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<h6>(Image showing how buildings are interconnected in mars-sim)</h6>
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<h6>(Image showing how buildings are interconnected in mars-sim to create a pressurized environment for living)</h6>
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<br/><br/><br/>
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<h2class="alt"><strong>Introduction</strong></h2>
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<p>The <strong>Mars Simulation Project (mars-sim) </strong> is an open source Java project aiming at building computer models that characterize important aspects of establishing human settlements on Mars. </p>
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<p>The <strong>Mars Simulation Project (mars-sim) </strong> is an open source Java project aiming at building computer models that characterize operational and relational aspects of establishing human settlements on Mars. </p>
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<p>Have you ever been fascinated by reality TV shows in which how contestants survive each test? Some are natural-born team players but they are put to test by having to compete against one another instead of teamworking. Some are loners by traits and have to work pass suspicion and mistrust to collaborate with others to accomplish some mutual goals.
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<p>Have you ever been fascinated by reality TV shows in which how contestants face tensions and survive tests? Teamworking is put to test. Driven leaders struggle to exercise self-withstrain by not pitting against those having good solutions in decision-making. Loners learn to step out of self-isolation to collaborate with others to accomplish mutual goals.
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<p>First and foremost, what mars-sim attempts to model is the professional relationship of the early settlers. There are jobs to get done in developing the settlement. Therefore, we model each settler with personalities, a list of natural attributes and job skills, and a set of preferences (likes-and-dislikes on a bunch of task). We define an assigned role and a job position for each settler with a myriad of tasks to perform. While most tasks are done independently by an individual. Some require teaming up with others to get done for the settlement. There is also description indicator showing the level of relationship (how close or how adversarial) between any two individuals.
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<p>What mars-sim attempts to model is how early settlers work together to sustain their base. While high-level strategic and mission planning is essential, daily operation of a base falls on how well each individual behaves and relates to one another. Team-working and maintaining good relationship with one another is crucial. mars-sim models each settler with personalities, natural attributes and job skills, and preferences (likes-and-dislikes on a bunch of task). There are tasks to get done in developing and sustaining the settlement. mars-sim defines an assigned role and a job position for each settler with a myriad of tasks to perform. While most tasks are carried out independently by individuals, some require teaming up with others to get done. The social aspect between settlers is modeled by a level of relationship indicator showing how close or how adversarial between any two individuals.
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<p> With private ventures such as SpaceX offering new vision of going to Mars and the Mars One Foundation seeking to recruit future settlers on a one-way ticket to Mars, mars-sim is giving the audience a preview of the coming attractions in unraveling the intricate innerworking of establishing a human foothold on Mars.
<p> The good news is that, unlike in a TV soap opera in that the relationship dynamics of the characters are scripted to appeal to a qualified audience, actions and reactions of each settler in mars-sim are emergent and non-linear. They interact with the environmental conditions and with one another as they develop their settlement. Their personality and natural attributes can positively or negatively affect the social networking. Just like in real life, the bonding between any two individuals gets strengthened with positive exchange or degraded over time when less contact is made.
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<p> The good news is that, unlike in a TV soap opera in that the relationship dynamics of the characters are scripted to appeal to a qualified audience, actions and reactions of each settler in mars-sim are emergent. They interact with one anotherunder certain mission requirements and environmental stressors as the settlement is being developed. Their personality and natural attributes can positively or negatively affect social networking. Just like in real life, the bond between any two individuals gets strengthened with positive feedback and worsen with negative exchange, or degraded over time when less contact is made.
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<p> Below are the type of questions you may ask yourself if you are a mission planner for a human-rated Mars mission: <br/><br/> a. What types of psychological profile of the team should I select for each mission going to Mars to jump-start a colony vs. sustain the settlement? <br/><br/> b. How many of them should I send on each mission, accompanied with what resources, parts, equipment, vehicles, and building modules? <br/><br/> c. How often should I send these resupply missions to seed each existing settlement or to start a new outpost nearby? <br/><br/> d. What interventions do I need to do to ensure these settlers balance between their own personal needs and the collective needs?
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<p> Below are the type of questions you may ask yourself if you are a mission planner for a human-rated Mars mission:
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<br/><br/> (a). What types of psychological profile of the team should I select for each mission going to Mars to jump-start a colony vs. sustain the settlement?
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<br/><br/> (b). How many of them should I send on each mission, accompanied with what resources, parts, equipment, vehicles, and building modules?
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<br/><br/> (c). How often should I send these resupply missions to seed each existing settlement or to start a new outpost nearby?
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<br/><br/> (d). What interventions do I need to do to ensure these settlers balance between their own personal needs and the collective needs?
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In mars-sim, you will have an opportunity to flesh out your own ideas and hypotheses.
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In mars-sim, you will have an opportunity to flesh out your own ideas and hypotheses in how a settlement should be run and how mission planning is done.
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<br/><br/> (1). EXPLORATION : orbital survey of Mars, telescopic and robotic survey, precursor sample return, scientific investigations, human flyby/EVA/landing/return;
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<br/><br/> (1). EXPLORATION : Orbital survey of Mars, telescopic and robotic survey, precursor sample return, scientific investigations, human flyby/EVA/landing/return;
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<br/><br/> (2). BASE BUILDING : semi-permanent laboratory/habitat modules, crew rotations, water/ice recovery, in-situ fuel production, outpost maintenance/sustainment;
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<br/><br/> (2). BASE BUILDING : Semi-permanent laboratory/habitat modules, crew rotations, water/ice recovery, in-situ fuel production, outpost maintenance/sustainment;
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<br/><br/> (4). TERRAFORMING : altering global climate, large scale geo-engineering, permanently transforming human surface activities.
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<br/><br/> (4). TERRAFORMING : Altering global climate, large scale geo-engineering, permanently transforming human surface activities.
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<p>Currently, mars-sim focuses primarily in offering a simulation engine showcasing human activities in the aforementioned Phase 1 and 2 and a little bit of Phase 3. Below are the five core features of mars-sim:
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<p>Currently, mars-sim focuses primarily in offering a simulation engine showcasing human activities in the aforementioned phase 1 and some phase 2 and a little bit of phase 3. Below are the five core features of mars-sim:
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<h3>I. Mission Scenarios</h3>
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<h3>(I). Mission Scenarios</h3>
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<p> mars-sim borrows from a variant form of the Mars Direct plan proposed by Zubrin and Baker in 1990s.
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Select 'New Sim' in the Main Menu will take you to the Simulation Configuration Editor. By default, you are presented with two settlements, namely a Mars Direct Base (Phase 1) with 4 settlers and an Alpha Base (Phase 4) with 24 settlers. You are free to reconfigure this template.
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<h3>II. Profile of Settlers</h3>
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<h3>(II). Profile of Settlers</h3>
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<p> Each settler is assigned with a Job which will determine a list of relevant tasks and missions at a given Work Shift. There are a variety of Job in mars-sim: Architect, Areologist, Astronomer, Biologist, Botanist, Chef, Chemist, Doctor, Driver, Engineer, Manager, Mathematician, Meterologist, Physicist, Technician, and Trader. Users can change a person's Job in the Activity Tab.
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<p> In version 3.1.0, each settlement will have a leadership structure. For a settlement with less than 47 settlers, the hierachy comprises a commander, and sub-commander and a list of chiefs and a list of specialists. FOr a settlement with 48 people, a mayor will be elected. Each settler will have a given Role based on his/her natural attributes and skills. The roles are not fixed and can change over time.
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<h3>III. Health and Radiation Modeling</h3>
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<h3>(III). Health and Radiation Modeling</h3>
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<p> mars-sim simulates realistic scenarios in which settler will cope with accidents of all kinds, illnesses, injuries and even death. Each settler has 4 critical health attributes reflecting the person's current physical conditions: Hunger, Fatigue, Stress and Performance level. A person's overall health status may be reported as being well or being sick (such as Suffocating, Recovering from Anxiety Attack/Flu/Pulled Muscle, and Death, etc..)
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<p> In version 3.1.0, a radiation exposure modeling based on NASA's studies has been partially implemented to make it realistic. There are 3 possible type of radiation events : (A). The Baseline (B).the Galactic Cosmic Radiation (GCR) (C). Solar Energetic Event (SEP). Each with different level of radiation with SEP the highest level of exposure. The 3 body regions where the exposure are to be tracked are (1) Blood Forming Organ (BFO) (2) Ocular (3) Skin. In our modeling, there are 3 intervals (or counters) for the exposure: (1) 30 days (2) Annual (3) Career. e.g. for BFO, the max limits are set to be 250 mSV for 30 days, 500 mSV for Annual and 1000 mSV for Career.
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<h3>IV. Social/Professional Interactions and Achievements</h3>
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<h3>(IV). Social/Professional Interactions and Achievements</h3>
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<p> mars-sim simulates the overall professional relationship for the future settlers on Mars. Each settler bears an imprint of one's gender, date of birth, weight, height, BMI, age, blood type, a personality profile based on Myers-Briggs Type Indicators (MBTI) and Five Factor Model (FFM), and a set of natural attributes (such as Agility, Academic Aptitude, Attractiveness, Conversation, Endurance, Experience Aptitude, Leadership, Strength, Stress Resilience, and Teaching). These characteristics set in motion on how well a person interact with his/her team and others socially and professionally.
<p> The Settlement Map provides each settlement a visual overview of the whereabout of each building, settler, bot and vehicles. You can see how buildings are seamlessly interconnected via hallways or tunnels. The Settlement Info Window provides clues on how well each system is functioning behind the scene. No two settlements are alike. You can make each settlement unique by having distinguishable mission footprints and infrastructures and by ways of how settlers behaves.
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<p> As settlements grow and more buildings are shipped in or being constructed on site according to the needs, diversity of specialty function results. It's not difficult to imagine a settlement would become an university town housing numerous laboratories attracting academically driven settlers to perform research studies on various disciplines. A green haven may have a large number of interonnected greenhouses experimenting with crop genetic that gives better crop yield having a company of biologists/botanists. A makers town is one that consists of a lot of workshops/manufacturing shed providing high industrial throughput and attracting influx of creative individuals to tinker with tools to produce new parts and equipment. Also, mining outposts will be sprouted up everywhere along a resource-rich basin/region that provides a continuous supply of minerals.
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<p> As settlements grow and more buildings are shipped in or being constructed on site according to the needs, a diversity of specialty functions would result. It's not difficult to imagine a settlement become an university town housing numerous laboratories attracting academically driven settlers if it heavily sponsors research studies on those disciplines. A green town may be developed to house a large number of interonnected greenhouses having a company of biologists/botanists experimenting with improving crop rotations and genetics that give better crop yield. A maker-haven is one that consists of a lot of workshops with machineries providing high industrial throughput and attracting influx of creative individuals to prototype and tinker with tools to produce new parts and equipment. Also, with more prospectors arriving on Mars, mining outposts will be the next frontier and they will sprout up everywhere along a resource-rich basin/region, fortifying the local supply chain for raw minerals.
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<h2>Download</h2>
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<p> mars-sim 3.5.0 is available for free in 4 binary editions (most prefer to use the Swing jar edition).
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<p> mars-sim 3.5.0 is available for free in 4 binary editions (most prefer to download the Swing Jar).
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Download the latest build or release today at:
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<li>A. Go to Sourceforge's repo to start the download automatically based on your machine OS :
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