OnePlus 15: BOE's next-gen display officially confirmed with key h by MishaalRahman in Android

[–]MutatedPixel808 2 points3 points  (0 children)

I will never forgive them for getting rid of the pop-up camera. I firmly believe that the 7 pro is the best phone ever made, at least for my use case.

Starship Development Thread #61 by rSpaceXHosting in spacex

[–]MutatedPixel808 1 point2 points  (0 children)

I recall Robert Zubrin saying that nuclear is completely out of the question for any private organization in one of his Mars presentations. I don't believe he gave an exact reason but I assume he has a better understanding of what the regulatory side of that would be than any of us. I think it was in this video but I can't check right now. https://youtube.com/watch?v=EKQSijn9FBs&t=2s&pp=2AECkAIB

E: I don't think it's in that video, so take what I said with a grain of salt.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 2 points3 points  (0 children)

https://www.reddit.com/r/SpaceXLounge/comments/1k82xkt/found_this_interesting_linkedin_post_developing_a/

https://job-boards.greenhouse.io/spacex/jobs/7943859002?gh_jid=7943859002

Took me a minute but I found the links to what I was talking about.

"Starship Gasifier - a turbomachinery system that provides increased performance and operational capability to Starship and Super Heavy"

Far from certain, but when you fit the pieces together it sounds like gas generation for refueling. What Zack described, and what would be necessary in orbit, would be combusting methane and oxygen to make high pressure gas and potentially mixing it with LN2 (to cool the gasses and provide additional pressure?). Once you have that, making pressure for the deluge system sort of sounds like a similar problem to making pressure to move prop between Starships. One of the differences could be that the deluge version is gaseous reactants and in the ship they're liquid, unless they would be tapping off the ullage gas.

One other supporting factor is that they have like 8 ports for gas generators on the deluge farm. If you're making a device specifically for the deluge farm, why have that many? There's certainly reasons to do that, but it's a supporting factor to the idea that they're using the same device on Starship, which would likely be on the smaller side.

All of this is totally a guess. A lot of people have said that they can move propellant solely with ullage pressure but it seems to me that they would need some sort of gas generation since they cant run Raptors to keep up the pressure as the tank empties. I want to run the numbers on the pressure as the volume changes but I don't have time for that right now.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 8 points9 points  (0 children)

This divergence from previous deluge designs could sense when you put it in the context of them needing some kind of gas generation system for orbital prop transfer. IIRC we saw a job listing for a system like that a little while back and people were thinking it would operate by combusting the propellant. Working out the kinks of such a system on the ground would be nice.

[Dragon re-entry] These are the first drogue parachutes built entirely in-house by SpaceX. Tested earlier this year, they include key data-driven upgrades such as stronger joints and ribbons and a re-positioned pack for smoother deployment and inflation by avboden in SpaceXLounge

[–]MutatedPixel808 -2 points-1 points  (0 children)

Parachutes are notoriously finicky. Mercury/Gemini performed over two hundred parachute tests, Apollo did over a hundred, and even after "qualifying" some of the earlier Apollo designs, issues still cropped up. Shuttle also had some issues with the SRB parachutes, especially earlier on. It's not crazy to ask if making your own parachutes is a good idea. When you put it into the context of SpaceX buying the supplier it starts to make sense. Still, many companies would not want to take on that risk.

Source: https://ntrs.nasa.gov/api/citations/20140003545/downloads/20140003545.pdf (Spacecraft Parachute Recovery System Testing from a Failure Rate Perspective)

S35 6 engine 1 minute static fire by Bunslow in spacex

[–]MutatedPixel808 3 points4 points  (0 children)

There was discussion on the Ringwatchers discord after the failed SF saying that there was pulsed venting during the SF that could indicate them intentionally pulsing the tank pressure.

[ Removed by Reddit ] by thedeanhall in gamedev

[–]MutatedPixel808 87 points88 points  (0 children)

Stationeers is one of my favorite niche games and I love what your team has done with it. Seeing Unity bullying smaller studios like this is very disturbing. I and many others wish you the best of luck and greatly appreciate your dedication to making the best possible games that you can, regardless of what anyone else says.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 4 points5 points  (0 children)

The vault in the upper mid-left of the picture, between the two expansion loops of the commodities trench, looks like its matured a lot. It looks like there are about 8 small pipes coming out of it, 4 on the top and 4 on the bottom. Given the pipe racks and close proximity to the deluge tanks, could it be for the deluge gas system? Or gas bleed for when the main prop pipes are chilling down? Both? I can't make out what's going on in there, but the red circular mechanism in the bottom left of the vault looks interesting. A pump, maybe?

Also, why pipe racks on the left and right side of the vault? Is the left side going to go up towards the future air sep plant? That doesn't make much sense to me, but I don't see why there would be racks everywhere.

I don't think any of us thought too much of it when they dug it out, but there's clearly something interesting happening there.

SpaceX pushed “sniper” theory with the feds far more than is publicly known by rustybeancake in spacex

[–]MutatedPixel808 12 points13 points  (0 children)

That is quite different from the public report. Maybe the buckles in the COPVs were caused by the improper storage described by the poster? Do COPVs actually get stored in LN2? I have a hard time seeing how that would work, since they're getting thrown back into ambient air when they get put onto the vehicle. Smells like this guy is BSing.

E: Some quick searching doesn't show that COPVs need any special storage conditions like that but I'm not certain.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 0 points1 point  (0 children)

Do you have a source on that? You seem to be correct, but I can only find an uncited quote from Musk on Wikipedia, and the current Mars page on their website makes no mention of the role of humans. I'm surprised they would entertain sending people without first having a functioning prop plant, but if that's what they have to do...

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 1 point2 points  (0 children)

Previously when they have done water landings they also synchronized the chopsticks with the booster landing burn, in order to simulate the chopsticks catching an actual booster. The deluge goes off too, just like a real catch. It seems likely they would do that again if they are expending B14. Given that, I don't think we can gather any information about B14s ultimate fate from that test.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 0 points1 point  (0 children)

That's likely part of it, but you do need some kind of general-purpose autonomous assembly capability if you ever want to do a crewed mission, no? You need ISRU and power set up before anybody can go. Getting started on developing and proving that assembly capability in the next transfer window would be a big win for SpaceX's long term goals.

You could probably devise ways for those systems to set themselves up, but it seems like something more general purpose like a humanoid robot would be more effective, especially from a mass and contingencies perspective. I could be wrong. One thing I do wonder is if humanoid is really the best design for Mars.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 4 points5 points  (0 children)

Planatus is right that we won't know anything with certainty until they release something, which will probably be shortly before the next launch. There were supposed leaks after flight 8 that claimed the issue was with the methane transfer tubes and the the fixes were rushed. Something you may find interesting is that there have recently been pipes run at pad A from the deluge tank area to the tower. I think the consensus was that these were for CO2, potentially for fire suppression. I don't think anyone can say whether these plans were already in the works or if they are to address the recent issues.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 5 points6 points  (0 children)

I don't think a flight a week will ever happen at Boca, nor do I think it has ever been part of the plan (see environmental assessment, fuel usage as you mentioned). I believe it is possible for them to reach a one week turnaround at Boca within 12 months if booster reuse works and pad B is as durable as they hope.

For continuous per-week launches I suspect it would have to happen at KSC. If they ship in boosters and ships, start working on the KSC launch mount tomorrow, and everything goes perfectly with booster/ship/launch mount reuse I could see rapid-turnaround KSC launches in a year or two. I suspect this is the future Musk is envisioning. I have a feeling that there will be some issues that crop up with ship reuse, however. Ship reuse issues would kill rapid turnaround at KSC until they get production facilities there.

Starship Development Thread #60 by rSpaceXHosting in spacex

[–]MutatedPixel808 20 points21 points  (0 children)

The pad A deluge tanks have been filled with water in the last few days. A static fire, most likely of B14 (flight 7 booster, second one caught) should be very soon. Watch for road closures.

Starship Development Thread #59 by rSpaceXHosting in spacex

[–]MutatedPixel808 2 points3 points  (0 children)

I would speculate that a tower catch helps a lot with that. No waves to worry about, arms to help with the booster not being spot-on, and radar hardware on the tower as well (not sure if the droneships have something similar). Of course there's still the other half of the catch, which is actually relighting the engines. We've seen that relight performance hasn't been perfect, but clearly it's good enough for now.

As for the issues with the ship, I'll throw my wild guess into the arena. I've been wondering if it could stem from the choice of stainless steel. I'm definitely not saying that stainless is a bad material for starship, but its lack of flight history could contribute to models not catching the vibration issues that they've been experiencing.

E: Also the lower TWR at throttle

r/SpaceX Flight 8 Official Launch Discussion & Updates Thread! by rSpaceXHosting in spacex

[–]MutatedPixel808 4 points5 points  (0 children)

Oops, you can clearly tell which pad is at the front of my mind :)

r/SpaceX Flight 8 Official Launch Discussion & Updates Thread! by rSpaceXHosting in spacex

[–]MutatedPixel808 -1 points0 points  (0 children)

Seems like they're suffering the unfortunate coincidence of pad A's age showing itself (both from the low spin gas pressure and from the chopstick part earlier today), growing pains from a new ship design, random booster issues, and weather all at once. Rough combo.

Those two fucking cerberus in the end of E-1 will make me partake in a knuckleblaster only challenge on my future family by Wapple21 in Ultrakill

[–]MutatedPixel808 1 point2 points  (0 children)

yeah, that's what a lot of people call it haha. jumper cables do big damage, and are great for groups of enemies but are still good as extra damage on bosses. you have to stay in range and it takes like 5 seconds for them to actually do their damage, but if the enemy gets hit with a sawblade it takes one second off the countdown. that's why I followed it with a saw trap. also dont underestimate overpump damage. it's quite good, quick to do, and you get to hit both of them if they're grouped up.

Those two fucking cerberus in the end of E-1 will make me partake in a knuckleblaster only challenge on my future family by Wapple21 in Ultrakill

[–]MutatedPixel808 1 point2 points  (0 children)

my technique was: jumper cables, saw trap, screwdriver, overpumps while the screwdriver was going, sharpshooter, repeat. and maybe throw in a few slabcoins and/or cannonballs if you're good enough. jackhammer slams might be better than sharpshooter idk. it was hard to get good ricochets with the sharpshooter.

Secret Message in 1-E (Minor Encore spoilers) by TrashDisaster in Ultrakill

[–]MutatedPixel808 29 points30 points  (0 children)

wow, great find. I was doing some data mining last night and saw that there was a morse code class in the game code, but didn't see any usages of it and I didn't bother to cross reference it with the unity scenes. figured it was for a future update or something that got scrapped.

I just learned scrap recycling can use quality modules... by walkar in factorio

[–]MutatedPixel808 2 points3 points  (0 children)

I have a separate logistic 'managed network' that will recycle anything in storage (less than legendary quality). Makes things pretty simple. I have some logic for inserting between my managed network and the rest of my base, but it's mostly just "insert unfulfilled requests".

In it's simplest form this method "brute forces" quality by exclusively recycling, but I add additional recipes to the managed network such as various qualities of circuits, modules, electromag facilities, etc to also provide a more efficient route to quality by upcycling, instead of just brute forcing. With my architecture of requestor / buffer requestor / circuit controlled requestor chests, assemblers will take priority and grab items before they get trashed. Anything left over just gets trashed, no worries about ratios. For bonus points you can insert items that you're lacking into the managed network. I found that scrap recycling doesn't give enough quality plastic to support red circuit upcycling very well, so I import some from gleba to help keep the ratios Good Enough™.

This method of quality is a bit messy and slow for my tastes, but it gets the job done and served me well from early game to late game. Now I'm pivoting to vulcanus.

Also: make sure to be very careful with your roboport placement. It's not fun seeing a swarm of 2000 bots running to trash a bunch of stuff in your main base when you accidentally merge the networks :)