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So did this thing take off or what?

Only perfectly. They scored a bulls-eye in the trajectory so perhaps no first mid-course correction. Engineering tests in December, landing on Mars first week in August.

i bet this gall's the Russians, they've failed to launch a mars mission a couple times now.

If Phobos-Grunt doesn't make a complete recovery real soon, 0-19 since 1960 when it comes to meeting mission objectives - or even getting there. That said: Russia has an experiment on Curiosity, so they're in this game too. It's called the Dynamic Albedo of Neutrons (DAN) experiment, which will detect hydrogen, ice, or water at or just below the Martian surface.

Only perfectly. They scored a bulls-eye in the trajectory so perhaps no first mid-course correction. Engineering tests in December, landing on Mars first week in August.

If Phobos-Grunt doesn't make a complete recovery real soon, 0-19 since 1960 when it comes to meeting mission objectives - or even getting there. That said: Russia has an experiment on Curiosity, so they're in this game too. It's called the Dynamic Albedo of Neutrons (DAN) experiment, which will detect hydrogen, ice, or water at or just below the Martian surface.

All the more galling that they need to rely on us because their program has been such a complete failure lol.

thanks for the posts Doc! and i agree with you, this is nothing to gloat over, we need to all work together, i hope Roscosmos will learn from PG. heck i hope PG makes it still! so Curio is now coasting through space...how fast is she going exactly? i kinda wished they'd give us footage from the transfer to Mars, even if it's just blackness heh heh. why can't we have real high def cameras to show us what space really looks like when you're actually traveling through it? heh heh maybe because it doesn't look like much!



http://www.universetoday.com/91332/comet-curiosity-msl-looks-like-a-comet-as-it-heads-toward-mars/


What does a spacecraft look like as it lights-out for another world? This incredible time-lapse video was taken by astronomers at the Sir Thomas Brisbane Planetarium in Australia. The sequence shows a plume drifting against the background stars, probably caused by venting from the Centaur rocket stage that sent the Mars Science Laboratory/Curiosity Rover on its way to the Red Planet, after it carried out a burn over the Indian Ocean on November 26, 2011.
Brisbane Planetarium Curator Mark Rigby said that he and photographer/amateur astronomer Duncan Waldron, along with another planetarium staff member were likely the only people who saw this amazing sight, as they have received no other reports of similar observations.
Rigby said they are ?are over the Moon ? or higher? from seeing the departure of the Mars Science Laboratory, its rocket stage and plume above Australia on Sunday. ?It is a real shame that we couldn?t have woken up everyone that didn?t have clouds,? Rigby wrote on the Planetarium?s Facebook page. ?Even we didn?t expect to see such a spectacle. Can you imagine the feeling if there had been a crew onboard heading for Mars??
Rigby first saw the plume at 2:15am local time, (16:15 UT) and said it was ?a one-degree elongated cloud of VERY easy naked eye brightness.? Duncan Waldron also saw it starting at about 2:30pm and began to photograph it until it faded. Nonetheless, he captured a unique timelapse covering 21 minutes until 3am.
  • 1 month later...

There will be a midcourse correction - a minor one

http://www.jpl.nasa.gov/m/news/index.cfm?release=2012-004

Trajectory Maneuver Slated for Jan. 11

Mars Science Laboratory Mission Status Report

PASADENA, Calif. -- An engine firing on Jan. 11 will be the biggest maneuver that NASA's Mars Science Laboratory spacecraft will perform on its flight between Earth and Mars.

The action will use a choreographed sequence of firings of eight thruster engines during a period of about 175 minutes beginning at 3 p.m. PST (6 p.m. EST or 2300 Universal Time). It will redirect the spacecraft more precisely toward Mars to land at Gale Crater. The trajectory resulting from the mission's Nov. 26, 2011, launch intentionally misses Mars to prevent the upper stage of the launch vehicle from hitting the planet. That upper stage was not cleaned the way the spacecraft itself was to protect Mars from Earth's microbes.

The maneuver is designed to impart a velocity change of about 12.3 miles per hour (5.5 meters per second).

"We are well into cruise operations, with a well-behaved spacecraft safely on its way to Mars," said Mars Science Laboratory Cruise Mission Manager Arthur Amador, of NASA's Jet Propulsion Laboratory, Pasadena, Calif. "After this trajectory correction maneuver, we expect to be very close to where we ultimately need to be for our entry point at the top of the Martian atmosphere."

The mission's schedule before arrival at Mars on Aug. 5 in PDT (Aug. 6 in Universal Time and EDT) includes opportunities for five more flight path correction maneuvers, as needed, for fine tuning.

The Jan. 11 maneuver has been planned to use the spacecraft's inertial measurement unit to measure the spacecraft's orientation and acceleration during the maneuver. A calibration maneuver using the gyroscope-containing inertial measurement unit was completed successfully on Dec. 21. The inertial measurement unit is used as an alternative to the spacecraft's onboard celestial navigation system due to an earlier computer reset.

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so how much fuel will this burn involve? otherwise, so glad the mission is going well, i keep thinking of Curio, flying quietly and dilligently through space, representing us humans. i can't believe it's been almost two months since the launch, we'll be watching the landing before you know it.

cool, here's to Curio (literally does drink whiskey while typing this)! i hope she doesn't need any more course adjustments. BTW was looking at JPL's Curio tracking chart, and it's kinda weird that she's traveled like 150 mill KM but is actually quite close to Earth now heh heh. space travel is a mind bender, for sure.

  • 6 months later...

The Mars Odyssey orbiter has been repositioned to support Curiosity's landing -

http://spaceref.com/news/viewpr.html?pid=37918

NASA's Mars Odyssey spacecraft has successfully adjusted its orbital location to be in a better position to provide prompt confirmation of the August landing of the Curiosity rover.

The Mars Science Laboratory (MSL) spacecraft carrying Curiosity can send limited information directly to Earth as it enters Mars' atmosphere. Before the landing, Earth will set below the Martian horizon from the descending spacecraft's perspective, ending that direct route of communication. Odyssey will help to speed up the indirect communication process.

NASA reported during a July 16 news conference that Odyssey, which originally was planned to provide a near-real-time communication link with Curiosity, had entered safe mode July 11. This situation would have affected communication operations, but not the rover's landing. Without a repositioning maneuver, Odyssey would have arrived over the landing area about two minutes after Curiosity landed.

A spacecraft thruster burn Tuesday lasting about six seconds has nudged Odyssey about six minutes ahead in its orbit. Odyssey now is operating normally, and confirmation of Curiosity's landing is expected to reach Earth at about 10:31 p.m. PDT Aug. 5, as originally planned.

"Information we are receiving indicates the maneuver has been completed as planned," said Gaylon McSmith, Mars Odyssey project manager at NASA's Jet Propulsion Laboratory (JPL), in Pasadena, Calif. "Odyssey has been working at Mars longer than any other spacecraft, so it is appropriate that it has a special role in supporting the newest arrival."

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    • You literally have to do it on a desktop, which is incredibly annoying in our mobile-first world. What???
    • What part of "you can’t really depend on service providers to maintain features forever" is not clear enough?
    • Nope. That lack of surround sound capability (analog) won't fly with me. Sure, I use headphones most of the time, but still.
    • Creative Sound Blaster AE-X PCIe review: your headphones will love it by Steven Parker If you have been reading Neowin for any length of time, you may remember that I reviewed the Sound Blaster Audigy FX Pro back in April. I found it to be an excellent budget sound card, even though it lacked support for formats such as DTS over the included SPDIF port. Anyway, Creative reached out to me again asking if I was interested in reviewing the Sound Blaster AE-X. It is a card mainly targeted at headphone wearers, which I'll get into a bit later. Before we get underway, here is a disclaimer: Creative Labs provided a free sample without any review pre-approval. Here are the full specs of it: Creative Sound Blaster AE-X Dimensions: 179 x 126 x 18 mm Weight: 263g / 9.28 oz Platform: PCI-e DAC: ESS ES9039Q2M Connectivity Options Side: Rear: 1 x HD Audio Front Panel Connector, 1 x ⅛“ Headphone port, 1 x RCA Line-out (Left) port, 1 x RCA Line-out (Right) port, 1 x Coaxial SPDIF-out port, 1 x ⅛“ Mic in/Line-in port, 1 x TOSLINK SPDIF-in port Surround: No DNR / SNR: THD+N: 0.0001% Dynamic Range 130 dB Recording Resolution: PCM up to 32-bit / 192kHz (Stereo) Direct Mode: Line Out (Stereo): PCM up to 32-bit  384 kHz Coaxial SPDIF Out: PCM up to 24-bit 192.0 kHz Headphone Amp: PCM up to 32-bit / 384kHz (Stereo) Native DSD: DSD64, DSD128, DSD256 Output Impedance: 1Ω, Supported Headphone Impedance: 8–600Ω, IEM: 0.5Vrms, Low: 1.5Vrms, Mid: 3Vrms, High: 6Vrms, Maximum output power: 350mW @ 32Ω (High), Maximum output voltage: 6Vrms (High) Front Panel Headphone Amp: PCM up to 32-bit / 192kHz (Stereo) Native DSD: DSD64, DSD128 Output Impedance: 10Ω, Supported Headphone Impedance: 32–300Ω, Maximum output power: 40mW @ 32Ω, Maximum output voltage: 1.9Vrms ASIO: ASIO 2.3 Total Harmonic Distortion: THD+N: 0.0006% Dynamic Range: 114 dB Scout Mode: Yes EMI shielding: No (but it passed all the FCC emission tests) Operating temperature: 0–45°C Input Power: 12V⎓0.5A Warranty: 1 Year (MSRP) Price: $179.99 / £169.99 The Sound Blaster AE-X was announced at the end of May, and it becomes clear that it is mainly for headphone wearers. I should also note that the card does not support DDL/DTS encoding technology, but it is said to support decoding through the coaxial SPDIF port. I was able to test this working with the classic Windows Sound properties, but I could not get a DTS (decode) signal through my Logitech Z906, it defaulted to 3D sound whenever I played DTS content through Plex or Emby. In addition, this card only supports two channels (stereo) over the speakers. The surround support is limited to the Headphone Amp, so before I get underway, what we have here is a card mostly intended for headphone use, especially with its SPDIF In (Toslink) port where you could connect another device like a console. So what about the highlights of this card? The AE-X is powered by the ESS SABRE DAC (ES9039Q2M), which is capable of a 130 dB dynamic range. In addition, it supports 32-bit/384 kHz playback for deeper detail and clarity. The headphone amplifier delivers up to 350 mW @ 32Ω, which admittedly far surpasses standard onboard audio, offering support for studio-grade headphones. DSD256 and ASIO 2.3 are also supported. What doesn't it have? No support for What-U-Hear, Super X-Fi, or the SmartComms Kit No EMI shielding, but it passed all the FCC emission tests (from the FAQ) I also want to make it clear that I am no audiophile. For me, it's purely subjective and it should just "work" out of the box. First impressions As I said in the introduction, I was a bit sad to see that the AE-X only supports stereo output, meaning it would not be on par with my ALC1220 over my speakers, as I mentioned it seems like this card is marketed toward headphone users. Since I am not an avid gamer that would rule me out as a potential customer, but I can still test its capabilities! The card arrived in a nice-looking box, as shown above. It's quite a bit larger than the Audify FX Pro that I reviewed back in April, and at first I thought the covering meant that it was EMI shielded, but it isn't as mentioned above in the highlights section. What's in the box: 1 x Sound Blaster AE-X PCIe card 1 x 3.5 mm CTIA TRRS to Dual TRS Headset Splitter Cable 1 x Quick Start Guide Aside from the Quick Start Guide, which someone at my age (I guess) needs a magnifying glass to read thanks to the tiny fonts, Creative Labs also has the manual online, which first requires you to prove that you're human in order to access it (so I can't direct link it). Anyway, the box is mostly made up of cardboard, and the only plastic in it is the anti-static bag for the card itself. Design Top Bottom The card itself looks pretty cool and actually wouldn't look out of place in an all-white build. There's only one connector, and for some reason it is awkwardly placed on the side (front-facing) that is for the front panel audio connector, which will let you use the headphones through the front PC audio jack. Since the front panel Headphone Amp has fewer capabilities than the rear headphone port, I decided not to use it. Rear of card PCI-e interface The rear of the card is completely open and is normally where you would find the front panel connector. The PCIe interface side is completely covered, which initially made me think it was EMI shielded. I/O panel Side (front-facing) with Front panel connector On the outer rear bracket side we have the TOSLINK SPDIF in, Coaxial SPDIF out, RCA line out (Right), RCA line out (Left), Headphone out, and Mic/Line in ports. On the front facing portion of the card itself is the F-panel connector. Usage Test System Our test system consists of the following: AMD Ryzen 9 9950X3D Gigabyte X870E AORUS MASTER (BIOS F12) Corsair RM1000x (2024) Thermal Grizzly Kyronaut (33x33x0,2mm) 2x 32GB Kingston Fury Beast RGB DDR5 6000MT/s CL36-38-38-80 T-Force Z540 2TB (PCIe Gen5) NVIDIA GeForce RTX 5090 Founders Edition (NVIDIA) Creative Sound Blaster AE-X Windows 11 25H2 Pro I installed the card into the Gigabyte X870E AORUS MASTER which includes the RealTek ALC1220 onboard audio. For our subjective listening tests, I used the Coaxial SPDIF port to my Logitech Z906 speakers. For headphone tests I used the OneOdio Studio Max 2 Wireless DJ Headphones that I reviewed last month. After installing the audio driver, I installed Creative Nexus, which is a relatively new app designed for the latest Sound Blaster cards. Then I discovered the AE-X needed both a driver update from 1.00.15.0001 to 1.01.09.000 and a firmware update from 1.00.06.0000 to 1.00.06.0002, then I was set to go. It should be noted that the card did not work without the driver (not Plug and Play). As you can see above, you can manage the firmware, driver, and inputs via Advanced Settings on the Device tab. By default Nexus enabled "Direct Mode". Upon clicking on Acoustic Engine, the Equalizer can be enabled and set to four different presets, which are: Gaming Music Movies Footsteps Enhancer There's also a dedicated Scout Mode for gamers. I mainly used Tidal and Spotify in the past week to listen to some of my Liked Songs (which now total over 700) in Shuffle mode; there were no pops or interference that I could hear. I also found a 5.1 Surround Music playlist on Tidal that sounded really great over Studio Max 2 headphones. When I reviewed the Audigy FX Pro, I went out and purchased a Logitech Z906 set second-hand for €100 specifically to use with the card, but in this instance all I could get on the AE-X was the 3D output of surround sound through Coaxial SPDIF and although it still sounded great, it isn't quite as good as DTS Interactive via my onboard Realtek ALC1220. Conclusion So what have I learned? The AE-X lacks multi-channel support for 5.1/7.1 setups and drops support for modern surround technologies like Dolby or DTS, functioning strictly as a stereo output device. So to really benefit, you will need Studio-grade headphones to "hear" the benefits of this card. With that being said, I can imagine it will appeal to gamers who are switching between console and PC. By utilizing the SPDIF in port, you could just plug your headphones into the AE-X (front or rear port) and then switch between PC and Console without having to move the headphones to a different port. As I said in the Sound Blaster Audigy review, the EQ in the Creative Nexus app offers safe presets, which allows a user to further tweak the lows, mids, and highs for a personal listening experience. Of course it all depends on the headphones you hook up to it. Speaking of headphones, I kind of wish I had higher-quality Studio-grade headphones to really test this card with; I'm not usually wearing headphones in my day to day duties. The only time I will wear them is if I want to listen to music very late at night and I don't want to disturb my neighbors, so my rating (verdict) is based on this fact. Someone with a PC/Console setup and wears headphone religiously to game, and consume media will benefit much more than I from the high-quality Headphone Amps that are included in the AE-X. Once again, I do feel like Creative could have gone the extra mile to support the S/PDIF port a bit more. Why include it if you're not supporting the main popular digital formats? It seems like the decision was more of a legacy-based one, offering uncompressed 2-channel PCM audio, for users with high-fidelity audio systems and external DACs. Maybe I will be lucky enough to review a card that truly includes all these features in the future. I am sure readers with far more knowledge on audio systems than me will correct me in the comments below. I'll just say I am happy to learn what I don't know! Where to buy The Sound Blaster AE-X is available to purchase now in preorder for $179.99 on the U.S. Creative website, or for £169.99 on the Creative UK website and will start shipping to customers from June 25.
    • $80 or 90%, anything else would be financial suicide one way or another.
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