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Increasing numbers of wingsuit jumpers are dying (2016)

nationalgeographic.com

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Re: Increasing numbers of wingsuit jumpers are dying (2016)

#271
post #205

HN attempts to sound authoritative on yet another subject it doesn't understand. A few people pretend to be skydivers after studying the wikipedia entry about the sport, but give themselves away through improper terminology.

I have a three digit BASE number! I'm legit! I swear!

I was going to add: "...one actual BASE jumper shows up", but was suffering temporary memory loss after being exposed to the cringeworthy material in the rest of the thread.

Re: Increasing numbers of wingsuit jumpers are dying (2016)

#272
post #268

Earlier quoted context omitted.

You've used an unsourced figure from a website that used faulty logic to evaluate the risks of skydiving relative to driving, in an intentionally misleading way. You've done some calculation based on this unsourced number, while ignoring the mortality rate that the USPA publishes. The USPA themselves says the annual risk of mortality is 0.63 per thousand members. That's about 1 in 1600. You are off by an order of mag…

I agree that the reference to 350,000 is unsourced - the article claims that number comes from the USPA, but I can't find any relevant data on the USPA site. non-members jump an average of once. At least 90% of the 3.2 million jumps are repeat jumps by members That was the figure that I was struggling to source, but 90% feels high to me. At 90%, that gives a mean of 82 jumps per member per year, which feels high to m…

You're right; it would be useful to see a more complete breakdown, and get a better sense of what specific aspects are riskier. Hook turns are definitely a significant culprit, I agree with you. The BPA website (link below) has some claims about what the risk factors are.

> 90% feels high to me.

Well, I'm guessing on top of the unsourced 350k number you shared, so maybe it would be best if we stop guessing. But most non-members that jump are doing a tandem jump. A tandem jump in the US involves a USPA member doing a repeat jump, and most of the time a non-member making their first jump.

All we can say firmly is that 1 in around 1,600 trained and qualified USPA members die each year. That is the actual mortality rate for people who continue to participate in skydiving. Since you're in the UK, the BPA also publishes safety info separately http://www.bpa.org.uk/staysafe/how-safe/

The one thing you can't say is that canoeing is more dangerous than skydiving. According to the sources we have, canoeing mortality rate is 1/10k while skydiving is 1/1.6k. Skydivers die ~6x more per year than canoers.

Drivers in the US die at the rate of 1/6k per year according to the sources you shared. So skydiving is ~4x riskier than driving. And canoeing is less risky than driving.

We can ignore the question of how many jumpers are USPA members if we look at the per-jump fatality statistics. The 1 death per 101k jumps lets you evaluate the risk of doing a single jump vs doing 100 jumps in a year. Let's use the current USPA numbers instead, which is now averaging around 1 death per 140k jumps (shown here http://www.uspa.org/facts-faqs/safety).

Your chance of dying doing a single jump is 1 in 140k. That seems low, but it's a single jump. Your chance of dying in a given year, if you make 100 jumps, is 100 in 140k, or 1 in 1,400. Some people do more than a thousand jumps per year, so if you jump 1000 times, your odds are 1 in 140. Looking at it this way, it's easier to gauge the risks because jumping more means risking more.

Re: Increasing numbers of wingsuit jumpers are dying (2016)

#273

Earlier quoted context omitted.

Changes in speech drives changes in writing — every linguist will tell you that (I should know, I am one). Writing is — and always has been — way behind speech in terms of innovation. Edit: Downvoting isn't going to change that. But you're welcome to show me an example of a linguist that claims that writing is the driving force in linguistic evolution.

I completely agree, but I can't see how that contradicts anything I just said. Using "of" here is not an example of "language evolution" any more than confusing "to" and "too" is.

You're both right - it's evolving the language, just like lies evolve the truth, and a kid's clumsy drawing of a flower is a creative and unique artwork. Not being flippant. There is an inherent conflict between how people want it and how it is. The future might not care either way.

Re: Increasing numbers of wingsuit jumpers are dying (2016)

#274

Earlier quoted context omitted.

I completely agree, but I can't see how that contradicts anything I just said. Using "of" here is not an example of "language evolution" any more than confusing "to" and "too" is.

You're both right - it's evolving the language, just like lies evolve the truth, and a kid's clumsy drawing of a flower is a creative and unique artwork. Not being flippant. There is an inherent conflict between how people want it and how it is. The future might not care either way.

To my way of thinking, questions of orthography should be thought about differently than questions of grammar or vocabulary or other spoken-language issues. After all, we all learn to speak naturally and a standards body's decrees have little effect on how we speak. On the other hand, we have to make a conscious effort to learn to read and write, and standards bodies do regularly undertake, successfully, efforts to reform spelling.

Re: Increasing numbers of wingsuit jumpers are dying (2016)

#275

Earlier quoted context omitted.

This is why I always wish I went into game development. Maybe it can't be the same thing, but the experience can still be extraordinary. Even playing a game like Kerbal Space Program makes you feel like an astronaut. I can't imagine how good virtual reality can get.

But you get the rush from playing those games, not developing them. I mean, you do get a rush from releasing something you finished and believe in, but it's not what you're looking for, right?

Correct, 100% right. However, I like to think of it like a musician. If I don't like music, I make music I like. So if I wanted an awesome experience from a game, I could make the game and experience I want. Of course, all that is harder to do with programming (than music), but you get the drift.
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