Just a little nit-pick but it really annoyed me............
I saw Killing Game Pt II for the first time last night and can't work out why when the holo emitters were overloaded the holo characters and the weapons disappeared - but the scenery (e.g. streets, buildings, trees) remained? Surely we should have just seen the grid?
Was this an error or is there some technical reason?
Hey, I think you're right!!!! It's in TNG, too. Whenever they "End Program" the grid shows. Sounds like a goof on the writers/producers part. Thanks for pointing that out, although, I had to watch the first part of the episode when it was new, about 3 mo. ago, and the second part only about a mo. ago, UPN pulled it's program carrier in my area, so I have to watch it at 11 p.m. on Sunday night, it really stinks, and I don't get to see any other UPN programs either.
Ali Andrews wrote in message <6rtt8v$q6...@plutonium.compulink.co.uk>... >Just a little nit-pick but it really annoyed me............
>I saw Killing Game Pt II for the first time last night and can't work out >why when the holo emitters were overloaded the holo characters and the >weapons disappeared - but the scenery (e.g. streets, buildings, trees) >remained? Surely we should have just seen the grid?
>Was this an error or is there some technical reason?
In article <6rtt8v$q6...@plutonium.compulink.co.uk>, "Ali Andrews"
<a...@jupiter23.demon.co.uk> wrote: > Just a little nit-pick but it really annoyed me............
> I saw Killing Game Pt II for the first time last night and can't work out > why when the holo emitters were overloaded the holo characters and the > weapons disappeared - but the scenery (e.g. streets, buildings, trees) > remained? Surely we should have just seen the grid?
> Was this an error or is there some technical reason?
It was probably an error, but it can be explained away easily enough.
The holoemitters distinguish between passive holograms and active holograms. Active holograms are those that move around or do things - characters, tools, and so forth. Passive holograms constitute the scenery of the holodeck - the static objects. You could argue that the holoemitters require a continuous output of power to create and maintain active holograms, and when power is cut these disappear, but passive holograms are created by a process more similar to replication, so a single output of power is necessary initially to create the background scenery, and then no more power is expended unless the background needs to be changed (for instance, "scrolling" as you walk) or the passive hologram must be destroyed when the program is ended. Thus, when power is cut, the actives disappear but the passives remain because it takes an expenditure of power to get rid of them. We see this distinction in "normal" holodeck circumstances as well: when someone says "End program," first all the active holograms disappear and then all the passives. By my theory, this would be because first power to the actives is turned off, and then the computer specifically removes the passives.
Aaron J. Dinkin wrote in message ... >In article <6rtt8v$q6...@plutonium.compulink.co.uk>, "Ali Andrews" ><a...@jupiter23.demon.co.uk> wrote:
>It was probably an error, but it can be explained away easily enough.
>The holoemitters distinguish between passive holograms and active >holograms. Active holograms are those that move around or do things - >characters, tools, and so forth. Passive holograms constitute the scenery >of the holodeck - the static objects. You could argue that the holoemitters >require a continuous output of power to create and maintain active >holograms, and when power is cut these disappear, but passive holograms are >created by a process more similar to replication, so a single output of >power is necessary initially to create the background scenery, and then no >more power is expended unless the background needs to be changed (for >instance, "scrolling" as you walk) or the passive hologram must be >destroyed when the program is ended. Thus, when power is cut, the actives >disappear but the passives remain because it takes an expenditure of power >to get rid of them. We see this distinction in "normal" holodeck >circumstances as well: when someone says "End program," first all the >active holograms disappear and then all the passives. By my theory, this >would be because first power to the actives is turned off, and then the >computer specifically removes the passives.
>Aaron J. Dinkin wrote in message ... >It was probably an error, but it can be explained away easily enough. >The holoemitters distinguish between passive holograms and active >holograms. Active holograms are those that move around or do things - >characters, tools, and so forth. Passive holograms constitute the scenery >of the holodeck - the static objects. You could argue that the holoemitters >require a continuous output of power to create and maintain active >holograms, and when power is cut these disappear, but passive holograms are >created by a process more similar to replication, so a single output of >power is necessary initially to create the background scenery, and then no >more power is expended unless the background needs to be changed (for >instance, "scrolling" as you walk) or the passive hologram must be >destroyed when the program is ended. Thus, when power is cut, the actives >disappear but the passives remain because it takes an expenditure of power >to get rid of them. We see this distinction in "normal" holodeck >circumstances as well: when someone says "End program," first all the >active holograms disappear and then all the passives. By my theory, this >would be because first power to the actives is turned off, and then the >computer specifically removes the passives.
> The message <6rtt8v$q6...@plutonium.compulink.co.uk> > from "Ali Andrews" <a...@jupiter23.demon.co.uk> contains these words:
> > Just a little nit-pick but it really annoyed me............
> > I saw Killing Game Pt II for the first time last night and can't work out > > why when the holo emitters were overloaded the holo characters and the > > weapons disappeared - but the scenery (e.g. streets, buildings, trees) > > remained? Surely we should have just seen the grid?
> > Was this an error or is there some technical reason?
> > Allie > > x
> Do you know, I thought *exactly* the same thing when the Nazis, > Klingons, etc disappeared and the street didn't...!!
Me too. We probably would have seen a mutilated corridor instead of a grid. The only way this could have happened is if the scenery was real whilst all the props were holographic.
The message <6rtt8v$q6...@plutonium.compulink.co.uk> from "Ali Andrews" <a...@jupiter23.demon.co.uk> contains these words:
> Just a little nit-pick but it really annoyed me............ > I saw Killing Game Pt II for the first time last night and can't work out > why when the holo emitters were overloaded the holo characters and the > weapons disappeared - but the scenery (e.g. streets, buildings, trees) > remained? Surely we should have just seen the grid? > Was this an error or is there some technical reason? > Allie > x
Do you know, I thought *exactly* the same thing when the Nazis, Klingons, etc disappeared and the street didn't...!!
<a...@jupiter23.demon.co.uk> wrote: >I saw Killing Game Pt II for the first time last night and can't work out >why when the holo emitters were overloaded the holo characters and the >weapons disappeared - but the scenery (e.g. streets, buildings, trees) >remained? Surely we should have just seen the grid?
>Was this an error or is there some technical reason?
It was clearly an oversight on the writers and the production people's parts. What we should have seen was simply the holomatrix grid. But it's obvious that people in post production showed the holes between an existing holodeck simulation and the actual ship, and everyone was simply saying it looks "cool" and left it at that.
Which seems to be the mindset when it comes to the technical aspects of the show.
> The message <6rtt8v$q6...@plutonium.compulink.co.uk> > from "Ali Andrews" <a...@jupiter23.demon.co.uk> contains these words:
> > Just a little nit-pick but it really annoyed me............
> > I saw Killing Game Pt II for the first time last night and can't work out > > why when the holo emitters were overloaded the holo characters and the > > weapons disappeared - but the scenery (e.g. streets, buildings, trees) > > remained? Surely we should have just seen the grid?
> > Was this an error or is there some technical reason?
> > Allie > > x
> Do you know, I thought *exactly* the same thing when the Nazis, > Klingons, etc disappeared and the street didn't...!!
Just a thought, but couldn't there be different kinds of holoemitters, like a more basic variety for stationary objects such as streets and buildings and more complicated varieties for moving-interactive characters? Like a computer: your "Windows 98" characters might crash but the more basic "DOS" background objects don't.
Steve Christianson wrote in message <35E4B2DF.2...@worldnet.att.net>... >Just a thought, but couldn't there be different kinds of holoemitters, >like a more basic variety for stationary objects such as streets and >buildings and more complicated varieties for moving-interactive >characters? Like a computer: your "Windows 98" characters might crash >but the more basic "DOS" background objects don't.
Thanks Steve,
That seems to make sense. :-)
Just one thing with your analogy: Windows 98 crashing - surely that never happens! <g> It's ever so stable because Microsoft waited until it was perfect before releasing it (hmmm methinks I am delusional).
Ali Andrews wrote: > Just one thing with your analogy: Windows 98 crashing - surely that never > happens! <g> It's ever so stable because Microsoft waited until it was > perfect before releasing it (hmmm methinks I am delusional).
It's not like anyone remembers a certain cream pie hitting a certain geek's face. Not that THAT has anything to do with this.
<a...@jupiter23.demon.co.uk> wrote: >Just one thing with your analogy: Windows 98 crashing - surely that never >happens! <g> It's ever so stable because Microsoft waited until it was >perfect before releasing it (hmmm methinks I am delusional).