A Look Back On A Decade Of Kerbal Space Program

Just a few weeks before Atlantis embarked on the final flight of the Space Shuttle program in 2011, a small Mexican company by the name of Squad quietly released Kerbal Space Program (KSP) onto an unsuspecting world. Until that point the company had only developed websites and multi-media installations. Kerbal wasn’t even an official company initiative, it started as a side project by one of their employees, Felipe Falanghe. The sandbox game allowed players to cobble together rockets from an inventory of modular components and attempt to put them into orbit around the planet Kerbin. It was immediately addictive.

There was no story to follow, or enemies to battle. The closest thing to a score counter was the altimeter that showed how far your craft was above the planet’s surface, and the only way to “win” was to put its little green occupant, the titular Kerbal, back on the ground in one piece. The game’s challenge came not from puzzles or scripted events, but from the game’s accurate (if slightly simplified) application of orbital mechanics and Newtonian dynamics. Building a rocket and getting it into orbit in KSP isn’t difficult because the developers baked some arbitrary limitations into their virtual world; the game is hard for the same reasons putting a rocket into orbit around the Earth is hard.

One of my early rockets, circa 2013.

Over the years official updates added new components for players to build with and planets to explore, and an incredible array of community developed add-ons and modifications expanded the scope of the game even further. KSP would go on to be played by millions, and seeing a valuable opportunity to connect with future engineers, both NASA and the ESA helped develop expansions for the game that allowed players to recreate their real-world vehicles and missions.

But now after a decade of continuous development, with ports to multiple operating systems and game consoles, Squad is bringing this chapter of the KSP adventure to a close. To celebrate the game’s 10th anniversary on June 24th, they released “On Final Approach”, the game’s last official update. Attention will now be focused on the game’s ambitious sequel, which will expand the basic formula with the addition of interstellar travel and planetary colonies, currently slated for release in 2022.

Of course, this isn’t the end. Millions of “classic” KSP players will still be slinging their Kerbals into Hohmann transfer orbits for years to come, and the talented community of mod developers will undoubtedly help keep the game fresh with unofficial updates. But the end of official support is a major turning point, and it seems a perfect time to reminisce on the impact this revolutionary game has had on the engineering and space communities.

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China’s Mars Rover Goes Exploring

China’s space program has big goals and is already starting to achieve them. Recently, the China National Space Administration has landed its first rover on Mars, and begun to explore the surface of the red planet.

It’s a huge step, and something only previously achieved successfully by NASA. Let’s take a look at the Chinese project, its goals, and see how it compares to the American rovers that have also roamed so far away.

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Apollo Shift Register Is Discrete

We’re unabashed fans of [Ken Shirriff] here at Hackaday, and his latest post about an Apollo-era transistorized shift register doesn’t disappoint. Of course, nowadays a 16-bit shift register is nothing special. But in 1965, this piece of Apollo test hardware weighed five pounds and likely cost at least one engineer’s salary in the day, if not more.

The incredible complexity of the the Apollo spacecraft required NASA to develop a sophisticated digital system that would allow remote operators to execute tests and examine results from control rooms miles away from the launch pad.

This “Computer Buffer Unit” was used to hold commands for the main computer since a remote operator could not use the DSKY to enter commands directly. Externally the box looks like a piece of military hardware, and on the inside has six circuit boards stacked like the pages of a book. To combat Florida’s notoriously damp conditions, the enclosure included a desiccant bag and a way to fill the device with nitrogen. A humidity indicator warned when it was time to change the bag.

There is a lot more in the post, so if you are interested in unusual construction techniques that were probably the precursor to integrated circuits, diode transistor logic, or just think old space hardware is cool, you’ll enjoy a peek inside this unusual piece of gear. Be sure to check out some of [Ken]’s previous examinations, fromĀ tiny circuits to big computers.

You Have About Four Months To Find A Lost Satellite

In the annals of technical achievement originating from the United Kingdom there lies a forgotten success story that should have led to greater things but instead became a dead-end even before it had happened. We’re referring of course to Prospero, a British satellite that holds the honour of being the only one to have been launched on board a British-developed satellite launch platform. On the 28th of October 1971 it was launched aboard a Black Arrow rocket from the Woomera launch site in Australia and successfully entered orbit to complete its mission. When it was launched the Black Arrow program had already been canceled by the British government, with the launch proceeding only because rocket and satellite were by then already on the pad.

A never flown Black Arrow rocket and the Prospero flight spare, in the Science Museum, London.
A never flown Black Arrow rocket and the Prospero flight spare, in the Science Museum, London.

So the Brits became the sixth nation to develop a satellite launch capability, and promptly canned it. Prospero was a success though and remains in orbit, and was even re-activated periodically as late as the 1990s. With its fiftieth anniversary approaching in October we think it’s worth looking for to mark the occasion, and so would like to remind you of its existence and the impending anniversary. If any community can find a lost satellite, hear its call if it is still transmitting anything, and maybe even wake it up, it’s you lot. Hackaday readers never cease to amaze us with their talents, and we know that among you will be people with what it takes to find Prospero.

To help you along your way there’s a lot of information about the satellite to be found online, including the details of an unsuccessful attempt to contact it a decade ago for the anniversary in 2011, and a real-time tracker to help you find its position. Maybe some of you have a decent enough telescope to take a snap of it as it passes over, but if a radio signal could be retrieved from it that would be particularly impressive. Watch out though, you might find yourself hearing an Orbcomm satellite on the same frequency.

So if any of you fancy firing up your SDRs and pointing an antenna skywards over the next few months, we’d like to hear about your progress. It’s possible that the craft may by now be incapable of life, but if anything can be found it’s worth a try.

This isn’t the first satellite rescue attempt documented here on Hackaday. A few years back we put out the call to rescue ICE/ISEE-3.

Planetary Escape (-Room In A Box)

The trick to a fun escape room is layers. For [doktorinjh]’s Spacecase, you start with an enigmatic aluminum briefcase and a NASA drawstring backpack. A gamemaster reads the intro speech to set the mood, and you’re ready to start your escape from the planet. The first layer is the backpack with puzzles you need to solve to get into the briefcase. In there, you discover a hidden compartment and enough sci-fi references to put goofy smiles on our faces. We love to see tools reused as they are in one early puzzle, you use a UV LED to reveal a hidden message, but that light also illuminates puzzle clues later.

All the tech in Spacecase makes it a wonder of mixed media. The physical layer has laser engraved wood featuring the font from the 1975 NASA logo, buttons, knobs, LEDs, toggle switches, and a servo. Beneath the visible faceplate is an RGB sensor, audio player, speaker, and at the center is an Arduino MEGA. We’d love to get our hands on Spacecase for a game, and we’re inspired to pull out all the stops and build games with our personal touches. Maybe something with a mousetrap.

This isn’t the first escape room hardware we’ve seen and [doktorinjh] similarly made a bomb diffusing defusing game.

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Getting Ready For Mars: The Seven Minutes Of Terror

For the past seven months, NASA’s newest Mars rover has been closing in on its final destination. As Perseverance eats up the distance and heads for the point in space that Mars will occupy on February 18, 2021, the rover has been more or less idle. Tucked safely into its aeroshell, we’ve heard little from the lonely space traveler lately, except for a single audio clip of the whirring of its cooling pumps.

Its placid journey across interplanetary space stands in marked contrast to what lies just ahead of it. Like its cousin and predecessor Curiosity, Perseverance has to successfully negotiate a gauntlet of orbital and aerodynamic challenges, and do so without any human intervention. NASA mission planners call it the Seven Minutes of Terror, since the whole process will take just over 400 seconds from the time it encounters the first wisps of the Martian atmosphere to when the rover is safely on the ground within Jezero Crater.

For that to happen, and for the two-billion-dollar mission to even have a chance at fulfilling its primary objective of searching for signs of ancient Martian life, every system on the spacecraft has to operate perfectly. It’s a complicated, high-energy ballet with high stakes, so it’s worth taking a look at the Seven Minutes of Terror, and what exactly will be happening, in detail.

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The Cost Of Moving Atoms In Space; Unpacking The Dubious Claims Of A $10 Quintillion Space Asteroid

The rest of the media were reporting on an asteroid named 16 Psyche last month worth $10 quintillion. Oddly enough they reported in July 2019 and again in February 2018 that the same asteroid was worth $700 quintillion, so it seems the space rock market is similar to cryptocurrency in its wild speculation. Those numbers are ridiculous, but it had us thinking about the economies of space transportation, and what atoms are worth based on where they are. Let’s break down how gravity wells, distance, and arbitrage work to figure out how much of this $10-$700 quintillion we can leverage for ourselves.

The value assigned to everything has to do with where a thing is, AND how much someone needs that thing to be somewhere else. If they need it in a different place, someone must pay for the transportation of it.

In international (and interplanetary) trade, this is where Incoterms come in. These are the terms used to describe who pays for and has responsibility for the goods between where they are and where they need to be. In this case, all those materials are sitting on an asteroid, and someone has to pay for all the transport and insurance and duties. Note that on the asteroid these materials need to be mined and refined as well; they’re not just sitting in a box on some space dock. On the other end of the spectrum, order something from Amazon and it’s Amazon that takes care of everything until it’s dropped on your doorstep. The buyer is paying for shipping either way; it’s just a matter of whether that cost is built into the price or handled separately. Another important term is arbitrage, which is the practice of taking a thing from one market and selling it in a different market at a higher price. In this case the two markets are Earth and space.

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