Take On Mars is a simulation video game for Windows, developed by Bohemia Interactive. The game was announced at E3 2013[1] and released in its alpha version on 1 August of that year. It is the second installment in the Take On series after Take On Helicopters. The user assumes control of a rover or lander in order to explore Mars. The spacecraft can be equipped with scientific instruments by the player in order to study the Martian surface and complete objectives. The game includes seven destinations for the player to visit: Asteroid Belt, Deimos moon, Gale crater, Kaiser crater, Lyot crater, Ptolemaeus crater, and Victoria crater; with Mars Yard located on earth as a testing ground.[2] Each map is a perfect square (four by four kilometers) with an area of 16km2 (6.2mi2) to be explored with various objectives. Not all locations however are encompassed in the bounding zone, since the craters on mars take up more than 16 km2 (e.g. Gale and Kaiser crater).
Players can also take on the role of an astronaut building bases, exploring the terrain and managing the resources needed to keep their crew alive. The second chapter of the space program is a story focused on the survival on Mars. Players take on the role of astronaut Mark Willis, one of the crew members in the first crewed mission to Mars. Launched from Earth in 2028, the mission reaches Mars orbit a year later. However, during the descent into Mars' atmosphere, things go wrong, and connection to Earth is lost. When contact cannot be re-established, the crew is declared MIA.
In Take On Mars, the player operates a variety of Mars landers and rovers. The functions of the space vehicles are not fully accurate in order to make the simulation more accessible. The speed of the rovers is increased along with their instruments.[3] Unlike actual Mars exploration vehicles, the in-game spacecraft are controlled in real time: rather than planning a Martian spacecraft's tasks for the day, the player directly operates its instruments. Functions that a user must perform include driving to new destinations, imaging terrain, and collecting samples. Multiple science instruments are unlocked by the player in order to study Mars and complete mission objectives. Many landings are required to complete all missions for any given location. Each spacecraft carries a relevant suite of instruments designed to complete its assigned objectives.
The player is able to enter the lab where they are able to change assets on the given vehicle in order to increase the quality of the asset or outfit the vehicle with the budget allotted. From imagers or APXS to an arm on a lander, or a chemical battery, many small details can be changed about a vehicle to create a unique variant to the basic model. There are three tiers the user can choose from the first tier to the last are each incremented by double the previous tier in price.
The first chapter of TKOM begins in the current year the player is playing in. The player takes on the role of a rover operator, exploring the vast wastes of the Martian surface and pushing their rovers, landers and probes to their limits to complete a set of science tasks. Along the way, the player will need to research new technologies in order to progress through the campaign. After they complete chapter 1, they can do chapter 2.
Chapter 2 is set in 2028 when the first crewed mission, Expedition 1, is sent to Mars. The player takes control of Mark Willis, a member of the crew. During the landing, Expedition 1 suffers an accident and the crew dies after crashing on the surface. Willis is the sole survivor on Mars surface without any contact with Earth. He has to survive and find a way home.[6]
In a playable scenario that takes place years after Expedition 1 crashed and Willis left Mars, a rover named Elios is built sent to investigate the site and determine what went wrong. It was found a meteor hit the lander during descent and caused it to crash on Mars.
After the Europa update, 2 additional scenarios were added to the story, which mention Expedition 1. At this point in the story, humanity has expanded out to Jupiter and are now exploring its moon Europa in search for potential subsurface life.
The early access phase of Take On Mars allows users to help Bohemia Interactive create new content and fix many bugs the users spot. They have implemented the Mantis Bug Tracker for users to effectively report issues to the developers. They have added many new missions, since the launch of the game on August 1, 2013.[7][8]
A patch released on October 3, 2013 included a workbench suite for mod-makers. Added locations Deimos moon and Asteroid Belt. It will also include Dynamic Mission Generation of every task types (e.g. photo, exploration and analysis). Weather will also make its way into the game with sandstorms, strong winds, and dust devils.[9]
On November 20, 2013, Take On Mars received its third large patch overhaul, adding new vehicles, two new locations (Lyot, and Ptolemaeus), with a mission control room addition of a tech tree and objectives.[10]
IGN stated that this game will be boring for most gamers, but for a select few it would be something "nerds have been waiting for". It seems to be a great balance between science and the fun of playing a sim.[3] IGN awarded the game by IGN's Best of PC Award in category Best New PC Game.[11]
Command rovers, landers, or probes, over a distance of hundreds of millions of kilometers - and collect important scientific data about Mars. Or take on the role of astronaut Mark Willis in the first manned mission to Mars.
Play with friends and establish the foundations of a human colony on Mars. Work together to extract raw materials from Martian soil and build your own habitat panel by panel. Develop a power grid, pressurize living areas, utilize botany to grow crops, and operate various vehicles to keep you and your crew alive.
Experience motion in locations with different gravity strength, including Zero-G. Break off cameras, robotic arms, or even individual struts and wheels - all affecting the way your vehicle handles. Each object, system, and instrument in Take On Mars is accurately simulated to offer a truly authentic experience.
Take On Mars just 'took off' in terms of visual quality when it comes to blending of terrain materials. Seen in the 'Before' and 'After' screenshots, we have implemented a new method of terrain material blending.
The time it takes to get from one celestial body to another depends largely on the energy that one is willing to expend. Here \"energy\" refers to the effort put in by the launch vehicle and the sum of the maneuvers of the rocket motors aboard the spacecraft, and the amount of propellant that is used. In space travel, everything boils down to energy. Spaceflight is the clever management of energy.
Some common solutions for transfers to the moon are 1) the Hohmann-like transfer and 2) the Free Return Transfer. The Hohmann Transfer is often referred to as the one that requires the lowest energy, but that is true only if you want the transfer to last only a few days and, in addition, if some constraints on the launch apply. Things get very complicated from there on, so I won't go into details.
Concerning transfers to Mars, these are by necessity interplanetary transfers, i.e., orbits that have the sun as central body. Otherwise, much of what was said above applies: the issue remains the expense of energy. An additional complication lies in the fact that the Mars orbit is quite eccentric and also its orbit plane is inclined with respect to that of the Earth. And of course, Mars requires longer to orbit the sun than the Earth does. All of this is taken into account in a common type of diagram called the \"pork chop plot\", which essentially tells you the required dates of departure and arrival and the amount of energy required.
If you want your spacecraft to enter Mars orbit or to land on the surface, you add a lot of constraints to the design problem. For an orbiter, you have to consider the significant amount of propellant required for orbit insertion, while for a lander, you have to design and build a heat shield that can withstand the loads of atmospheric entry. Usually, this will mean that the arrival velocity of Mars cannot exceed a certain boundary. Adding this constraint to the trajectory optimisation problem will limit the range of solutions you obtain to transfers that are Hohmann-like. This usually leads to an increase in transfer duration.
The answer depends on several factors, ranging from the position of Earth and Mars to the technology that would propel you there. According to NASA, a one-way trip to the Red Planet would take about nine months. If you wanted to make it a round-trip, all in all, it would take about 21 months as you will need to wait about three months on Mars to make sure Earth and Mars are in a suitable location to make the trip back home.
In theory, the closest that Earth and Mars would approach each other would be when Mars is at its closest point to the sun (perihelion) and Earth is at its farthest (aphelion). This would put the planets only 33.9 million miles (54.6 million kilometers) apart. However, this has never happened in recorded history. The closest recorded approach of the two planets occurred in 2003 when they were only 34.8 million miles (56 million km) apart.
So if you were theoretically able to hitch a ride on the Parker Solar Probe and take it on a detour from its sun-focused mission to travel in a straight line from Earth to Mars, traveling at the speeds the probe reaches during its 10th flyby (101 miles per second), the time it would take you to get to Mars would be:
The time it takes to get from one celestial body to another depends largely on the energy that one is willing to expend. Here "energy" refers to the effort put in by the launch vehicle and the sum of the maneuvers of the rocket motors aboard the spacecraft, and the amount of propellant that is used. In space travel, everything boils down to energy. Spaceflight is the clever management of energy.
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