Hard SF: So Hard It's Impossible ...?
This post is once again thanks to Bernita, who a few days ago wrote a boffo review of Grimspace, a new novel by Ann Aguirre. The book sounds like a winner, but I rather ungenerously used the comments to register a general SF grump. As thumbnailed by Bernita,
As the carrier of a rare gene, Sirantha Jax has the ability to jump ships through space -- a talent that cuts into her life expectancy but makes her a highly prized navigator for the Corp.
This is a well-established science fiction trope, that navigating though FTL requires some form of human intuition. (My grump is that this is a sort of authorial special pleading - more on this below.) The intuitive talent may be, as evidently in Grimspace, a rare genetic trait, and usually one that exacts some price from anyone so gifted. Or it may be old fashioned seat of the pants piloting skill, something that can be learned through study and discipline - though probably also benefiting from genetic inheritance, in this case happily rendering the person exceptionally attractive to the gender of preference. Broadly speaking these two types are Luke Skywalker and Han Solo respectively.
In one form or other this is what Romance in all its subgenres is all about. Romance is essentially different from realistic fiction, which is why much of the writing advice you hear is wrong, especially about characterization but also background. In Romance, the knights are bolder, the ladies fairer, the mean streets grittier, and a round trip ticket to the space station costs $100,000, not $20 million. Yeah, my Princess Catherine is tall and has red hair - you gotta problem with tall redheads, take it up with her, not me.
Does this expose my grump at Bernita's blog as bullshit, and incidentally show that hard SF is a contradiction in terms? A curious and little noticed characteristic of Romance is that although it is fundamentally non-realistic, authors in the Romance genres are often quite preoccupied by various types of realism. The author of realistic mainstream fiction does not have to research Anysuburb, USA, in order to write about it. The author of a novel set in Henry VIII's court, or aboard a frigate in 1794, or involving a murder investigation, has some reading up to do.
So does the author whose novel takes place in a completely imaginary royal court, or aboard a starship. The standards of credibility are different, but they are no less demanding and maybe more. People who habitually read the Romance genres tend to know their stuff, and they can tell the difference between a real royal court and one apparently filled with present day 'Murricans who raided a chest full of stage costumes. (Ladies: Show attitude by all means, but a little feminist rhetoric goes a long, long ways.) Starships can work any number of ways, but shipboard organization and procedures are either spaceworthy or not, and it shows.
Science fiction, however, has some peculiar problems - technologies in which, in the real world, we have made too much progress. Spaceship navigation, FTL or otherwise, is a good example. As noted earlier, you'll find FTLs that require rare special gifts or highly trained piloting skills (or both). What you probably won't find in SF of recent decades is an FTL transit that requires classical navigating skills, like those in Heinlein's 1950s vintage YA classic, Starman Jones.
In that novel, starship astrogation (an SF term now almost fallen out of use) requires mathematical talent, to correctly calculate the ship's position and trajectory far out in deep space at speeds approaching the speed of light. The Astrogator is almost constantly on duty for the last 36 hours or so before jump, supported by a team of well trained enlisted men who take instrument readings and feed data into the ship's computer - yes, the starship Asgard has a computer. (A computerman uses a book of tables to convert base 10 numbers into binary, so they can be input into the computer. How's that for a user friendly interface?). The atmosphere in the "Worry Hole" is edge of the chair as the Astrogater solves the final rounds of course corrections, under enormous time pressure - oh, hell, read the book. That is starship navigation as it was supposed to be.
The problem is that, with present day computer technology, not only would there be no computerman with his book of table, there would be no Astrogator - the whole jump would be flown under computer control, with far greater precision and safety than brilliant, dedicated Dr. Hendrix could ever have imagined.
There is no way around this. Intuitive piloting in FTL is one thing, if your FTL is gimmicked to require it, but navigation - the haven-finding art, and for the last 500 years primarily a branch of applied mathematics and observational astronomy - is by its nature logical and regular. No, you cannot plead that this is Romance, because the Romantic archetype of the Navigator is precisely that element of reason - pressing on through night and fog with confidence, relying on mastery of theory and exacting instrumental observation.
This is not the same as intuitive seat of the pants piloting. It has a magic of its own - or had it, because those times are done now. Navigators was born, in the European tradition, around the 14th century - when, amid schematic medieval maps, we suddenly find portalan charts, so accurately drawn that at first glance we could take them for modern maps, real maps to get you where you are going. They began to die sometime in the last couple of decades. Yes, the wise yachtsman still masters celestial navigation in case the GPS system craps out, but if automated celestial navigation packages aren't available it is because GPS killed the demand.
This is even more the case with space navigation, because normal-space (non-FTL) navigation is about as well suited to computerization as anything can be. Sure, the computer could crap out - so could the main drive. They quit putting buggy whip sockets on cars once the likelihood of completing a road trip behind a team of horses became insignificant. They will never start training spaceship navigators, if the prospect is that none of them will ever actually need to use their skills.
FTL has remained the escape hatch, now serving double duty - not only a way to get from star to star in less than decades, but a way to require human navigation, because computer algorithms can't figure it out. This was my grump, because it always feels like a bit of special pleading. How convenient. It is a well established SF trope, and it violates no law of Romance, but I still grump.
Yet what do I say to Bernita? Her counter-grump was a better one:
I shrink from a FUTURE that eliminates the human factor and human instinct in either piloting or navigation.
She's right. I don't want Linux-based spacenav packages; I want the starship Asgard.
One possible solution - the one that gave a name to this blog - is to belly up to the bar and admit that our SF stories are not about The Future, but about an imaginary world where space travel is the way we imagined it just before we started doing it - where the astrogator of a ship bound for Mars makes one last check on her circular slide rule and nods to the captain. But this is also a form of special pleading.
Are there other ways out? One way out might be to observe that our current unmanned space probes are not in fact navigated by computers. They are navigated by people, at JPL, who use computers to do a job that would be impossibly complicated without them. Unless you assume semimagical computers (and so far as I can tell, the AI people aren't even much pursuing HAL style quasi-human intelligence any more), Mission Control is going to be around for a long time to come.
So if you're building a large passenger-carrying spaceship anyway, it could make perfectly good sense to put Mission Control, or at least part of it, on board the ship, making it that much less dependent on control facilities at its ports of call - especially since these may not always be up to the very highest standards. This is Romance, after all.
What the control room crew does on watch, however, is probably not just a jazzed up version of the Enterprise bridge crew or the Asgard's worry gang. (Off watch is another matter, humans being humans.) Computers will indeed do nearly all the piloting and navigating in the usual sense - handflying a spaceship is a ding waiting to happen, as the Mir-Progress collision already demonstrated. So what are the people doing?
Oddly enough we are very hazy on that, or at least I am. I imagine much of their duties will involve monitoring and controlling the computers that actually fly the ship - maintaining software and the like, but especially performing tasks such as simming possible future maneuvers. More direct intervention will be called for only in circumstances that fall outside the flight plan, including all precomputed variations. Which is a technical way of saying "story conditions" - because if your story involves the control crew in their professional capacity, it is a pretty good bet that the ship's regular flight plan is about to get nullified.
As for the part that intuition might play in all this, in skills like navigation, intuition is what you fall back on when the problem you need to solve is not in the manual. (Or, as in Starman Jones, when the manual has been disappeared.) It may be worth noting here that computer programming itself is a notoriously intuitive art, filled with what programmers themselves call deep magic - which is why there are still so many rich geeks in Silicon Valley. No one has yet managed to automate software design, and few are holding their breath for it.
Notice that the above points apply to ordinary, practically-Newtonian interplanetary navigation, majestic in its formal certainty. FTL, if you have it, can be equally deterministic, and chances are that human control crews will still have their hands full getting around through it.
What applies to civil navigation surely applies in spades to space combat. On the one hand, without special pleading it is hard to justify laser-cannon gunners zeroing in on targets with a joystick - and all but impossible to justify the ever popular space fighter, which performs no mission an automated drone cannot do as well, with the further advantage that it is a lot easier in most cultures to write off a drone. On the other hand, the operational environment of space combat, even if formally as clean as in Attack Vector, is liable to turn out in practice to be filled with bewildering ambiguities and uncertainties. Even simple tasks get more complicated when you are being shot at.
I am not sure how all of this plays out, but one way or another, it is possible that the super automated space technology of (non-rocketpunk) Tomorrow will turn out to be at least as complicated in human terms as trying to get a word processor to print a document the way you want it to look, not the way Microsoft thinks you should want it to look. And especially when all hell is breaking loose, as it probably is.