Hammer time - exactly how long does it take to build a starport in GT?
Alex Goodwin
(10 Nov 2014 02:51 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT?
Ian Whitchurch
(10 Nov 2014 03:38 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT?
Alex Goodwin
(10 Nov 2014 05:08 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT?
Ian Whitchurch
(10 Nov 2014 05:53 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT?
Bruce Johnson
(10 Nov 2014 18:25 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT? Grimmund (10 Nov 2014 14:40 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT?
Jeffrey Schwartz
(10 Nov 2014 14:46 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT?
Alex Goodwin
(10 Nov 2014 15:13 UTC)
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Re: [TML] Hammer time - exactly how long does it take to build a starport in GT? Grimmund 10 Nov 2014 14:40 UTC
On Sun, Nov 9, 2014 at 9:38 PM, Ian Whitchurch <ian.whitchurch@gmail.com> wrote: > Using either "Interesting local geology" or "Corrupt local contractors" to > explain the apparent 20% cost overruns would be my favorite answers. The usual reason for cost overruns is design changes. Someone (or a committee) accepts the initial design, and then as work progresses, people notice things they don't like about the initial design. "What? The perimiter berm is only 4 meters? Local spec is 5 meters. It'll have to be higher." "Well, the Imperial spec is 4 meters...." "Yeah, but the locals require 5. " "That should have been caught in the review." "Whoops. Locals must have been snoozing." -- "Any sufficiently advanced parody is indistinguishable from a genuine kook." -Alan Morgan