Showing posts with label Sci-fi. Show all posts
Showing posts with label Sci-fi. Show all posts

Wednesday, March 6, 2024

Mneme Research: What the rotation Speeds actually Look like

SPIN CALC spreadsheet - calcultes degress per frame

this uses blender 4.0 with 60fps 1920x1080 camera. Uploaded the new files and the files that contain the render settings if you want to reproduce this for your game.

One drive link to the Blender file -  240305 600m diamater Spin habitat.blend this is the 46mb file of the rings for the purpose of understanding what it really looks like. 







This is how each spin habitat appears to spin, assuming it is reaching the correct angular velocity or rotation speed to achieve 1G of gravity. 

This emphasizes the following in designing a spin habitat: 

1) that the spinning section is interior and there is a FIXED exterior (relative to the spinning interior). Crucial is that it minimizes resource and design reinforcement by only having less mass spin. 

2) The passageways are either outside the middle or one side. Otherwise, the center cannot be "Fixed." The center, unmoving, can be storage and SHIP docking, a key logistical place. It can also contain all the mass that will not be subjected to 1G—even some farms can be in the 0G interior. 

This rate of spin is such a big deal - it makes all the scifi  shows spin rates look off. 

Thanks to Anders Backman, in the Traveller RPG FB group,  to call out the mistake. 

without line-art

with lineart


Wednesday, May 4, 2022

Companion AI in Scifi

I can imagine settings where digital companies for mental health would be a right. An external memory of who we are - to better process the context of ourselves. 

as well as Various Habitats and colonies in the Sol System as well as outside of the sol system with Digital Companions. 

to imagine if the Adventures of the PCs are in the context of a Digitial Companion Observer. the shades of gray and the trails are framed by the Digitial Companion as though the Player is the Digital Companion to the PCs. 

Imagining a PC who had so much memory loss the Digital Companion rebuilt the PC from what it stored. Overlaying broken memories over assumptions of the Digital Companion. 




Tuesday, May 3, 2022

Mechwarrior Anachronisms and considerations

 

Notes after a lot of MWO with my team. 

  1. Mechs wouldn't have exposed cockpits, it would be like a modern-day tank or even better built into the helmets of the pilots and monitors in the enclosed cockpit. 
  2. Armor is not all ablative. if Armor Reduced Damage mechanic some weapons that are not up to the scale of vehicles and tanks would deal no damage. 
    1. In MWO a 16 mico pulse laser mech would have a High damage output vs an ER larger laser. It can kill another Assault mech. should it?
    2. If the mechanics change that bigger weapons is harder to protect against Zerg vs Protos or Swarm vs High-Quality units (far above the median) would be tricker and a more fun balance. Right now with the knowledge of drones - a ton of swarming Locusts or Fleas or Pirannah mechs would be more effective. Cost per Ton goes up as the mech goes up. its not a linear relationship. 
    3. Right now in MWO I leveled up my Artic Cheata in a few games to 91 sp vs my heavier mechs. slower mechs just die against a light mech. In the real world, a lighter unit can penetrate heavier armor with a limited opportunity (Rockets). After which the opportunity is lost. 
  3. When one imagines the Quadrillion usd industry of warfare and the amount of material. Imagine that 20ton "Light Mech" Required huge Open Pit mines on Earth or harvesting a ton of Silicate and Metalic asteroid ore. instead of the hundreds of thousands of dollars per unit of a soldier, its like taking more expensive tanks 

Reimagining Mech Combat in a Hard Scifi. 

Mechs are Quickly prototyped, a NON-mech culture will quickly improvise mechs if the terrain and logistics use need it. Mechs are practical in worlds with 0.8 atmosphere and areas with a thicker atmosphere that can provide concealment. 

The combat zone or context terrain is filled with ECM chaff and noise to make obrital superiority as negated as possible. Large Orbital Mass Drivers or Weapons Of Mass Destruction that can make the Low Planetary Orbit inhospitable is this big red button both sides are stopping themselves from pressing.  

Imagine a sector where a large number of worlds are currently contested. Especially when the worlds are heavily fragmented and those with Orbital Access profit from the conflicts. 

For every Ton of Mech there is about 2-3 Tons of Mobile Logistics and Support. a giga ton of mechs is about 2-3 gigaton of support. Several hundred Exaton of material was processed to build all that infra and hardware. 
  1. Supply Lines are made up of Boring Machines, mobile factories and Mining tools. Mobile HQs move around a network of Terraforming Worm Tunnels. 
    1. Non Conflict Zones - an opulent Monopoly of the Trading guilds are where all sides get to meet. A strict tit-for-tat and de-escalation policy - like prisoners exchange or surrendering are part of the terms to keep peace.  
  2. 10-30 Tons - "Light Mechs". These are mechs like armored vehicles like the Oshkosh JLTV or Humvee. But they are designed to range about 500-800km on rough terrain. They carry only 2 pilots: driver and EW/gunner. The primary weapon is a 25mm with some special rounds like HEAT rounds mounted on a robotic Point Defense Turret. Up to 20% of its mass is ammunition. They can carry Missiles - missiles here can one-shot heavier mechs.
    1. Some have anti-radar veil and materials and disruptive camo.  
  3. 30-60 Tons "Medium Mechs" . There are a huge variety of specialized Medium mechs: from Missile/Drone Platforms (Drone platforms are EW platforms), Point Defense Platforms, to Laser Platforms OR a more high endurance Light Mech designed to range 2000km on a powerful reactor.  
    1. These mechs tend to up a crew of 3-4. 
    2. Missile Platforms are designed to remove Orbital probes and targets. 
    3. Point Defense platforms are meant to defend these 
  4. 70-100 tons are "Heavy Mechs". 50% of these mechs range from larger platforms of the Specialized Medium mechs to 50% are Supply mechs to Add double or triple the Light or Medium Mech operational range.  
  5. 100+ Ton mechs are mostly mobile bases and hangars.   
What is interesting is that while the Mech Warrior may run a mech, support an logistics run small armies of drones and automated supply chain tools. Cepheus Engine TL 9 or Mneme TL 11ish would have these end to end supply chains making mech  warfare possible. 

Mech Warfare is only an outcome in Adverse Terrain Ground Combat where mechs would be engaging 5-10km away depending in the curvature of the world and the terrain. In most cases Orbital Superiority is key - but the Complex Worlds mean complex relationships and in this complexity something strange arises - like a world where mech pilots are a profession and there are daily raids into enemy territory as part of a long term strategy to either gain ground or divert attention for a particular strike. 

in this world 
Light mechs trying to sneak in to divert attention and resources for Medium mechs to make calculated strikes.  When heavy mechs appear its for pushes and calculated gambles that can be a set back to one side in years. Bases move, and where people think there are bases are Traps - of either a ready heavy lance or kill drones to displace the main base's position. 

Special Tech
  1. Large Hypersonic Ground Missiles. mechs equipped with missiles that create a huge firing blast radius and can damage vehicles in its wake. Sometimes fired on railgun. Once fired the missile the effects can be felt before the sound and aftermath can be heard. 
  2. Kill Drones (unpiloted mechs). Someone said "why not overwhelm the other side with Drones" which requires a lot of wireless connections - that can be hacked - Human Independent Operations and Augmented with Context Analysis (like hidden orders and event-triggered information) allows human-led teams to go deep into the territory and perform devastating actions.  Kill Drones are kept as patrols where EW superiority is guaranteed in a given location. 
  3. EW Chaff or Natural Interference Active Radar or Sensors will find several gigatons of Chaff littering the battlefield make mechs invisible at a certain range. Also ACTIVE radar is a candle in the night. 
  4. Wheeled Mechs. Light Mechs with a Single ATV wheel in the center is a common ATV mech. The legs fold up for the large but ultra light gyroscopic balanced wheel. It reduces the wear and tear of the leg joints. Some mechs fold into a cycle. 
  5. Armored Personnel Carrier. Exoskeletons have about a 20-100km range depending on the TL level. Some mechs really serve as APCs carrying 100-150kg personnel and their kits to combat zones along with their Mules (mule sized mechs that carry supplies). Special forces with Invisibility cloaks and micronukes are still valuable tactical options. 

Hopefully Found a Developer

I'm busy with my ERPNext projects so I cannot learn Javascript (particularly Reactjs) to make the apps. Its also kinda my advocacy to get more filipinos have access to Open Source technology. The Bill of Materials System would be a FUN project to make an APp or a Spreadsheet for. ideally a Customized APP so other Game Designers can make their Vehicles, Mechs, Buildings, etc... using the Bill of materials system. 

Bill of materials is basically a Table where every row is a component and there are Columns for Cost, Weight, Volume, Power Requirement/Output, and Special Features. Creating a Google Sheet where game designers can put tables of their Components and their Rules for Building a Ship, Mech, Base, Station, etc... would be awesome for world builders like me.
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Bill of Materials is how most of construction and engineering view such projects - teach BOM gamification will help people have fund and be creative with it. 

Thursday, January 20, 2022

How do maps work in Player Decision making and immersion?

 My problem of running a Hard Scifi Game is how to make the solar system relevant without overloading the Players. I don't want the players have to figure things out the PCs would know being a spacer. 

If I ran a game where I present a prepared model of the solar system for the players when they JUMP into the system's largest Lagrange 1 point, 

to the planet nerd it would be - "that ice giant rains diamonds... the gravity there makes hydrogen into a metal as powerful as dynamite, that planet is the safest place from a solar storm, I expect vacuum airships in that dense atmosphere world..., that world doesn't belong in this solar system (A rogue planet that is captured like Triton and some moons)" 

Ive considered making the knowledge have a strong Strategic or Economic Value - "that dark side is behind the jump point, anyone jumping will detect everything in 40AU but not behind that Giant." Or an Economic advantage "There is only one place to refuel salt water nuclear fuel here at less than 1,000cr per metric ton and they hold all the cards..." 

Solar System creation is Scifi Map Making. The way we learn how tectonic plates kinda work so our mountains look realistic. How forests work and what kind of areas they occupy and why they don't just take over plains and steppe.

Different players have different relationships with Maps in the TRPG. How do I make the map something they will enjoy like a Fantasy TRPG map? How do I make it spark their imagination without overloading what an enthusiast knows? Or how do I make sure my enthuziasm doesn't get in the way of the game? 

TIL adding Accretion/Circumstellar Disks Aka asteroid belts breaks my PC because of the calculations involved. 😅

TIL at less 0.3 Earth Masses there is not enough gravity for hydrogen to stay put. and a gas plant bleeds hydrogen. Jupiters rocky core at 32,000km diameter

https://sciencing.com/jupiters-core-vs-earths-core-21848.html





Wednesday, January 19, 2022

Slow but Sure: Stellar Classification Table

Ok that was a lot of work. 
Yeah creating tables for Stellar Classification. Roll the Star up.

I made a mistake, I wasn't supposed to allow for O type since it's only 0.00003% of the Observed Stars. 

I wanted to add LTY Classes, the really dark classes - the kind of stars the James Web should be able to see. Imagine in a few days now and a month maybe how many Infra-Red Stars and Brown Dwarfs will we detect in our neighborhood? Imagine Travelling in the scale of Hundreds of AU instead of Light Years. Visiting Brown Dwarfs outside our solar system? What if we detect SO MANY nearby brown dwarves just 2 light-years /120k AU away!? 


I realize that Solar System Generators is MAP MAKING in scifi TRPGs. I enjoy map making and I still keep the maps I drew back in High School in 1996. Now I'm learning how to make "Solar Systems" a different type of map-making. Its like learning how to make Isometric Maps, Hex Maps, Square Maps, or maps with Inkscape. 






Thursday, December 30, 2021

Trade off: Mneme Definitions has to be simple enough for me

 Sadly I cannot simplify enough that its accurate to how professional scientists can use it, while being something I can follow. Reminds me of trying to understand Accounting during our EPRnext migration, and always breaking it down to concepts I can grasp. 

Mneme Definitions of Planet > Dwarf Planet > Minor Planet > Asteroid > Meteor (Still a work in Progress)

When the GM or the Player arrives in a Solar System (another term that needs to be defined in a world builder) they can typically detect a number of Significant Bodies. 

I'm playing with Jump Points being in the L2 of the Second Largest Body (which can be a Companion Star) in a Solar System. And when they Jump into a System they are in the relative stand still in the L2. 

Most of the "Capitals" of a System are Terrestrial Worlds comparable to Earth - what in Mneme defines as a Planet. But some can be dwarf worlds the size of Earth's Moon Luna (because Moon is a category and relationship, defining natural satellites). Its possible to be a Capital on a Asteroid comparable to Ceres. 

When rolling Super-Earths (planets greater than Earth in mass) this triggers a roll on a table that is limited to Asteroid, Dwarf planet, and Planet.  

The Star Determines the Planetary System Roll (how many significant planets can be detected).

Scales are fucked up - When a classification (like Planet, Dwarf Planet, Asteroid etc.) has magnitudes of 1000x different from the next class my brain get confused and cannot process differences of 1000x. So I tried to round off to the closest steps.  

I had to make IN-GAME terms for the sizes because I've simplified it by MASS because mass is the main driver for all of this. By this - how a Solar System is Formed and what determines planets in the Inner and Outer regions. Why Outer regions are exponentially farther out than Inner Planets. 

Note that MASS is the main metric of Ships, Trade, and Delta-V. I am simplifying it in a way that I can follow the science and since I do this part-time - I have to make it easy for me and people I will have to explain to by distilling it to the main factor. 

I'm considering using Heka (hundreds, E+2), Kilo (thousands, E+3), Mega (millions, E+6), Giga (Billions E+9), to scale the mass and transactions. Particularly in measuring Ships, Asteroids, Habitat, Bases and Stations. A helpful metric is remembering 1 ton of water fits in 1 cubic meter of volume, and that as densities go - it has a 1 ton/ m^3. And that scales as 1L of water is 1kg, or 1 ml of water is 1 gram. I love how metric scales easily and makes conversions easy. Especially when we scale up and scale down. Kg of micro meteors damaging kilotons of ship.  Like how cargo vessels are off in the Hundred Kilo Ton scale or Orbiters and shuttles are in the Heka to Kilo ton scale. 

Then consider distances, which are in the Astronomical units, and delta V which are in the m/s. These all scaling properly to avoid miscalculations. 





Sunday, September 19, 2021

Slowly learning - Simple Rockets and how it relates to Traveller

 https://en.wikipedia.org/wiki/Escape_velocity

Q: If the earth requires 11KMs Escape velocity, when I achieve it at 11.1KMs 𝚫V does that mean I have the remaining 0.1KMs to travel?

"Once escape velocity is achieved, no further impulse need be applied for it to continue in its escape. In other words, if given escape velocity, the object will move away from the other body, continually slowing, and will asymptotically approach zero speed as the object's distance approaches infinity, never to come back.[2] "

A: Yes and No.
Yes - If I dont achieve EV, my speed will diminish.
No - If I achieve EV I continue at that speed or greater if I choose to accelerate.

Mah brain -
I keep thinking 𝚫V as a COST a of energy since If I move one direction with 100m/s I need to stop with 100m/s the opposite way.

EV is a Threshold that when passed, the gravity gonna stop it anymore.

Especially since I learned that Thrust (N) - Wt (kg*9.8) is the NET thrust used to calculate escaping from gravity. Its like I already paid the cost of Gravity because of my Diminished Accel. 

trying to figure out why my rocket won't launch. 


Discovering i need to use "Relaunch" to change to a Runway instead of a Launch pad. 
The difference of a 4MN rocket engine and a 0.26MN Rocket engine. I wish I can put rockets side by side so I can understand the scale. 

I got the simple beast to low earth orbit, but i didn't know how to steer. There is enough delta v to escape earth? This is hard. 


Saturday, September 18, 2021

Rockets and pushing my limits

 All the tools that go to delta-v to be easier goes to designer notes.  Sure write the simple parts down in the mechanics but then in practice, the players being clever will start asking questions about -  

  1. exact numbers - delta-V as mass changes - especially in CHASES. 
  2. adding boosters and extra tanks. Because these are common factors in Operational Tailoring/fine-tuning - some ships just carry more fuel. 
  3. missiles (and projectiles) and their delta-v as they are launched with an initial velocity. 
  4. more details about rockets - and different engines and benchmarks.   

And I have to layout my assumptions - and the limits of the system. As well as the opportunity to go into more fun and detail.  For me to get to where I am now - not only did I have to learn math I don't use day to day,  but find a way to fit it in - an example would be the Acceleration formula can be used for Infection or Vaccination rates   So I use the country's performance in vaccination to determine if we will spend on HVAC, acrylic barriers, air filters, KN95 for workers, etc...   in the absence of any clear plan to ramp up vaccination and testing of the gov't - what do I do as one of the company's safety officers. What data do I use to make an informed decision? Interestingly Project Management and Physics formulas are good friends and they helped me try to inform how this all works. 

Fun Tidbit. All the HVAC from my mentor and the Life Support I had to research for harder scifi applies in the Pandemic as it informs me how should we design our ventilation system? SHould the vents be at Standing Head level (which is the default ) or should it be lower like floor level - as carbon dioxide with aspirated water descends from us as we breathe? The science why Astronauts in the ISS have fans as there is no more gravity to pull carbon dioxide down from our heads and it forms a bubble around the head of the Astronaut. (We are a furniture and fit-out construction company - prior to the pandemic my mentor was the Mechanical Design manager who is also a fellow military and gun enthusiast - so we would talk a lot of science and engineering where they intersect). 

Rockets, Mass, and Acceleration are alien to me. I'm not an expert which is why I'm investing in Science Consultation (talking to my friends about any Physics background consultants who can check if I understood it properly...  and I've been unlucky. I may have to go to Upwork or Fiverr to find a consultant). But fortunately, Simple Rockets 2 allows me to test my understanding as I can look at the stats of the rockets and check if my math matches the performance there. 

The advantage of Simple Rockets is that it's more straightforward than Kerbal and the planet Droo is the same gravity as Earth. So I'm going through that tedious learning phase where I'm trying to learn a New Game and new mechanics. I'm trying to break it down into a set of instructions a Newbie, or ME when i first began, would be able to understand. 

So the Booklet which is supposed to be just a few ships (4) will have a lot of designers notes on practicalities - there is the system which is simple - Life support is X credits - but then there is the complicated one - that does Life Support factor in the Salary? If it doesnt then the total cost of ownership of the salary is actually Higher, doesnt that make a ship job with 100-500 CR with free Life support better than a ground job at 1000-2000? 

In Project Management the Assumption Log is one of the Foundational Documents moving forward. Designers Notes acting as an Assumptions Log helps the Undertaking navigate through uncertainty "No, we don't know if that area is safe to cross" instantly triggers an assessment.  Dont worry its all in the Design Notes - you dont have to read it unless there is something that needs additional clarificaiton. 

The Role of Hard Science in a GAME. 

Harder science is never taken all at once, in fact the very nature of science is best taken at its spirit "doing science when there is a PROBLEM". Quality Systems in Engineering and in Science is best done when we have a problem and a clear problem statement. We dont want to jump into something with ambiguous and unclear goals. We want a PROBLEM before we proceed to a solution. A clear problem and a clear emotional signal that "Damn this problem sucks, X would be better." And ideally the problem is in agreement with most parties if not all. BTW this is called Pull-based systems (vs Push based system if you google it) - its a great system for groceries, warehouses, inventories, kanban, and avoiding accumulating junk. 

If you start going into Delta-V in your game - it should be that the Players would rather get to know Delta-V than the Constant Acceleration of M-Drives. Or there is some aspect of the game that Delta-V would fix: like the realization that constant acceleration is counterintuitive and differences in Acceleration are large numbers when factoring 10-16 minute turns and 1-50k Km. That easily we would exceed a difference of 50k km. That Delta-V is not so bad, there are fewer exponents in Delta-V and less multiplication. 

that players who are too clever realizing that they can accelerate near light speed with a payload of missiles - can defeat most point defense and destroy planets and systems that can hold systems hostage. The GM realizing this - would find themselves taking on more work as they have to Adjudicate arbitrarily many things because a set of principles can lead to a Kessler syndrome of abuses. Stable pillars of Realistic Constants help the GM and Players build a WORLD and Stakes. It really sucks to have to throw out so much World Building every time we break some fundamental law of physics without knowing what we are taking on. 

I remember when I was world-building knowing that any ship with infinite acceleration can destroy anything - holy crap the amount of redundancy needed - deeper and deeper underground building, so much security investment for wealthy areas and backwater areas can be held hostage with rock-throwing.  that Jumps or Warp can "handwave" the biggest problem - Time Scales. of course if the Referee having to Swat down with "No cause I said so" gets really old. Leaving that "Let's agree for a Universal Amnesia that Kinetic Energy calculations would never reveal how dangerous an M-drive or Anti-gravity is. 

The thing is Traveller and Scifi are played by some people who are extra curious - but it doesn't mean curiosity is Impatient. We can add new SKILLS (delta-V-based games are a skill, approach like a skill - we are allowed to SUCK terribly at it and learn as we go) and that's great - man it feels like we are growing even in our old age. It feels like we are still that kid that wanted to know what we know now - it makes the WALLS we slam against - not so impenetrable and instead of a sign of how many Walls we've broken down and how many we plan to break down as we grow. 

It's ok to fuck up. I mean fucking up and getting frustrated at something we see as hindsight so basic makes us remember that it is OUR CHARACTER - our virtues and perseverance is what got us through it. How many times we've bashed our heads against this problem in a game? Feels so familiar because we've done this before and we overcame it and we are different and grew. Nothing feels like pushing limits than the Pain and the Frustration. Feeling like an idiot - welcome to the club - membership all those fellow nerds and geeks who also struggled - that's great company! 

When I feel like an Idiot - i remember all those other geeks and nerds struggling and who feel like an imposter. 

I may be relearning science I used to know and it doesn't make it less than a milestone. We will forget and as we grow older pieces of us will be gone and we cannot know what we lost. yet to quit or to stop trying is much more frightening - to surrender into the apathy and void - to lose that spark before our heart stops beating is far scarier. I think of all those who depend on us for that spark, to keep theirs going and the other sparks and struggles we see. 

I guess its a bit too heavy-handed of me. or too weird that my identity is tied to gaming and to science and proving to myself that I can learn enough about rockets to run a game and make it fun for others. The guys in Kerbal, Simple Rockets, and Space Flight Simulator have done so - they made rockets fun - people buy those games - I think we are those guys who will show how it will be fun in a NARRATIVE setting. In a Story how rockets work and how the Heroes of the story figure out how to MOVE their world. 





Thursday, September 2, 2021

Baseline Performance - the Apollo and Space Shuttle Programs.


 The Saturn-V is a great sample rocket. 

Its performance and Stats are readily available and its a great baseline since we want our performance to be compared against this Iconic rocket. 

Things that is not in Wikipedia are the following:

  1. The Total Volume is 414 Dtons or as big as a Fat Trader except that 90% is Propulsion instead of the 10-20% of a Fat Trader is Fuel. 
    1. S-IC first stageS-II second stageS-IVB third stageTOTAL
      HEIGHT42.0 m24.9 m17.9 m
      Diameter10.0 m10.0 m6.6 m
      Volume3,298.7 m^31,953.3 m^3611.0 m^35,252.0 kg
      Dtons233.1 DTON138.0 DTON43.2 DTON371.2 DTON
      Dry Weight131,000.0 kg36,000.0 kg10,000.0 kg167,000.0 kg
      Total Wt2,300,000.0 kg480,000.0 kg119,000.0 kg2,780,000.0 kg
      FULL LOAD2,780,000.0 kg599,000.0 kg119,000.0 kg
      EnginesRocketdyne F-1Rocketdyne J-2Rocketdyne J-2
      Number551
    2. As a Baseline I start modifying the % of propulsion at a given TL. 
  2.  the Acceleration which we can get is 1.3Gs
    1. Thrust (N)35,100,000 N4,900,000 N1,033,100.0 N
      Accel (m/s^2)12.638.188.68
      Accel (G)1.290.830.89
      Propulsion2,169,000.0 kg444,000.0 kg109,000.0 kg
      Kg/s12,910.7 kg1,156.3 kg741.5 kg
      Dtons/S0.9120.0820.052
      Burn/Accel(Dton/G)0.710.100.06
    2. I like how the rocket hovering Illustrated a 1G thrust vs 1G effect = Hovering. 

  3. The Context of how its not the Performance of the Rockets that Improved over time but the Reliability. Their Thrust to Mass Ratio was roughly to 70-80. Comparing the 196B  Shuttle Program 1.4B per launched (135 launches, 2 failures and partial failures) vs  49B Apollo Program with 4.7B per Launch. 

S-IC first stageS-II second stageS-IVB third stageTOTAL
HEIGHT42.0 m24.9 m17.9 m
Diameter10.0 m10.0 m6.6 m
Volume3,298.7 m^31,953.3 m^3611.0 m^35,252.0 kg
Dtons233.1 DTON138.0 DTON43.2 DTON371.2 DTON
Dry Weight131,000.0 kg36,000.0 kg10,000.0 kg167,000.0 kg
Total Wt2,300,000.0 kg480,000.0 kg119,000.0 kg2,780,000.0 kg
FULL LOAD2,780,000.0 kg599,000.0 kg119,000.0 kg
EnginesRocketdyne F-1Rocketdyne J-2Rocketdyne J-2
Number551
Target Height67,000.0 m175,000.0 m
Delta-V2121.1510795262.3864716538.568824
Burn Time168384147
Thrust (N)35,100,000 N4,900,000 N1,033,100.0 N
Accel (m/s^2)12.638.188.68
Accel (G)1.290.830.89
Propulsion2,169,000.0 kg444,000.0 kg109,000.0 kg
Kg/s12,910.7 kg1,156.3 kg741.5 kg
Dtons/S0.9120.0820.052
Burn/Accel(Dton/G)0.710.100.06
Dtons/S