory declined after subjects slept only 4 or 6 hours per day for multiple, consecutive days. Participants who slept only 4 hours were impaired in 6 days and considered severely impaired in 11 days. Participants who slept 6 hours were impaired in 7 days.
Studies have also equated performance after sleep deprivation to performance while intoxicated. Researchers have shown that performance after limiting sleep to 4 to 5 hours per night for 7 days or staying awake for 17.7 to 19.7 hours was equivalent to performance with a blood alcohol level of 0.1%.
In order to minimize sleep loss and its impact on space missions, Johnston works with a group of sleep researchers who specialize in a variety of sleep medicine disciplines to help NASA understand sleep in space and implement sleep health practices for shuttle missions and while on board the International Space Station.
SCHEDULING TOOLS
Two of those researchers are David F. Dinges and Hans Van Dongen, PhD, research professor and assistant director, Sleep and Performance Research Center at Washington State University. Van Dongen and Dinges developed the Astronaut Scheduling Assistant—software based on a mathematical model of sleep and circadian effects on performance, to make predictions of when performance will change and in what direction, from worse to better, based on the interaction of the homeostatic drive for sleep and the circadian system.
“It’s important that we not wait until someone is extremely fatigued, extremely sleep deprived, or very tired and having trouble performing,” Dinges says. “In fact what we really want to do is find ways to use models and prevention strategies like prophylactic sleep, in conjunction with detection technologies, to determine when fatigue is present in space, and then institute acute interventions to mitigate it.”
Many tools similar to the Astronaut Scheduling Assistant developed by Van Dongen and Dinges are being applied in varied degrees, but more research is necessary before models that predict astronaut performance relative to fatigue and circadian desynchronization are applied in space. “Additional validation of the mathematical models is needed, but they’re certainly a very promising avenue of technology for trying to help manage fatigue in environments like spaceflight,” Dinges says.
ACTIGRAPHY
Similar to mathematical scheduling tools, research using actigraphy holds promise for future studies about the impact of spaceflight on sleep. At the early stages of sleep research in spaceflight, standard polysomnography was employed. While conducting such research was possible, it was expensive and time-consuming. Using standard polysomnography also limited the amount of data that could be collected on astronauts and therefore made it difficult for researchers to draw conclusions. Results found using standard polysomnography were also interpreted as mission dependent. Due to these factors, researchers and NASA decided to employ actigraphy to maximize the amount of data gathered while minimizing cost and time.
Preliminary results of a study using actigraphy have estimated that while in flight the shuttle crew sleeps an average of approximately 6 hours nightly and approximately 7 hours +/- 1 hour in the first week after flight.4 Early findings involved an analysis of 23 astronauts over nine missions. Using actigraphy, baseline data is collected for 2 weeks 90 days before a shuttle launch. Data is then collected from 11 days before the shuttle lifts off until launch, in flight, and for 1 week after the shuttle lands.
Employing actigraphs, researchers have also found that sleep quality is hampered when the shuttle crew is faced with a critical mission such as an extravehicular activity (EVA). By analyzing data on nine crew members from five missions who were involved in such a task, they found that average total sleep time the night before the critical mission was 5.6 hours +/- 1.1 hours.
Using actigraphy, results can even be relayed to the ISS crew so they can factor in their sleep when performing EVAs. “We’ve found it to be very helpful,” Barger says about actigraphy. “In fact, we’ve gotten information down from the station and sent it back up to the astronauts, via the crew surgeons, to give them feedback on how much sleep they’re getting before some critical tasks like the space walks or EVAs.”
Johnston has referred to actigraphy as being able to monitor an “additional vital sign.” Plans to make actigraphy an operational requirement are in the works. Along with sleep logs, actigraphy can help researchers determine trends in disturbed sleep in order to implement countermeasures such as light therapy.
from JournalsLINE http://journalsline.com/2017/05/16/nasas-sleep-doc/ from Journals LINE https://journalsline.tumblr.com/post/160718243005
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