#space module
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duskofastraeus · 1 month ago
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Exam Season Diaries 2
- Finished revising for my Differential Equations Exam
- Completed my Differential Equations Methods Exam (Survived (sort of)/Did not Survive)
- Re-did all Thermodynamics problem sheets
- Re-did all Statistical Mechanics assignments
- Revised all Thermo material
Notes of the day:
What in the actual hell was that exam.
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lonestarflight · 4 months ago
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Apollo 9 Gumdrop (CSM-104) prior docking with the Lunar Module Spider (LM-3).
Date: March 7, 1969
NASA ID: AS09-24-3631, AS09-24-3624, AS09-24-3652
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commodorez · 11 months ago
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I finally finished building my LEGO Space Shuttle Discovery set, and had to find a good way to arrange it with all of my other space sets.
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astronotmovie · 2 years ago
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Stepping out on the front porch. Astronaut David Scott opens the hatch to check out the view during Apollo 9, March 1969. In this pic taken by fellow astronaut Rusty Schweickart, ‘Gumdrop’, the Command Service Module is docked with ‘Spider’, the Lunar Module. A9 was the 1st flight incorporating all Apollo spacecraft components. The 10 day mission was the 2nd launched by a Saturn V rocket.
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dgct2 · 1 month ago
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Concord Aerospace built the control panels for Apollo Command Module that Ellie plays with in 2x06 "The Price."
For nearly a year, we’ve had to stay quiet — but now that Episode 6 of The Last of Us has aired, we’re proud to share that our team at Concord Aerospace was responsible for building the interior control panels of the Apollo Command Module featured in one of the most emotional and unforgettable scenes in the series. Like many productions, the timeline was incredibly tight. We were still shipping panels and components from our Orlando shop to the set until the very last moments. A special thank-you to the brilliant art and production teams at HBO for their direction and support, including Luca Carati and Lisa Lancaster, whose leadership and support created an environment where we could keep working under pressure and still do our best till the last possible moment. Their trust and communication meant everything to us. For fans of the game and the series, this scene is one of those rare moments when chaos pauses—when joy and wonder take over, and there is true happiness. It was an honour to help bring that moment to life, even in a small way. And if you look closely… You might spot a hidden detail inside one of the panels: the birthdays of Pedro Pascal and Bella Ramsey — a quiet tribute to two remarkable performances. We’re humbled, grateful, and proud for the opportunity. Thank you to the entire team behind The Last of Us for letting us be part of it.
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emaadsidiki · 8 months ago
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Skylab4🛰️ Space Station🪐 Command Module🛸 NASM
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no7er · 2 months ago
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Modular Station, Digital artwork, 2025
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archiveofaffinities · 10 months ago
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Rob Krier, Urban Space, Circuses Containing Building and Modulations of this Spatial Type
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abstracteddistractions · 3 months ago
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Peter Sedgley, ( 19 March 1930 - 16 March 2025)
Blue and Green Modulation, Numbered 5/30, screenprint, 32 x 48cm
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miku-module-showdown · 2 months ago
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Space Channel 5 (left) VS Ha2ne Miku (right)
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noelements-setempty · 4 months ago
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Has anyone on here made a joke about 'clopen relationships' yet? Don't ask me to do it. I'm not exactly a topologist.
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nadia-el-mansours · 11 months ago
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It's been 20 years and they've probably not spent more than 20 hours in total together since, but they're literally still here:
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lonestarflight · 7 months ago
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Interior view of the Manned Spacecraft Operations Building, Kennedy Space Center, during the move of Apollo 9 Command and Service Module (CSM-104) Gumdrop from workstand to transfer stand prior to mating to Spacecraft Lunar Module Adapter (SLA-12A).
Date: November 30, 1968
NASA ID: S68-55032
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whirligig-girl · 2 days ago
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What's your favorite Spacecraft, both real and fictional?
It would be impossible to choose a favorite real spacecraft but my favorite fictional spacecraft is probably the Galaxy Class USS Enterprise NCC-1701-D.
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Partly because I love the TNG technical manual and partly because it's just gorgeous. Easily the best looking ship to carry the name.
Some candidates for my favorite real spacecrafts: The Space Shuttle Orbiters (Space Transportation System) (1981-2011). Truly horrendous design. Unsafe, inefficient, but unquestionably gorgeous and utterly iconic, having defined human spaceflight for at least two generations.
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You may have a death toll but I can't stay mad at you...
The Apollo Lunar Modules (1969-1972). These babies have a negative death toll, being instrumental in the rescue of the Apollo 13 astronauts and being uninvolved in the Apollo 1 fire. They are also one of two unquestionably iconic U.S. government vehicles designed and built by Grumman with "L" in the name--the other is the USPS Long Life Vehicle.
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Skylab. They really did just say "what if we emptied out a rocket tank and turn it into a space station." and it has the dubious honor of being the only space station with a spacious enough volume to test cold-gas EVA-jetpacks and to have a shower. All while having its sun shield and one of its solar panels torn off. It's even large enough that you can run along the outside, and the centrifugal force of your own circular motion is enough to keep you on the walls/floor.
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New Horizons (launch 2006, arrival at Pluto 2015, arrival at Arrokoth 2019).
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Cassini (launch 1997, arrival 2004, destroyed at end of mission 2017)
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and the Voyagers (especially Voyager 2) Launch: 1977 Jupiter: 1979 Saturn: 1980 and 1981 Uranus: 1986 Neptune: 1989 Heliopause: 2012 & 2018 Current status: transmitting from Interstellar space (in terms of heliophysics. Still well within the sun's gravitational sphere of influence)
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Robotic spacecrafts are the fuckin' best.
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clonerightsagenda · 23 days ago
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Found out there was a k drama about things going terribly wrong on a moon base so naturally I immediately took myself to Netflix to watch things go terribly wrong on a moon base. I'm only one episode in but currently confused about why their space shuttle kept the solid rocket booster attached to it? Like yeah no wonder you're having problems
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thesassymarquess · 6 days ago
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Factorio’s Module Problem
I’ve been thinking about this for a while, and it’s been an issue that’s bugged me arguably from the day I started playing Factorio. It’s the Efficiency Module. Specifically Efficiency Modules 2 & 3.
I’ve been thinking about this in no small part due to the fact in my MP save, we decided that each planet should specialize in their respective modules, and as the Gleba player that means I’m in charge of 2 modules, Productivity on Nauvis & Efficiency on Gleba. I’ve got both set up churning out a decent number of them, and upcycling the lower quality ones, at least for Prod mods, I’m waiting on a shipment of quality modules to start it on Gleba.
Which brings me to my issue. I don’t really like efficiency modules, I never have, and as the player with the most experience, my group follows my lead in this kinda thing.
When I first started playing Factorio, I believe the modules had only just been added an update or two ago, and I didn’t frequently use them. I tried with all three, and ended up sticking to Prods & Efficiency modules at first. But then I realized I didn’t care about pollution, so efficiency modules were only good at saving power, and I could just scale that up and ignore the pollution still. This was before nuclear OR flamethrowers, so my defenses were entirely laser turrets and solar. I’d just expand my solar grid since I cleared a large space & scale up.
I took a much longer time to warm up to the speed module, having to do the math and learn that while it increases the power cost to run the machine, the time saved reduces the electricity cost per item… from that moment on I was a believer in the Prod/Speed combo, especially after I saw how compact a Prod 3/Speed 3 Furnace stack was.
This left me only ever making efficiency modules for power armor. I did recognize the pollution reducing benefits of the module, but once you unlock flamethrowers and set them up as defenses, I found pollution management to be irrelevant. Flamethrowers will take care of even behemoths decently enough without any space science research, and by the time they show up (I actually hadn’t seen a behemoth before playing Space Age, and I’ve beaten the game a few times) I’ve already established all the sciences available in the base game.
So ultimately I find their usage… lackluster. But it gets worse, because it’s not just their usage I have to consider that they’re competing for a module slot. And that’s against a Speed & a Prod mod and both are good. Let alone in the base game, I can make the competing modules for the same price, so I usually have to consider which to craft before I’m even at that point.
But I should amend that I think the Efficiency Module 1 is actually good. When it comes into the game it provides a decent power reduction, is fairly cheap, and most players don’t have bases ready to handle the downsides of the other 2 modules.
So now with that out of the way, I’ll mention how they fair in Space Age: Poorly. Ironically despite the fact that the T3 mods have different costs now and the T3 Efficiency mod is the cheapest now (taking 10 spoilage in addition to the standard 5 blue, 5 red, and 4 of the T2 module), it still doesn’t hold up well. Like the Speed/Prod combo is broken because now it’s more viable to look at either Quality only, Prod/Quality, or Speed/Quality, and I think this is awesome that it isn’t straightforward what modules to combine and how anymore, but… efficiency is rarely the answer now. It still shines in reducing pollution on Nauvis, has a new role in reducing nutrient consumption on Gleba, and the power reduction can still be useful in a few places, but… 4/5 planets have power production mostly unchained from their pollution mechanic (Gleba pollution comes from farming mostly, very little is needed to produce significant power) and the last place is Space, which is a great place for the t1 modules, but… T2 & T3 you’re likely to be looking at foundries if it’s going to Aquilo & you’ll need nuclear or better anyways at that point, so power is less an issue than making sure it’s fast enough for ammo production, which… puts another win to speed modules here, because they’re better for churning out more in a smaller area, which is what you want there. Yeah, you do want to reduce power usage, but if you’ve got a reactor you’ve got 5.8 MW of power per turbine to play with, and a minimum of 40MW of heat too. This gets worse if you use quality reactors OR Fusion reactors, as the power density increases a LOT. The smallest fusion reactor build puts out 50 MW of power.
So… the real reason for this post though, is this. I felt something was off in the scaling of the efficiency module, and I realized what it is. It scales differently from all the other modules, which (with one exception) scale all the same.
Prod mods go 4% to 6% to 10% (1, 1.5, 2.5)
Speed mods go 20% to 30% to 50% (1, 1.5, 2.5)
Quality mods go 1% to 2% to 2.5% (1, 2, 2.5)
So those three (with the exception of the Quality 2 mod) all scale the EXACT same for their upside.
Efficiency mods go 30% to 40% to 50% (1, 1.33, 1.66)
If they followed the same ratio, Efficiency mods would have either 30% -> 45% -> 75% or 30% -> 60% -> 75%. Which might be enough to justify making them. Even that though… I’m not sure if it’s enough, as they STILL have to compete against the other mods because there’s only so many slots, and power is one of the easier things to scale up, rather than mines or a build itself.
I just wish there was MORE of a reason to use the T2/T3 efficiency modules. They’re basically useless as far as I can tell since they’re weak and by the time you get them, they help with a downside that’s much easier to just deal with instead.
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