Posts with «industrials» label

Boeing delivers its first 787 Dreamliner after pausing for over a year

Boeing is starting to overcome one of its larger hurdles in recent memory. CNBCnotes the aircraft maker has delivered its first 787 Dreamliner in over a year, supplying American Airlines with one out of the nine vehicles it expects to receive in 2022. Boeing paused manufacturing in May 2021 as the Federal Aviation Administration reviewed how the company inspected planes following a string of manufacturing problems.

The company had to halt deliveries multiple times in less than a year after detecting potentially dangerous production problems, such as fuselage spacing. The FAA only cleared Boeing to resume deliveries on Monday. Dreamliner handovers have been on hold for most of the past two years between the manufacturing defects and a pandemic that dramatically curbed passenger flights.

There's a strong incentive to put the 787 Dreamliner into customers' hands. The flaws and ensuing production cuts will cost Boeing $5.5 billion, and that's on top of serious 737 Max issues that led to crashes killing 346 people. Boeing has a tarnished reputation, and these deliveries could help it (slowly) mend its image while capitalizing on an air travel revival.

NASA reportedly had contingency plans for Russia's ISS exit last year

Yuri Borisov, the newly appointed chief of Roscosmos, recently announced that Russia is pulling out of the International Space Station after 2024. NASA and Russia's space agency work in tandem to keep the station running, and the latter's exit would change ISS operations tremendously. According to Reuters, though, NASA has actually been preparing for such a possibility way before Borisov made his announcement — and even before the invasion of Ukraine began — in light of the increasing tensions between Russia and the US.

Reuters' sources said NASA and the White House drew up contingency plans for the ISS late last year. Those plans include ways to pull astronauts out of the station if Russia leaves abruptly and ways to keep the ISS running without Russian hardware. While the US module keeps the station balanced and provides the electricity it needs to run using its solar arrays, Roscosmos' module has the thrusters needed to keep the flying lab in orbit. And that is why NASA's contingency plans also reportedly include examining ways to dispose of the station years earlier than planned. 

Apparently, NASA was working on creating a formal request for contractors to conjure up ways to deorbit the space station over the past few weeks. That said, the agency roped in private space companies into its contingency planning in hopes of keeping the ISS in orbit even without Russia. The sources said Boeing already formed a team of engineers to figure out how to control the ISS without Russia's thrusters. SpaceX chief Elon Musk also previously expressed interest in helping out when former Roscosmos director Dmitry Rogozin slammed Western sanctions against his country, asking who would "save the ISS from uncontrolled deorbiting" if the West blocks cooperation with Russia.

Back in June, Northrop Grumman was successfully able to adjust the station's orbit for future operations using its Cygnus capsule, which was then docked to the ISS. Reuters' sources said SpaceX is also looking into the possibility of using its spacecraft to boost the station's orbit. 

Borisov said Russia hasn't set a date for its exit yet, but that it would honor its obligations and will give partners a one-year notice before it leaves. Roscosmos and NASA will most likely continue working closely until Russia pulls out of the program — they even recently agreed to swap seats on Crew Dragon and Soyuz flights to the ISS.

Microsoft helps speed up work on AI for autonomous drones and flying taxis

If autonomous drones and flying taxis are going to thrive, they'll need AI that can handle a wide range of conditions — and Microsoft thinks it can help build that AI. The company has unveiled a Project AirSim platform that helps manufacturers create, train and test the algorithms guiding autonomous aircraft. The Azure-based technology has virtual vehicles fly millions of flights through detailed simulations in a matter of seconds, gauging their ability to handle different obstacles and weather conditions. A drone maker can quickly find out if their machine will avoid birds, or use too much battery power countering strong winds.

Developers can use trained AI "building blocks" to get started, so they won't need vast amounts of technical know-how. Users can create custom 3D environments using Bing Maps, but they'll also have access to a ready-made library of cities (such as New York City and London) and generic locations.

Project AirSim is currently available as a "limited" preview already in use at Airtonomy and Bell. Microsoft plans to expand the simulation with physics, weather and digital sensor replicas, including the option to bring custom physics models through a team-up with MathWorks. The team is also "actively engaged" with governments and standards groups, and envisions a day where AirSim could help certify autonomous aircraft by putting them through rigorous digital tests.

The initiative won't address some of the biggest challenges of autonomous flying, including aircraft design and real-world testing. However, Microsoft is keen to note that its technology is flexible — it can help shape everything from delivery drones through to eVTOL taxis navigating dense cities. If all goes well, companies will spend more time deploying aircraft and less time working on basic features.

'Stray' review: A cute and contained cyberpunk adventure game

Despite the fact that it stars a cat, there’s no extra fluff in Stray. The game takes place under the dome of an artificial sky, in a futuristic city populated by robots and cut off from the natural world, and mechanically, it’s also perfectly contained. Every detail in Stray serves a purpose, whether it’s an environmental cue nudging players toward a specific path or the ability to meow at will, which is adorable, but can also distract enemies in combat scenes.

Stray is a cyberpunk playground where players are rewarded for trusting their instincts, and it offers a beautiful balance of exploration, puzzle solving and soothing cat activities. And somehow along the way, it manages to tell a heart-wrenching human story without any people at all.

Cat people, you’re going to love Stray, but there are also some scenes that are hard to watch. The game begins with a gang of four cats living their best lives in a lush, overgrown industrial park that’s long been abandoned by people. Players are an orange tabby, leaping across huge pipes and steel beams until one slip changes everything. As its friends look on, the cat falls dozens of storeys down a deep, pitch-black hole, landing in a broken heap on the concrete floor of a sewer. The cat is injured, making players walk around limping and woozy for a while before recovering normal mobility. The injury scene is tough to watch and even harder to play, even for a dog person like myself, but it builds an instant emotional connection with the tabby that carries through the entire game.

The bulk of Stray takes place in the neon-lit neighborhoods trapped under the dome and populated by anthropomorphic robots. Players explore while trying to find a way back to their friends in the sunlight, and eventually the cat is equipped with a cute little drone that helps it communicate with the robots and hack certain terminals. The drone, B-12, is attempting to solve a mystery of its own – while traversing the cities, players collect memories from random shining objects, helping B-12 remember where it came from.

Stray’s world was built for humans and bipedal robots, which makes it particularly intriguing to explore as a cat. From a foot off the ground, things like doors are useless, while items like pipes, railings and air conditioning units provide ideal platforms for scaling buildings and navigating the twisting alleyways under the dome. The environmental puzzles take advantage of this cat-level perspective, inviting players to look at the world with different, light-reflective eyes.

BlueTwelve Studio

None of the riddles in Stray are overly complicated, though quite a few of them are clever. The most engaging puzzles ask players to travel back and forth among multiple locations, helping or tricking various robots to get what’s needed, with minimal direction from the game itself. These puzzles are solved by exploring the cities and talking with their inhabitants, naturally building out the lore at the same time. And Stray doesn’t stick with any mechanic for too long, presenting new enemies and fresh situations to solve with each environment.

The path forward in Stray is usually obvious, with yellow paint marking jumpable platforms and large neon arrows often pointing the way. These navigation elements aren’t exactly subtle, but they blend into the richness of the city, only standing out when they’re really needed. This makes progressing in Stray feel completely natural – with the environment constantly directing players along the proper path, the next leap is usually the right one, and this keeps the pace up nicely overall.

There are minimal on-screen instructions in Stray, and most of them have to do with performing housecat activities like scratching rugs, knocking over plants and paint cans, and curling up to sleep. These actions are cute as hell, but they also help move the narrative forward at times. For instance, clawing a couch leg is fun and adorable, but the cat can also scratch at certain doors to make the robots open up, unlocking new rooms of secrets. Meowing, meanwhile, can happen at any time, even during cutscenes or while sleeping, and this is pretty much the best mechanic in the game.

The most common on-screen prompt is a small indicator that clings to the edge of any jumpable surface, whether the cat is climbing up or leaping down. This is the most restrictive mechanic in the game, as it dictates where the cat can move and sometimes cuts off pathways that look viable. There are plenty of moments in the game where I feel stuck for a moment, wanting to jump to a specific area but unable to move without that small white dot telling me I can. This dampens the game’s feeling of freedom and adds hiccups to its overall pacing, but it doesn’t destroy the ability to explore the cities completely. I’d say I’m able to complete 80 percent of the jumps I want to. I also see how this mechanic helps cultivate a sense of cat-like confidence in every scene – it’s impossible to fall off the edge of a walkway, no matter how thin or wobbly, because you can’t leave until that dot shows up on a nearby platform. With invisible walls like these, who needs nine lives?

BlueTwelve Studio

I do, apparently. While players are unable to leap to their doom, it is possible to die in Stray – and I did, more than once. The city under the dome is infested with vicious bacterial blobs that chase the cat relentlessly any time it’s near, creating a handful of dramatic run-and-dodge sequences. If the blobs jump on the cat and stay there for a few seconds, it’s game over and you start at the last checkpoint, which is usually just a minute or so behind. There are also hovering sentinels in the later levels that shoot anything that enters their pool of light, leading to a lot of shadow-slinking and some intense timing puzzles.

Among all of the puzzle-solving, ledge-leaping and blob-dodging, Stray introduces a world of lighthearted dystopia, where robots don’t hate the humans that came before them, and instead attempt to cultivate plants that can survive under the darkness of the dome, just because people would have liked that. The robots themselves have distinct personalities and engaging histories, and as a cat, I was able to soak it all up and carry these stories along my journey.

Compared with most dystopian cyberpunk games, Stray is downright joyful. It’s a perfectly contained adventure game with plenty of fresh ideas, each one pared down to its purest form. Even the meow mechanic.

Stray comes out on July 19th for PlayStation 4, PS5 and PC.

Amazon's Prime Air drones will soon make deliveries in Texas

Amazon has revealed the second city where it plans to start making drone deliveries later this year. The company says it will start contacting customers in College Station, Texas, to gauge their interest in receiving orders via Prime Air.

Amazon says it was impressed by many elements of the city, including the research being conducted by Texas A&M University, such as work on drone technology. The US Census Bureau estimates the population of College Station was 120,000 as of last July, so while it isn't the biggest city around, it seems like a decent size for the initially rollout of Prime Air.

"Amazon's new facility presents a tremendous opportunity for College Station to be at the forefront of the development of drone delivery technology," Karl Mooney, the mayor of College Station, said. "We look forward to partnering with Amazon and Texas A&M and are confident that Amazon will be a productive, conscientious, and accountable participant in our community."

Amazon last month announced it will start making drone deliveries in Lockeford, California later this year. It plans to drop packages in customers' backyards and thousands of products will be eligible for the program. Amazon will start the Prime Air service nine years (and more than two dozen prototypes) after it first revealed plans for drone deliveries.

DJI's Mini 2 bundle with extra batteries is 20 percent off for Prime Day

If drone photography is something you’ve always wanted to try, one of Amazon’s Prime Day deals may be your ticket into the hobby. The retailer has discounted the DJI Mini 2 Fly More Combo to $479, down from $599. The bundle comes with almost everything you need to get the most out of DJI’s entry-level drone, including two spare batteries, a charging hub and a carrying case for the aircraft. At $479, you’re effectively paying $60 more than it would cost to buy the standard $419 Mini 2 kit on its own.

Buy DJI Mini 2 Fly More Combo at Amazon - $479

While Engadget hasn’t had a chance to review the Mini 2, it’s widely considered one of the best beginner drones you can buy. With DJI’s OcuSync 2.0 transmission system and a 2,250mAh battery, the Mini 2 features a range of up to 10 kilometers and a flight time of 31 minutes in ideal conditions. It can also capture smooth 4K video at 30 frames per second, thanks to a 12-megapixel sensor. Best of all, the entire drone weighs just under 250 grams, meaning you don’t have to register it with the Federal Aviation Administration – though you’re still obligated to fly it safely.

The one feature you won’t find on the Mini 2 is obstacle avoidance, but that’s something you should expect with a drone in the $450 price range. You must spend significantly more on an aircraft like the DJI Mini 3 Pro to find that functionality. At that point, you’re looking at a more premium drone.

Get the latest Amazon Prime Day offers by following @EngadgetDeals on Twitter and subscribing to the Engadget Deals newsletter.

NASA reestablishes communications with its wayward Capstone satellite

It's been a wild 48 hours for NASA's Capstone mission. Following the lunar satellite's successful launch on Monday, ground control lost contact with the spacecraft shortly after escaping Earth's gravity well and separating from its Electron rocket carrier. After nearly a full day in the dark, NASA announced on Wednesday that its engineers have managed to reopen a line to the 55-pound satellite.

Dubbed, the Cislunar Autonomous Positioning System Technology Operations and Navigation Experiment (CAPSTONE), this spacecraft will continue to orbit the planet for nearly another week, building up enough momentum to sling it on a trans lunar injection (TLI) route over to the moon. Once the Capstone reaches the moon, it will match the planned path of the Lunar Gateway to verify its highly-eliptical orbit.

Developing...

How NASA might protect tomorrow's astronauts from deep space radiation

There are a million and one ways to die in space, whether it’s from micrometeoroid impacts shredding your ship or solar flares frying its electronics, drowning in your own sweat during a spacewalk or having a cracked coworker push you out an airlock. And right at the top of the list is death by radiation.

Those same energetic emissions from our local star that give you a tan can scour the atmosphere from a planet if it doesn’t enjoy the protection of an ozone layer. While today’s low Earth orbit crew and cargo capsules may not come equipped with miniature magnetospheres of their own, tomorrow’s might — or maybe we’ll just protect humanity’s first deep space explorers from interstellar radiation by ensconcing them safely in their own poop.

Types of Radiation and what to do about them

Like strokes and folks, there are different types and sources of radiation both terrestrial and in space. Non-ionizing radiation, meaning the atom doesn’t have enough energy to fully remove an electron from its orbit, can be found in microwaves, light bulbs, and Solar Energetic Particles (SEP) like visible and ultraviolet light. While these forms of radiation can damage materials and biological systems, their effects can typically be blocked (hence sunscreen and microwaves that don't irradiate entire kitchens) or screened by the Ozone layer or Earth’s magnetosphere.

Earth’s radiation belts are filled with energetic particles trapped by Earth’s magnetic field that can wreak havoc with electronics we send to space. Credits: NASA's Scientific Visualization Studio/Tom Bridgman

Ionizing radiation, on the other hand, is energetic to shed an electron and there isn’t much that can slow their positively-charged momentum. Alpha and beta particles, Gamma rays, X-rays and Galactic Cosmic Rays, “heavy, high-energy ions of elements that have had all their electrons stripped away as they journeyed through the galaxy at nearly the speed of light,” per NASA. “GCR are a dominant source of radiation that must be dealt with aboard current spacecraft and future space missions within our solar system.” GCR intensity is inversely proportional to the relative strength of the Sun’s magnetic field, meaning that they are strongest when the Sun’s field is at its weakest and least able to deflect them.

Chancellor, J., Scott, G., & Sutton, J. (2014)

Despite their dissimilar natures, both GCR and SEP damage the materials designed to shield our squishy biological bodies from radiation along with our biological bodies themselves. Their continued bombardment has a cumulative negative effect on human physiology resulting not just in cancer but cataracts, neurological damage, germline mutations, and acute radiation sickness if the dose is high enough. For materials, high-energy particles and photons can cause “temporary damage or permanent failure of spacecraft materials or devices,” Zicai Shen of the Beijing Institute of Spacecraft Environment Engineering notes in 2019’s Protection of Materials from Space Radiation Environments on Spacecraft.

“Charged particles gradually lose energy as they pass through the material, and finally, capture a sufficient number of electrons to stop,” they added. “When the thickness of the shielding material is greater than the range of a charged particle in the material, the incident particles will be blocked in the material.”

How NASA currently protects its astronauts

To ensure that tomorrow’s astronauts arrive at Mars with all of their teeth and fingernails intact, NASA has spent nearly four decades collecting data and studying the effects radiation has on the human body. The agency’s Space Radiation Analysis Group (SRAG) at Johnson Space Center is, according to its website, “responsible for ensuring that the radiation exposure received by astronauts remains below established safety limits.”

According to NASA, “the typical average dose for a person is about 360 mrems per year, or 3.6 mSv, which is a small dose. However, International Standards allow exposure to as much as 5,000 mrems (50 mSv) a year for those who work with and around radioactive material. For spaceflight, the limit is higher. The NASA limit for radiation exposure in low-Earth orbit is 50 mSv/year, or 50 rem/year.”

SRAG’s Space Environment Officers (SEOs) are tasked with ensuring that the astronauts can successfully complete their mission without absorbing too many RADs. They take into account the various environmental and situational factors present during a spaceflight — whether the astronauts are in LEO or on the lunar surface, whether they stay in the spacecraft or take a spacewalk, or whether there is a solar storm going on — combine and model that information with data collected from onboard and remote radiation detectors as well as the NOAA space weather prediction center, to make their decisions.

The Radiation Effects and Analysis Group at Goddard Space Flight Center, serves much the same purpose as SRAG but for mechanical systems, working to develop more effective shielding and more robust materials for use in orbit.

“We will be able to ensure that humans, electronics, spacecraft and instruments — anything we are actually sending into space — will survive in the environment we are putting it in,” Megan Casey, an aerospace engineer in the REAG said in a 2019 release. “Based on where they’re going, we tell mission designers what their space environment will be like, and they come back to us with their instrument plans and ask, ‘Are these parts going to survive there?’ The answer is always yes, no, or I don’t know. If we don’t know, that’s when we do additional testing. That’s the vast majority of our job.”

NASA’s research will continue and expand throughout the upcoming Artemis mission era. During test flights for the Artemis I mission, both the SLS rocket and the Orion spacecraft will be outfitted with sensors measuring radiation levels in deep space beyond the moon — specifically looking at the differences in relative levels beyond the Earth’s Van Allen Belts. Data collected and lessons learned from these initial uncrewed flights will help NASA engineers build better, more protective spacecraft in the future.

And once it does eventually get built, crews aboard the Lunar Gateway will maintain an expansive radiation sensor suite, including the Internal Dosimeter Array, designed to carefully and continually measure levels within the station as it makes its week-long oblong orbit around the moon.

“Understanding the effects of the radiation environment is not only critical for awareness of the environment where astronauts will live in the vicinity of the Moon, but it will also provide important data that can be used as NASA prepares for even greater endeavors, like sending the first humans to Mars,” Dina Contella, manager for Gateway Mission Integration and Utilization, said in a 2021 release.

NASA might use magnetic bubbles in the future

Tomorrow’s treks into interplanetary space, where GCR and SEP are more prevalent, are going to require more comprehensive protection than the current state of the art passive shielding materials and space weather forecasting predictions can deliver. And since the Earth’s own magnetosphere has proven so handy, researchers with the European Commission's Community Research and Development Information Service (CORDIS) have researched creating one small enough to fit on a spaceship, dubbed the Space Radiation Superconducting Shield (SR2S).

The €2.7 million SR2S program, which ran from 2013 to 2015, expanded on the idea of using superconducting magnets to generate a radiation-stopping magnetic force field first devised by ex-Nazi aerospace engineer Wernher von Braun in 1969. The magnetic field produced would be more than 3,000 times more concentrated than the one encircling the Earth and would extend out in a 10-meter sphere.

“In the framework of the project, we will test, in the coming months, a racetrack coil wound with an MgB2 superconducting tape,” Bernardo Bordini, coordinator of CERN activity in the framework of the SR2S project, said in 2015. “The prototype coil is designed to quantify the effectiveness of the superconducting magnetic shielding technology.”

It wouldn’t block all incoming radiation, but would efficiently screen out the most damaging types, like GCR, which flows through passive shielding like water through a colander. By lowering the rate at which astronauts are exposed to radiation, they’ll be able to serve on more and longer duration missions before hitting NASA’s lifetime exposure limit.

“As the magnetosphere deflects cosmic rays directed toward the earth, the magnetic field generated by a superconducting magnet surrounding the spacecraft would protect the crew,” Dr Riccardo Musenich, scientific and technical manager for the project, told Horizon in 2014. “SR2S is the first project which not only investigates the principles and the scientific problems (of magnetic shielding), but it also faces the complex issues in engineering.”

Two superconducting coils have already been constructed and tested, showing the feasibility in using them to build lightweight magnets but this is very preliminary research, mind you. The CORDIS team doesn’t anticipate this tech making it into space for another couple decades.

Researchers from University of Wisconsin–Madison's Department of Astronomy have recently set about developing their own version of CORDIS’ idea. Their Cosmic Radiation Extended Warding using the Halbach Torus (CREW HaT) project, which received prototyping funding from NASA’s Innovative Advanced Concepts (NIAC) program in February, uses “new superconductive tape technology, a deployable design, and a new configuration for a magnetic field that hasn't been explored before," according to UWM associate professor and researches lead author, Dr. Elena D'Onghia told Universe Today in May.

NASA

“The HaT geometry has never been explored before in this context or studied in combination with modern superconductive tapes,” she said in February’s NIAC summary. “It diverts over 50 percent of the biology-damaging cosmic rays (protons below 1 GeV) and higher energy high-Z ions. This is sufficient to reduce the radiation dose absorbed by astronauts to a level that is less than 5 percent of the lifetime excess risk of cancer mortality levels established by NASA.”

Or astronauts might wear leaden vests to protect their privates

But why go through the effort of magnetically encapsulating an entire spaceship when really it’s just a handful of torsos and heads that actually need the protection? That’s the idea behind the Matroshka AstroRad Radiation Experiment (MARE).

Developed in partnership with both the Israel Space Agency (ISA) and the German Aerospace Center (DLR), two of the MARE vests will be strapped aboard identical mannequins and launched into space aboard the Orion uncrewed moon mission. On their three-week flight, the mannequins, named Helga and Zohar, will travel some 280,000 miles from Earth and thousands of miles past the moon. Their innards are designed to mimic human bones and soft tissue, enabling researchers to measure the specific radiation doses they receive.

Its sibling study aboard the ISS, the Comfort and Human Factors AstroRad Radiation Garment Evaluation (CHARGE), focuses less on the vest’s anti-rad effectiveness and more on the ergonomics, fit and feel of it as astronauts go about their daily duties. The European Space Agency is also investigating garment-based radiation shielding with the FLARE suit, an “emergency device that aims to protect astronauts from intense solar radiation when traveling out of the magnetosphere on future Deep Space missions.”

Or we’ll line the ship hulls with water and poo!

One happy medium between the close-in discomfort of wearing a leaded apron in microgravity and the existential worry of potentially having your synapses scrambled by a powerful electromagnet is known as Water Wall technology.

“Nature uses no compressors, evaporators, lithium hydroxide canisters, oxygen candles, or urine processors,” Marc M. Cohen Arch.D, argued in the 2013 paper Water Walls Architecture: Massively Redundant and Highly Reliable Life Support for Long Duration Exploration Missions. “For very long-term operation — as in an interplanetary spacecraft, space station, or lunar/planetary base — these active electro-mechanical systems tend to be failure-prone because the continuous duty cycles make maintenance difficult.”

So, rather than rely on heavy and complicated mechanizations to process the waste materials that astronauts emit during a mission, this system utilizes osmosis bags that mimic nature’s own passive means of purifying water. In addition to treating gray and black water, these bags could also be adapted to scrub CO2 from the air, grow algae for food and fuel, and can be lined against the inner hull of a spacecraft to provide superior passive shielding against high energy particles.

“Water is better than metals for [radiation] protection,” Marco Durante of the Technical University of Darmstadt in Germany, told New Scientist in 2013. This is because the three-atom nucleus of a water molecule contains more mass than a metal atom and therefore is more effective at blocking GCR and other high energy rays, he continued.

The crew aboard the proposed Inspiration Mars mission, which would have slingshot a pair of private astronauts around Mars in a spectacular flyby while the two planets were at their orbital closest in 2018. You haven’t heard anything about that because the nonprofit behind it quietly went under in 2015. But had they somehow pulled off that feat, the plan was to have the astronauts poop into bags, sophon out the liquid for reuse and then pile the vacuum-sealed shitbricks against the walls of the spacecraft — alongside their boxes of food — to act as radiation insulation.

“It’s a little queasy sounding, but there’s no place for that material to go, and it makes great radiation shielding,” Taber MacCallum, a member of the nonprofit funded by Dennis Tito, told New Scientist. “Food is going to be stored all around the walls of the spacecraft, because food is good radiation shielding.” It’s just a quick jaunt to the next planet over, who needs plumbing and sustenance?

'Stray' preview: Because you're a cat

Every gameplay mechanic and design decision in Stray is driven by a single idea: Because you’re a cat. The world of Stray is filled with anthropomorphic robots, futuristic Hong Kong-inspired streets and makeshift skyscrapers built on heaping piles of trash, and it all serves as a playground for the protagonist, an orange tabby on a mission to escape the city and reunite with its family. And knock over as many delicate objects as possible, of course.

In a hands-off preview event for Stray, producer Swann Martin-Raget of BlueTwelve Studio consistently repeated the phrase, “because you’re a cat,” justifying his decisions to topple various items, jump to precarious ledges and curl up to sleep on top of buildings.

“It is required to scratch every wall and sofa because you’re a cat and that's very, very important,” he said, the orange tabby digging its claws into a random robot’s couch cushion.

Set pieces that would be afterthoughts in games like Deus Ex: Mankind Divided or Cyberpunk 2077 are integral to Stray’s gameplay. A paint can left on a rooftop, the textured arm of a sofa, a bucket abandoned in the corner – from the perspective of a cat, these items are irresistible, and in Stray players are rewarded for succumbing to every feline instinct. Gameplay relies on curiosity and freewheeling exploration, with platforming challenges, physics riddles and spatial puzzles built into the environments at cat-level.

BlueTwelve Studio

Take that abandoned bucket for example. As a cat, players can pick it up with the handle in their mouth and chuck it into a fan on the side of a building, jamming the blades and opening up a new walkway. Scratching walls and sofa cushions makes the PlayStation 5 DualSense controller rumble, and pawing at doors can open up new areas to explore. After knocking over that rooftop paint can – because you’re a cat – and spilling yellow goo all over the floor of an empty warehouse, players can walk through the spill, leaving small paw prints in their wake.

This last example isn’t exactly crucial to game progression, but it’s one of the many adorable details that bring Stray to life.

BlueTwelve Studio

Plenty of actions in Stray exist simply because they make sense for a cat protagonist (and probably because they’re cute as hell). There’s a discrete button to meow, even during some cutscenes, and the robots react with shock and frustration when the cat cuts across their board game, throwing pieces to the floor. It’s possible to curl up and sleep basically any time, anywhere – even directly on top of a robot stranger. When the cat gets pets and cuddles from the robots, it purrs and the DualSense’s haptics fire up in response.

“You really feel that you are holding a cat in your hands,” Martin-Raget said. “So that's quite nice.”

But even seemingly innocuous actions can drive the narrative in Stray. There’s an abandoned couch and television set in a back alley of the city, and the cat can turn on the TV and learn more about the world through news programs and ads. The cat’s momentum will make some platforms pivot when it jumps to them, creating new passageways as they swing. The robots are living full lives in every corner of the city, and it’s possible to walk by and gather information from some of them, learning more about the citizens in each environment. The local barman is particularly good in this regard, as barmen in adventure games tend to be.

As cute as all of this sounds, Stray tempers the sweetness with dystopian background details. For instance, End Village is a community built on a sea of trash in an abandoned reservoir, with robots living in a makeshift tower sprouting out of the debris. The robots here are struggling but complacent, and the environment is in stark contrast to the neon lights and vending machines of the main city. In End Village, the cat can roam around, using dangling buckets as elevators and disrupting board games, and there’s a mission to collect flowers for a robot called Zbaltazar, who has knowledge to share about escaping the city.

“End Village is a very interesting example because it shows how we can really use the fact that we are playing as a cat to have fun in level design, in terms of verticality, for example, or types of paths that you can find,” Martin-Raget said. “You can still be, you know, annoying to everyone if you want to.” Because you’re a cat, it goes without saying.

There’s no fall damage in Stray, meaning every jump is a successful one, and dying isn’t a core mechanic (no, not even nine times). It is possible to be killed by the game’s main enemies, these pale beige blobs with glowing yellow eyes that chase the cat as a mob, but otherwise, it’s all about agility and the freedom to explore. Action sequences with the enemies are fast-paced, and the scene Martin-Raget showed off had the cat running and leaping down a long alleyway, the blobs close on its tail.

BlueTwelve Studio

While Stray encourages exploration, the path forward is usually clear, with crates and ledges marked by splotches of yellow and graffiti-style arrows that try to blend into the scenery. Players are able to carry a flashlight and other tools in a small inventory managed by B-12, a cute drone that lives in a backpack the cat picks up along its journey. B-12 has its own backstory, according to Martin-Raget, and it’s the main way the cat interacts with technology and talks to robots. The drone also displays the current objective.

“I don't want to reveal too much about this, but there are a few points in the story where B-12 is a bit more powerful than what I show you now,” Martin-Raget said.

And now some rapid-fire facts about Stray:

  • There are no customization options for the cat.

  • The cat doesn’t have to eat, drink or sleep to stay alive, but it can do these things because they're cute.

  • The cat doesn’t have a name.

  • There are no laser-pointer mini games.

Stray exists somewhere between a futuristic survival game and a housecat simulator, with some machine-powered dystopia sprinkled across the entire thing. It’s about discovery and exploration, but mostly, it’s a game about being a cat.

“As you can see, even though all the jumps are successful, I'm still really free to move around anywhere I want to,” Martin-Raget said, the cat strolling by a can on a ledge. He swiped a paw at it and it clattered to the ground. “I have to make that fall because I'm still a cat.”

Stray is due to hit PlayStation 5, PS4 and PC via Steam on July 19th.

NASA probably won't need Russia to send more astronauts to the ISS

NASA might not have to lean on Russia again to ferry astronauts to the International Space Station. Ars Technicanotes the agency has bought five extra crewed ISS flights from SpaceX, or enough to maintain "uninterrupted" US staffing aboard the station until its expected 2030 demise. While NASA still intends to use Boeing's Starliner, the new SpaceX missions will be necessary to fulfill plans for alternating between the two companies once both are an option.

The extra flights could be used as soon as 2026. They'll help with redundancy and keep the ISS operating safely if any problems prevent Boeing or SpaceX from launching in a timely fashion, NASA said. At present, SpaceX is the only private company certified to fly astronauts. Boeing isn't expected to fly its first operational mission until 2023.

This might not deprive Boeing of more chances to fly astronauts to the ISS. If NASA doesn't order more flights, however, the company will have missed its big chance to one-up SpaceX. The current arrangement provides a total of 14 Crew Dragon missions versus just six Starliner trips — the aerospace giant will have lost a large chunk of its potential business to a relative newcomer.