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NASA comment propellant transfer test

NASA...

NASA Artemis Mission Progresses with SpaceX Starship Test Flight

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One objective closely tied to future Artemis operations is the transfer of thousands of pounds of cryogenic propellant between internal tanks during the spacecraft’s coast phase as part of NASA’s Space Technology Missions Directorate 2020 Tipping Point awards. The propellant transfer demonstration operations were completed, and the NASA-SpaceX team is currently reviewing the flight data that was received. This Tipping Point technology demonstration is one of more than 20 development activities NASA is undertaking to solve the challenges of using cryogenic fluids during future missions.

As a key step toward understanding how super-cooled propellant sloshes within the tanks when the engines shut down, and how that movement affects Starship’s stability while in orbit, engineers will study flight test data to assess the performance of thrusters that control Starship’s orientation in space. They are also interested to learn more about how the fluid’s movement within the tanks can be settled to maximize propellant transfer efficiency and ensure Raptor engines receive needed propellant conditions to support restart in orbit.

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  • Like 1

Just my opinion, but I think the roll started about the time the propellant transfer test started. Slosh from that could have induced a roll,  and a pitch change, while the vehicle was still high enough that the fins could not grab the atmosphere. May need a bit more power in the RCS  thrusters and some baffles in the tanks.

  • Like 1

Shotwell quote

Quote

We'll get back to flight, hopefully in about 6 weeks, Flight 4 hopefully, beginning part of May. And I don't think were going to deploy satellites on the next flight, things are still in trade but I think were really going to focus on getting re-entry right and making sure we can land these things where we want to land them, successfully.

 

Edited by DocM

FAA wants to move to portfolio licenses for Starship, 

https://spacenews.com/spacex-planning-rapid-turnaround-for-next-starship-flight/

"The FAA has updated SpaceX’s Starship launch license after every flight to date to reflect changes in the mission, such as the different suborbital trajectory used on the most recent flight. However, Coleman said the agency wants to move to a process where the license is valid for “portfolio of launches” rather than individual ones. That is particularly important, he added, because SpaceX is planning six to nine more Starship launches this year."

  • Like 2

Single engine static fire, and mission goal for Flight 4. Single engine to test the systems for a reentry burn.

If they get through reentry in functional condition, things will start to be fun. Starlink launches, recovery attempts, etc. 

 

Ramping up to Flight 4, this looks to be a Booster 11  static fire attempt on Friday

Times in this test notice is Central, so 1100 to 2300 Eastern.

Note: in Texas the County Judge functions much like a Chief County Executive.

++++++++++

Sheriff Eric Garza@SheriffGarza
UPDATE: Cameron County Judge Eddie Treviño, Jr. has extended the temporary closure of Boca Chica Beach and State Highway 4 from FM 1419 to the beach entrance due to SpaceX testing. New closure hours: 04/05/2024 - 10 am to 10 pm.

 

STARSHIP TEST & UPGRADE PATH

https://spacenews.com/musk-outlines-plans-to-increase-starship-launch-rate-and-performance/

* Starbase Tower 2 and LC-39a Tower in service mid-2025. Most operational launches from the Cape.

* Flight 4 in a few weeks

-Starship reentry and virtual landing

-Booster virtual landing in the Gulf. If successful,

* Flight 5 will attempt

- BOOSTER RECOVERY. Musk estimates 80% to 90% chance of success this year.

- Starship recovery next year

* Starbase factory will quickly increase production.

* To support Starship 2, Raptor thrust will increase from 230 tonne-force to 280 t-f. Eventually, 330 t-f.

* Starship 3 will be ~25m taller, and be able  able to lift >200 tonnes to orbit in reusable mode.

* Estimate Starship 3 will have a launch cost (note: not price) of around $10m, falling to $2-3m with reuse.

  • Like 1

Starship 2 and Starship 3 details. 

Starship 2 should start flying later this year, and it's a transitional vehicle. Starship 3 probably depends on how Starship 2 goes. Major stretches for both Booster and Ship in both steps. 

Ex;  Ship propellant load 

Ship 1: 1200 t

Ship 2; 1500 t

Ship 3; 2300 t

https://arstechnica.com/space/2024/04/elon-musk-just-gave-another-mars-speech-this-time-the-vision-seems-tangible/

IMG_6872.thumb.jpeg.a4118efed8bf57e394747392ee758196.jpeg

 

 

 

 

 

On 14/04/2024 at 18:46, IsItPluggedIn said:

SS3 seems aspirational with those rounded thrust numbers, an extra 20% thrust on the booster. Hopefully its not "needed" for the Artemis missions and is a long goal.

I think the full length stretch would be used for the depot and tankers, reducing the number of tanker flights. Constructing it from rings lets them create a vehicle to the purpose, shorter if that's all they need. This point of view gained some traction when Musk talked about a short expendable upper stage messing only 40 tons for deep space probes etc.

 

Exclusive: Injury rates for Musk's SpaceX exceed industry average for second year.

 

https://finance.yahoo.com/news/exclusive-injury-rates-musks-spacex-211448196.html

 

No real surprise here. Musk's companies always treat safety for employees as secondary. They are components not people. 

On 23/04/2024 at 12:20, Xenon said:

No real surprise here. Musk's companies always treat safety for employees as secondary. They are components not people. 

Critical thinking required, very little in evidence.

The average rate of injury for US manufacturing companies is 6.6/100 full-time workers.

From your link, Spacex's injury rate for Boca Chia in  2023 was 5.9./100, lower than the national average. 

Then Reuters tries to compare SpaceX's rate to an aerospace average of 0.8/100. 

Problem 1: the vast majority of aerospace assembles rockets like Falcon 9, Atlas, Electron, etc horizontally, very few workers get more than three or four meters  off the ground. 

Super-heavy rockets need to be assembled vertically, stacking the rings and welding them together, so the workers end up at least 50 and sometimes 90 meters off the ground. This is inherently riskier, so the comparison is sketchy at best. 

Duh

Reuters also reported a rate of 7.9/100 for workers retrieving boosters at sea.

Problem 2: the barges, ships & crews are long-term leases from shipping company operators.  Go complain to them.

Yet another Reuters clickbait story.

  • Like 2
On 23/04/2024 at 14:33, DocM said:

Critical thinking required, very little in evidence.

The average rate of injury for US manufacturing companies is 6.6/100 full-time workers.

From your link, Spacex's injury rate for Boca Chia in  2023 was 5.9./100, lower than the national average. 

Then Reuters tries to compare SpaceX's rate to an aerospace average of 0.8/100. 

Problem 1: the vast majority of aerospace assembles rockets like Falcon 9, Atlas, Electron, etc horizontally, very few workers get more than three or four meters  off the ground. 

Super-heavy rockets need to be assembled vertically, stacking the rings and welding them together, so the workers end up at least 50 and sometimes 90 meters off the ground. This is inherently riskier, so the comparison is sketchy at best. 

Duh

Reuters also reported a rate of 7.9/100 for workers retrieving boosters at sea.

Problem 2: the barges, ships & crews are long-term leases from shipping company operators.  Go complain to them.

Yet another Reuters clickbait story.

You know I specifically posted this story and made those comments to see how I would set @docm off. I was not disappointed. :D

On 23/04/2024 at 16:35, Xenon said:

You know I specifically posted this story and made those comments to see how I would set @docm off. I was not disappointed. :D

 

Trust me Xenon, you have not seen my "set off" mode. Nor should you want to, and it takes more than grade-school taunts by adults who should know better to get me there.  

Edited by DocM
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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. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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    • Indeed - drives me mad - usually because Refresh is hidden in the full menu.
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