The Space Launch System (SLS) rocket was assembled in March 2022 for the Artemis 1 mission, which was launched on November 16, 2022. The vehicle is the second stage of the Starship system and comes in various configurations. The cone-shaped adapter, built by SLS prime contractor, measures 28 feet tall and tapers from 27.5 feet at the bottom to 16.5 feet at the top. The tallest portion of the VAB is called the high bay, with four high bays, two on the east side and two on the west side, each with a 456-foot-high door.
The Boeing Starliner (CST-100) is a spacecraft designed to transport crew to and from the International Space Station (ISS) and other low-Earth-orbit destinations. The first stage, known as the Super Heavy, stands 70 meters tall and is powered by 33 engines, producing more than 7.6 liters of fuel. The ICPS is a single-engine liquid hydrogen/liquid oxygen-based system that provides in-space support.
The pressurized crew module, measuring 11 feet tall and 16.5 feet wide, carried Commander Moonikin Campos in the commander’s seat and “phantoms”. The Saturn V/Apollo stack, 363 feet tall, is about the peak of a 36-story building and 60 feet taller than the Statue of Liberty.
Starship will perform a wide range of space missions as a successor to SpaceX’s Falcon 9 and Falcon Heavy rockets. The Ares 1 rocket stood 327 feet high, 14 stories taller than NASA’s space shuttles. The 2009 flight was the only trip for the fully reusable Starship.
📹 Rocket interiors Tutorial : Oxygen not included
It’s amazing how much functionality you can cram into those little capsules. I tried to cover the main designs I use for the bulk of of …
How tall is DVA’s mech?
The author calculates that Dva and her mech are approximately 5. 6 ft and 8. 4 ft tall, which is about 1. 70 and 2. 55 meters tall for metric users. They used reference sheets from Blizzard, Soilder 76, Reinhart, and Tracer, which have different heights. The reference sheet for Dva is about 1:33 in scale, but the author believes they made a mistake. The author’s calculations suggest that Dva’s Mech is between 244 and 263cm tall, with Witch being fair since it is taller than Reinhart. The author plans to make the mech stand with dimensions of 263240198cm or 8. 47. 106. 5ft. The author plans to experiment with materials and will post schematics as soon as they have them. The author also discusses how to make the mech walk, as posing as Dva and having her legs as the mech’s legs would be difficult. They may consider a two-person costume, with one person being the mech and one being Dva.
How tall is the SpaceX full stack?
The ship has a height of 121 meters (397 feet) and a diameter of 9 meters (29. 5 feet), and is capable of carrying 100-150 tons (fully reusable).
How tall is the rocket in Apollo 11?
Apollo 11 was launched on a Saturn V rocket, reaching a total height of 111 meters (363 feet), which is slightly taller than the Statue of Liberty. The combined mass of the rocket and its payload was 2, 938, 000 kg (6, 478, 000 lb).
How tall is a SpaceX rocket?
The SpaceX Starship, a 165-ft prototype, is a spacecraft with a mass of approximately 100, 000 kg and 1, 300, 000 kg. The vehicle is currently mounted on the Super Heavy B7 and is scheduled to participate in a number of space launches, including those of the N1, Saturn V, Space Shuttle, Falcon Heavy, Space Launch System, Long March 9, and various Starbases.
How tall is Elon Musk’s rocket?
The SpaceX Starship, a 398-foot spacecraft, is a prototype with a height of 121 feet. The vehicle has a length of 3 m, a diameter of 9 m, and a mass of 5, 000, 000 kg. It is mounted on the Super Heavy B7 and has participated in numerous space launches, including those of the N1, Saturn V, Space Shuttle, Falcon Heavy, and Long March 9.
How tall is Atlas rocket?
The height of the Atlas V 4-meter rocket with the LPF is 57. 3 meters, and with the EPF, it is 58 meters. With the EPF, the height is 2 meters, and with the XPF, it is 59 meters. The 5-meter vehicle has a height of 59. 7 meters with the short PLF, 62. A height of 5 meters is achieved with the medium PLF, and 65. A length of five meters with the long PLF.
How big is the spacex starship interior?
The Starship V1, the largest active or planned launch vehicle, has a payload bay measuring 17 meters tall by 8 meters in diameter. Its internal volume of 1, 000 cubic meters is slightly larger than the International Space Station’s pressurized volume. The vehicle’s prototype, SN20, is visible at the launch site, with a distinctive stainless steel structure and dark thermal protection tiles covering the other side. Starship V1 is used for crew and cargo interplanetary transport, refueling operations, and point-to-point transport on Earth.
How tall is the SpaceX rocket?
The SpaceX Starship project, with an estimated cost of at least $5 billion, has a launch cost of approximately $100 million. The prototype is mounted on Super Heavy B7, with a total height of 121 units. The dimensions of the prototype are 3 meters in height and 9 meters in width. Other significant space launches include the N1, Saturn V, Space Shuttle, Falcon Heavy, Space Launch System, Long March 9, and Starbase OLM-A and OLM-B.
How tall is Starship 3?
Elon Musk has announced plans for future versions of Starship, including a “Starship 2” capable of sending 100 tons of payload to low-Earth orbit and a 500-foot “Starship 3” capable of sending 200 or more tons. These larger vehicles will require fewer refueling missions in low Earth orbit to prepare for the journey to Mars. Musk stated that the schedule would be “very much a success-oriented schedule” and that it would take roughly 10 launches a day to send hundreds of vehicles to Mars every two years for a long-term settlement. The number of Mars-bound people is expected to be around a million, matching predictions made since 2017.
How tall is Starship Fully Stacked?
Starship and Super Heavy are the tallest rockets ever built, standing 394 feet tall when stacked. The mega-rocket contains 39 engines, with Super Heavy providing launch power upon liftoff. The Raptor engines, capable of generating twice the power of NASA’s Artemis 1, power the remaining six engines. Starship’s powerhouse consists of three Raptor engines and three larger Raptor Vacuum engines, with the RVac engines having a larger nozzle and designed for the space vacuum. The RVac engines have a significantly larger nozzle.
What is the height of a space rocket?
The average height of a rocket capable of reaching Low Earth Orbit is 58 meters or 190 feet, with a weight of 1063 metric tons or 2. 34 million pounds. This is determined by calculating the average length and mass of the 30 biggest launch vehicles manufactured throughout history. The Saturn V rocket, used during Apollo missions in the 1960s and 70s, was over 110 meters high and weighed 2800 metric tons. After the Space Race, smaller rockets were increasingly used to put astronauts and satellites into space.
📹 Ep20 : Exploring a bunch of Rocket interiors : Oxygen not included
So many options to choose from, but I think we have learned several things that work the best that we will be adoption. Credits …
Who ever comes late: Orbital Data collection is now industrial building, so no longer room bonus for great hall. Build all tiles inside as carpet tiles for decor bonus. Above the table and above the telescope put a light. That way you get speed bonus for telescope and for the data collection but no debuff on sleep.
Nice tutorial but anybody who hasn’t watched your playthrough might be confused as to why you can’t vent gases on a water planet, use the coal/solar for power, etc. There were several warnings about water planets specifically. If you aren’t having those problems you’re probably doing something silly like keeping your rocket in vacuum instead of landing at the bottom of the ocean.
Few things I have learned in my recent play by accident: 1. If you leave them in their suits in the rocket, it does not consume o2 when they are gasping for air. It also doesn’t hurt morale or stress. So you can just let them gasp in miner/explorer rockets and save on o2 as a monstrous overlord. 2. Filter by O2 instead of against it and it will let you grab all those pesky other gasses. 3. Build a chilled liquid line and let it flow in and out of your rocket when you land. It makes it so you can make colder rockets for bee kidnapping missions or freezing things. Does take some snip tool shenanigans to get to work well though on launch and landing at home base. Coupled with 1. your duplicates will stay warm. 4. Roundtrip button on miners is awesome to limit the amount of micromanagement you have to do.
i just started colonizing and i used the basic rocket now Ellie(dupe) is single handly managing her life there with no problem but i will need to send another dupe to make building eaisier i was looking for theese so i could send half of my construction army there so thanks it will help me tame 6 metal volcanos faster
I build a floor just under the window and a plastic roof to block rads. The top floor has a 4×3 latrine and a 5×3 mess hall with room for a research station. The bottom floor is the same sizes but with a bedroom with a ladder bed on the left and a control room and gas maintenance on the right. Put a door above the bed and between the toilet and hand sanitizer for 2nd floor access. Use mesh doors so you can lock them and the dupes can still load a dispenser on the other side
Always love to see a new ONI tutorial. 🙂 Tho to be fair I already stole some ideas from your previous playthroughs, as designing rocket interiors has been my biggest passion in Spaced Out. I do have to say I never saw any bugs with gasses venting from rockets when they’re landed. If you have the module’s exit port connected to a gas vent, it will allow the flow just like normal. But if you don’t build pipes/outlets on the outside of the rocket, the gasses won’t move when it’s on a platform. That’s why I have switched from an O2 powerless filter to a CO2 filter that is connected to the module’s outlet. This way even if the rocket is unused it only ever vents out CO2.
Me whos spent 1600 cycles just getting on 3 asteroids on spaced out finally making them super livable and usable and looking to go to the next two I found…. We doing one rocket xD. Gonna be a pip wild tree farm to get a little starter base going as the next two have ZERO renewable sources for water or O2….. It’s a good thing I’ve got a ton of stuff to push into the next planetoids
Something troubles me. I tried “rocketry” recently and I was cautious after perusal all those guides to create rooms like you do. But actually what the point ? The decor + food bonus is already insane, who cares about +2 or +1 for washroom/bedroom ? Great hall (+6) maybe ok but the others are completely pointless. Decor is too easy, some carpet tiles and it’s already over. Am I missing something ? All this space with walll/door wasted. Food+Decor is something like 24 ! Moral need for rocket crew is something like 15. Carpet tile is also accessible pretty quickly and cheap.
Thanks for this! For the chlorine problem: You could build the powerless gas filter on the oxygen side and then add a gas pipe element sensor and a high pressure gas vent on the waste pipe to recycle oxygen that doesn’t go into the suit stations. That shouldn’t involve too much extra stuff and it will make sure no chlorine makes it to the suits.
Nice tutorial Francis! Just wondering. The atmosuit dock part when you say you filter CO2 cause your pump will run non stop if you filter O2, would a double bridge with gas element sensor do the job? This way you could filter O2 (and get ride of other gases) and it would stop when the pipe fills to a certain point?. As demonstrated, the chlorine can be a pain and quickly destroy your atmosuit docks without you noticing. Or maybe adding a second filter for chlorine maybe near the bathroom? I don’t think any other gas will be an issue (plz don’t let a frequent farter in the rocket 😛 ) Edit: mmm PO2 might also be an issue with soiled suits and the pump creating a low pressure area. There must be a way to do the double bridge thing to prevent all these filtation issues.
Rather than just “grounded” I find it’s useful to add one of the star map location sensors(cant remember the correct name) and link that to the automation input of the rocket control station, that way you can make it so it’s grounded, but only on your home base. Useful for the exploration rockets. I wish atmo suit docks had the same control, then the docks could be disabled on the home planet too
Love the designs. Thank you!!!!!! For the 3-dupe version, instead of designing/priming the ventilation loop to get rid of carbon dioxide, you could prime it for oxygen and put that line into the atmosuit docks. (ie. pull out oxygen instead of pulling out carbon dioxide). Once the suits are full, to prevent the oxygen-loop from backing up, the line (past the loop) could have the element detector & high-pressure vent combo used in the single-dupe setup to release the oxygen back into the cabin. Anything remaining in the pipe would therefore be an unwanted gas (CO2, Chlorine, Polluted Oxygen, etc…) and could be vented to space. Also, to save on oxylite, I typically also add a pressure sensor and intake line that will pressurize the cabin using an O2 line from the base. I use a high-pressure vent and let it over-fill to ~3.5k (or the full 20k if I don’t care about popped eardrums).
an idea I had for a simple indefinite endurance rocket (note i never tested it) is to fill it with an arbitrary amount of solid oxygen using mechatronics then turn the oxygen back into gas. you can store an arbitrary amount of food indefinitely by using mechatronics to store food in hydrogen which would give it indefinite shelf life due to the cold CO2 would be dealt with by instantly turning into a solid same thing would happen when they have an accident germs can’t survive at such low temperatures radiation would be blocked by the extreme density of the oxygen mood could be dealt with by either selecting dupes with mental breaks that don’t matter (ugly crier/vomiter) or by installing enough power generation to run a message table in a message room 24/7
Also for Selinx pacu farm, the reason the pacu don’t become cramped with an egg is because the edge of the map doesn’t count as a boundary for room sizes. Holds matter and stuff back but no restriction on room sizes. So pacu/critters are totally viable for space! Edit: typed overcrowded instead of cramped.
Hey, I’m glad my design was liked! One thing you may have missed was actually the decor values. Since there’s already rocket windows, I patched that into the tropical pacu tank to basically coat the upper and lower rooms with 450ish decor. I think tht should be enough to overcome the rest of their decor for the cycle while they put on and take off their suits if they are on a planet setting up things and getting awful decor from that.
0:19 List of Submissions 0:22 Epilogue1212 – science stations 2:35 LooWeeGee – comfy beds 6:08 Jake – farm, lead suits 7:46 ChaosStrife (uncredited) – monument 11:22 Carlos #2 – saturn critter traps 14:03 Gael Ramon – cuddle pips, external water tank, sleet wheat 17:19 Southernskies – shove vole farm 20:44 Horry – liquid storage crude oil, gas cooling 23:38 ChrisPDuck – flooded electrolyzer, lead tile entryway 27:45 MrSelenix – liquid duplicator, fish farm, sauna, green jackets 36:40 Timo – element sensor, small gas pump to vent, fish farm, jukebot 41:03 Mike – radbolt generation, diamond press, interplanetary launcher, metal refinery 43:50 Marc – refined carbon shielding, hop-through liquid locks
18:37 Not really. It’s right above the radiation source, so it’ll be purified theoretically. 34:53 Can shove voles live in steam? If so, you could just make the atmosphere part of the steam chamber. Put a pneumatic door on the bottom next to the reactor, then insulate as normal with obsidian. (~) 38:40 I think the room bonus for wash room can be achieved using a hand sanitizer? Frees up whole column of space in the bathroom, unless there’s that pesky 12-tile minimum size in which case nvm I guess. Though I guess if washroom can have gas pumps in them, you could remove the airflow tiles behind the toilet, remove the sink, move the toilet back one, put another toilet in, and put a hand sanitizer in to double the capacity. (I think you can disable the hand sanitizer without losing the room bonus?) 46:35 Maybe a workaround while the bug gets fixed… replace those two insulated tiles that have lots of rads with refined carbon tiles?
I was really surprised that more people didn’t do water filtration via boiling. You didn’t seem to notice the one person who did (Mike). I mean, you’ve already got a steam room with a nuclear reactor and steam turbines cycling water around. It’s basically free. Saves on space and no need to keep sand stocked up. The only potential downside is using 95 degree water for the bathrooms might heat them up, but that’s easily fixable with decent base cooling. Or you could even directly cool the water. There’s room for an extra aquatuner in the steam room. So yeah, definitely do that. It’s the obvious move in my book. Btw, there might be an actual reason to use a shower. It turns clean water into polluted water at a rather significant rate. It might be necessary to get enough polluted water to keep the suits repaired. Or you could just store polluted water instead of clean. Main downside to that is that it’s a bit more difficult to restock the rocket, since polluted water isn’t available in as many places. (I don’t remember… do you have a polluted water type vent on your current map? I think so?)
Kind of like the idea of an actual rocket water tank. 23:30 – could probably make an automated door to vent the excess H2. If you put it at the top of the ship I’ll bet you could keep the H2 storage down to 1 or 2 tiles and have the door vent out the roof. Maybe make it a vertical door if you need a little more horizontal space. (Oh just noticed the 35:00 rocket does that.) I also really liked the sauna, saw that, really loved it. I like how folks get other stations in the rec-rooms. Going to be a happy captan. 😆 In the same vein, I liked how the telescope in another rocket was in a nature reserve. 💚 Timo (37:00) also has a nice uranium tile to help sterilize the food. Oh wow, interplanetary launcher in the rocket!! And all those rad volts! Good episode. I like the collage of creators’ work. There is something about the collaboration that I enjoy.
In the ‘stupid combinations’ department – If you want to run an interplanetary launcher in your rocket (or anything else requiring radiation), put the infinite storage tank on the left side, and use the lensing effect to amp up the strength of the radbolts in the generators. Also, does the radiation passing through the infinite storage tank kill germs? If so, no concern about recycled toilet water.
I wonder if using the reactor below as a water purifier would be a good idea… You could hook up some automation for pressure sensing and dump the excess water into space (or an infinite storage tank) It would save you some space on a water filter (no filtration medium required either) but it would also leave you with a scalding hot water source
@FJ Germs in the water is not a problem when the water storage is above the reactor. Also the large telescope has 100% rad shielding so doesn’t care about lensing effect below. Originally looked at decontamination shower, but according to wiki they don’t work yet. Edit: actually home. 🙂 With some automation changes, the electrolyzer can just have the bottom cracked open. Having seen some of the later ones, I’m thinking “how can I get a source of natural gas in to make surf’n’turf?” The infinite pacu trick on the left edge + shovel vole ranch; the pacu can live inside the infinite liquid storage… -southernskies
Did no one think to use the steam room to filter the toilet water? It’s plenty hot enough, just dump in the PWater and siphon off a bit of the output water to refill the toilets. No need to bother with a sieve. Edit: FJ didn’t talk about it but Mike’s rocket seems to kack a sieve. Unclear what he’s doing with the PWater.
beds are a luxury that isn’t all that necacerry in space. There is a slower rest recovery and a athletics penalty but the base is tiny there aren’t a lot of jobs that need doing so you could just remove the bedroom let the dupes sleep on the floor. The morale bonus from bedrooms and baracs is like +1 or +2 morale. think of the space that can be saved by removing the beds.
i heard (but do not know), that the shove vole variant is not capable of starvation ranching. so over time the shove voles need to be replaced, because of that 2% mutation chance per egg you cant get rid of. in my mind this is not a “set and forget setup” and would avoid it. but thats just me and my playstyle
So, what i would LOVE to see with this series. .or even a future series. 1 Rocket colonys.. 4-5 Dupes per pod, all functioning as actual life support systems.. And the only reason you stop at planets is to refuel petroleum or water. Make it a rule you cant visit the same planet twice. Include, Critter farm pod + growing pod + life support pod. Industrial pod for all your machines and equipment. Power Pod with no reactors.. something organic would be great! Prestige Pod, All of the researchers and people living the high life. This is also the pod for all the exterior suit wearers. Miners mainly as they will be doing all of the heavy lifting upon landing. Captians Pod. A single pod with the perfect lay out for the pilot. Must have pets. Aqua Pod. 1 Dupe, and pacu for days in a giant tank of water. (could also put this in the life support pod but half the map should be pacu farm.
I know I’m late here, but I love these kinds of articles. If you felt up to it, maybe every so often you could set a challenge for your viewers! Like with the 1kg methane base in the achievement run or this with the rocket living space. Say something like “Design a base that runs entirely on natural gas” (that’s a tame and boring example, but you know what I mean) and then get people to send in their saves and show them off! It’s really cool when we get to see different interpretations of the same goal!
On delectavoles, I do believe that only changes egg chances based on the food they eat, not their living environment. Haven’t played ONI personally for quite some time now, so this might have been changed, or my memory is a bit off. (Should be easy enough to check, the TT on egg chance shows what affects the change)
About the problem of the water amplifying the ration on the rocket with refined carbon. I don’t know if it would works, but this game makes me think that if you builld the power joint plate 1 tile below, you could change the insulated tile that is (on the original design) right above the joint plate by another block of refined carbon and that would solve the radiation problem
20:10 How can a nature reserve be part of a kitchen with an auto sweeper? It says right there “no industrial machinery” which both the sweeper and the grill are. The same at 24:49, where a telescope which also counts as industrial machinery is inside a reserve. And again at 31:52 and at 38:40 but this time an auto sweeper inside a great hall, which should not be possible. At 38:50 the normal rules seem to apply though, because there the nature reserve does not accept the exosuit forge. And there are more cases shown which also break the rules. What is happening there??? Did the devs change the designation of some buildings to be no longer considered as industrial and the wiki has not been updated?
I did some investigation into this “radiation lensing” and it’s incredibly interesting. Radiation blocking scales linearly with the mass of a tile. First, while the display normally caps at 100% blocking, it appears that the actual radiation math uses the “true” value, even if that’s over 100%. This “lensing” effect only happens when there are two or more materials with a radiation blocking of more than 100% in a line. They do not necessarily need to be adjacent. Radiation alternates between 0 and existing each time it encounters a >100% tile. First it’s 0, then some, then 0, then more, etc. *****THIS IS HOW TO WORK AROUND IT IF ANYONE WAS INTERESTED:***** A way to mitigate this is therefore to have *three* >100% tiles in a row so that the radiation is gone at the end. In fact at 46:42 if you follow the path that goes through the corner of the water, we see: refined carbon (0 rads), lots of water (many rads), lots of water (0 rads). I believe that appropriate reconfiguring of the refined carbon and water could make every tile safe, as a workaround for the lensing. Based on my observations, this is what I believe is actually happening in the code (note, this code is in the sim, which modders cannot easily get the code for, so this is an educated guess): Radiation is calculated by drawing “rays” out from the source. Each tile that these rays intersect, they do math to figure out what the value is for that tile, and then store that value and move on. Radiation blocking is stored as a value where 0.
Don’t forget to focus on the point of the space ship -flying, exploring, returning with resources. Don’t just focus in living in it. -Liquify hydrogen for fuel. -Telescope for exploring. -Infinite resource storage with an automatic dispenser. Use an autosweeper to extract heat from hot items and cool them to room temp. Dump everything at the front door while in flight, so it’s quick to unload. -Get them working while flying. – in a metal refinery or 2 or 3… – converting coal to diamond for mining. -The artifact analysis station is not necessary on the rocket, because you have maxed out decor anyway, and you don’t need artifacts on the ship. But you should have a way of returning artifacts from below planetoids. -Use 100% of that reactor – energy to chill and melt resources. – rads to launch back home high quality resources – like liquid hydrogen, diamond, cooled niobium, resin, graphite, fullerene. Make sure your launcher can send solids, liquids, gas. – pump nuclear waste into infinite storage for rad generation. The launcher should be operating continuously when landed on another planetoid. – if you send rads out of a landed ship can you redirect them to refuel the same ship? -Use steam room to clean polluted water – don’t need a water sieve nor sand. -make sure your ship is automatically prepared when landing home – all returned resources are emptied and the ship is resupplied with all consumables, including everything needed to build ladders, base at new location. Autolaunch rocket when ready.
@francisjohn, I should mention with the design i sent you, the pacu would all be tame, and they will lay an egg before they die. the eggs just stay there. So long as there is 150ish tame pacu in there, they should legitimately last for eternity (or till they die to overheating/freezing or something) which shouldnt happen if the base is cooled nicely. And the only reason i use a water duper instead of infinite storage was just for the sake of it. Replacing it with infinite storage would free up some more space too. I just wanted to toy with the idea of being self-reliant. That said though, im glad you liked my design.
24:53 you don’t need wash basins nor hand sanitzers in rockets. Dupes will get cleaned up by radiationfrom space if they toilets are on the top level. To get a washroom bonus you only need a toilet and a non-functioning hand sanitizer. I think they all went for wash basins to avoid needing bleachstone, but you don’t need bleachstone because of the radiation of space.
What’s to stop you from storing your Shove Voles farm below the top row of steam turbines inside the steam? Aside from it being hard to get in/out, you could make everything out of steel and be fine. I think non-grooming starvation farms are still possible yeah? Also, it looks like the pacu farms were open to space which maybe is causing it to not get the overcrowded debuff?
You should definitely grow a top tier food item like frost burgers in the rocket. If you make fertilizer you can get natural gas to run the gas oven. Liquid duplication is just like putting a geyser in your rocket. Would be extra fun if you built in a cool slush geyser or a hot steam vent by duplicating the right water at extreme temperatures. Then you would have to build a vent tamer in your rocket. If you used automation timers and an escher waterfall you could even mimic up and downtime but actually have extreme temperature water rush out like an actual geyser.
Are you willing to take a world submission in a month from now? I’m in early game and that would be super motivating and fun if I could show it off at the end. Imagine if u set a date for base loving submissions. It would add a lot of interest to the game for a lot of people. that sounds like a lot of work for you… but I thought I’d share idk