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  • 4 weeks later...

SpaceX hires Kathy Lueders as General Manager of Starbase, former NASA Associated Administrator for human spaceflight

https://www.cnbc.com/2023/05/15/elon-musks-spacex-hires-former-nasa-official-kathy-lueders.html

Quote

 

KEY POINTS

• Kathy Lueders, the most recent top human spaceflight official at NASA, has joined Elon Musk’s SpaceX after retiring from the agency, CNBC has learned.

•  Lueders will work out of the company’s “Starbase” facility in Texas, people familiar with the matter told CNBC, and report directly to SpaceX president and COO Gwynne Shotwell as general manager.

• She represents a key hire for SpaceX as it aims to make its massive Starship rocket safe to fly people in the coming years.

 

 

On 18/09/2023 at 19:38, IsItPluggedIn said:

Looks like Bill was successful in pushing her out. Cant have successful women that likes "New Space" in a position of power.

 

She committed a double sin, also selecting Starship HLS as the Artemis human landing system.

  • 1 month later...

Starship HLS (moon lander) nose cone roll out

20231029_153424.thumb.jpg.cfb080e05e6c58d642dc1daa8e17ecea.jpg

SpaceFlightNow interview with NASA

https://spaceflightnow.com/2023/10/27/on-time-artemis-landings-by-spacex-blue-origin-possible-but-face-great-challenges/

Quote

Watson-Morgan and her team are eager to see SpaceX return to flight, stating that they’d like to see around 15 to 17 launches of Starship en route to the crewed landing during the Artemis III mission.

>

"We had a cold-start Raptor Vacuum test that was recently completed. They’re also working on smaller thrusters. We’re working through medical kit testing, training system delivery, testing crew displays. We’ve worked through how we’re going to handle mission authority on day of launch,” Watson-Morgan said. “So, in parallel, while the world stage sees all these magnificent tests, we are working closely with SpaceX on all the mission unique items and milestones and that is going along very smoothly. And they actually haven’t missed any of those.”

"This week, they are conducting a docking test. It’s a critical feature, since Starship will first have to be able to dock with the Orion spacecraft on the Artemis 3 mission and then with the Lunar Gateway during Artemis 4."

 

Starship HLS lander on the moon (official concept image)

starship_moon.thumb.jpg.c069d72e21566df639dc7788b072dc55.jpg

Edited by DocM
  • Thanks 1
  • 3 weeks later...

Starship Flight 2 may be Friday

Whatever the date, the goals for this flight are to get off the pad with minimal damage and to test the new hot staging mechanism. After that everything is sauce for the goose. A complete mission would involve the booster doing a water landing in the Gulf of Mexico, and Starships doing a water landing north of Hawaii in the Pacific Test Range.

The pace of testing would accelerate with success, including tests of the orbital  refueling system.

 

Starting to look like Game On:

Notices to Mariners for rocket launch covering the Gulf of Mexico and Hawaii

We should soon hear about a road closure on Route 4, confirmation that the NASA HLS team has left Houston for Starbase, and the issuance of the FAA launch license.

 

 

  • Like 2

My predications for launch.

75% chance it clears the tower

50% that the booster water lands in the gulf

40% starship (stupid name) makes it to Hawaii and lands in the pacific

25% chance the launch pad takes major damage. 

NASA teams are already in place at Starbase

Date: Nov 17

Window: 0800 - 1000 Eastern

Viewing

@SpaxeX on X

NASA TV (YouTube)

VideoFromSpace (Space.com YouTube)

NASASpaceFlight.com (YouTube)

 

Quote

 

 

 

Edited by DocM
  • Like 1

Launch & test flight events

https://www.spacex.com/launches/mission/?missionId=starship-flight-2

The second flight test of a fully integrated Starship could launch as early as Friday, November 17, pending final regulatory approval

A live webcast of the flight test will begin about 30 minutes before liftoff, which you can watch here and on X @SpaceX. As is the case with all developmental testing, the schedule is dynamic and likely to change, so be sure to stay tuned to our X account for updates.

Starship’s first flight test provided numerous lessons learned that directly contributed to several upgrades to both the vehicle and ground infrastructure to improve the probability of success on future flights. The second flight test will debut a hot-stage separation system and a new electronic Thrust Vector Control (TVC) system for Super Heavy Raptor engines, in addition to reinforcements to the pad foundation and a water-cooled steel flame deflector, among many other enhancements.

This rapid iterative development approach has been the basis for all of SpaceX’s major innovative advancements, including Falcon, Dragon, and Starlink. Recursive improvement is essential as we work to build a fully reusable transportation system capable of carrying both crew and cargo to Earth orbit, help humanity return to the Moon, and ultimately travel to Mars and beyond.

==========

COUNTDOWN

All times approximate

HR/MIN/SEC   EVENT
02:00:00   SpaceX Flight Director conducts poll and verifies GO for propellant load
01:37:00   Booster LOX (liquid oxygen) load underway
01:37:00   Booster fuel load (liquid methane) underway
01:17:00   Ship fuel load (liquid methane) underway
01:13:00   Ship LOX load underway
00:19:40   Raptor begins engine chill on booster and ship
00:00:10   Flame deflector activation
00:00:03   Raptor ignition sequence begins
00:00:00   Excitement guaranteed

==========

FLIGHT TEST TIMELINE

All times are approximate

HR/MIN/SEC   EVENT (IF ALL GOES ACCORDING TO PLAN)
00:00:02   Liftoff
00:00:52   Max Q (moment of peak mechanical stress on the rocket)
00:02:39   Booster MECO (most engines cut off)
00:02:41   Hot-staging (Starship Raptor ignition and stage separation)
00:02:53   Booster boostback burn startup
00:03:47   Booster boostback burn shutdown
00:06:18   Booster is transonic
00:06:30   Booster landing burn startup
00:06:48   Booster landing burn shutdown
00:08:33   Starship engine cutoff
01:17:21   Starship entry
01:28:43   Starship is transonic
01:30:00   An exciting landing!

 

  • Like 2

SpaceX website stream, click "Watch"

Window is now only 20 minutes starting at 0800 Eastern

If they can't go this morning they will probably go Sunday or Monday. Weather then becomes an issue.

https://www.spacex.com/launches/mission/?missionId=starship-flight-2

 

Edited by DocM
On 18/11/2023 at 08:24, bguy_1986 said:

Good launch. Much farther than the last time. 
curious how the pad held up. It looked like it would be fine. No chunks of concrete went flying from what I seen. 

 

No public details, but they sound pretty damn happy.

Now they do their research, make modifications to the already built follow-on vehicles and do it again.

Rinse, wash, repeat...

From NASA's perspective, they've been hitting their milestones for HLS. It even put out a procurement for upholstering materials in the crew cabins.

  • Like 1

Overall, it went really well! First indications are the pad is very healthy with minimal damage. Booster ascent was damn near perfect; all 33 engines ran great through stage sep and the beginning of boostback. Not super clear yet what failed during boostback but that is a very high stress time. More data review to come for that. Ship did well too, it was about 30s from SECO but was a bit low on thrust and so clipped the very narrow AFTS boundaries and was rewarded with some high explosives to the face. At least we got rVac running in space and demonstrated the upgraded FTS system. :) 

With minimal damage to the pad, flight 3 will not be far away!

With Starship we are doing something new with iterative rocket design in which we iterate all the way to flight. This means way more failures which most people are not used to seeing in the aerospace industry. Not many remember the early days of spaceflight in the late 50s\early 60s in which launches failed all the time while they were learning. Traditionally, it has always been huge amounts of design, simulation, and testing on paper and at the component level leading to a as close to a guaranteed success on the first try as possible. This is the model SLS uses and Falcon 9 originally used. I don't personally think one is better than the other, just a different approach. The iterative process was likely deemed too expensive in the past which is super valid and it may well turn out the iterative approach is not a good fit for large scale rocketry but we will never know for sure without trying.

That looked to go pretty damn well. 
 

I’m looking forward to finding out about the state of the pad because if that’s fine then there should be no hold up for the next launch licence, any hold up will purely be to be improvements to the following boosters and ships.

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    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. 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