# Snark

Moderator

5110

1. ## material Bay/???? cant find one/ Service bay= Yup

Okay, I gotta ask. "Part sniping"?
2. ## Properly working burn time indicator

Actually, for burn time, the math isn't the problem. In fact, it's almost laughably simple, just a bit of algebra tacked on to the rocket equation: You know the dV involved (i.e. the magnitude of the maneuver node). The rocket equation tells you how much fuel you need to use to get that much dV. Use engine thrust + Isp to calculate how much fuel per second your engine burns. Divide fuel-used by fuel-per-second. Bingo, there's your burn time. The fact that the math is so simple is why so many people underestimate the difficulty of the programming task. I know I sure as heck vastly underestimated it. The reason why it's hard, rather, is all the other stuff: keeping track of the ship state, finding all the engines, dealing with their various thrusts and Isps and orientations and so on and so forth. That's complex enough even if you just do what BetterBurnTime does. If you want to get fancier, like KER, and actually model staging and fuel flow and such, it really gets gnarly. So, it's not that it's "hard" in the sense of "have the brain of an Isaac Newton"... rather, that it's complicated because of all the infinite ways one can configure a spacecraft in KSP. So it's a labor-intensive, time-consuming job.
3. ## material Bay/???? cant find one/ Service bay= Yup

FWIW, if you haven't already looked at it, I believe this mod does basically what you're doing there... perhaps could save you the paper chart? Yes, I know, we're kinda discussing "here's a shortcoming in the stock game", and therefore "there's a mod for that" doesn't really address the issue... just thought I'd mention it in case it might be useful. Disclaimer: I've never used the mod myself, so I'm just going by hearsay, here. However, any time the topic of "how do I keep track of the science I've gotten" comes up, seems to me that this mod is the one that I always see people recommend.
4. ## Properly working burn time indicator

Definitely a fair question. I note that you did in fact start the exchange with perfectly reasonable, matter-of-fact question in the beginning: To which I directly responded, in the same spirit, And then continued with illustrative examples and rationales, but it was basically all around the theme of "constructive feedback = helpful". If that answers the question, then great-- probably would have been good for both of us to just stop there. It also included my attempt to provide a more useful/relevant way of thinking about it (e.g. think "I'd like X instead of Y" rather than just "I'd like X"), since I've found that feedback tends to be more effective when one understands the situation that the recipient is contending with.

8. ## Properly working burn time indicator

Which is exactly what the stock burn-time indicator (that everyone hates, which is what this thread is about) already does. You're right, that's simple and quick. Which is presumably why it got done that way. But it has lots of problems with it-- see discussion in my post above.
9. ## Oh man, now we know where the A-team went...

^ This. Speaking as a professional software engineer who's had occasion to interview literally hundreds of job candidates... good people are really hard to find. These are good guys, I expect they'll land on their feet. No clue. However, based on my experience in the software industry, there's one very clear "ulterior motive" (if that's the right term) that every software company has: "Hire good people." It's difficult. They're hard to find. If you find a good one, snap 'em up. Heck, I'd love to have 'em where I work, and we're not even a gaming company. "These are tried-and-tested game devs, and Valve is a gaming company and needs game devs" is the explanation that Occam's razor tells me. Probably best not to read a whole lot more into it than that.

11. ## A new fuel? part 1 by The Grand Teki

Yes, you can tinker with your notification settings. It's highly customizable-- you can choose which things you do and don't want to be notified for, and also how you want to be notified. (How to find the above page, other than just following the link: there's an "Account Settings" item in the menu next to your profile picture at top right. Go there, then choose the "Notification Settings" link.)
12. ## A new fuel? part 1 by The Grand Teki

Why, yes, as it happens I do know that (y'know, being one myself). It lasts for your first five posts, then automatically goes away. Sorry for the inconvenience-- we know it's a hassle, but it's a necessary precaution against spambots. (If you're actually a cleverly written spambot, do us a favor and let us know so we can go ahead and ban you, okay? <-- joke) Anyway, the good news is that you're over halfway to five posts already.
13. ## A new fuel? part 1 by The Grand Teki

Hello, and welcome to the forums! Be patient-- you just posted it a couple of days ago. Also, bear in mind that the "challenge" forum can take time to acquire responses, unless you happen to strike gold with something that especially interests people. Bear in mind that not everyone is interested in the same activities; participating in a challenge means devoting a fair amount of personal time and energy, so folks tend to be a bit choosy. There's only a small minority of forum users that are going to be interested in any particular challenge, so it takes a while for such users to find and sign on. (Other forums are generally a lot quicker to respond; e.g. Gameplay Questions posts usually get an answer within minutes or hours.) So, just give it time, is my suggestion. It can take a while. (And there's no guarantee. The Internet is a fickle place.)
14. ## [1.3.0] Astronomer's Visual Pack: Updated and Repackaged

Download links have been removed from the OP due to licensing issues. To be able to redistribute, either you need to show that the original mod had a license that allows you to do that, or else that you have permission in writing from the original author. Our understanding is that the original mods from Astronomer were ARR (all rights reserved), i.e. the most restrictive license, which basically doesn't allow doing anything at all (including re-hosting on another site). This prevents being able to publish this mod, unless you have written permission from Astronomer. Thank you for your understanding.
15. ## material Bay/???? cant find one/ Service bay= Yup

Anyway, @capt: scarlet, the "materials bay" is this part, the SC-9001 Science Jr., as some folks have pointed out here: There are, alas, several KSP parts that have completely cryptic "chatty" descriptions in contract language, where they're referred to by names that have nothing to do with the actual part names. For example, calling the SC-9001 Science Jr. a "materials bay" in contract descriptions, despite the fact that neither "materials" nor "bay" appears anywhere in the part name, part description, or anywhere else except the contract itself. There is no way in-game for a player to be able to know this, unless they simply guess the answer or someone tells them. It's a pain point that has been remarked on before.
16. ## LV-909 terrier switches to "Status off"

No worries, we were all new once! Forum tip: If your question has been answered, you can mark it as such by clicking the gray "check mark" icon to the left of the post which you feel is the "best" answer to your question (perhaps Dman's post above, in this case). That will mark your question as "answered" in the list view, which can be helpful to folks who may be browsing for answers or for people to help.
17. ## Kerbin Aerobraking

A really heavy, dense ship (i.e. an ore carrier) hitting Kerbin's atmosphere at Minmus-reentry speeds (e.g. 3000 m/s or thereabouts) is going to need heat shields or it's gonna go kaboom. Nice explanation from @bewing above. That said, you can totally make this work, as long as you have heat shields. Note that you don't actually have to have ablator, so you can still have a re-usable ship. The inflatable heat shields work great for this purpose: they're huge, so they do a good job of slowing down really massive ship. Here's an example Minmus-fuel-hauler ship I had a few careers ago: It's built around the biggest-size 5m liquid fuel tank from SpaceY. I'm transferring refined fuel rather than ore, but the same principle applies. This ship can aerobrake just fine, and repeat the cycle ad infinitum. Totally re-usable. Note the engines' slight outward angling, so that their exhaust misses the heat shield in the rear. The ship is nearly 400 tons when carrying a full load of cargo. It has to dive down to a Pe of only 28 km in order to aerobrake to LKO in a single pass. Gotta say that plowing 400 tons at 3000 m/s through atmosphere at 28 km gave me the longest aerodynamics-overlay drag arrows I've ever seen. Anyway, stick an inflatable heat shield or two onto your ship, and you'll be fine. The right altitude will totally depend on the mass and shape of your ship, though, so you'll almost certainly need some trial and error to find the right altitude for any given ship. F5 is your friend.
18. ## Rover docking solutions (non-claw)

Regarding KIS and KAS: Actually, you only need KAS (though KIS can be a nice complement to it). +1 to this, I do it all the time, it's my preferred way. Just to clarify for anyone not familiar with these mods: Kerbal Attachment System (KAS) is the one that has the "connector port" pieces that let your EVA kerbals hook things up with pipes. If all you do is to put these ports on your various base components and on your rovers and what-not, that's all you need . Kerbal Inventory System (KIS) lets your engineer kerbals dynamically attach and detach individual parts on-site using tools. It's a handy complement to KAS, but not strictly necessary. If you're going for "minimal mods", you can install just KAS. KIS does work nicely together with it, though. Things you can do if you install KIS, too: First, it lets you revise your bases; for example, suppose you have some ships which you launched, without the foresight to have connector ports in all the necessary places. You could launch a repair ship with an engineer who has some connector ports as "spare parts" in inventory; the engineer then attaches the ports on-site so that you can link up your craft. Second, KIS includes some additional parts that can make it easier to link things together in surface bases, such as a concrete "pedestal" you can install on the ground, to which you can then attach a pylon with connector ports. Makes things more convenient-- but not, strictly speaking, necessary.
19. ## Efficient ascent.

Great post, but I disagree with this one statement. Yes, Terrier is horrible at sea level. But you don't need to go anywhere near 20 km to get good use out of it. Terrier works great even at 10 km. Reason: what it cares about is "what percentage of an atmosphere do I have?" At 10 km, atmospheric pressure is only around 10% of ASL, IIRC. That means you're 90% of the way to a vacuum, and the Terrier gets very close to its vacuum Isp. So, absolutely don't use a Terrier on the launch pad, but once you get over 10 km it's fine. Even a little lower would probably be okay. That said, this discussion's a bit of a red herring where the OP is concerned. With a ship as described, I expect he'll be way higher than 10 km before the Terrier kicks in. And if he's not, then the real problem will involve that, rather than how the Terrier does after he starts it. @MoridinUK, what's your altitude when the Terrier starts?

21. ## Which Period Of A Career Game To You Enjoy The Most?

KSP career seems to break down fairly distinctly for me into three phases: early, mid, and late career. And my favorite one generally works out to be "whichever one I haven't done for the longest time." My career lifecycle generally looks something like this: I start a new career. Love the early career! Everything happens fast, it's simple, it's laser-focused on each individual mission, just getting to orbit is a challenge. Enjoy the heck out of it. After a while, the novelty wears off and I start wishing for something a little meatier. It's mid-career time! Yay! Hey look, I can do all this fancy stuff that I couldn't do in early career. Get out there and start launching lots of missions! Build a comm network, start hitting other planets to fill out the top end of the tech tree, set big wheels in motion to prepare the way for the Big Story Arc of late career. After a while, the novelty wears off and I start wanting to get to the real pay-dirt of late career where I can build big grandiose stuff (just what kind of stuff depends on the career-- I plan a different story arc for each one.) It's late-career time! Yay! Hey look, I can go anywhere and do anything. Now I can do whatever I want! Plow lots of blissful hours into setting up an extraordinarily elaborate system of mutually complementary missions to advance the grand story arc of the career. After a while, I've accomplishd the goals. "I want to go there!" has morphed into "Been there, done that". It's satisfying, but not exciting on a minute-by-minute basis, the way it was back at the start of the career. Go back to step 1. Basically, each time I move from early career to mid career to late career to starting the process all over again, there's an adrenaline rush of novelty. So I guess my short answer to the question "Which phase of KSP career do you enjoy most?" is: The next one. It's the circle of life.