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=== Assistant: 17-11-25 02:32 === 17-11-25 02:32 GPT-5.1 Yeah, exactly: a comet is a terrible generational ship but an interesting ''carrier''. Let’s separate the two ideas cleanly: # “Live inside the comet as a generational ark” – basically impossible with current physics / logistics. # “Use the comet as a massive, pre-moving payload bus / reaction-mass block” – much more interesting. ==== Key problems: ==== * Trajectory is not where you want to go. A generational ship must go from here to a chosen star. A natural comet orbit is “whatever weird ellipse gravity gave it”. Changing that orbit by a big angle takes insane Δv. * Orbital speed and timing are brutal. Near perihelion they zip through the inner system in months. That’s not enough time for: - safe construction - mass loading - long-term habitation infrastructure * Environment is actively hostile. - Outgassing jets - Huge temperature swings - Microgravity - Surface shedding Turning that into a permanent city is much worse than starting with a purpose-built habitat. So as a ''habitat'' and ''starship'', comets are the wrong shape of problem. ==== Think of a comet not as “the ship” but as: ==== * a huge reaction-mass rock already moving fast * a free bulk-transport element whose base Δv and trajectory you inherit * a slow logistics asset, not your home You can do at least three plausible things: ===== You don’t colonize the comet. You bolt stuff onto it: ===== * shielded vaults carrying: - frozen water - refined metals - fuel precursors - data archives - robotic factories * small autonomous probes that detach at certain positions along the orbit Use case: * Want to seed the outer system or Kuiper belt with infrastructure? * Strap prefab modules onto a comet that is already going there. The comet becomes a massive, dumb freight train dragging a stack of smart containers. ===== A big killer for long-range propulsion is reaction mass. Even if you have a great drive, you need stuff to throw out the back. ===== You can: * park a propulsion unit and habitat near the comet, not inside it * mine the comet as needed for: - water (for fusion, steam, or thermal rockets) - volatile mix for high-mass exhaust In other words, the comet is a mobile fuel quarry: * The generational ship travels in a saner orbit of its own * It periodically rendezvous with selected comets to top up reaction mass That’s closer to your earlier “oasis” picture: Not: comet = ship But: comet = moving fuel depot + payload bundler. ===== Longer horizon, Vorbis-style: ===== * You know your civilization won’t be around forever * You want to pre-position sealed vaults (knowledge, tools, seed banks) along outer trajectories * You mount hardened capsules on a few comets with: - radiation shielding - passive thermal control - no dependency on your civilization’s continuity Future generations (or different species) can: * detect these comets * intercept them * recover the vaults In that frame, comets are time capsules on ballistic archive orbits. Not for generational ships to live in, but for successor access. ==== Let’s make it very concrete and boring: ==== # Choose target comet(s) - reasonably predictable orbit - perihelion distance where you can reach it cheaply - outbound leg that aligns with eventual logistics goals (outer system, Kuiper belt, etc.) # Send a specialist anchor mission - landers + harpoons - surface mapping - structural analysis (what will survive, what will spall) # Install attachment rails + core vaults - bolts, tunnels, or regolith-anchored beams where later payloads can be docked # Subsequent “loading” missions - every perihelion pass, launch new cargo to rendezvous - latch more containers onto the pre-prepared attachment points - gently manage local mass distribution so spin / tumbling stays manageable # Let it go - once loaded, you’re no longer trying to micromanage it - you track it precisely - you publish ephemerides for future missions / civilizations to intercept This is not generational-ship architecture. It’s deep-time logistics. ==== For manned operations, the fact comets whizz through the inner system in months is a big problem: ==== * window is narrow * dust and jets are dangerous * you can’t keep humans in close proximity long enough to “build a city” BUT for uncrewed robotic cargo, that’s not a blocker: * you know when the window opens, decades in advance * you send fast rendezvous missions timed for maximum loading * the “too quick” problem becomes “tight operations planning”, not impossibility In other words: : ==== Your refined version is basically: ==== : They are good at: * carrying huge mass without fuel (gravity does that) * existing for millions of years * traveling into deep, cold regions where normal ships struggle They are bad at: * comfort * controllability * rerouting by large angles * being safe human homes So the clean architecture is: * Ship: purpose-built, self-contained habitat and propulsion system, keeps sanity, culture, and continuous power. * Comets: dumb massive rocks you exploit: - as fuel quarries - as waterbanks / matter-banks - as archive buses - as “bones of dead missions” that pre-position resources along the desert That preserves the generational-ship logic and respects physics. If you want to keep going in a grounded direction, next steps could be: * sketching a “Comet Freight Program”: how many comets, what kind of payloads, what timeline * or zooming into one role (e.g., comets as deep-time seed banks, or as refuel points for fusion ships).
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