Space Station Experiments and Such
Posted: Thu Jun 28, 2007 3:02 pm
We were talking over on the team size thread and the question of making the space station shift, particularly during long sims, more rewarding came up.
When I was planning the Adult Level II pilot in 1990 I proposed having the teams design their experiments during the week and implement them during the long sim. I came up with a list of about a dozen "starter" ideas that I thought would appeal to adults (there was liquid nitrogen involved in several
), but I hoped that the teams themselves would come up with even better ones.
Unfortunately, this was one part of the pilot we didn't get to implement.
How would you make space station more interesting?
When I was planning the Adult Level II pilot in 1990 I proposed having the teams design their experiments during the week and implement them during the long sim. I came up with a list of about a dozen "starter" ideas that I thought would appeal to adults (there was liquid nitrogen involved in several

Unfortunately, this was one part of the pilot we didn't get to implement.
How would you make space station more interesting?
- Experiment ideas?
Better EVAs?
More time flying and maintaining the vehicle?
Why do we need a space station shift anyway?