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although-it’s-‘insane’-to-try-and-land-new-glenn,-bezos-said-it’s-important-to-try

Although it’s ‘insane’ to try and land New Glenn, Bezos said it’s important to try

“We would certainly like to achieve orbit, and get the Blue Ring Pathfinder into orbit,” Bezos said. “Landing the booster would be gravy on top of that. It’s kind of insane to try and land the booster. A more sane approach would probably be to try to land it into ocean. But we’re gonna go for it.”

Blue Origin has built a considerable amount of infrastructure on a drone ship, Jacklyn, that will be waiting offshore for the rocket to land upon. Was Bezos not concerned about putting that hardware at risk?

A view inside the New Glenn rocket factory in Florida.

Credit: Blue Origin

A view inside the New Glenn rocket factory in Florida. Credit: Blue Origin

“I’m worried about everything,” he admitted. However, the rocket has been programmed to divert from the ship if the avionics on board the vehicle sense that anything is off-nominal.

And there is, of course, a pretty good chance of that happening.

“We’ve done a lot of work, we’ve done a lot of testing, but there are some things that can only be tested in flight,” Bezos said. “And you can’t be overconfident in these things. You have to real. The reality is, there are a lot of things that go wrong, and you have to accept that, if something goes wrong, we’ll pick ourselves up and get busy for the second flight.”

As for that flight, the company has a second booster stage deep in development. It could be seen on the factory floor below Sunday, and should be ready later this spring, Limp said. There are about seven upper stages in the flow as the company works to optimize the factory for production.

A pivotal moment for spaceflight

Bezos founded Blue Origin a little more than 24 years ago, and the company has moved slowly compared to some of its competitors, most notably SpaceX. However, when Blue Origin has built products, they’ve been of high quality. Bezos himself flew on the first human mission of the New Shepard spacecraft in 2021, a day he described as the ‘best’ in his life. Of all the people who have ever flown into space, he noted that 7 percent have now done so on a Blue Origin vehicle. And the company’s BE-4 rocket engine has performed exceptionally well in flight. But an orbital mission, such a touchstone for launch companies, has eluded Bezos until now.

Although it’s ‘insane’ to try and land New Glenn, Bezos said it’s important to try Read More »

disney,-fox,-and-wbd-give-up-on-controversial-sports-streaming-app-venu

Disney, Fox, and WBD give up on controversial sports streaming app Venu

Although Fubo’s lawsuit against the JV appears to be settled, other rivals in sports television seemed intent on continuing to fight Venu.

In a January 9 letter (PDF) to US District Judge Margaret M. Garnett of the Southern District in New York, who granted Fubo’s premliminary injunction against Venu, Michael Hartman, general counsel and chief external affairs officer for DirectTV, wrote that Fubo’s settlement “does nothing to resolve the underlying antitrust violations at issue.” Hartman asked the court to maintain the preliminary injunction against the app’s launch.

“The preliminary injunction has protected consumers and distributors alike from the JV Defendant’s scheme to ‘capture demand,’ ‘suppress’ potentially competitive sports bundles, and impose consumer price hikes,” the letter says, adding that DirectTV would continue to explore its options regarding the JV “and other anticompetitive harms.”

Similarly, Pantelis Michalopoulos, counsel for EchoStar Corporation, which owns Dish, penned a letter (PDF) to Garnett on January 7, claiming the members of the JV “purchased their way out of their antitrust violation.” Michalopoulos added that the JV defendants “should not be able to pay their way into erasing the Court’s carefully reasoned decision” to temporarily block Venu’s launch.

In addition to Fubo, DirecTV, and Dish, ACA Connects (a trade association for small- to medium-sized telecommunication service providers) publicly expressed concerns about Venu. NFL was also reported to be worried about the implications of the venture.

Now, the three giants behind Venu are throwing in the towel and abandoning an app that could have garnered a lot of subscribers tired of hopping around apps, channels, and subscriptions to watch all the sports content they wanted. But they’re also avoiding a lot of litigation and potential backlash in the process.

Disney, Fox, and WBD give up on controversial sports streaming app Venu Read More »

delve-into-the-physics-of-the-hula-hoop

Delve into the physics of the Hula-Hoop

High-speed video of experiments on a robotic hula hooper, whose hourglass form holds the hoop up and in place.

Some version of the Hula-Hoop has been around for millennia, but the popular plastic version was introduced by Wham-O in the 1950s and quickly became a fad. Now, researchers have taken a closer look at the underlying physics of the toy, revealing that certain body types are better at keeping the spinning hoops elevated than others, according to a new paper published in the Proceedings of the National Academy of Sciences.

“We were surprised that an activity as popular, fun, and healthy as hula hooping wasn’t understood even at a basic physics level,” said co-author Leif Ristroph of New York University. “As we made progress on the research, we realized that the math and physics involved are very subtle, and the knowledge gained could be useful in inspiring engineering innovations, harvesting energy from vibrations, and improving in robotic positioners and movers used in industrial processing and manufacturing.”

Ristroph’s lab frequently addresses these kinds of colorful real-world puzzles. For instance, in 2018, Ristroph and colleagues fine-tuned the recipe for the perfect bubble based on experiments with soapy thin films. In 2021, the Ristroph lab looked into the formation processes underlying so-called “stone forests” common in certain regions of China and Madagascar.

In 2021, his lab built a working Tesla valve, in accordance with the inventor’s design, and measured the flow of water through the valve in both directions at various pressures. They found the water flowed about two times slower in the nonpreferred direction. In 2022, Ristroph studied the surpassingly complex aerodynamics of what makes a good paper airplane—specifically, what is needed for smooth gliding.

Girl twirling a Hula hoop, 1958

Girl twirling a Hula-Hoop in 1958 Credit: George Garrigues/CC BY-SA 3.0

And last year, Ristroph’s lab cracked the conundrum of physicist Richard Feynman’s “reverse sprinkler” problem, concluding that the reverse sprinkler rotates a good 50 times slower than a regular sprinkler but operates along similar mechanisms. The secret is hidden inside the sprinkler, where there are jets that make it act like an inside-out rocket. The internal jets don’t collide head-on; rather, as water flows around the bends in the sprinkler arms, it is slung outward by centrifugal force, leading to asymmetric flow.

Delve into the physics of the Hula-Hoop Read More »

ars’-favorite-games-of-2024-that-were-not-released-in-2024

Ars’ favorite games of 2024 that were not released in 2024


Look what we found laying around

The games that found us in 2024, from 2003 space sims to 2022 backyard survival.

More than 18,500 games will have been released onto the PC gaming platform Steam in the year 2024, according to SteamDB. Dividing that by the number of people covering games at Ars, or the gaming press at large, or even everybody who games and writes about it online, yields a brutal ratio.

Games often float down the river of time to us, filtered by friends, algorithms, or pure happenstance. They don’t qualify for our best games of the year list, but they might be worth mentioning on their own. Many times, they’re better games then they were at release, either by patching or just perspective. And they are almost always lower priced.

Inspired by the cruel logic of calendars and year-end lists, I asked my coworkers to tell me about their favorite games of 2024 that were not from 2024. What resulted were some quirky gems, some reconsiderations, and some titles that just happened to catch us at the right time.

Stardew Valley

Screenshot from Stardew Valley, in front of the blacksmith's shop, where a player character is holding up a bone (for some reason).

Credit: ConcernedApe



ConcernedApe; Basically every platform

After avoiding it forever and even bouncing off of it once or twice, I finally managed to fall face-first into Stardew Valley (2016) in 2024. And I’ve fallen hard—I only picked it up in October, but Steam says I’ve spent about 110 hours playing farmer.

In addition to being a fun distraction and a great way to kill both short and long stretches of time, what struck me is how remarkably soothing the game has been. I’m a nervous flyer, and it’s only gotten worse since the pandemic, but I’ve started playing Stardew on flights, and having my little farm to focus on has proven to be a powerful weapon against airborne anxiety—even when turbulence starts up. Ars sent me on three trips in the last quarter of the year, and Stardew got me through all the flights.

Hell, I’m even enjoying the multiplayer—and I don’t generally do multiplayer. My cousin Shaun and I have been meeting up most weekends to till the fields together, and the primary activity tends to be seeing who can apply the most over-the-top creatively scatological names to the farm animals. I’ve even managed to lure Ur-Quan Masters designer Paul Reiche III to Pelican Town for a few weekends of hoedowns and harvests. (Perhaps unsurprisingly, Paul was already a huge fan of the game. And also of over-the-top creatively scatological farm animal names. Between him and Shaun, I’m amassing quite a list!)

So here’s to you, Stardew Valley. You were one of the brightest parts of my 2024, and a game that I already know I’ll return to for years.

Lee Hutchinson

Grounded

First-person perspective of a suburban house in the background, fall leaves on a tree nearby, and a relatively giant spider approaching the player, who is holding a makeshift bow and arrow, ready to fire.

Credit: Xbox Game Studios

Obsidian; Windows, Switch, Xbox, PlayStation

My favorite discovery this year has probably been Grounded, a Microsoft-published, Obsidian Entertainment-developed survival crafting game that was initially released back in 2022 (2020 if you count early access) but received its final planned content update back in April.

You play as one of four plucky tweens, zapped down to a fraction-of-an-inch high as part of a nefarious science experiment. The game is heavily inspired by 1989’s classic Honey, I Shrunk the Kids, both in its ’80s setting and its graphical design. Explore the backyard, fight bugs, find new crafting materials, build out a base of operations, and power yourself up with special items and steadily better equipment so you can figure out what happened to you and get back to your regular size.

Grounded came up because I was looking for another game for the four-player group I’ve also played Deep Rock Galactic and Raft with. Like RaftGrounded has a main story with achievable objectives and an endpoint, plus a varied enough mix of activities that everyone will be able to find something they like doing. Some netcode hiccups notwithstanding, if you like survival crafting-style games but don’t like Minecraft-esque, objective-less, make-your-own-fun gameplay, Grounded might scratch an itch for you.

Andrew Cunningham

Fights in Tight Spaces

A black-colored figure does a backwards flip kick on a red goon holding a gun, while three other red and maroon goons point guns at him from a perpendicular angle, inside a grayscale room.

Credit: Raw Fury

Ground Shatter; Windows, Switch, Xbox, PlayStation

I spent a whole lot of time browsing, playing, and thinking about roguelike deckbuilders in 2024. Steam’s recommendation algorithm noticed, and tossed 2021’s Fights in Tight Spaces at me. I was on a languid week’s vacation, with a Steam Deck packed, with just enough distance from the genre by then to maybe dip a toe back in. More than 15 hours later, Steam’s “Is this relevant to you?” question is easy to answer.

Back in college, I spent many weekends rounding out my Asian action film knowledge, absorbing every instance of John Woo, Jackie Chan, Jet Li, Flying Guillotine, Drunken Master, and whatever I could scavenge from friends and rental stores. I thrilled to frenetic fights staged in cramped, cluttered, or quirky spaces. When the hero ducks so that one baddie punches the other one, then backflips over a banister to two-leg kick the guy coming up from beneath? That’s the stuff.

Fights gives you card-based, turn-by-turn versions of those fights. You can see everything your opponents are going to do, in what order, and how much it would hurt if they hit you. Your job is to pick cards that move, hit, block, counter, slip, push, pull, and otherwise mess with these single-minded dummies, such that you dodge the pain and they either miss or take each other out. Woe be unto the guy with a pistol who thinks he’s got one up on you, because he’s standing right by a window, and you’ve got enough momentum to kick a guy right into him.

This very low-spec game has a single-color visual style, beautifully smooth animations, and lots of difficulty tweaking to prevent frustration. The developer plans to release a game “in the same universe,” Knights in Tight Spaces, in 2025, and that’s an auto-buy for me now.

Kevin Purdy

The Elder Scrolls III: Morrowind

Axe-wielding polygonal character, wearing furs and armor, complete with bear face above his head, in front of a wooden lodge in a snowy landscape.

Credit: Bethesda Game Studios

Bethesda; Windows, Xbox

The Elder Scrolls III: Morrowind always had a sort of mythic quality for me. It came out when I was 18 years old—the perfect age for it, really. And more than any other game I had ever played, it inspired hope and imagination for where the medium might go.

In the ensuing years, Morrowind (2002) ended up seeming like the end of the line instead of the spark that would start something new. With some occasional exceptions, modern games have emphasized predictable formulae and proven structures over the kind of experimentation, depth, and weirdness that Morrowind embraced. Even Bethesda’s own games gradually became stodgier.

So Morrowind lived in my memory for years, a sort of holy relic of what gaming could have been before AAA game design became quite so oppressively formalist.

After playing hundreds of hours of Starfield this year, I returned to Morrowind for the first time in 20 years.

To be clear: I quite liked Starfield, counter to the popular narrative about it—though I definitely understood why it wasn’t for everyone. But people criticized Starfield for lacking the magic of a game like Morrowind, and I was skeptical of that criticism. As such, my return to the island of Vvardenfell was a test: did Morrowind really have a magic that Starfield lacks, even when taken out of the context of its time and my youthful imagination and open-mindnedness?

I was surprised to find that the result was a strong affirmative. I still like Starfield, but its cardinal sin is that it is unimaginative because it is derivative—of No Man’s Sky, of Privateer and Elite, of Mass Effect, of various 70s and 80s sci-fi films and TV series, and most of all, of Bethesda Game Studios’ earlier work.

In contrast, Morrowind is a fever dream of bold experimentation that seems to come more from the creativity of ambitious designers who were too young to know any better, than from the proven designs of past hits.

I played well over a hundred hours of Morrowind this year, and while I did find it tedious at times, it’s engrossing for anyone who’s willing to put up with its archaic pacing and quirks.

To be clear, many of the design experiments in the game simply don’t work, with systems that are easily exploited. Its designers’ naivety shines through clearly, and its rough edges serve as clear reminders of why today’s strict formalism has taken root, especially in AAA games where too-big budgets and payrolls leave no room at all for risk.

Regardless, it’s been wild to go back and play this game from 2002 and realize that in the 22 years since there have been very few other RPGs that were nearly as brazenly creative. I love it for that, just as much as I did when I was 18.

Samuel Axon

Tetrisweeper

Tetris-style colored blocks fallen inside a column on top of settled blocks, most of which are gray and have Minesweeper-like numbers indicating an explosive tile nearby.

Credit: Kertis Jones Interactive

Kertis Jones; Itch.io, coming to Steam

If you ask someone to list the most addictive puzzle games of all time, Tetris and Minesweeper will probably be at or near the top of the list. So it shouldn’t be too surprising that Tetrisweeper makes an even more addictive experience by combining the two grid-based games together in a frenetic, brain-melting mess.

Tetrisweeper starts just like Tetris, asking you to arrange four-block pieces dropping down a well to make lines without gaps. But in Tetrisweeper, those completed lines won’t clear until you play a game of Minesweeper on top of those dropped pieces, using adjacency information and logical rules to mark which ones are safe and which ones house game-ending mines (if you want to learn more about Minesweeper, there’s a book I can recommend).

At first, playing Tetris with your keyboard fingers while managing Minesweeper with your mouse hand can feel a little unwieldy—a bit like trying to drive a car and cook an omelet at the same time. After a few games, though, you’ll learn how to split your attention effectively to drop pieces and solve complex mine patterns nearly simultaneously. That’s when you start to master the game’s intricate combo multiplier system and bonus scoring, striving for point-maximizing Tetrisweeps and T-spins (my high score is just north of 3 million, but pales in comparison to that of the best players).

While Tetrisweeper grew out of a 2020 Game Jam, I didn’t discover the game until this year, when it helped me clear my head during many a work break (and passed the time during a few dull Zoom calls as well). I’m hoping the game’s planned Steam release—still officially listed as “Coming Soon”—will help attract even more addicts than its current itch.io availability.

Kyle Orland

Freelancer

Ship with three thruster engines approaching a much larger freighter, long and slightly cylindrical, in murky green space, with a HUD around the borders.

Digital Anvil; Windows

What if I told you that Star Citizen creator Chris Roberts previously tried to make Star Citizen more than two decades ago but left the project and saw it taken over by real, non-crazy professionals who had the discipline to actually finish something?

That’s basically the story behind 2003’s forgotten PC game Freelancer. What started as a ludicrously ambitious space life sim concept ended up as a sincere attempt to make games like Elite and Wing Commander: Privateer far more accessible.

That meant a controversial, mouse-based control scheme instead of flight sticks, as well as cutting-edge graphics, celebrity voice actors, carefully designed economy and progression systems, and flashy cutscenes.

I followed the drama of Freelancer‘s development in forums, magazines, and gaming news websites when I was younger. I bought the hype as aggressively as Star Citizen fans did years later. The game that came out wasn’t what I was dreaming of, and that disappointment prevented me from finishing it.

Fast-forward to 2024: on a whim, I played Freelancer from beginning to end for the first time.

And honestly? It’s great. In a space trading sim genre that’s filled with giant piles of jank (the X series) or inaccessible titles that fly a little too far into the simulation zone for some (Elite Dangerous), Freelancer might be the most fun you can have with the genre even today.

It’s understandable that it didn’t have much lasting cultural impact since the developers who took it over lacked the wild ambition of the man who started it, but I enjoyed a perfectly pleasant 20–30 hours smuggling space goods and shooting pirates—and I didn’t have to spend $48,000 of real money on a ship to get that.

Samuel Axon

Cyberpunk 2077

A woman with a red mohawk, wearing a belly shirt, amidst a dense, steel, multi-colored cityscape, suffused with neon.

Credit: CD Projekt Red

CD Projekt Red; Windows, Xbox, PlayStation (macOS in 2025)

Can one simply play, as a game, one of the biggest and most argued-over gaming narratives of all time? Four years after its calamitous launch sparked debates about AAA gaming sprawl, developer crunch, game review practicalities, and, eventually, post-release redemption arcs, what do you get when you launch Cyberpunk 2077?

I got a first-person shooter, one with some interesting ideas, human-shaped characters you’d expect from the makers of The Witcher 3, and some confused and unrefined systems and ideas. I enjoyed my time with it, appreciate the work put into it, and can recommend it to anyone who is okay with something that’s not quite an in-depth FPS RPG (or “immersive sim”) but likes a bit of narrative thrust to their shooting and hacking.

You can’t fit everything about Cyberpunk 2077 into one year-end blurb (or a 1.0 release, apparently), so I’ll stick to the highs and lows. I greatly enjoyed the voice performances, especially from Keanu Reeves and Idris Elba (the latter in the Phantom Liberty DLC), and those behind Jackie, Viktor Vektor, and the female version of protagonist V. I was surprised at how good the shooting felt, given the developer’s first time out; the discovery of how a “Smart” shotgun worked will stick with me a while. The driving: less so. There were moments of quiet, ambient world appreciation, now that the game’s engine is running okay. And the side quests have that Witcher-ish quality to them, where they’re never as straightforward as described and also tell little stories about life in this place.

What seems missing to me, most crucially, are the bigger pieces, the real choices and unexpected consequences, and the sense of really living in this world. You can choose one of three backgrounds, but it only comes up as an occasional dialogue option. You can build your character in myriad ways, and there are lots of dialogue options. But the main quest keeps you on a fairly strict path, with the options to talk, hack, or stealth your way past inevitable shootouts not as great as you might think. Once you’ve brought your character up to power-fantasy levels, the larger city becomes a playground, but not one I much enjoyed playing in. (Plus, the idea of idle wandering and amassing wealth, given the main plot contrivance, is kind of ridiculous, but this is a game, after all).

Phantom Liberty, in my experience, patches up every one of these weaknesses inside its smaller play space, providing more real choices and a tighter story, with more set pieces arriving at a faster pace. If you can buy this game bundled with its DLC, by all means, do so. I didn’t encounter any game-breaking bugs in my mid-2024 playthrough, nor even many crashes. Your mileage may vary, especially on consoles, as other late-coming players have seen.

Waiting on this game a good bit certainly helps me grade it on a curve; nobody today is losing $60 on something that looks like it’s playing over a VNC connection. When CD Projekt Red carries on in this universe, I think they’ll have learned a lot from what they delivered here, much like we’ve all learned about pre-release expectations. It’s okay to take your time getting to a gargantuan game; there are lots of games from prior years to look into.

Kevin Purdy

Photo of Kevin Purdy

Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch.

Ars’ favorite games of 2024 that were not released in 2024 Read More »

f1-arcade-trip-report:-great-sims-make-for-a-compelling-experience

F1 Arcade trip report: Great sims make for a compelling experience

Formula 1’s recent popularity still feels a little strange to longtime fans of the sport, particularly in the US, where it had been so niche for so long. But the past five years have seen F1 rise meteorically, and a new, much younger fanbase infused with enthusiasm for the cutting-edge race cars and the athletes who pilot them has emerged. F1 Arcade capitalizes on that popularity, combining food and drinks—including Lewis Hamilton’s agave tipple—with dozens and dozens of race simulators that let you race against friends or compete in teams against others.

With Washington, DC, chosen for F1 Arcade’s second US location, I obviously had to go check it out.

My first visit to the arcade in DC’s Union Market district was several weeks ago at the launch party, an affair that was packed with influencers and loud music. But I returned earlier this week, having booked a 45-minute, five-race session playing head-to-head against a friend. Prices vary depending on the number of races and whether you’re that at peak time, starting at $22/player for three races off-peak and going up to $42/player for five races at peak time. There’s no charge for people who are just spectating (or eating and drinking), not racing.

Perhaps surprisingly, the sims—which use hardware from Vesaro—don’t run the official Codemasters’ F1 game but instead a custom version of rFactor2 made by Motorsport Games for F1 Arcade, a title that’s notorious for being hard to master.

F1 Arcade’s CTO Gavin Williams thinks back to 2021. “There were a lot of things that weren’t quite right with the game,” he told me. “We actually went to Vesaro, who manufactured the simulators. We tried it, and literally none of us could race. It was just so unbearable to watch, and there were things that were missing, like the racing line, the skill settings weren’t quite right.”

F1 Arcade trip report: Great sims make for a compelling experience Read More »

innie-rebellion-is-brewing-in-trippy-severance-s2-trailer

Innie rebellion is brewing in trippy Severance S2 trailer

Severance returns to Apple TV in January for its sophomore season.

Severance was one of the most talked-about TV series of 2022, receiving widespread critical acclaim. We loved the series so much that Ars staffers actually wrote a group review so that everyone could weigh in with their thoughts on the first season, pronouncing it “one of the best shows on TV.” Needless to say, we have been eagerly awaiting the second season next month. Prime Video just released the official trailer at CCXP24 in São Paulo, Brazil and it does not disappoint.

(Spoilers for first season below.)

In the world of Severance, people can completely disconnect their work and personal lives. Thanks to a new procedure developed by Lumon Industries, workers can bifurcate themselves into “innies” (work selves) and “outies” (personal selves)—with no sharing of memories between them. This appeals to people like Mark (Adam Scott), who lost his wife in a car crash and has struggled to work through the grief. Why not forget all that pain for eight hours a day?

It’s no spoiler to say that things went… badly in S1 as a result of this process. As Ars Deputy Editor Nate Anderson noted at the time, “The show isn’t just bonkers—though it is that, too. It’s also about the lengths to which we will go to dull or avoid emotional pain, and the ways in which humans will reach out to connect with others even under the most unpromising of circumstances.” In the process, Severance brought out “the latent horror of fluorescent lights, baby goats, cubicles, waffles, middle managers, finger traps, and ‘work/life balance.’ Also cults. And vending machines. Plus corporate training manuals. And talk therapy. Oh, and ‘kind eyes.'”

The first season ended on quite the cliffhanger, with several Lumon employees activating an “overtime contingency” to escape the office confines to get a taste for how their “outies” live—and some pretty startling secrets were revealed. S2 will naturally grapple with the fallout from their brief mutiny. Per the official premise:

Innie rebellion is brewing in trippy Severance S2 trailer Read More »

nasa-says-orion’s-heat-shield-is-good-to-go-for-artemis-ii—but-does-it-matter?

NASA says Orion’s heat shield is good to go for Artemis II—but does it matter?

“We have since determined that while the capsule was dipping in and out of the atmosphere, as part of that planned skip entry, heat accumulated inside the heat shield outer layer, leading to gases forming and becoming trapped inside the heat shield,” said Pam Melroy, NASA’s deputy administrator. “This caused internal pressure to build up and led to cracking and uneven shedding of that outer layer.”

An independent team of experts concurred with NASA’s determination of the root cause, Melroy said.

NASA Administrator Bill Nelson, Deputy Administrator Pam Melroy, Associate Administrator Jim Free, and Artemis II Commander Reid Wiseman speak with reporters Thursday in Washington, DC. Credit: NASA/Bill Ingalls

Counterintuitively, this means NASA engineers are comfortable with the safety of the heat shield if the Orion spacecraft reenters the atmosphere at a slightly steeper angle than it did on Artemis I and spends more time subjected to higher temperatures.

When the Orion spacecraft climbed back out of the atmosphere during the Artemis I skip reentry, a period known as the skip dwell, NASA said heating rates decreased and thermal energy accumulated inside the heat shield’s Avcoat material. This generated gases inside the heat shield through a process known as pyrolysis. 

“Pyrolysis is just burning without oxygen,” said Amit Kshatriya, deputy associate administrator of NASA’s Moon to Mars program. “We learned that as part of that reaction, the permeability of the Avcoat material is essential.”

During the skip dwell, “the production of those gases was higher than the permeability could tolerate, so as a result, pressure differential was created. That pressure led to cracks in plane with the outer mold line of the vehicle,” Kshatriya said.

NASA didn’t know this could happen because engineers tested the heat shield on the ground at higher temperatures than the Orion spacecraft encountered in flight to prove the thermal barrier could withstand the most extreme possible heating during reentry.

“What we missed was this critical region in the middle, and we missed that region because we didn’t have the test facilities to produce the low-level energies that occur during skip and dwell,” Kshatriya said Thursday.

During the investigation, NASA replicated the charring and cracking after engineers devised a test procedure to expose Avcoat heat shield material to the actual conditions of the Artemis I reentry.

So, for Artemis II, NASA plans to modify the reentry trajectory to reduce the skip reentry’s dwell time. Let’s include some numbers to help illustrate the difference.

The distance traveled by Artemis I during the reentry phase of the mission was more than 3,000 nautical miles (3,452 miles; 5,556 kilometers), according to Kshatriya. This downrange distance will be limited to no more than 1,775 nautical miles (2,042 miles; 3,287 kilometers) on Artemis II, effectively reducing the dwell time the Orion spacecraft spends in the lower heating regime that led to the cracking on Artemis I.

NASA’s inspector general report in May included new images of Orion’s heat shield that the agency did not initially release after the Artemis I mission. Credit: NASA Inspector General

With this change, Kshatriya said NASA engineers don’t expect to see the heat shield erosion they saw on Artemis I. “The gas generation that occurs during that skip dwell is sufficiently low that the environment for crack generation is not going to overwhelm the structural integrity of the char layer.”

For future Orion spaceships, NASA and its Orion prime contractor, Lockheed Martin, will incorporate changes to address the heat shield’s permeability problem.

Waiting for what?

NASA officials discussed the heat shield issue, and broader plans for the Artemis program, in a press conference in Washington on Thursday. But the event’s timing added a coat of incredulity to much of what they said. President-elect Donald Trump, with SpaceX founder Elon Musk in his ear, has vowed to cut wasteful government spending.

NASA says Orion’s heat shield is good to go for Artemis II—but does it matter? Read More »

russia:-fine,-i-guess-we-should-have-a-grasshopper-rocket-project,-too

Russia: Fine, I guess we should have a Grasshopper rocket project, too

Like a lot of competitors in the global launch industry, Russia for a long time dismissed the prospects of a reusable first stage for a rocket.

As late as 2016, an official with the Russian agency that develops strategy for the country’s main space corporation, Roscosmos, concluded, “The economic feasibility of reusable launch systems is not obvious.” In the dismissal of the landing prospects of SpaceX’s Falcon 9 rocket, Russian officials were not alone. Throughout the 2010s, competitors including space agencies in Europe and Japan, and US-based United Launch Alliance, all decided to develop expendable rockets.

However, by 2017, when SpaceX re-flew a Falcon 9 rocket for the first time, the writing was on the wall. “This is a very important step, we sincerely congratulate our colleague on this achievement,” then-Roscosmos CEO Igor Komarov said at the time. He even spoke of developing reusable components, such as rocket engines capable of multiple firings.

A Russian Grasshopper

That was more than seven years ago, however, and not much has happened in Russia since then to foster the development of a reusable rocket vehicle. Yes, Roscosmos unveiled plans for the “Amur” rocket in 2020, which was intended to have a reusable first stage and methane-fueled engines and land like the Falcon 9. But its debut has slipped year for year—originally intended to fly in 2026, its first launch is now expected no earlier than 2030.

Now, however, there is some interesting news from Moscow about plans to develop a prototype vehicle to test the ability to land the Amur rocket’s first stage vertically.

According to the state-run news agency, TASS, construction of this test vehicle will enable the space corporation to solve key challenges. “Next year preparation of an experimental stage of the (Amur) rocket, which everyone is calling ‘Grasshopper,’ will begin,” said Igor Pshenichnikov, the Roscosmos deputy director of the department of future programs. The Russian news article was translated for Ars by Rob Mitchell.

Russia: Fine, I guess we should have a Grasshopper rocket project, too Read More »

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Max needs higher prices, more ads to help support WBD’s flailing businesses

At the same time, the rest of WBD is in a period of duress as the cable and movie industries struggle. Films like Beetlejuice Beetlejuice failed to reach the same success as last year’s Barbie, sending WBD studios’ revenue down 17 percent and its theatrical revenue down 40 percent. As WBD CEO David Zaslav put it:

Inconsistency also remains an issue at our Motion Picture Studio, as reinforced recently by the disappointing results of Joker 2.

Some things that helped buoy WBD’s legacy businesses won’t be around the next time WBD execs speak to investors. This includes revenue from distributing the Olympics in Europe and gains from the Hollywood writers’ and actors’ strikes ending. With WBD’s networks business also understandably down, WBD’s overall revenue decreased 3 percent YoY. It’s natural for the company to lean more on its strongest leg (streaming) to help support the others.

WBD wants more streaming M&As

Today, Zaslav reiterated earlier stated beliefs that the burgeoning streaming industry needs more mergers and acquisitions activity to maintain profitability. He discussed complications for users, who have to consider various services’ pricing and are “Googling where a show is, or where a sport is, and you’re going from one to another, and there’s so many.” He added:

It’s not sustainable. And there probably should have been more meaningful consolidation… You’re starting to see fairly large players saying, ‘Hey, maybe I should be a part of you. Or maybe I should be a part of somebody else.’

Zaslav said that it’s too early to know if Donald Trump’s presidency will boost these interests. But he suggested that the incoming administration “may offer a pace of change and an opportunity for consolidation that may be quite different [and] that would provide a real positive and accelerated impact on this industry that’s needed.”

It’s also too early to know if streaming consolidation would help subscribers fed up with rising prices and growing ad loads. But for now, that’s about all we can bet on from streaming services like Max.

Max needs higher prices, more ads to help support WBD’s flailing businesses Read More »

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Idaho health district abandons COVID shots amid flood of anti-vaccine nonsense

Slippery slope

In the hearing, board member Jennifer Riebe (who voted to keep COVID-19 vaccinations available) worried about the potential of a slippery slope.

“My concern with this is the process because if this board and six county commissioners and one physician is going to make determinations on every single vaccine and pharmaceutical that we administer, I’m not comfortable with that,” she said, according to Boise State Public Radio. “It may be COVID now, maybe we’ll go down the same road with the measles vaccine or the shingles vaccine coverage.”

Board Chair Kelly Aberasturi, who also voted to keep the vaccines, argued that it should be a choice by individuals and their doctors, who sometimes refer their patients to the district for COVID shots. “So now, you’re telling me that I have the right to override that doctor? Because I know more than he does?” Aberasturi said.

“It has to do with the right of the individual to make that decision on their own. Not for me to dictate to them what they will do. Sorry, but this pisses me off,” he added.

According to Boise State Public Radio, the district had already received 50 COVID-19 vaccines at the time of the vote, which were slated to go to residents of a skilled nursing facility.

The situation in the southwest district may not be surprising given the state’s overall standing on vaccination: Idaho has the lowest kindergarten vaccination rates in the country, with coverage of key vaccinations sitting at around 79 percent to 80 percent, according to a recent analysis by the Centers for Disease Control and Prevention. The coverage is far lower than the 95 percent target set by health experts. That’s the level that would block vaccine-preventable diseases from readily spreading through a population. The target is out of reach for Idaho as a whole, which also has the highest vaccination exemption rate in the country, at 14.3 percent. Even if the state managed to vaccinate all non-exempt children, the coverage rate would only reach 85.7 percent, missing the 95 percent target by nearly 10 percentage points.

Idaho health district abandons COVID shots amid flood of anti-vaccine nonsense Read More »

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McDonald’s E. coli outbreak grows by 50% in 3 days as lawsuits mount

Twenty-six more cases have been identified in a multistate E. coli O157:H7 outbreak linked to McDonald’s Quarter Pounder burgers, the Centers for Disease Control and Prevention announced Friday.

The 26 new cases represent a 50 percent increase in the case count from October 22, bringing the total to 75 cases. With the new cases, health officials also reported 12 more hospitalizations, including one new adult case of hemolytic uremic syndrome (HUS), a severe complication to an E. coli O157:H7 infection. Three more states are also newly affected: Michigan, New Mexico, and Washington.

In all, the outbreak now stands at 75 cases, including 22 hospitalizations and two cases of HUS, across 13 states. The number of deaths linked to the outbreak remains at one. The most recent illness onset for the cases identified so far is October 10.

The states with cases now include: Colorado (26 cases), Montana (13), Nebraska (11), New Mexico (5), Utah (5), Missouri (4), Wyoming (4), and Michigan (2), and one case each in Iowa, Kansas, Oregon, Washington, and Wisconsin.

The source of the outbreak has not yet been confirmed, but investigators have focused on the beef patties and slivered onions used on McDonald’s Quarter Pounders. McDonald’s immediately pulled the popular burger off the menu and paused distribution of the slivered onions from affected restaurants when the CDC announced the outbreak Tuesday. McDonald’s considered the affected areas to be Colorado, Kansas, Utah, and Wyoming, as well as portions of Idaho, Iowa, Missouri, Montana, Nebraska, Nevada, New Mexico, and Oklahoma.

Onions recalled and destroyed

On Wednesday, one of McDonald’s onion suppliers, Taylor Farms, recalled peeled and diced yellow onion products. Taylor Farms told Bloomberg earlier this week that its testing had not turned up E. coli, but that it decided to issue the recall anyway.

McDonald’s E. coli outbreak grows by 50% in 3 days as lawsuits mount Read More »

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In a rare disclosure, the Pentagon provides an update on the X-37B spaceplane

“When it’s close to the Earth, it’s close enough to the atmosphere to turn where it is,” she said. “Which means our adversaries don’t know—and that happens on the far side of the Earth from our adversaries—where it’s going to come up next. And we know that that drives them nuts. And I’m really glad about that.”

Breaking the silence

The Pentagon rarely releases an update on the X-37B spaceplane in the middle of a mission. During previous flights, military officials typically provided some basic information about the mission before its launch, then went silent until the X-37B returned for landing. The military keeps specifics about the spaceplane’s activities in orbit a secret.

This made the Space Force’s announcement Thursday somewhat of a surprise. When the seventh flight of the X-37B launched, there were indications that the spacecraft would soar into a much higher orbit than it did on any of its six prior missions.

In February, a sleuthing satellite tracking hobbyist spotted the X-37B in orbit by observing sunlight reflected off of the spacecraft as it flew thousands of miles above Earth. Follow-up detections confirmed the discovery, allowing amateur observers to estimate that the X-37B was flying in a highly elliptical orbit ranging between roughly 300 and 38,600 miles in altitude (186-by-23,985 miles). The orbit was inclined 59.1 degrees to the equator.

On its previous missions, the X-37B was confined to low-Earth orbit a few hundred miles above the planet. When it became apparent that the latest mission was cruising at a significantly higher altitude, analysts and space enthusiasts speculated on what the secret spaceplane was doing and how it would come back to Earth. A direct reentry into the atmosphere from the spaceplane’s elliptical orbit would expose the craft’s heat shield to hotter temperatures than any of its previous returns.

Now, we have an answer to the latter question.

As for what it’s doing up there, the Space Force said the spaceplane on this mission has “conducted radiation effect experiments and has been testing space domain awareness technologies in a highly elliptical orbit.” The orbit brings the X-37B through the Van Allen radiation belts and crosses several orbital regimes populated by US and foreign communications, navigation, and surveillance satellites.

Military officials have said previous X-37B flights have tested a Hall-effect ion thruster and tested other experimental space technologies without elaborating on their details. X-37Bs have also secretly deployed small military satellites in orbit.

In a rare disclosure, the Pentagon provides an update on the X-37B spaceplane Read More »