recursal/Fanatic-Fandom huggingface dataset:
Shock

**Shocks** (also known as **Shock Absorbers**) are springs used to absorb impact forces by compressing themselves. They are more or less of a suspension.

## Suspension

The suspension ideals depend on the purpose of the shock. If the suspension is too soft, then the spring will easily compress and allow the rest of the craft to receive more impact. If the suspension is too stiff, then the springs will absorb less energy, and instead transfer the energy to the craft.

### Thickness

The thickness slider allows the spring to the thicker or thinner. Thicker springs often allow more energy absorption and balance.

### Spring Strength

The spring strength slider determines the strength of the spring. Higher values mean that the spring needs more energy to compress as much as a weaker one does.

### Damper

The damper slider determines how much the spring resists bouncing. Higher values mean that the spring resists bouncing more.

## Breaking Off

If under too much horizontal (perspective) force, then the spring could snap off without any explosion sound effect.
Fuel Adapter

**This page associates a part or feature that have been discontinued**

The **Fuel Adapter** was a part used used to attach engines to odd places on fuel tanks, like their sides or in multi engine layouts. The fuel adapter was placed on the desired position on the fuel tank, and then an engine was placed on the fuel adapter.

Since the fuel adapter could have symmetry, it was easy for rockets to have multiple engines on one stage.

## Trivia

* In the 0.9.900 update, it became possible for engines to be attached to any place on a fuel tank, which removed the fuel adapter's purpose.
* In the 1.0 update, this part was removed from the parts interface, and now can only be obtained in saves before 1.0.
Drogue Chute

The **Drogue Chute** is a parachute used to slow a craft's descent to a safe level, but still too fast for a safe landing. They are usually placed on the sides of crafts, rather than the top.

Since the Drogue Chute auto-cuts, it is likely used to reduce the craft's velocity, not land it. However, like most other parts, it is highly customizable.
Zombie Skeletor

Thomas was one of John's close friends in school. Thomas heard stories about the vigilante known as Skeletor. One day Thomas encountered Skeletor but surprised him as he turned the corner. Skeletor reacted quickly and in a state of panic he shot Thomas with his power beams. Thomas mutated into a lesser skeletor whose appearance differed from that of a normal Skeletor. Thomas named himself Zombie Skeletor and became a sidekick of Skeletor. after a year of fighting crime with Skeletor a series of events lead to the death of Zombie Skeletor. A mysterious unnamed person was able to ressurect Zombie Skeletor who was reborn into a different body.

## Background info

Thomas’ mother abandoned him at birth and left him with his father, Tim. When Thomas was 8 he encountered Jack The Magician (later to be know as skelemagician) who attempted to rob them. Standing up for himself and his son, Tim refused hand over his wallet, to which jack stabbed Tim in the eye and fled the scene. Leaving a young Thomas to grieve over his now deceased father. For the next few years Thomas lived at a homeless shelter, but soon graduated high school and got his own house.

* His personality is the polar opposite of Skeletor’s, he can be reckless and spontaneous, making him a liability at times. He sometimes steps out of line and does things his way, regardless if he hurts others around him because of it.
* His powers are considerably weaker than skeletor’s, this is mostly due to him being a Lesser Skeletor, these powers include plasma blasts, flight(although far slower than skeletor)

## Evil Phase

After failing to be saved by skeletor in favor of skeletor saving Sophie, Thomas was badly injured by the explosion caused by skelemagician after skeletor made his decision to save Sophie. He blamed skeletor for not saving him, and went under the radar for 2 months. He resurfaced as an unknown villain and attempted to bring down skeletor, to no avail. All he got was a swift execution, a nearby gas tank was shot by skeletor, causing it to explode, killing Thomas. He was later revived with new blue skin by way of a cloning device.
Штурмовая винтовка IWI X95R

## Об оружии

Израильская малогабаритная штурмовая винтовка, сделанная по схеме буллпап под российскую пятерку (патрон калибра 5.45x39). Отличается крайне высоким темпом стрельбы и наличием коллиматорного прицела Mepro.

### Интересные факты:

IWI X95R - одна из трёх штурмовых винтовок в игре без механических прицельных приспособлений (две других - MDR-C и DT MDR).
Flow Instructions

Flow Instructions are loops and branches.

The available Flow Instructions are:

* **repeat**: Repeat the nested block by a definite number of times
* **while**: Repeat the nested block while the conditional expression evaluates to ***true***
* **for**: Loops from the starting value to the end value by the step and provides a local variable `i` with the current value.
* **break**: Interrupt the current loop unconditionally
* **if**: Executes the nested block if the conditional expression evaluates to ***true***
	+ **else if**: Appended to an ***if*** or ***else if*** block. Its nested block is executed if its conditional expression is evaluated to ***true*** and only if previous blocks evaluates to ***false***.
	+ **else**: Appended to an ***if*** or ***else if*** block. Its nested block is executed unconditionally only if previous blocks evaluates to ***false***.
Genesis Dragon, Potential Messiah

[AUTO](VC): (GB8)CounterBlast 2] Both fighters chooses five cards from their hands and placed them on RC as locked, returns all their current rearguards back to the deck and shuffle the deck. When this unit attacks, unlock all locked cards present, retire all your opponent locked cards unlocked with this effect, your vanguard and rearguard gets drive +1 and +3000 for each locked cards unlocked with this effect.
Test Dummy

**This page associates a part or feature that have been discontinued**

The **Test Dummy** was a part that is used to rate craft for safety. It said this in states, such as alive, unconscious, dead, very dead, etc., until pancake dead.

## States

As more force is applied on the dummy, the game indicates it's states of life. Gs refers to the gravitational forces being exerted on it. The max Gs could be reset.

 7 - 12
 18 - 25
 25 - 50
 50 - 75
 75 - 100
 >100

## Removal

In the 0.9.920 update, the test dummy was removed from the game. A player could still find it by loading a craft with the part and created before, or by running an older version of the game.
Interstage

**Interstages** are used to connect rocket stages in a way that the can be separated upon desire. They are also used to cover rocket engines.

Interstages are automatically placed in the "Interstage" category, and thus, are activated via staging. Their detachment forces can also be changed, but their sounds are the same.

## See Also

Side Interstage
Landing Leg

**This article contains headings/subheadings that are linked to from other pages.** Please contact an administrator before altering any of the following headings/subheadings:
**KIS Leg, Merlin Leg, Piston Leg**

*What does this mean?*

## Landing Leg

* KIS Leg
* KIS Leg Extended
* Merlin Leg
* Merlin Leg Extended
* Piston Leg
* Piston Leg Extended

### Mass

1.68kg ~6.87t (KIS leg)
9.64kg ~ 19.0t (Merlin leg)
291g ~ 1.19t (piston leg)

### Price

$1,082 ~ 4.4M (KIS leg)
$13K ~ 12.3M (Merlin leg)
$187 ~ 770k (piston leg)

## Landing Leg

### Deployed Angle

100 ~ 150° (KIS leg)
30 ~ 60° (Merlin leg)
0 ~ 70° (piston leg)

### Deploy Speed

25 ~ 100

A **Landing Leg** is an extendable and retractable part used for increased landing velocity tolerance; these parts can generally tolerate harder impacts before breaking.

Extending the legs at a too high angle will cause lack of downward extension, and a too low angle will increase the center of mass.

Players will have to judge the best compression limit for maximum landing softness and bouncing, or customize the suspension type completely.

### KIS Leg

The **KIS Leg** is a landing geg that rotates downward, while a strut connected to the part rotating extends downward, causing the leg to have higher downward extension, with increased center of mass. The KIS Leg costs less than the Merlin Leg, but more than the Piston Leg. Increasing the deployed angle causes the leg to rotate more downward, which makes it extend further, at the cost of increased center of mass. High center of mass means that the craft is more subject to toppling over.

### Merlin Leg

The **Merlin Leg** is a landing leg used for landing on the surfaces of planets. This leg rotates downward and an additional part extends outward to act as suspension. Overall, this landing legs is a simple landing leg that looks like the previous Landing Leg. This leg has decent stability, but has medium weight and large size.

### Piston Leg

The **Piston Leg** is a landing leg that rotates upward, while another part of the leg extends downward. There is a flat area on the bottom of the leg to increase stability. The leg is a stable, low mass leg. It is good for reducing the craft's center of mass and weight, but the downside is that it is not compact when retracted. It tends to take up a lot of space.

## Trivia

* Before 0.9.900, there was only one landing leg. However, after the 0.9.900 update, the landing leg was overhauled, and there are now three landing legs, and the Merlin Leg is the most identical to the previous landing leg. Landing Legs can now only be found in saved crafts or in older version files, but still function normally.
	+ Only the leg texture was changed
* The name is possibly a reference to SpaceX's Falcon 9 landing legs, since they look like them and Falcon 9 uses Merlin engines.
Rants about Louise

"LOuise, IF YOU DONT GET YOURSELF A LIFE BY TOMORROW FRICKING MORNING, YOU CAN JUST GO KILL YOURSELF AND ROT FOR ETERNITY IN. THE. VOID!!!!!!!!!!!!!!!!!!!

FUCK OFF, SALTMONS. COCKWAGGLER. FUCKOSKI. IDIOTIC ASSHOLE. MOTHERFUCKER!!! REINCARNATION OF GW!!!!!!

LOUISE, IF YOU DONT GET YOURSELF A LIFE BY TOMORROW FRICKING MORNING, YOU CAN JUST GO KILL YOURSELF AND ROT FOR ETERNITY IN. THE. VOID!!!!!!!!!!!!!!!!!!!

FUCK OFF, SALTMONS. COCKWAGGLER. FUCKOSKI. IDIOTIC ASSHOLE. MOTHERFUCKER!!! REINCARNATION OF GW (Hail the Austistic kid)!!!!!!"
Dev Console

The Dev Console is used to inspect exceptions raised by mods, log messages recorded by mods, and to executed advanced commands and "cheats." It can also be used to inspect the Unity game object hierarchy.

## Command List

* `Benchmark` - ???
* `ClearLog` - Clears all dev console output.
* `DJGPP` - Teleport the current craft to within 100m of the current target.
* `GenerateEquirectangularMaps [Brightness=0]` - Regenerates the text and normal maps used for rendering planets in map view.
* `Help` - Displays a very brief explanation of Dev Console usage (see below).
* `IDDQD` - Makes the current craft indestructible. (Does not protect from heat damage!)
* `McFly` - Reverses time (insofar as it affects orbital motion), while in time warp (10x or higher).
* `MLI` - Infinite fuel (while enabled, engines will keep burning even if tanks are empty, does not eliminate fuel consumption or add fuel to tanks.
* `Pause` - Pauses the game.
* `PlanetStudio` - Opens Planet Builder.
* `RefreshUIResourceDatabase` - Reloads UI resource files.
* `ToggleFPS` - Toggles the FPS display in the upper left.
* `Unpause` - Unpauses the game.

## Help Output

> Developer Console Help:
>
> Click this entry to view help regarding the developer console.Start typing to view a popup of available commands matching containing your command text.
>
> Custom commands can be registered via the mod tools API (ModApi.DevConsole.IDevConsole).
>
> Command arguments should be separated with a space between them.For command arguments that include spaces, wrap the argument in quotes.
>
> The following commands can be used to inspect and interact with the game object hierarchy.
>
> /   - Find root game objects or immediate child game objects of the preceding selection.
>
> //  - Find all game objects or all child game objects of the preceding selection.
>
> \   - Find root components or all components of the preceding game object selection.
>
> >> - Find all components or all child components of the preceding game object selection.
>
> .   - Find all public methods, fields, and properties on the preceding game object or component selection.
>
> ..  - Find all public and private methods, fields, and properties on the preceding game object or component selection.
>
>
>
JL-250A

The **JL-250A** is a low bypass, low efficiency jet engine with and afterburner. Its poor efficiency is due to it's afterburner which increases fuel consumption.

## Performance

If the engine's throttle exceeds 80%, the afterburner will fire, giving an extra boost of thrust.

The engine's thrust decreases by altitude because the air gets thinner. At around 5,900m, thrust and fuel usage is 50% less than at sea level. At around 19,500m, thrust and fuel usage is 90% less than at sea level, and in a vacuum, there is no thrust or fuel consumption, but the engine still rotates.
RCS

**This article contains headings/subheadings that are linked to from other pages.** Please contact an administrator before altering any of the following headings/subheadings:
**RCS Nozzle, Multi Directional RCS**

*What does this mean?*

## RCS

* RCS Nozzle
* Multi Directional RCS

### Mass

1.16 ~ 641kg (RCS nozzle)1.78kg ~ 3.20t (multi directional RCS)

### Price

$6,250 ~ 1.6M (RCS nozzle)$30k ~ 6.4M (multi directional RCS)

**RCS (Reaction Control System)** is a system that allows finer attitude controlling without engines or gyroscopes. RCS uses Monopropellant, a fuel that may also be used by rocket engines.

## Uses

* Fine-tuning craft attitudes
* Final adjustments for docking

## In-game Parts

The game features two RCS parts, an RCS Nozzle and Multi Directional RCS.

### RCS Nozzle

The RCS Nozzle is a non-gimbling RCS that is lighter and cheaper, but means that it has less dynamic attitude control.

### Multi Directional RCS

The Multi Directional RCS is an RCS nozzle that can gimbal, allowing more detailed attitude control at the cost of increased mass and price.

## Throttling

The Manual Input toggle allows the RCS to be controlled by a manual input, where else it is controlled by the demand to reach a certain attitude.
Dead Weight

> *Lead pellets you can put in your fuel tanks to adjust the CoM - In-game description*
>
>

**Dead Weight** is a feature that applies to fuselage parts (fuel tanks, nosecones, crew compartments, heat shields, and struts). A enormous amount of dead weight is possible relative to a part's size. For example, a default fuel tank can have up to 179t of dead weight. Even though using dead weight takes up fuel capacity for fuel tanks and nose cones, only after inserting a very large amount of dead weight will the fuel capacity be heavily reduced.

## Usage

   Dead weight can be inserted when the player goes to Part Properties and moves the "Dead Weight" slider right to increase dead weight, or left to decrease it. Dead weight costs some money, but only a small amount of money is spent for a considerable amount.

Dead weight may be used for increasing the strength or stability of parts. It may also be used to adjust the CoM (center of mass) of craft as a whole, especially when fuel consumption can alter the CoM in aircraft.
Math Function Expression

Several functions of one variable. This must be used as a value to be inserted in an expression.

* abs - absolute value
* floor - int() is not available, for positive N, use Floor(N)
* ceiling - For int(negative N), use Ceiling(N)
* round

* sqrt
* sin
* cos
* tan
* asin
* acos
* atan

* ln - natural logrithm, log to the base e, loge
* log - log to the base10
* deg2rad - convert degrees to radians, the trig functions all use radians
* rad2deg - convert radians to degrees

It is possible to calculate logrithms in any base using: logbN = log(N) / log(b)
Structural Panel

A **Structural Panel** is a thin, light part that can be shaped like a Wing, but does not generate lift and cannot hold fuel. Structural panels can be used for many things, from constructing buildings to making airplane models that don't need to fly. Therefore, they are more CPU-friendly, since there is no lift that must be computed, reducing CPU strain.

## Trivia

* Even though structural panels do not generate lift, they can be mounted like wings and rotated slightly upwards. It will not generate lift directly, but will push the air downwards, thus generating 'substitute' lift.
Comparison Expressions

Comparison expressions in Vizzy are used to compare numeric values. When use with other data types the values will be converted to numbers before the comparison is performed. There are five types of comparison:

* `=` - Equal To
* `>` - Greater Than
* `>=` - Greater Than or Equal To
* `<` - Less Than
* `<=` - Less Than or Equal To

*Note: there is no "Not Equal" comparison, so in order to perform this comparison the not operator can be used.*

## Equality and Floating Point Numbers

When comparing numeric values it is important to keep in mind that floating point values resulting from mathematical formulas, or measurements from the game environment, it is unlikely that those values will every be a precise value. For example, when using a comparison to check if a rocket has reached a certain altitude, a comparison that checks if the altitude is equal to a fixed number will never be true. This is because the altitude value changes in increments and will likely go from below the target value to above the target value without ever being equal to the precise value specified.
Aerobraking

**Aerobraking** is a technique used to slow a craft down without using any fuel. This is done by having a craft intersect a planet's atmosphere to the point where there is significant atmospheric drag.

## Uses

### Entering orbit

Aerobraking is generally used for entering orbit. However, this is only possible on planets with dense atmospheres. If a craft slows down enough, it will not be able to leave a planet's sphere of influence, thus entering orbit.

### Reducing orbital height

Aerobraking also works well for decreasing orbit height. The slower a craft goes, the lower it can orbit due to gravity. Slowing down via aerobraking is a fuel efficient way to lower orbit. This technique reduces apoapsis. After apoapsis reaches it's desired level, the player must raise periapsis out of the planet's atmosphere to stay in orbit.

## Aerobraking on planets

### Sergeaa

Sergeaa has a very dense atmosphere. A craft could gain orbit around the planet if it dips into the upper atmosphere. If the flight path is set to intersect the lower/upper layers of the atmosphere, the craft may be set on a collision course with Sergeaa.

### Droo

Droo has a moderately dense atmosphere that is suited for aerobraking. By setting the flight path to intersect the middle layers of the atmosphere, the craft may enter orbit. By setting the flight path to intersect the lower atmosphere, the craft may end up on a collision course with Droo.

If the craft is moving very fast, it may intersect the lower/middle atmosphere to gain orbit.

### Cylero

Cylero has a very rarified atmosphere that is not dense enough to use to gain orbit from another planet. Instead, a craft can intersect it's lower atmosphere to reduce it's orbit until it gains a collision course with the planet.

### Tydos

Tydos has a very dense atmosphere that is well suitable for aerobraking. A craft could gain orbit around the planet if it dips into the upper atmosphere. If the flight path is set to intersect the lower/upper layers of the atmosphere, the craft may be set on a collision course with Tydos.

### Urados

Urados has a very dense atmosphere that is also well suited for aerobraking. A craft could gain orbit around the planet if it dips into the upper atmosphere. If the flight path is set to intersect the lower/upper layers of the atmosphere, the craft may be set on a collision course with Urados.

## Note

Tydos and Urados cannot be landed on, because any craft that goes into it's lower atmosphere will be destroyed instantly.
Wait Instructions

Wait instructions will pause the execution of a series of instructions until either a number of seconds elapse, or a condition becomes true.

### Wait N Seconds

This instruction pauses a series of instructions for the specified number of seconds. The number of seconds may be a decimal less than one, it should never be less than zero. This instruction is useful for things like waiting for stages to separate after stage activation, waiting for fuel levels to register after stage activation, or giving text time to display before replacing it with another display instruction.

### Wait Until Condition

This instruction pauses a series of instructions until the specified boolean expression becomes true. It is more succinct and efficient than using a while loop to do the same thing.
Nose Cone

**This article contains headings/subheadings that are linked to from other pages.** Please contact an administrator before altering any of the following headings/subheadings:
**Hemisphere**

*What does this mean?*

## Nose Cone

* Ogive
* Straight
* Rounded

A **Nose Cone** is an aerodynamic part used to reduce aerodynamic drag. This helps craft accelerate faster, which will reduce fuel use and improve stability, especially at high speed.

## Properties

Nose Cones can have fuel, just like fuel tanks. Also, in Part Style, the Nose Cone has an additional setting. It can be ogive, straight, or rounded. The more aerodynamic style is to be confirmed.

### Hemisphere

The hemisphere is a rounded nose cone that is shaped like a dome, or the top half of a ball.

## Trivia

* Parts more aerodynamic tend to heat more during re-entry. This is against real life, since real life re-entry is hotter the more drag applied.
Juno: New Origins Wiki/How to Contribute

**Policy Page**
This page is a **policy page**, a page that dictates the wiki policy/rules. It can only be edited by users with administrator privileges.

*This page was last updated 173 days ago*
Need help building out this community? Are you new? Here are some ways you can contribute to this wiki! Given you've read the policies, you can read this taskboard and do tasks that suit you
Template Endeavor

This page for the list of templates ready to be used in this wikia. Open for suggestions.

## Legit Joke Template

Use this for "Joke Pages"

The following article, is only meant to exist as a joke or rather for the sake of it. Please don't take them seriously. In conjunction with the fact that you can literally do anything on this wikia as long as it does not break any rules or laws, be sure to differentiate the kind of pages with the more "serious" page if you are intending to make. Thanks a lot.

## Character Infobox

This character infobox is generic, you can make you own by modifying from this.

## Serious Pages

Use this for "serious pages".

The following is a serious article, thank you.

## Pardoned Grammar

Use this if you think the page's grammar is not up to the best standards.

Please pardon the not so perfect grammar used in this page, the grammar will most likely be fixed and corrected as soon as possible in the future. If you are interested to fix to grammar of this page, you may do so. Thanks for your cooperation.
## Drama

This is generic, you can make and modify your own by using this as a base.

 Starring
 Format
 Episode Number
 Air Dates
 Producer
 Directors/Casters
 Proceeded by
 Suceeded by
Command Chip

The **Command Chip** is a light and cheap command pod. While it may have some disadvantages, it is often used in custom command pods and more. The command chip has no gyroscopes, room for Droods, or battery, but in custom capsules, gyroscopes, chairs, and batteries are often added. They still support Vizzy.

## Tradeoffs

The Command Chip is a light and small part, which means that it is easily used. It can get most basic functions done. However, it lacks room for astronauts, gyroscopes, and power, which mean that they will have to be added manually. This is however, helpful when creating custom command pods. The Command Disc offers space for gyroscopes and batteries as an autonomous alternative.

## Career Mode

In Career Mode, the part is already unlocked on start.
Docking Port

The **Docking Port** is used to connect two fuselages(or other parts) into one new rocket. It functions by causing two docking ports' tops to touch, connecting. The ports can be attached to crafts to make them dockable. Only docking ports of the same scale can attach to one another.

When the ports get close to each other, they begin to attract each other, and once they begin to touch, the docking process starts. Once they are perfectly aligned, they are fully docked and can be separated from each other. The power of the docking ports can be increased or decreased in flight or the designer.
Luna

> *A gray rocky moon covered in countless craters of all sizes. The moon is home to a few vast lowland plains that may have been formed by ancient volcanic eruptions - In-game description*
>
>

## Luna

* Map
* Orbit
* Terrain

## Planet

### Has Rings

No

**Luna** is largest of Droo's three natural satellites. It is the game's analogue to the Moon. Similarly to the real moon, Luna is tidally locked to Droo but sits at a low inclination. Luna offers a relatively large selection of terrain types, with flat maria, cratered highlands and mountains. It's low gravity and proximity to Droo makes it a popular choice for early missions.

## Launch Site

Luna has one launch site that is very small and in Career Mode, very expensive to launch from. There is only a launch pad and hanger.

## Landmarks

Luna has four landmarks: Finis Lunae, Jund Roocks, Ingens Hiatus, and Galilei Mountain, rewarding 100, 50, 50, and 50 Tech Points, respectively in Career Mode.
Multi-function Display

The **Multi-function Display** is a screen that can display various things, from the map to custom Vizzy programs. It can also be resized.

## Vizzy

To change the display, select an MFD program. "Custom" displays Vizzy programs. Vizzy can be used to change font size, and even color and graphs.

## Trivia

The MFD's mass was doubled, but the cost reduced in a recent update.
The Red And Pikachu Show Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Cargo Bay

* Cargo Bay
* Small Bay

A **Cargo Bay** is a hollow part where other parts can be placed inside of it. The player can also place other cargo bays inside. Additionally, the cargo bay can be opened/closed, allowing astronaut access, satellite deployment from inside, etc. The doors are painted the same color as a rocket engine.

## Customizing

A Cargo Bay is highly customizable, from the basic size to how it opens.

The basic opening characteristics can be altered, from how far the doors open (angle), opening speed, sound, and even how much the second door opens (if selected to have one). Additionally, the opening style can be changed, either clamshell (opening upwards), sideways (like a door), or sliding (sliding open). Furthermore, the bay can be selected to have 0, one, or two doors.

### Small Bay

The Small Bay is a part variant of the Cargo Bay. It is customized to have one door, and the doors are painted the same as the default Strut.
Parachute

**This article contains headings/subheadings that are linked to from other pages.** Please contact an administrator before altering any of the following headings/subheadings:
**Drogue Chute**

*What does this mean?*

## Parachute

* Top Chute
* Side Chute

## Parachute

### Max Deployment Speed

0 ~ 3000m/s

**Parachutes** are objects deployed to reduce a craft's velocity in the air. They can be modified to the player's desire.

If a parachute is deployed while the craft is within the deployment parameters, then the parachute will deploy, but not inflate. Usually, this slows the crat down slightly, but not enough to prevent destruction. If the parachute is deployed while the craft is outside the deployment parameters, then the parachute will arm, and deploy once conditions are met.

If the parachute is deployed, and the craft is inside the inflation parameters, then the parachute will deploy and inflate, providing additional drag. It will deflate if the craft slows too much.

## Drogue Chute

        The **Drogue Chute** is a parachute used to slow a craft's descent to a safe level, but still too fast for a safe landing. They are usually placed on the sides of crafts, rather than the top.

Since the Drogue Chute auto-cuts, it is likely used to reduce the craft's velocity, not land it. However, like most other parts, it is highly customizable.

## Properties

### Base Size

The size of the parachute. Affects Cord Length, Parachute Height, and Inflated Radius.

### Cord Length

The length of the cord connecting the base to the parachute. Affected by Base Size.

### Parachute Height

The height of the actual parachute, not the cord. Affected by Base Size

### Inflated Radius

The radius of the parachute when inflated fully. Affected by Base Size

### Deflated radius

The radius of the parachute when it is deployed, but not inflated. Never higher than Inflated Radius.

### Deployment Air Density

The air density where the parachute is allowed to deploy.

### Inflation Air Density

The air density where the parachute is allowed to deploy and inflate. Always higher the Deployment Air Density.

### Auto-cut Air Density

The air density where the parachute automatically cuts.

### Max Deployment Speed

The maximum allowable speed for the parachute to deploy.

## Trivia

* When a parachute is cut, it can still be re-deployed by de-activating it, then deploying it.
* If the parachutes used are from pre 0.9.900 update, then the parachute will still not have any deployment or inflation thresholds, because they are legacy.
	+ Parachutes after 0.9.900 could snap if under too much force. That threshold was tripled in the 1.0 update. Forces can be seen in the Performance tab.
Planet Studio

**PC/Mac only** - some or all of the features on this page are only available on the PC/Mac version.
The **Planet Studio** is a feature released on February 26, 2021. The planet studio allows users to create custom bodies and solar systems.

## Features

The planet studio allows a player to create highly custom planets and systems, with very little limits. However, setting too extreme characteristics will cause the game to glitch out and stop.

## Tutorial

For a tutorial on how to use the planet studio, go here (page coming soon).
Ternary Conditional Expression

The main way to make decisions in Vizzy.

* If - if the condition evaluates to TRUE, then the statements inside the block will be executed.
* Else if - Additional conditions can be tested in the Else If block.
* Else - this block is processed if none of the previous conditions are met.
* Else and Else If are optional.
Ella

**Ella** is a recurring character on *New Amsterdam* and a barista at Pain de Vie, New Amsterdam Medical Center's café. She and Vijay Kapoor have a close relationship as friends. Vijay often spoke about his son Rohan, whom she became romantically involved with. She later becomes pregnant with Rohan's child.

## Throughout New Amsterdam

### Pregnancy

Ella reveled that she was pregnant with Vijay's grandchild in Replacement. Rohan told his father that he was going on tour with his band, but he was really just running away from the whole situation.

Ella was unsure how she could handle the pregnancy because of her OCD and was considering an abortion. Due to her uncertainties, she asked Vijay not to tell anyone about the baby, but he had already told Iggy.

During the Code Silver, Vijay found Ella in a hallway having a panic attack. He helped her manage her OCD symptoms by getting her to sort cups. She also revealed that she was worried that she had lost the baby because her OCD makes her imagine the worst possible scenarios, but Kapoor used his stethoscope to let her listen to the heartbeat.

## Appearances

* New Amsterdam (2 seasons, 17 episodes)
	+ Season 1: *Every Last Minute; The Blues; Five Miles West*
	+ Season 2: *The Big Picture; Replacement; The Denominator; The Karman Line; What the Heart Wants; The Island; Code Silver; Hiding Behind My Smile; In The Graveyard; Perspectives*
	+ Season 3: *Essential Workers; The Legend of Howie Cournemeyer*
	+ Season 4: *Family*

## Trivia

* She has been diagnosed with OCD
* Ella's employment at New Amsterdam started only weeks before Max Goodwin's.
Season 2

The **second season** of *New Amsterdam* was renewed on February 4, 2019. The season began airing on September 24, 2019. It airs on Tuesdays at 10:00 PM on NBC. It consists of 18 episodes. The season concluded on April 14, 2020.

## Cast

### Main

* Ryan Eggold as Dr. Max Goodwin
* Janet Montgomery as Dr. Lauren Bloom
* Freema Agyeman as Dr. Helen Sharpe
* Jocko Sims as Dr. Floyd Reynolds
* Tyler Labine as Dr. Iggy Frome
* Anupam Kher as Dr. Vijay Kapoor

### Recurring

* Alejandro Hernandez as Nurse Casey Acosta
* Lisa O'Hare as Georgia Goodwin
* Mike Doyle as Martin Mclntyre
* Nana Mensah as Dr. Camila Candelario
* JJ Feild as Dr. Zach Ligon
* Christine Chang as Dr. Agnes Kao
* Megan Byrne as Gladys Miller
* Marylouise Burke as Adele Eisenbaum
* Matthew Bellows as Dr. Clint Hartman
* Margot Bingham as Evie Garrison
* Olivia Khoshatefeh as ED Resident Yasmin Turan
* Gina Gershon as Jeanie Bloom
* Alison Luff as Alice Healy
* Teresa Patel as Paramedic Harvell
* Emma Ramos as Nurse Mariana
* Katie Lee Hill as Willow Yun
* Kerry Flanagan as Marsha
* Dierdre Friel as Ella
* Michael Basile as Paramedic Rob Moreland
* Anna Suzuki as Sandra Fall
* Christopher Cassarino as Dr. Edward Nottingham
* Denise Pillott as Oncology Nurse May Ortega
* Ron Rifkin as Peter Fulton
* Tye Alexander as Paramedic Baines
* Yvette Ganier as ED Nurse Linda Weber
* Kim Ramirez as Anesthesiologist Alicia Smith
* Em Grosland as ED Nurse Kai Brunstetter
* Peter Romano as Paramedic Bradley
* Matthew Jeffers as ED Resident Mark Walsh
* Ian Duff as Michael Duke
* Michelle Federer as Millie Tamberlay
* Marvin Avila as ICU Nurse Ocampo
* Erick Betancourt as Security Guard McAdams
* Liba Vaynberg as ICU Nurse April Kosloff
* Stacey Raymond as Paramedic Kerry Whitaker
* Marinda Anderson as Dr. Valarie Jessup

### Guest

* Ivory Aquino as Inmate Fran Meale
* Gabriella Piazza as Resident Gasecki
* Jennifer Ikeda as Robotic Doctor
* Daniel Dae Kim as Dr. Cassian Shin
* Catherine Mary Stewart as Robin Kent
* David Furr as Jeremy Cafferty

## Trivia

* On February 4, 2019, the series was renewed for a second season.
* The series had its midseason break November 19, 2019 — January 14, 2020.
* On March 14, 2020, Universal Television announced that this season will halt due to the COVID-19 pandemic, and it will be extended 18 episodes instead of 22.
* New Amsterdam Season 2 Release Date, and expected Story

## Gallery

### Videos

NEW AMSTERDAM Season 2 First Look Trailer (HD) Ryan Eggold
Part Style

**Part Style** is a section where most parts can have their styles (textures) changed. It is found by clicking on a compatible part, then clicking on 'Part Properties', then finding the Part Style section.

## Most parts

Fuel tanks, nose cones, fairings, cargo bays, interstages, gyroscopes, and struts are fully compatible with Part Style.

* The 12 styles of parts, from left to right, in both rows: None, Simple, Hexagonal, Panels, Channels, Vents, Camouflage, Tiles, Rivets, Cross Beam, Insulation, and Grooves.
* The part styles with striped style.
* A Tiled fuel tank, Texture Tiling X and Y are at 1.
* Texture Tiling X was changed to 2.
* Texture Tiling Y was also changed to 2.
1/5
### Style

The general colors of the part. Normal means it is only one color, while striped means it has 3 different colors.

### Texture

The texture of the part. It is affected by Texture Tiling and offset.

### Texture Tiling

The tiling of the texture. Higher numbers mean more texture.
Planned Burns in Simplerockets 2

With rising fuel prices, we'd hate for you to waste your precious RP-1 guessing how to burn your engines to get where you want to go. In SimpleRockets 2, you can plan your burns by clicking on your current orbit and adding a Planned Burn. From there you can easily drag gizmos around to manipulate that burn and Map View will show the new, predicted orbit. It will also tell you exactly how long you need to burn (and the direction) to achieve that orbit.

Notice how it updates the orbit in realtime and immediately lets me know that it found an encounter in the future. We considered calling them Burn Soothsayers, but then we realized that was a dumb name.

Once you plan a burn you can either try and execute that burn yourself or you can just click the Auto Burn button and SR2 will try its best to accomplish that burn on its own. If you're impatient, you can click the Warp to Next Burn button and it will automatically time-warp you right up to the burn.

Results can vary and it depends a lot on the craft, but Auto Burn easily outperforms me. In my defense, I get nervous and my palms get sweaty. I didn't say it was a great defense.

Also, if you have set a target in Map View, it will display Closest Approach information to help hone in on getting an encounter. It will give you the distance to your target at that point, the relative speed, and time at which that approach will happen.

.

If one Planned Burn doesn't take you where you want to go, don't worry. You can plan multiple burns in sequence with each burn working off the orbit from its predecessor burn. This has been an extremely tricky feature to implement and thanks goes to Philip for making all of this happen. Hopefully, this will help keep you from getting burned out as you navigate your way around the solar system.
Getting to T.T.

**This article is a tutorial article and thus features a large amount of how-to content.** Before editing, please make sure that the new information is accurate and up-to-date.
*This page was last updated 51 days ago*
Reaching T.T., the furthest and smallest of Droo's natural satellites is not an easy feat. With the moon's small SOI and dark orbit line, encountering the body is not an easy feat.

Getting to T.T.'s orbit necessitates an inclination change, most easily done while launching the craft. The moon's inclination of 160.43 degrees is retrograde relative to Droo and the rest of the Juno-centric bodies. A prograde meet needs a heading of about 70 degrees plus or minus 3. For retrograde orbits, that heading is 250 degrees.

When T.T. is 102 degrees behind Droos orbit, a transfer orbit can be initialized for 1.3km/s dV, assuming that the intercept is within T.T.'s nearby inclination. One can also attempt to reach T.T. when the moon is aproaching it's Ascending or Descending Node.
T.T.

> *A dark metallic object from interstellar space captured on a retrograde orbit on the edge of the Droo system. Although the hardest to see and to reach, this moon could be the one hiding the most intriguing secrets. - In-game description*
>
>

## T.T.

* Orbit
* Map
* Terrain

## Planet

### Has Rings

No

**T.T.** is the smallest and outermost moon of Droo, and sits at an high incline relative to the equator. It orbits retrograde (westward). It is a tiny and uneven planet with so little gravity that it an be hard to reach, and orbiting can be a challenge.

## Physical

T.T. has a strongly uneven shape and rough, mountainous terrain. Rockets, especially with a high center of mass, can easily tip over due to the rugged terrain.

## Locations

T.T. has two locations, rewarding 200 Tech Points total in Career Mode.

* Ragna Rock - 100TP
* Tonatiuth Tholins - 100TP

## Trivia

* T.T. is the only planet to orbit retrograde.
Hemisphere

The **Hemisphere** is a part that is shaped like the top half of a ball. It can hold fuel, and thus, can be used as domes for fuel tanks and so. It can also be found by taking a random Nose Cone and selecting its style in "Part Style" to "Rounded", and vice versa. If trying to make a round shape with it, ensure that you use a thin fuel tank between the two hemispheres to make the sphere, so that it can connect to other parts. Also, the collider is not round, and will not roll.

### Introduction

This part was introduced in the 0.9.920 update.
Gague

The **Gauge** is a part used for displaying the amount of an input, like throttle. When the input is added, the needle will move. The gauge itself is highly customizable, from size to the needle.

## Properties

Multiple face styles can be selected, along with indicator styles and whether the face or indicator rotates during gauging.

The **Size** slider defines the size of the part as a whole.

The **Indicator Length** slider defines the length of the indicator needle, where the **Indicator Zero** slider defines the rotation of the indicator at zero position by degrees on a clockwise basis. The **Face Zero** indicator does the same is the indicator zero, only the actual gauge is rotated this time.

The **Input Multiplier** slider defines how much the needle moves at an input value of 1 (100%).

The **Flip Face** toggle allows the face of the gauge to mirrored along it's y-axis, while the face entirely can be hidden with the **Hide Face** toggle. The indicator can be hidden with the **Hide Indicator** toggle.

Lastly, the input for the gauge is changeable, with the default being Throttle.
Light

* Light
* Beacon

**This article contains headings/subheadings that are linked to from other pages.** Please contact an administrator before altering any of the following headings/subheadings:
**Beacon Light**

*What does this mean?*
The **Light** is a part that emits light, allowing improved night vision. It has highly customizable features, including the brightness and range. The angle can also be adjusted, and the size, extension distance, and the option to include the base can be changed as well, but it changes the mass of the part.

### Beacon Light

The **Beacon Light** is one of two lighting devices in JNO, the other one being the Light. The beacon light is used as both a steady, though not as powerful headlight, as well as side blinkers and anything one could need a blinking light for.
User Crafts

**Note**

This is a list of approved crafts built by users. A craft will be approved by an administrator if it gets at least 9/10 positive statements from other users. The requirements are subject to change.
This page is permanently locked to prevent vandalism. To submit your craft, submit it in the page's talk page.
**User Crafts** are crafts build by users. They have been tested by other users, and administrators have approved those crafts, which will be displayed here.
Electric Motor

The **Electric Motor** is a part that continuously uses electricity to rotate parts with variable properties.

## Properties

The electric motor has multiple properties which drastically change it's performance.

The **Size** slider, ranging from 25 ~ 400%, can exponentially change it's torque.

The **Throttle Governor** toggle allows it's input slider to throttle to maintain the desired RPM, which can also be clamped with the **RPM** slider, which ranges from 0 ~ 10000, and is used to prevent the motor from overspeeding.

The **Torque** slider allows the player to set the desired power (in exchange for more power consumption) to attempt to reach higher RPMs. On the other hand, the **Brake Torque** slider defines the strength of the brakes when applied. Both values are influenced by Size.

The **Static Resistance** slider defines the motor's tendency to have natural brakes, to avoid spinning with no input.

The **Sound Volume** slider has no effect on the motor's power, but dictates how much noise the motor makes.
Juno

> *A giant natural fusion reactor covered in insanely hot blue flames - In-game description*
>
>

## Juno

* Orbit
* Map
* Surface

## Atmosphere

### Fade Distance (from atmosphere end)

10,000m

**Juno** is the center of the Juno System. Juno has an infinite sphere of influence, meaning that it is impossible to escape Juno's gravitational pull, no matter how fast the craft is travelling away from it. It has an atmosphere that is too hot for any normally edited part to pass through. It is not possible to land on Juno, because if even if the craft survives the intense heat of the atmosphere, any part that goes less than 1,000km from the surface will explode due to the set crush altitude.

In the 0.9.920 update, Juno was changed from a yellow star to a blue dwarf.

## Planets

Juno has six planets and one object directly orbiting it. In addition, twelve moons are in total from all planets. In total, 19 objects orbit Juno.

* Vulco - a tidally locked planet that is molten on the side facing Juno.
* Sergeaa - a planet with a crushing atmosphere.
* Droo - the starting planet on almost all flights and missions. Has three moons.
* Cylero - a planet with rare but incredibly tall mountains. Has two moons.
* Handrew's Comet - a body which is irregularly shaped and has almost no gravity.
* Tydos - a gas giant with a crushing atmosphere and is impossible to land on. Has three moons.
* Urados - another gas giant with similar features as Tydos. Has four moons.

## Atmosphere

Juno has an atmosphere that, while less dense than Droo's, is at a crushing 71.5 megapascals of pressure at sea level and extends to over 19 megameters, massively greater than Droo's. However, it fades far faster per altitude, being half as dense at around 1 megameter, and 10% as dense at around 3 megameters. However, the atmosphere is very hot at over 8,000C at sea level, which would burn any craft that is not HP edited. On top of that, the crush altitude is 1Mm, meaning any part falling below would be destroyed instantly, making landing impossible.

## Terrain

Juno has a flat surface and is completely devoid of any terrain elevations or depressions.

## Interceptions

    The following is a list of phase angles in order to get Hohmann intercepts with the bodies from LDO. All angles are ahead of Droo.

 Sergeaa
 Cylero
 Tydos
 Urados

## Trivia

* Juno likely represents the sun.
* Juno is a blue drawf star. According to Wikipedia as of 12 November 2023, "a blue dwarf is a predicted class of star that develops from a red dwarf after it has exhausted much of its hydrogen fuel supply".
* A player can land on Juno by copying and editing it though Planet Studio, then landing on it.