Schmeckle
The first of the belt worlds, the game's Vesta: a chipped lump of rock with a quarter of a metre per second of gravity.
The numbers
These are the figures the map's card shows when you hold your finger on Schmeckle, plus the two speeds that decide what a flight there costs. Low orbit speed is how fast you must be going, sideways, to stay up just above the surface. Escape speed is how fast you must be going to leave altogether. Sphere of influence is how far Schmeckle's pull reaches before something bigger takes over.
| Figure | Value |
|---|---|
| TYPE | Dwarf planet |
| ORBITS | Sun |
| DISTANCE FROM SUN | 32.12 Gm |
| ORBIT PERIOD | 386d 23:36:54 |
| ORBIT SHAPE | slightly oval (eccentricity 0.089) |
| RADIUS | 24.7 km |
| GRAVITY | 0.25 m/s² |
| DAY | 5:20:31 |
| STATIONARY ORBIT | 87.9 km up |
| STATIONARY SPEED | 37 m/s |
| LOW ORBIT SPEED | 66 m/s |
| ESCAPE SPEED | 111 m/s |
| SPHERE OF INFLUENCE | 3.57 Mm |
| ATMOSPHERE | NONE |
Stationary orbit is the height where one trip round takes exactly one of the world’s days, so a ship there hangs over the same spot on the ground. See Stationary orbits.
What it is made of
What the world is built from. It is not something a ship measures, but it is why the ground looks and behaves as it does — an ice moon takes an impact differently from an iron one.
| Material | Share |
|---|---|
| Silicate rock | 75 % |
| Iron core | 25 % |
The air
None. Schmeckle has no atmosphere whatsoever, and that decides most of what a flight here is like. There is nothing for a parachute to catch, so the whole descent is flown on the engine and the last metres are taken on the landing legs. There is nothing to heat a hull on the way in, so a heat shield is dead weight. And there is nothing to slow a ship on the way up, so the climb off the surface is as cheap as the gravity allows.
It also means there are no air bands to survey: leave the ground and you are straight into low space. See Science and readings for what that is worth.
The ground
Schmeckle's surface is divided into biomes — bands running round the world, each with its own colour, its own typical height and its own roughness. Which one you come down in is recorded in your flight log, and the first reading taken in each one pays.
| Biome | Where | Typical height | Roughness |
|---|---|---|---|
| Cut Face | −180° to −90° | 200 m | ± 165 m |
| South Basin | −90° to 0° | −618 m | ± 165 m |
| Ridge Belt | 0° to 90° | 400 m | ± 165 m |
| Dark Regolith | 90° to 180° | −100 m | ± 165 m |
Where is the band's place round the world, in degrees from the world's own 0°, running out to ±180° on the far side. Typical height is where that biome's ground sits against the datum the map measures altitude from, and roughness is how far it wanders either side of that.
On the map Schmeckle is drawn from a painted picture, and the four biomes are its four quarters, 90° each: the pale, stepped Cut Face on the far side, the South Basin with the great round floor of Rheasilvia in it, the angular Ridge Belt rising from 0°, and the dark plateau of the Dark Regolith. The colour under you as you come down is the colour of that quarter.
Named landforms
Schmeckle's ground is drawn from a table of named features rather than noise alone, as every world you can stand on is. Where you come to rest is recorded by name, which is why some achievements ask for a summit, a crater floor or a plateau rather than just a landing. All 7 of them are below, in order round the world, from the far side back to 0° and on round.
| Landform | Kind | Where | Height | Flat ground |
|---|---|---|---|---|
| The Cut | Escarpment | −140° | 450 m | 4,000 m |
| Cut Face Terrace | Plateau | −105° | 220 m | 3,000 m |
| Rheasilvia Floor | Crater | −55° | 600 m | 8,000 m |
| Basin Peak | Mountain range | −20° | 500 m | 60 m |
| Ridge Belt Crest | Mountain range | 30° | 520 m | 70 m |
| Equatorial Trough | Valley | 70° | −300 m | 2,500 m |
| Dark Regolith Plain | Plateau | 135° | 120 m | 10,777 m |
Where is the landform's place round the world, and height is how far it stands above (or below) the ground around it. Flat ground is the level run it promises — the width of the ledge, floor or summit a ship can set down on.
Getting there
A quarter of a metre per second of gravity, and a sphere of influence you can fly straight past without noticing. The approach has to be aimed, not merely pointed the right way. Landing pays Worth a Schmeckle.
Schmeckle has no line of its own on the Δv ladder. The nearest figure is its own planet's orbit. Getting down from there and back up again costs about its escape speed — 111 m/s — each way on top of that, less whatever you can save by coming in shallow.
What it pays
Every place nobody has measured before pays discovery the first time an instrument reads it, and how much depends on how far from home the world is. Schmeckle counts as 4.36 against Earth's 1.00, so every place on it pays that many times what the same place at home would.
| Figure | Value |
|---|---|
| PLACES TO SURVEY | 12 |
| WORTH IN ALL | 50 discovery |
| CREDITS BESIDE IT | 1,000 |
A place is a world, a band of altitude and — on the ground — the biome you are standing in, and each instrument surveys each place separately. Science and readings explains the whole of it.
What it pays out for
One achievement names Schmeckle: Worth a Schmeckle.
The full list, with what each one pays, is on the Achievements reference.