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Replying to @thunderf00t
SECO trajectory was ~190x0km. Vis-viva equation for that vs 190x190km trajectory gives required delta-v at apogee of ~58m/s to circularize. With conservative 200t dry mass and 350s isp, that would take 3.4 tons of fuel. Less than a second of burntime at 4ton/sec.
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Replying to @thunderf00t
It was lacking about 61 m/s Δv to LEO. Which is less than two seconds burntime or about 3-5t of fuel.
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And finally the last test to date 🔥 - increased fuel grain mass for longer burntime - upgraded piping for POSEIDON - added a massive one ton steel pipe 🐃 watch the livestream replay here: youtube.com/watch?v=lfhaUcLv…
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Looks like an Israeli solid rocket motor test. (They do them at night now?) Next time, get the whole burn. 😉 Burntime would help identify the motor-type.
פיצוץ מבוקר באזור בית שמש: תושבים דיווחו על להבה אדירה ופטריית עשן שנראו למרחק | צפו בתיעודים >>>> @ItayBlumental @HGoldich
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140 of 189 pages under mint 500....160 pages under mint 1000...not really to sure what I even have to burn....#CandyDigital #BurnTime
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Replying to @exQUIZitely
Burntime...💗 Habe ich damals gezockt, und dieses Jahr tatsächlich wieder... Die remastered Version auf Steam.✌️
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When Anno 1602 was published in 1998, I bet nobody outside the German-speaking market had ever heard of Max Design. They had some minor titles before, such as 1869, Burntime or Der Clou - but again, most likely unknown to most gamers back then. All that changed overnight with the release of Anno 1602, which was a complete surprise blockbuster with massive sales, staying in the top sales charts over years. It eventually turned into a franchise that is still alive today with its most recent release, Anno 117, last year. So, what makes Anno so great? For its time it showed incredible attention to detail: excellent graphics (for a management/strategy sim), the genre-typical and wonderful music, and above all a highly addictive "just one more minute" gameplay - seeing your empire grow through colonization and trade. While a military aspect exists in Anno, it is secondary at best. They focus was much more on building and growth. And it was simply wonderful to look at. It was easy to just get lost and watch every hustle and bustle along. The Settlers had a similar vibe, with their pixel style graphics and animations. One of the best games ever - one that just felt full of love for the small things and full of soul.
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RS-68 gets a bad rap but the thing was rated up to 8 restarts and 1200 seconds of burntime with its ABLATIVE nozzle. Like dude. Why didn't they pursue that.
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Replying to @oldyzach
Burntime!
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Replying to @NoLifeJordan69
moreso the burntime is too high, iirc
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Also inconsistent burntime lol
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When Anno 1602 was published in 1998, I bet nobody outside the German-speaking market had ever heard of Max Design. They had some minor titles before, such as 1869, Burntime or Der Clou - but again, most likely unknown to any non-German player. All that changed with the release of Anno 1602, which was a complete surprise blockbuster, both commercially and critically acclaimed. It eventually turned into a franchise that is still alive today with its most recent release, Anno 117, last year. So, what makes Anno so great? For its time it showed incredible attention to detail: excellent graphics (for a business/management/strategy sim), the genre-typical and wonderful music, and above all a highly addictive “just one more minute” gameplay - seeing your empire grow through colonization and trade. While a military aspect exists in Anno, it is secondary at best. The game had what we call “Wuselfaktor” in German. Loosely translated, I would describe it as the joy of managing the small things, being happy about tiny improvements, and seeing growth and progress. Other games such as Sim City The Settlers had that Wuselfaktor too. One of the best games ever - one that just felt full of love for the small things and full of soul.
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I didn't know they did Motor City too, so I went on and checked their dev history... I had no idea they made Burntime and they even published Prototype (1995)! I still listen to the OST of this game to this day: youtu.be/wu6iDq0yOYk?t=62
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Burntime, a remaster and expansion of Max Design's post-apocalyptic strategy game 'Burntime' from 1993, is free to play on Steam. It includes improvements like doubled resolution and wide screen support. store.steampowered.com/app/3…
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We don’t ask “what if?”. We ask “how much do we burn?” 🔥 Conviction > speculation. 👉 Reply with 🔥🔥🔥 → RT to show alignment $BFY x $EGLD | #BurnTime @MultiversX
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Most watch charts. We watch the fire 🔥 Numbers fade. Belief compounds. 👉 Like if you’re long-term 👉 Reply “FIRE” $BFY $EGLD #BurnTime
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I kindly remind you that you can still add the Burntime remaster (OG game 1993 MSDOS/Amiga) to your Steam library for free 😎 Steam: store.steampowered.com/app/3…
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Replying to @CombatAir
Fairly confident: A. US IC says Oreshnik = RS-26 and they would have technical data like burntime. B. OSINT is sketchier, but probably not enough tests for it to be a new booster, so a two-stage Yars (ie RS-26) seems most likely.
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23 Nov 2025
Replying to @bapedior
a bong rip is over in like 15 seconds. a joint burns for 15-20 minutes. not sure how you are "missing" any sort of differences one method literally has 60x the burntime
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Replying to @StarbaseRR
Saves a BUNCH of Delta V on lunar returns to Earth and Mars arrival as it completely removes the burntime for such
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