Path: utzoo!utgpu!water!watmath!clyde!att!osu-cis!tut.cis.ohio-state.edu!mailrus!ames!ucsd!nosc!tetra!budden From: budden@tetra.NOSC.MIL (Rex A. Buddenberg) Newsgroups: comp.protocols.tcp-ip Subject: Re: timezones in 822 Message-ID: <686@tetra.NOSC.MIL> Date: 29 May 88 23:44:04 GMT References: <8805280137.aa28106@Huey.UDEL.EDU> Reply-To: budden@tetra.nosc.mil.UUCP (Rex A. Buddenberg) Organization: Naval Ocean Systems Center, San Diego Lines: 18 "Now lets talk about Antarctica..." Time there gets interesting, simply because you can cross so many zones in a small linear distance... but the interesting problem is this: When you are at the Pole, every direction is north, or 000 (recall the color-of-the-bear riddle about the other Pole). So how do you fly out? If you pick any of the 'norths' at random, all but one of them lead somewhere other than McMurdo -- and not places you want to go. The conventional fix to the problem is to superimpose a grid over the true geography -- graft a piece of the equator over the pole, so to speak. Grid north is generally aligned along the Prime Meridian, so grid south runs along 180, grid east up the 090 meridian, etc. Rex Buddenberg