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EvilEd209

NOVA Squadron Radio – Episode 59: Worlds 2016 Preview Show

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NOVA Squadron Radio – Episode 59: Worlds 2016 Preview Show      
Welcome to NOVA Squadron Radio!  This week cover over all awesomeness that will be Worlds 2016!  We take an in-depth look at each faction and what lists are defining the meta just going into Worlds 2016.  We also look at the new FAQ and all the changes it brings into the meta.  All of that and a LOT more

Where is Episode 58 you ask?  Still in the editing room.  My new job has really sucked up a lot of my free time and my editing duties have suffered.  But we wanted to make sure that you all have all your Worlds Prep info before the big event.  Episode 58 will release later this week.  Sorry for the jam up, I take full responability.  

NOVA Squadron Radio is:
Ed Horne – Host
Chad Brown – Co-Host
Sean Dorcy – Co-host

Bob Randall – Co-host
Kris Sherriff – Co-host
Richard Hsu – Co-host
Paul Heaver – Co-Host
Chris Brown – Special Guest

Here are the show notes from Episode 59: 

[0:00 – 2:52] Show Opening
 
[2:52 –27:40] Flight Deck 
[
27:40– 1:26:34] News:
The NOVA Open!  http://www.novaopen.com/ September 1st - 4th, 2016 at the Hyatt Regency in Arlington, VA.
The Vassal X-Wing League - https://www.reddit.com/r/xwingonline/comments/4a13il/new_player_signups_for_the_xwing_vassal_league/
Social Meeples: http://clearbox.socialmeeples.net/home
Supressive Fire: https://www.fantasyflightgames.com/en/news/2016/10/17/suppressive-fire/
Rules Update/FAQ: https://www.fantasyflightgames.com/en/news/2016/10/17/op-rules-update/

[1:26:34– 2:14:26] Main Topic: Worlds 2016 Preview
[2:14:26– 2:17:39] Show Closing

 
Musical Credits go out to the band ‘Insane Ride’ and their songs ‘Sound of Rock and Roll’ and ‘Wrong or Right’ found on the Free Music Archive at http://freemusicarchive.org/ 

Thanks for listening, and talk to you again in two weeks!

Here is the direct link: http://novasquadronradio.com/wp-content/uploads/2016/10/NOVA_Squadron_Radio_Episode_59_final.mp3


www.novasquadronradio.com

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Unrelated to the game, but Ed was wondering why TIEs don't burn up on reentry, and despite the fact that science and Star Wars don't mix very well, there is a good answer.

We see in various scenes across Star Wars media that capital ships can just sit above cities in the atmosphere. This trend seems to be observed above the atmosphere as well. Fleets just sit above a part of the planet, even when they're rather close (i.e. not in geosynchronous orbit). This is all because antigrav technology seems to be more common than the wheel in Star Wars, it's so well-understood and pervasive that it becomes trivial for capital ships to just ignore planetary gravity wells as long as everything is working correctly.

What this means is that these fleets aren't actually in orbit, even though they're in space. Their relative velocity to the atmosphere is pretty close to zero. Compare this to Low Earth Orbit where the velocity is about 8000 meters per second. So when something going 8km/s slows down a little and hits the atmosphere, it's converting a massive amount of its own kinetic energy into heat due to friction. A fighter launched from an effectively stationary fleet has only its own relative velocity to time worry about, not the massive orbital velocity of modern spacecraft.

Now, TIE Fighters are not the most aerodynamic craft, and there's obviously some good material science involved, but their reentry is not comparable to that of a space shuttle orbiter or Apollo command module.

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An excellent explanation Biophysical. Many people don't realize that satellites are continuously falling. To keep from falling into the atmosphere they need velocity. Just like throwing a baseball. You need velocity to keep it from falling to the ground. Geosynchronous orbit is just the altitude where your velocity keeps you at that altitude AND is equal to the speed of rotation of the earth. That altitude is significantly higher than most people think. Also, friction sucks! Well, gravity sucks...friction does friction things.

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