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On 28/06/2024 at 16:31, bguy_1986 said:

I just watched NSF's "This week in Spaceflight".  Maybe this was the wrong thread for the Deorbit vehicle.  I assumed it has something to do with Starship, but it may not.

Most likely a Dragon-derived vehicle, I'm betting on Dragon XL - the cargo supply ship for the Lunar Gateway. Much more propellant.

On 28/06/2024 at 17:34, DocM said:

Most likely a Dragon-derived vehicle, I'm betting on Dragon XL - the cargo supply ship for the Lunar Gateway. Much more propellant.

I had always assumed that all other Dragon variants were dead since Starship was coming along.

On 02/07/2024 at 09:03, bguy_1986 said:

I had always assumed that all other Dragon variants were dead since Starship was coming along.

 

Nope, too many commercial customers, and the Dragons can carry external cargo. One of Dragon XL's early cargos will be the Canadian robotic arm for Gateway. 

Once ISS is gone Dragon will probably serve the commercial stations, along with Dream Chaser 100 (cargo) & 200 (crew).

There may be another commercial crew vehicle from Blue Origin, but who knows how long it will take them.

And we can't count out the Indians, they are preparing to launch their Gaganyaan crew vehicle in the next couple of years. There is also a new cooperative agreement between the US and India on spaceflight, so they may end up being a commercial space station partner, replacing Russia.

Edited by DocM
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  • 1 month later...

Very interesting... Can't help but think the DoD is involved.

https://www.reuters.com/technology/space/spacex-talks-land-recover-starship-rocket-off-australias-coast-2024-07-29/

Exclusive: SpaceX in talks to land and recover Starship rocket off Australia's coast

WASHINGTON, July 29 (Reuters) - SpaceX is in talks with U.S. and Australian officials to land and recover one of its Starship rockets off Australia's coast, a possible first step toward a bigger presence for Elon Musk's company in the region as the two countries bolster security ties, according to three people familiar with the plans.

>

The plan would be to launch Starship from a SpaceX facility in Texas, land it in the sea off Australia's coast and recover it on Australian territory. Getting permission to do so would require loosening U.S. export controls on sophisticated space technologies bound for Australia, according to the sources, who spoke on condition of anonymity.

President Joe Biden's administration already has sought to ease similar restrictions within the AUKUS security alliance, opens new tab, a grouping of the United States, Australia and Britain aimed at countering China.

Advertisement · Scroll to continue

>

  • 4 weeks later...
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On 25/09/2024 at 09:04, bguy_1986 said:

I don't like the fighting.  What SpaceX is doing is too important.

 

 

 

There are a few things that play here, 

1) Whitaker is a lawyer, not an aerospace engineer. He's a political appointee. When he went to Congress it was for something else, and he got pulled into this hearing with no briefing. He winged it and said things that were not true, probably by mistake. Give him a bit of a MacGuffin. He does not deserve a second one after all the hell this one caused.

2) there are legal issues here, 

a) FAA proposed some new rules known as Part 450. This changed how licensing and permitting are done. Part of the problem is that many of these  rules have not been fully  circulated to the aerospace companies, but FAA is trying to apply them. This has ticked off a lot of people, not just SpaceX. Now FAA says they're going to go back and look at Part 450, which knowing them could take a year.

b) this summer the Supreme Court came down with the Loper Bright v. Raimondo decision, which overturned the Chevron doctrine.

The Chevron doctrine gave agencies the right to make rules which did not appear in the enabling legislation, essentially pulling rules out of their backside without Congressional authorization.

Loper Bright took away this power, and it is going to impact FAAs Part 450. Many of the things FAA thinks they can do, and are doing to SpaceX and others, won't pass muster in court. 

3) FAA has serious manpower issues, not enough people to do the work. This and the political confusion causes the delays.

Almost the entire space industry is up in arms over all this, as is Congress. Both parties, both the House and the Senate. It's one of the few things they can agree on because it has not only economic but strategic blowback.

Maybe we need to take it away from FAA and give it back to Commerce, or create a FSA - Federal Space Administration. Or, give it to the US Space Force.

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  • 4 weeks later...

Starship Flight 6: pre-flight testing

Some are estimating Flight 6 by the end of November, others the end of  December. This will be the last Block 1 Starship.

The first Block 2 is almost completed for Flight 7. Revamped front fins, located more to the leeward side to keep their hinges out of the re-entry plasma, many upgrades, slightly longer. 

Starship Block 3 will be much larger and have other major changes. 

 

 

 

 

  • Like 2
  • 2 weeks later...

OK, got time to flesh this out...

Better stock up on popcorn for 2025

SpaceFlightNow interview with NASA HLS* Deputy Program Manager Dr Kent  Chojnacki at Huntsville, AL

* Human Landing System

------

• LOTS of HLS work going on 

• SpaceX meets with astronauts monthly to work on the HLS design

• 27 milestones to be met

• There are HLS crew cabins, control cabin, sleeping quarters, elevator, and lab mockups at Starbase

• Starship design update in November, CDR (critical design review) in 2025, followed by the DCR (design certification review)

• propellant transfer campaign begins March 2025

• Target & Chaser propellant transfer test summer 2025. Chaser = tanker, Target = ship to be refuelled

• NASA plans a cadence ramp to bi-weekly at Starbase (2 pads), then pad LC-39A at Cape Canaveral FL comes online

• Targeting September 2026 for the crewed lunar landing; 6.5 day stay, with an uncrewed test landing before then

 

Screenshot_2024-10-31-22-43-56-063.jpeg.03d48ac5f2e4b754635c98b16da08a1d.jpeg

 

 

 

More from Space News

https://spacenews.com/spacex-plans-next-starship-flight-for-mid-november/

 

• many upgrades, including TPS and the new fins & their leeward placement.

• Booster return #2

• in-space re-start (1 engine)

• higher AoA* during re-entry

• water landing (getting data before a Ship catch)

* Angle of Attack

  • Like 1

Full text 

"Starship is now more than twice as powerful as the Saturn V Moon rocket and, in a year or so, it will be three times as powerful at 10,000 metric tons of thrust.

More importantly, it is designed to be fully reusable, burning ~80% liquid oxygen and ~20% liquid methane (very low cost propellant). 

This enables cost per ton to orbital space to be ~10,000% lower than Saturn V. 

Starship is the difference between being a multiplanet or single planet civilization. 

Building a new world on Mars is now possible."

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  • 4 weeks later...
  • 1 month later...
On 17/01/2025 at 10:21, FloatingFatMan said:

What a great mission Flight 7 was.  I especially enjoyed the flawless re-entry! :rofl:

image.png.1ec93029c4e92046260d658f703eef2b.png

 

Believe it or not, this is what they want to happen.  With rapid R&D, you want it to blow up occasionally and return the data.  SpaceX immediately knew what caused the issue and will improve the design moving forward.  Falcon 9 started that way and now they're launching and landing those every 2 days.
It's a big difference than Blue Origin who spent 10 years developing New Glenn in a simulated environment and only launched when the rocket was basically "final".  The orbital stage worked, but if they can't get the first stage to land, a redesign is going to set them back years.

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On 17/01/2025 at 20:17, Astra.Xtreme said:

Believe it or not, this is what they want to happen.  With rapid R&D, you want it to blow up occasionally and return the data.  SpaceX immediately knew what caused the issue and will improve the design moving forward.  Falcon 9 started that way and now they're launching and landing those every 2 days.

You DO realise that it's YOUR MONEY that's funding Musk, right?  That 300 million dollar explosion? That was aaaaalllll yours... :rofl:   Take away the government funding and subsidies, and SpaceX hasn't made a single red cent in profit.

 

On 17/01/2025 at 20:17, Astra.Xtreme said:

It's a big difference than Blue Origin who spent 10 years developing New Glenn in a simulated environment and only launched when the rocket was basically "final".  The orbital stage worked, but if they can't get the first stage to land, a redesign is going to set them back years.

And guess what? They don't go around blowing (literally) 300 million bucks every time they launch something, unlike Musk, who can't even read a NASA engineering manual... 

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  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 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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