Celebrating 5 years: Pour-Up Winery & Vineyard in Second Life

Pour Up Winery & Vineyard, July 2026 – click any image for full size

Established in 2021, Pour-Up Winery & Vineyard is the vision of Mach K. Disick (BhampagnePapi) and has been a popular destination within Second Life in the years since.

With 2026 marking Pour Up’s 5th anniversary, Mach has marked the year with a refreshed look for the setting, opening what will hopefully be a new chapter of its time in Second Life.

Pour Up Winery & Vineyard, July 2026

Occupying roughly one half of a Full private region leveraging the available Land Capacity Bonus, the setting has been landscaped on Mach’s behalf by Sevnn Rowley-Sinclair (Svenn007) with décor added by Mach. And it is, quite simply, a gorgeous location dedicated to the appreciation of wine whilst offering opportunities for exploration, photography, horse riding and other activities.

The Landing Point (not enforced) sits towards the middle of the setting, within the vineyard, which occupies the more elevated aspect of the landscape.

Pour Up Winery & Vineyard, July 2026

A converted water mill (with the wheel turning rather conspicuously against the flow of water beneath it – such are the quirks of SL!) sits as the main grape press, although those so minded can their hands – err, feet – at some traditional grape stomping. Just do please remove shoes, etc., before ding so! 🙂  For those who prefer to simply taste the wine, outdoor seating is also provided.

Apple trees border the vines with their rich crop of grapes awaiting picking, the apples perhaps suggesting a nice side-line in cider might be added to Pour Up’s offerings. Along the path running past the fields is the Maison du Vin, where an impressive stock of wines is to be found, whilst under an open-sided summer house visitors can try their hands at pottery.

Pour Up Winery & Vineyard, July 2026

Westward from the winery, an old cart track winds its way along the uplands, edging around a broad plateau before descending past more vines watched over by apple and orange trees as they step their way down towards the coast.

A paved shoulder of rock is to be found at the start of the track’s main descent to the lower lands, and this is home to the rather appealing Paint and Sip – try your hand at landscape painting while enjoying the wine; although do be careful with the amount imbibed, lest your painting become less landscape and more modernistic abstract! Careworn stone steps descend from the main track close by, offering access to a small shingle beach.

Pour Up Winery & Vineyard, July 2026

Reaching the lowlands on the south side of the setting, the track provides access to Pour Up’s stables where a horse can be rezzed for those wishing to gently ride around the location (saddle stands might be found elsewhere as well, allowing horses to be rezzed from them).

Beyond this, the path reaches the biggest single element of the setting: a large waterfront terrace where music events might be enjoyed (Mach being a DJ himself), a stage being set to one side of the terrace.

Pour Up Winery & Vineyard, July 2026

Bordered on two further sides by vine-draped trellis with outdoor seating under their shade, the terrace is guarded on its remaining side by a large barn now converted to the main winery.

Both the winery and the terrace are somewhat separated from the rest of the setting by a slender channel of water flowing outwards from waterfalls located alongside the landing Point. This gives a nice sense of separation from the hustle of any music events from the calm of the rest of the setting, whilst a little retreat can be found across the water from the falls, reached via a path from the terrace area.

Pour Up Winery & Vineyard, July 2026

Eastward from the vineyard and Maison du Vin, another path winds its way to the coast, offering a way to visit the open spaces of a south-eastern headland marked by a lighthouse with wooden moorings a little further around the shoreline. A path winds on from behind the moorings to the small public garden and a personal memorial set-up by Mach.

And if all of this weren’t enough, the plateau mentioned earlier is the home of the winery lake, a tranquil setting fed by the same waters as pass the winery mill, and where quiet times may be had solo or with someone special.

Pour Up Winery & Vineyard, July 2026

The path up to the lake also passes by a small promontory where the top end of a zip line waits to carry visitors down the line of the channel partially dividing the stables, terrace and winery from the rest of the setting. It arrives at a platform joining the eastern path down from the winery and the Maison du Vin.

Throughout all of this are multiple places to sit and pass the time, from benches to blankets to tree houses and, of course, the various locations where wine might be enjoyed. And, needless to say (again!), the entire setting is highly photogenic and rich in detail.

Pour Up Winery & Vineyard, July 2026

Congratulations to Mach and Pour Up Winery and Vineyard on reaching five years – and I raise my glass to many more years to come!

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A Look at the SL Mobile Leaning Centre in Second Life

The Mobile Learning Centre: general information boards

As a part of a wider effort involving creators from across Second Life, Linden Lab has, since later 2025, been developing and deploying experiences optimised for SL Mobile and geared to helping (primarily) those new to Second Life who come in via Mobile to gain familiarity with using the application.

One such experience in the Mobile Learning Centre, aimed at helping brand new users to Second Life understand some of the basics of the application – although it could just as easily help existing users who have never used SL Mobile to do the same as well. As such, it is something I’ve been meaning to cover for a while.

Like tutorial experiences current and past, the Learning Centre takes a familiar route of taking users through a series of lessons. However, and unlike many past tutorials of this nature it avoids trying to teach someone everything they might need to know – how to move, how to communicate, how to teleport, how to use L$, and so on. Part of this may well because some capabilities are not available to SL Mobile = building, inventory, etc., – but there is also the fact that by keeping things to a minimum and not including things like chat (which is possible in SL, mobile, obviously), the Learning Centre avoids overwhelming a new user with a large volume of things to learn and remember all at once; although it does provide the means to demonstrate some additional capabilities, which I’ll come to.

The Mobile Learning Centre is one of the SL Mobile Experiences seen when logging-in to the App, and accessed by tapping the GO button.

Available from the selection of experiences displayed when logging-in to SL Mobile, The Mobile Learning Centre is the work of the SL Studios team, and developed in consultation with the Marketing and Growth team.

The aim was to take what had been used in past in-world tutorial environments and offer something that would be usable, informative and carries an element of fun. The entire experience is set aboard a space vessel of some description and involves moving through various rooms where learning activities are to be found.

Everything is based around the collection of large stars along the way. These both open intervening doors between corridors and rooms and also form a “side quest”: collect enough stars and you’ll help the commander of the space ship, one Captain Rilo, regain control of his vessel, which he and his diminutive crew have apparently lost (perhaps not the most encouraging thing to hear when you’re aboard said vessel!).

After tapping the GO button for the experience in the App, users are delivered to a start point where the above mechanics are broadly explained, and the first directions on movement are presented. It is here that, obviously, one of the most important elements of a tutorial like this is to first be encountered: the signage.

Outside of the informational signs at the Landing Point (seen at the top of this article), the majority of the signage is graphics only – no words, and presented in a manner that is easy to understand. Panels are also limited in number at each station along the way which also helps avoid a sense of information overload.

A lot of the learning effort is given over to gaining familiarity with using SL Mobile’s joystick for movement – and this is worthwhile; the joystick can be small for stubby fingers and, depending on the device being used highly responsive (on my 8-inch tablet sliding the joystick can result in my avatar zooming around), so practice makes perfect.

The Mobile Learning Centre: instructional signage

Part of this practice involves some climbing and walking along elevated walkways, encouraging patience and care in using the joystick. Within another, aquarium-like room, there is a lesson in learning to fly.

Along the way there is a showcase of one-world locations (although no teleports to them), a trip through the space ship’s bridge area to earn the thanks of Captain Rilo (if you’ve collected the required stars), and a final sort-of social space / teleport room where people can relax or use the teleport portal to continue their explorations or access the Mobile Showcase and / or Destination Guide (and, in the case of established users, their Landmarks) within the Mobile App, or play something of a game.

The stars needed to access the various rooms and to help Captain Rilo can be found along the corridors and walkways and within the rooms themselves. They are gathered by passing through them. Each room requires the collection of a set number of the correctly coloured stars, and care has been taken to make sure there are more stars of a given colour available than are needed to open a specific door, so if one proves to be difficult for someone to obtain, there are alternatives.

In terms of helping Captain Rilo, this is optional and pretty basic. It can be skipped by only focusing on getting the stars to the various learning rooms, but the trip to the bridge to earn his thanks is a bit of an interesting side bar to getting around. It also potentially helps new users gain their first SL Mobile achievement – walking 250 metres (in fact, walk around enough, and you’ll get the 1 km achievement!).

The Mobile Learning Centre: elevated walkway

There is also more of a game to be found at the end of the main “learning loop” (so to speak) and within the portal room: collect enough red stars and a trap door in the floor will open up allowing users to drop through into a series of stacked chambers, each one containing both stars of all colours and floors of hexagonal floor segments.

The idea here is to move around each chamber as quickly as possible, collecting the stars by colliding with them and avoiding floor panels which may vanish from under you. A failure with the latter means falling down to the next chamber, where the process repeats. Falling through to a final chamber presents a “star path” winding back up to the gallery overlooking the portal room.

The Learning Centre: portal to the Welcome Hub and instructions on accessing experiences and the Destination Guide

Within the portal room and the galleried level above it, are chairs and tables. The former are actually interactive and can be sat on (and under updates made mid-2026, will display the pose dialogue box, allowing users to adjust their sit position). Signage to one side of the space indicates this – but I couldn’t help but feel placing it closer to the lower floor seating might be better.

The Welcome Hub teleport portal will drop those using it into the Community Exhibition, which should allow new starters learn more about Second Life, and close to one of the Hub’s teleport boards. Here again is an opportunity for possible confusion, given the Hub is more geared to using the Desktop viewer. Given this, setting the Landing Point from the Learning Centre is a good move, but some indication that elements of the Hub do reference capabilities more suited to the viewer might be a little helpful.

In this regard, perhaps a dedicated landing area for those teleporting from the Mobile Learning Centre? This could even include a teleport back there for those who may have access the portal from there prematurely. Of course, there are helpers with the Hub who can provide assistance, but a little pointer wouldn’t go amiss overall.

The Mobile Learning Centre: finding Rilo

It is possible that some might feel the Mobile Learning Centre doesn’t cover enough essentials – what about communication, for example? Not a single lesson on using chat or Voice. However, SL Mobile’s UI is somewhat intuitive in this regard, and there are sufficient on-screen icons to encourage tapping and trying, so I don’t see this as much of a shortfall in things.

There’s also the problem of where exactly do you draw the line of direct exposition? If you include chat, what about IMs? If you include chat and IMs, what about Group chat? If you include Group chat, what about… – and so on. This is often where learning systems for SL fall down; yes it is complex, yes there is a lot to learn – but it doesn’t necessarily have to all be learned in a single pass, even with something as basic as SL Mobile. Simply put, piling everything and the kitchen sink into a tutorial system can end up being as off-putting as not having any learning experience at all and simply expecting users to get on with it.

The Mobile Learning Centre – destinations showcase (albeit without location names or teleports)

In this latter regard, I understand from those at the Lab discussing the Mobile Learning Centre, that this is borne out from the feedback gathering by the data team: the experience is the strongest performing of those thus far set-up, gaining largely positive feedback from users passing through it who are subsequently surveyed.

For my part, I found the experience pleasant and easy to follow. The niggle noted above vis-à-vis the Welcome Hub is just that: a niggle; it doesn’t detract from the Mobile Learning Centre in any way (well, the Hub isn’t part of the Centre, so…). Yes, the “side quest” with Captain Rilo is a tad twee, but that’s nothing to really rail against, and as noted already, it can be avoided.

Mobile Learning Centre: approaching the teleport room

If you do opt to pay a visit, I strongly recommend you only so so using SL Mobile rather than the Desktop viewer – hence no SLurls in this article!

Related Links

2026 SL viewer release summaries week #26

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, June 28th, 2026

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
  • This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.

Official LL Viewers

  • Default viewer  – 26.2.0.25386466510, May 19 -“flat” UI and font update – No change.
  • Second Life Lua Editor Alpha viewer 6.1.0.23768336784, April 29 – No change.

LL Viewer Resources

Third-party Viewers

V7-style

V1-style

  • Cool VL viewer Stable: 1.32.4.34; Experimental 1.32.5.4:  June 27 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Unspoken at Nitroglobus in Second Life

Nitroglobus Roof Gallery Annex – Miu: Unspoken

Two years ago, in July 2024, Dido Haas hosted the first public exhibition of Second Life photography by Miu (MiuMira) within The Annex of her Nitroglobus Roof Gallery. Called Connections, that exhibition garnered over 350 unique visits, people drawn to its wealth of expression and focus – and I was one of those 350 to be some engaged, as I noted in Miu’s Connections at Nitroglobus in Second Life.

It is therefore fitting that Mui is back at The Annex for the months of July and August 2026, in what might be considered an informal second anniversary celebration of her first ever public exhibition of art. Whether seen as such or not by those visiting it over the next several weeks, it is certainly an underscoring of her ability to produce imagines that are both personal and approachable, and which express so much whilst remaining so perfectly minimal.

Nitroglobus Roof Gallery Annex – Miu: Unspoken

Entitled Unspoken, this small but highly impactful collection of pieces is very much a continuation of Connections in terms of presentation, style and focus, whilst also taking us deeper into moments of intimacy and tenderness, and of shared experiences where words are, simply, superfluous, unwanted, unnecessary.

Unspoken explores the feelings that defy verbal translation—moments of profound vulnerability, quiet resilience, and complex inner truths. For many, silence is the safest space to exist, process, and protect one’s truest self. By stripping away the noise of explanation, Unspoken invites viewers to sit with these quiet moments. It challenges us to look beyond the surface, connect through shared human experience, and listen to the powerful stories told strictly through the eyes, gestures, and stillness of the human form.

– From the artist

Nitroglobus Roof Gallery Annex – Miu: Unspoken

Through these pieces we can witness a story that is never forced, never overtly stated, but which instead exists in the nuance of pose and focus. A story of quiet moments of intimacy and vulnerability, of love and being, which are expressed both through studies of the individual and those shared with another.

Within each piece is a flow of those moments existing in the brief, transient space this exists between longer, deeper moments of intimacy and expression, but are also within their brief flourish, rich in emotion and feeling, only needing a flash of recognition in order for them to indelibly imprint themselves on our consciousness.

Nitroglobus Roof Gallery Annex – Miu: Unspoken

We hear much about the power of non-verbal communication and the inability of our current digitally-driven realm to transmit these wordless aspects of communication. All that is said on the subject is true; there is so much about Second Life that does communicate – but there is so much of communication that is absent from it.

However, that absence is not absolute; through the pieces presented within Unspoken, Mui both offers us the connection to the unspoken wealth of mood, feelings and expressive which can be found through our avatars and which, if brought to the point of practical expressiveness could so readily transform our digital world into one of intense meaning and contented sharing.

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Getting more pics on Route 66 in Second Life

Mother Road Mirage Hotel 66, June 2026 – click any image for full size

Frighteningly (in some respects), it’s been almost a decade since my first visit to Mother Road – Mirage Motel 66, a homage to the original Mother Road region created by Paul Cutter (Xtreme Paule) – see Get your pics on Route 66 in Second Life. However you look at it, that’s a long time, so I recently decided to hop back as see what has changed. And the answer is a lot – but without actually changing in nature.

Route 66 has tended to be a popular inspiration for region builds in SL (hence the original Mother Road design) , and Paul opted to use the history of the Route and the original Mother Road region to offer a setting mindful of Nevada in general style, with the tarmac of the the titular road running arrow-like straight through it. At the he initially opened the setting, Paul noted to me that it was something of an experiment; a 1/2 region design built as both a showcase and what might be possible in the future.

Mother Road Mirage Hotel 66, June 2026

Well, that 1/2 region has since ground into a total of three regions and has brought forth a healthy community. The original Full region is now completely occupied by the setting, and has been joined by two more, each a Full region leveraging the Land Capacity bonus, one to the east of the original region and one to the south.

Much of the expansion is given over to rental parcels – so visitors should be wary of residents’ desire for privacy when they are exploring – but these are mixed with numerous public spaces and buildings to add atmosphere and a sense of space. There are also more roads, both paved and unpaved, allowing residents within the community to enjoy the freedom of driving (as can those joining the local Group – LS $250) whilst again giving a feel of reality to the setting.

Mother Road Mirage Hotel 66, June 2026

They variety of homes is rich, running from a trailer park to expansive houses with solar, patios, pools and plenty of parking, with smally houses and cabins filling out the middle ground. Some sit roadside with proper drives, other sit at the ends of dirt tracks. Together they all form a sense of Americana that’s unmistakable in setting and style – if perhaps at times over-egged by Hollywood.

Nor does the setting exist purely on the ground. As well as a rental – umm, office -, the Landing Point(s) offer(s) teleports up to a series of sky platforms.  These comprise:

  • The Road and Camping Theatre: space to drive, featuring a drive-in that has seen much better days.
  • Camina Madre: a residential platform continuing the overall theme from the ground level in its mixing of rentals.
  • Lost Oasis: a desert setting apparently largely forgotten by time, through which the main routes hurries as if anxious to leave it behind.
Mother Road Mirage Hotel 66, June 2026

The Road and Camping Theatre and Camina Madre are directly connected to one another as well as to the ground level, allowing for direct teleporting between them. Lost Oasis, however, sits at the end of its own teleport that only connects between it and the ground. All three sky platforms appear to be more welcoming / better suited to visitor vehicle rezzing than might be the case on the ground.

The motel that greeted visitors to the original version of the setting remains, and appears to have undergone a small revamp down the years, with “suites” now available – nice to see places making the effort to keep up-to-date and welcoming 🙂 . Those looking for a meal can find one in the diner next door or perhaps in the bar across the road which has apparently replaced the gas station that used to sit across from the motel – ah, progress, progress!

Mother Road Mirage Hotel 66, June 2026

I would also point out that the bike rezzers I remember from my first visit can still be found – just be wary of the region boundaries!

As I noted back in 2017, this is not, the most affluent of locations; rusting hulks of cars are scattered around, together with the detritus of civilisation and the homes are somewhat tired. But it is, without a doubt effective and engaging in its presentation – and given the number of rental occupancies, it is appreciated by the local inhabitants. It also remains ideal for photography, with rezzing rights available, as noted above, on joining the local Group.

Mother Road Mirage Hotel 66, June 2026

If there were one thing I would note about Mother Road in this form is that it is rich in objects and textures (as one might expect from three regions adjoining one another and two of them with the Land Capacity bonus). This makes for a lot for the viewer to handle if you wind Draw Distance up. This is a bit of a shame, as Mother Road really deserves to be seen as a continuous setting; however, if your system is liable to get upset with you for playing with settings, just keep things low and just enjoy the views as the materialise.

One thing you should not do, however, is avoid the setting on the belief Draw Distance must be dialled up; it has a lot to offer for the keen SL explorer.

Mother Road Mirage Hotel 66, June 2026

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Space Sunday: NASA – a rescue attempt, costs & infrastructure

Northrop Grumman’s Lockheed L-1011 Tristar Stargazer lifting a Pegasus XL air-launched vehicle to altitude ready for deployment. Credit: USSF

A daring rescue attempt in space is due to commence at 10:23 UTC on June 30th. It will cost NASA some US $30 million, but if successful it will be priceless.

The mission is to rescue the Swift Observatory, a three telescope observatory operating in low Earth orbit for primarily studying gamma ray bursts (GRBs). Smaller than the famous Hubble Space Telescope, Swift – and that’s a name, not an acronym – has been in operational since 2004. It’s a partnership programme between NASA Goddard, the UK and Italy, and was in part intended to take over the work of the Compton Gamma Ray Observatory, which ceased operations in 2000, only with far greater sensitivity.

Originally intended to have a primary nominal mission of just 2 years, Swift has continued to operate almost flawlessly and its science mission has expanded so it ow functions as a general-purpose multi-wavelength observatory, particularly for the rapid follow-up and characterization of astrophysical transients of all types. It was given its name because of the speed with which it can move between targets of interest. Where Hubble can take up to 2 days to re-orient itself to observe different targets, Swift can do so in minutes, allowing it to carry out up to 70 individual observations a day.

The Neil Gehrels Swift Observatory Observatory. Credit: NASA

This speed is important and the phenomena it is observing can be relative transient – particularly GRBs. What’s more it can re-orient itself complete autonomously; when its Burst Alert Telescope (BAT) picks up on a target, it can rapidly slew itself to observe the event without ground-based intervention. Afterwards, it will also automatically re-orient itself to resume whatever other observations it was carrying out beforehand.

Now officially called the Neil Gehrels Swift Observatory in honour of the mission’s first Principal investigator, who passed away in 2017, Swift has been in trouble over the course of the last 18 months as increased solar activity during the current Solar Maximum cycle has caused an expansion in Earth’s atmosphere (as commonly happens) which has exacerbated the observatory’s rate of orbital decay. If not corrected, Swift’s altitude will fall below 300 km, and shortly thereafter it will start to tumble and re-enter the atmosphere.

To the rescue: Katalyst Space’s LINK. Credit; Katalyst

Given its science value and relative low cost (US $250 million), the decision was taken to try to boost Swift’s altitude using a custom-build satellite designed and built by Katalyst Space in just nine months. Called LINK, the relative small, solar-powered vehicle is due to be air launched aboard a Northrop Grumman Pegasus XL vehicle carried aloft by a modified Lockheed L-1011 aircraft called Stargazer.

Taking off from the Ronald Reagan Space and Missile Test Range located on Kwajalein Atoll in the South Pacific, Stargazer will carry the Pegasus XL to altitude before releasing it to allow its rocket motor to ignite and carry it to orbit were the nose-mounted payload can be deployed.

The plan calls for LINK to spend a number of weeks undergoing its own commissioning tests prior to it rendezvous with Swift and use three small robot arms to connect to the observatory and then use its ion thrusters to gently push Swift into a higher orbit – up to its original 600km orbit – before detaching to allow the observatory to continue operations for at least another five years.

LINK mounted on a Pegasus XL air launch rocket with the payload farings about to be fitted around it. Credit: Northrop Grumman

If LINK is successful, it will be a remarkable success – and a major gain for Katalyst, which plans to start offering satellite reboosting services to customers and already has a contract with the United States Space Force. This involves the company’s larger Nexus vehicle, with the first flight due in 2027 with LINK being very much a proof of concept flight for Nexus.

NASA’s OIG Reveals Out-of-Control Nature of Artemis Expenditure

The US Space Launch System (SLS) rocket has frequently been criticised on the basis of its huge launch cost – around US $2.5 billion, which the US government’s own Office of Management Budget (OMB) indicated would likely rise to US $4 billion per launch. However, given it is the only vehicle currently able to launch America’s only deep space capable crew vehicle in the form of Orion, it is not easily replaced.

Hence why in February 2026, rather than cancelling SLS outright as some pundits had been demanding, NASA Administrator Jared Isaacman announced significant changes to the Artemis programme to return humans to the moon (see: Space Sunday: major Artemis updates and a rollback), which included cancelling just the Block 1B and Block 2 enhancements of SLS whilst extending the capabilities of the current Block 1 version to meet launch requirements until such time as alternative vehicle capable of launching Orion – most likely a modified version of the Vulcan-Centaur from United Launch Alliance – become available.

The original planned evolution of SLS, from the current Block 1 version for crewed launches through a cargo variant of the same vehicle to the Block 1B version utilising the EUS in both crewed and cargo versions, through the evolved Block 2 design with more powerful solid rocket boosters. Under the new plan, NASA will replace the Block 1B version with a “near Block 1” enhanced variant. Credit: NASA

Now, a memo made public on June 24th, 2026, NASA’s Office of Inspector General (OIG) reveals just how badly costs were getting out of control for the SLS enhancements and part of Gateway Station.

Core to the Block 1B and Block 2 versions of SLS were the Exploration Upper Stage (EUS) and the Universal Stage Adapter (USA). Ordered in 2017 from Boeing as a prime SLS contractor, EUS was supposed to be a more powerful upper stage for SLS Block 1B and Block 2, allowing SLS (together with more powerful versions of the vehicle’s solid rocket boosters (SRBs)) SLS to lift up to 130 tonnes to orbit and deliver up to 46 tonnes to lunar orbit.

A rendering of the EUS in action (engine unit, orange segment). The Tapered cone is the USA, shown connected to the Orion’s European Service Module after the fairings protecting the latter have been jettisoned post-launch and ascent. Credit: NASA

Because Boeing stated EUS development could be folded-in to their current SLS workflow, the cost for its development was put at US $962 million with initial delivery to be in 2021. By 2026 and its cancellation, some US $2 billion had been spent on EUS, with a further US $1.7 billion likely required to get it to a position where the first units could be delivered to NASA – in 2028.

The USA contract was awarded to Dynetics Inc., in 2017. It called for the development of a conical unit massing some 2.7 tonnes designed to mate the Orion space vehicle to the EUS on Block 1B and Block 2 SLS vehicles, with Orion. At 10 metres in length, 8.5 metres across where it connected to the EUS and 5.4 metres across where it connected to the Orion, USA was to carry electrical and communication paths between the two and provide environmental control to payloads during ground operations and launch and ascent.

A test article of the USA within the Vehicle Assembly Building at NASA’s Kennedy Space Centres. Credit: NASA

The original contract was put at US $131 million with initial delivery to be in 2022. By the end of February 2026 and USA’s cancellation, the cost had risen to US $497 million, with initial delivery pushed back to 2030.

Finally, for SLS at least, was the Mobile Launcher 2 (ML-2), a new version of the platforms and towers used to support SLS vehicles on their journey to the launch pad and then support them throughout launch operations. In particular, ML-2 was supposed to support Block1B and Block 2 SLS launches.

The woefully behind schedule ML-2 under construction at Kennedy Space Centre earlier in 2026. The building to the left is the Launch Control Complex for NASA launches from LC-39B (launches from LC-39A now being exclusively SpaceX). Credit: Jeff Faust

The contract went to Bechtel National, Inc., in 2019 at a cost of US $383 million and an expected delivery in 2023. By its cancellation in April 2026, the cost had risen to some US $1.6 billion with delivery pushed back to the end of 2026, earliest and it would then require some two years of validation and testing at a further cost of US $2 billion.

It addition to this, the memo highlights the Habitation and Logistics Outpost (HALO) module, indicating a reason why the planned lunar Gateway Station was cancelled beyond its sheer pointlessness.

HALO, as built by Thales Alenia Space in Europe (responsible for the International Space Station modules Harmony, Tranquillity and Columbus and the observation Cupola) under contract to Northrop Grumman, is  essentially a modified version of the pressurised module used in Northrop Grumman’s Cygnus resupply vehicle, also manufactured by Thales. HALO was contracted at 1.3 billion, with that cost rising to US $1.9 billion by the time the basic module had been delivered to Northrop Grumman ready for completion, with OIG estimating this would further increase the overall cost by the time it was ready for delivery to NASA in 2031, several years late.

The HALO pressurised module revealed as the upper section of its shipping unit is lifted clear following its delivery to Northrop Grumman in the USA from Thales Alenia in Europe. Credit: Northrop Grumman
The HALO pressurised module intended for Gateway revealed as the upper section of its shipping unit is lifted clear following its delivery to Northrop Grumman in the USA from Thales Alenia in Europe. Credit: Northrop Grumman

OIG highlighted that some of the rising costs could be laid at the feet of the contractors, with all three responsible for delays and failures, and Bechtel National being particularly highlighted for refusal to work with NASA in the planning for ML-2 construction and then ignoring NASA’s expertise in developing the original Mobile launchers. However, it also notes there have been many failures at NASA in properly managing and controlling projects and in putting contracts in place which failed to allow for full fiscal control.

Responding to the memo, Isaacman’s office indicated they were a core part of why the Artemis programme was redirected in February and also why the agency was undertaking a broader overhaul of its methods and processes related to costing and contractual management in order to reduce the risks of such major over-runs in future projects.

NASA Needs US $1 Billion in Launch Facilities Infrastructure Investment

Ahead of the OIG’s memo, the Inspector General published a report into the state of NASA’s launch infrastructure at both Kennedy Space Centre (KSC) and Wallops Island, Virginia, and the ability of both meeting the needs of Artemis and commercial launch operations. It does not make for happy reading, with KSC alone requiring around US $1 billion for essential support infrastructure updates.

In short, whilst several of the actual launch complexes at both receive lease payments from the companies using them – SpaceX, Blue Origin, Rocket Lab, United Launch Alliance, etc., – NASA is responsible for all of the underpinning infrastructure required to support such launch operations at both Wallops and KSC (with the responsibilities at the latter extending into the commercial launch facilities in the neighbouring Cape Canaveral Space Force Station (CCSFS) in what is called the “common infrastructure agreement”).

The launch facilities at Kennedy Space Centre (KSC) and Cape Canaveral Space Force Station for which NASA is responsible for all supporting infrastructure – road, power, on-site consumable supplies, communications lines, etc. Credit: NASA OIG

This infrastructure includes, but is not limited to, the roadways linking various parts of the space centres; the critical electrical power grids serving all launches facilities; the neutral gas supply systems serving them; fuelling capabilities; communications and data capabilities; flight hardware transportation – even elements such as security support and occupational and environmental health services.

The problem here is that many of these physical infrastructure elements – the roads, electric and gas systems, etc., have not been updated in a long time – in KSC’s case, not since the centre was being built in the 1960s. The result is that many are now in danger of breakage or complete collapse.

The report highlights this with just a single example: the electrical supply feeder system at KSC’s Launch Complex 39. Laid in the 1960s, this runs from the C5 substation near the Vehicle Assembly Building along underground conduits to a switch station and from there to LC-39A and LC-39B. However:

  • The loads placed on these cables are reaching the limits of their capability.
  • The conduits through which they run are a decade beyond their lifespan and literally disintegrating.
  • There is therefore a real risk of overload or short circuit which could completely remove electrical power from one or both launch pads, and there is no back-up.
  • Further, the transformers at the C5 substation are at the end of their plan lifespan and are suffering degraded performance and severe corrosion.
All electrical power supplied to LC-39A and LC-39B run through a single set of underground electrical feeders now a decade past their end of life. There are no independent back-up feeds, and even the main power transformers at the C4 substation are at the intended end of their operational lifespan. Credit NASA OIG

Elsewhere, the infrastructure is simply being over-stretched and is in need of comprehensive surveys to assess their condition and ability to meet the continued growth in demand. This is a problem exacerbated by the rapid growth of launches in the last 5.5 years. The combined launch facilities at KSC and the neighbouring Cape Canaveral Space Force Station (CCSFS) have, for example, seen their overall annual launch cadence increase by 352%.

This means that the volume of heavy refrigerated transporter carrying liquid propellants into the tank farm at KSC / CCSFS has risen from fewer than 2,000 annually in 2017 to over 8,700 in 2025 – on roads never designed to take such mass or see such volume of use.

Nor does it end there. The report indicates that with the state of the current support infrastructure at KSC / CCSFS, NASA will be over capacity in terms of the launches it can handle by 2029 unless serious work commences now – and will be unable to meet the demand for launches required to support Artemis (such as the high-cadence, 16 short-period launches required by SpaceX to send each of its HLS vehicle to the Moon (depending on how many of these are actually used)).

The 64 km of underground pipelines supplying gaseous nitrogen and helium, both vital to launch operations at KSC and commercial facilities at CCSFS are also NASA’s responsibility and rapidly approaching the point where they cannot adequately support launch operations across multiple sites. Credit: NASA OIG

The irony here is that NASA did actually make an attempt to deal with the crisis well ahead of time: in 2016, it sought Congressional approval to implement the Infrastructure Investment Fund. This would have allowed the agency to accept contributions from non-federal sources for long-term, large-scale shared infrastructure projects. Congress refused, and continued to refuse each time NASA raised the idea in various forms through until 2022.

Whilst the situation is not exactly rosy at Wallops, the approach to leasing agreements and responsibilities for infrastructure maintenance are a little different, which has the potential to help alleviate some of the concerns – which is not to say action is not required. The report duly notes that Wallops has seen launch cadence increase from 3 to 17 a year in the past 5 years, and this will increase to 43 in the next couple of years, and so elements of infrastructure there do need improving.

The report outlines a step-by-step plan for addressing the most significant infrastructure issues NASA faces at both Wallops and KSC/CCSFS. It also notes that unless Congress significantly re-evaluate infrastructure funding for NASA, under the current annual funding levels for support infrastructure, it will take NASA 260 years to complete all the required updates and modernisation.