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Okhin

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  1. Well … Recent history in France disproves that. The shooting in Bataclan did not involved snipers. The two hostage situation after the Charlie Hebdo killing did not involve snipers. The assault on a flat filled with unknowed number of people, some of them might be having explosives devices in Saint Denis (after the Stade de France bombing, which happened the same day than the Bataclan shooting) did not involved snipers. French police, even with their "elite" parts (such as BRI, RAID and GIGN) seems to consist of storming through the door with eleven officers, firing 1700 bullets in 3 hours of siege (while the opponents will fire only 11 ofit), have people blow themselves up and die and register around 5 injuries on the cops, most of them being friendly fires. And no snipers (they were sometimes deployed). No negotiators and no shutting down electrical power, internet access and communication toward the outside (which leads, in at least one case, to hostage takers being aware of the cop movement because of some live journalism from the scene and started killing of people). Yeah. We have great police in Europe.
  2. It's also because threading adds some overhead, to keep your data in sync and avoid races conditions in the code. So yes threading gives you access to way more computational power, but it has a computational cost. And sometimes the cost is very expensive, to the point where your multithread code can behave worse than monothreaded one. Which is one of the issues encountered by Paradox game dev for stellaris, which he explained on his blog. And while one thread per ship is quite easily done, several thread for one ship needs some serious thinking. And then there's the whole rendering process (which is usually a big consumer of ressources), which have long been monothreaded. At least until DirectX 11 / 12 and Vulkan. So, to benefit of it you would need to move your graphical engine into DX11 universe, and I'm not sure that Unity can do it well (but I suspect the recent change in Unity version made by KSP is related somehow to this).
  3. It's not only how the magic works. It's also how rare it is. If the magic is rare, it might tend to raise societal issues such as paranoia toward mages, which can lead to pogroms for instance. Or if there's even less mages, it ca lead to weird conspiracies. Some being false, some none. You can, after all, have a world with in total of 10 mages, each having gain extraordinary social and political power due to some minor tricks (mind reading, magical influence and stuff), and waging economics wars against each other from the secrecy of their lair (a bit like Vampires do in Vampire the mascarade. Or at least how vampires pretends to do in Vampire the masquerades). You can have the X-Men situation, where you end up with hundreds or thousands of people having special abilities / magical power, but being persecuted for that, meaning they don't really have a lot of power to wield on society, just barely enough to protect themselves. And to blow some government buildings up. The thing is, existence of magic, like existence of technology, does not happens in the void. It belongs to a worlds of people, with their own fear, cultures, prejudices and needs. Some of them conflicting with each other. For instance, in Shadowrun (yeah I played the game for twenty years), there's the interesting point that spirit seems to exists. So how do monotheists religion adapts to that ? Well, they did. Some consider magical users being touched by the demon and persecutes them, some others see the spirit as the manifestation of the saints for instance, or djinns. Magical tricks being the expression of the will of their god. Of course both views are present into the same religion, leading to internal fights that are not solved forty years after the re-apparition of magic. And then there's how you study magic if it needs to be studied. There's some magical courses in the MIT in Shadowrun. And one of the jokes we have with friends is to figures out what are the first spell that you'll learn as a student on campus. Some of them might be Detoxification (it helps with hangover), some Influence spells (because you're a jock who just wants to impress people), Sustenance (because you then don't need to feed, because food is to expensive, you're crippled with students debt after all). Probably not fireball. Thinking about the impact on the daily lives of both magic and technology will defines what's acceptable which aspects of magic and technology will be pushed forward, where the R&D is going, etc. Eberon is a good example of that. The world have an industrial view of Magic. There's no steam engine there, but still you have trains and airship moving fast with cargo hold. Some engineers just figured out a way of bindings elemental in those and uses those as an engine. It is both a feat of magic and technology. They even have some sort of magical smartphone (using enchanted stones), and there's entire guilds working around that magic to build infrastructure. So, if you want to make magic relevant decides what makes it relevant, what problems does it solves and why technological solution are not common. Or, on the contrary, if magic is falling in disgrace in profit of technology, then why did it happened ? And what does it means for all the people that relied on magic to live. If there's a world wide web of interconnected devices, there's no need for people magically sending message to their recipients. What are those magical messenger are going to do next ?
  4. Well, Shadowrun is doing both (Magic AND Technology). In fact it's a cyberpunk fantasy RPG, involving things such as spirits, dragons, elves, dwarves, cyborg, fixers, gunslingers and other kind of people. 1% of the population have the potential of using some form of magic (which is a lot in fact, that's a lot more than doctors for instance). There's very few thing only magical stuff can do in this settings. Mostly they involve wrecking havoc in the mind of people (and well, with time you can do it the tech way), and messing with everything present in the magical planes (which are out of reach of all technological things). Same goes for the tech way of doing things. There's been some balancing tricks also, like magical armor (which makes you immune to non magical damage source), and some limitation on being an hybrid of both world (you can be a cyborg with magical abilities, but it will cost you a lot of experience points and money). But you can have both in a world. Usually the magical way is a bit faster and cheaper (money wise), which allows you to be versatile and grant you the capacity to improvise, while the use of technology requires planning. And unless you want to move everywhere with duffel bags filled with items "just in case", you can't be ready for all the situations that will come your way. That's where magic have an edge. It's just knowledge in the end, and knowledge fits in your head. And you usually brings it with you. But I'll agree that when you reached the point of having the personal power of starting war between nations or political cults around the world just to make a point, technology and magic are just tools, and the difference between them is not that pertinent anymore. Because I can assure you a battalion of sniper infused by magic power, shooting at you with mystical bullets that will shred your soul no matter the armor you can carry, is something scary. Why pick only one when you can have it all ?
  5. So, I got a space base contract, involving a class E asteroid and a solar orbit. Launching at night. Using two Saturn-5 like stack. I guess. That's 10 mainsail down there, under those 5m engines stackers. The sun is rising, giving this blood red ominous color to the clouds. My kerbals aren't superstitious so they did not interpreted that as a bid omen, or anything like that. Coasting to orbit, and to a mun gravity assist. Two rhinos will do most of the heavy pushing for the intercept burn with that class E. I totally forgot to take pictures passing by Mun. Anyway. Burning normal to get a close encounter with the asteroid. Yep, that's 14 Nerv engines. A new engineer specially recruited got his second star (and well its first one too I guess) during the burn. Space potato in sight! Arm the Klaws! And contact. That is a big ball of dirt. Now, I need to figure out what to do with it. I think I've got under .1 TWR, but I can probably move it's orbit somehow. I'm not sure that it's a really useful space base there, its orbit is kind of close to Kerbin's. Or I should go for lots of eccentricity and/or a polar orbit ? (I'll probably burn all the rock doing it). Anyway, it's there for now.
  6. Well, I'll object that learning one language may other languages sharing the same paradigm quite easily. But there's some language that differs way much in their philosophy that jumping from one family to another is really not easily done. Heck, some dialect of a language can be hard as hell to get a grasp on. I'm thinking C / C++ in a real time embeded system. It's still C / C++, it shares the syntax and most of the grammar. But most of the thing you know about non real time programing will get you into trouble in real time programming. And learning C will do you no good for learning Lisp for instance, or even Haskell, which are functional language (ok, you can do some functional programing with C. You can do anything with C, it's just not safe or sane to do it), which differs a lot from procedural or object languages, to the point where the basic concept such as variable assignment (or even what a variable is) are not easily portable from one way to another. But it's like non-machine languages I guess. You have some languages which share a lot of similarities (english and german for instance) which makes them easier to learn when you learn one in the group. But then you have languages alien to each other (chinese and english for instance), where knowing english won't help you a little bit to understand chinese. Worse, it can probably hinder you because those language don't share a lot of concepts, grammar and syntax. And one language I like a lot is Rust, even if I'm not doing enough code in it these days (I had to do some embedded real time stuff in C/C++ for a bluetooth firmware on ESP32 controller). Compile only if your code is safe (bye bye segfaults), and the compiler tells you what is your error and how you can fix it, instead of yelling obscure error code at you. Also it's almost functional. And performance are wild. But I guess I should try C# (chich looks very far away from C or C++ by some aspect of it, why dd they keep the letter ?) one of this day.
  7. I did some more prep work for my Eve mission, which is building a permanent settlement for holding an engineer and a scientist on the surface of Eve, wile they wait for a lander to be developed and get them back up to orbit. Sine the Kerbin / Eve tug is currently docked at the space bar, waiting for a transfer window, I've developed one small lab / hab for two kerbals that can land on solid ground on Eve (did a lot of tests). It will look like a mushroom (I did not manage to get rid of the heatshield without destroyed to much things), since it seems you can push stuff through it using pistons. The outpost cruising toward the space bar. I also have Way to Much fuel left, so I guess it will help shortening the injection burn to Eve. And docked to the spacebar and the big tug to Eve. I tried various variant of this lab to be able to dock between the eight nuclear engines. There's not much space, but I found a way to pack everything in place (I struggled with antennas for a time). There's even the crew for the mission now, they'll have 1y and some to spend there, to adapt to loneliness in space. Roner will be assigned to the station, while Nadous and Wenman will land on Eve. This is an attempt at crashing vessel on Eve for seismic experiments. Didn't go well (I crashed at 162 m.s), but at least it makes for nice shots of plasma flowers I had to reposition this infrared scanner (a looooong burn of 50min, but now I know how to physics warps outside of atmospheres!). And I caught a comet while doing it. This happened close to Moho orbit. Next was trying a new rover. It totally works (for Jeb defense, he was asked to try a high speed maneuver at 40m.s and well.... the rover flipped). It can even scan trees. And dig holes in them. For science. If you keep Jeb from doing crazy high speed shenanigans, this rover is quite stable and works fine. Next was sending it to Mun, to get the latest arm scanning experiments left. Bob had some new science experiments to deploy too. And that would be the last of it, at least on Mun. Just need to wait for Val to come and pick up Jeb and Bob. Which she promptly did (and landed 100m away from the rover). Return home was eventless. And there was a last contract to be done. Having a satellite in an inclined Keostationnary orbit. The probe has been photobombed by a comet (not sure if it's the same one than before though, didn't checked). And now, I'm working on a base to be deployed on a class E asteroid. That will be kinda different than the Gateway Plexe. Not sure if I can do it before the window for Eve opens though, there's one of those asteroid close to Kerbin, need to figure the intercept burn.
  8. Well, yes, I need 50%. The fastest I crashed something to the surface of Eve is 190m.s for now, but it's on a 1.25m stack. I tried a small one, to be able to pack a lot of them into LEO and launch them one after another, but maybe I should go full kerbal and go for a 5m stack and hope for a bigger boom. Or probably I'll cancel the contract.
  9. I've got a contract to bring seismic data from the surface of Eve. I have absolutely no ideas on how to do that (I need to slow down during reentry, but then accelerating before impact, while staying under terminal velocity or everything might explode?). I'll probably pack a lot of I beam stacked together for mass. They seems quite indestructible.
  10. I like building Gateway (or get away) station. They make more sense to me than just parking your mission into LKO and wait for a transfer window. Also, they allow for logistics in the orbital body sphere of influence to actually have a purpose. And they provide crew with R&R space while waiting for those transfer window to open. I tend to build them as far as I can in the SOI, it allows me to leave the SOI with full tanks (which allows for smaller crafts being sent into orbits, or to send them with empty tanks). So, I give you the Gateway Plexe (but kool kerbals calls it the Space Bar) There's four rings (the big MK2 one is the last addition, the middle module have three rings: one double decked one, with the engines used to move the station there, on smaller inside the double decked one, and one built out of LfOx tanks to helps with stability). The arms are firmly docked on a Class D asteroid, and the long docking spar is tailored for my fuel tankers to double dock on it. The engineering reports says it's only 44m long, and weight 244 T. Part count is as 699 (+1 for the asteroid :D). It is quite stable, but warping out close to the station requires to stop the rings, actively use SAS to counter the asteroid rotation, disabling SAS and wait a bit for the station to be stable enough before starting the rings again. Those rings are Servo based. Because they're easier to controll with the KAL-1000 I guess, but I need to tune the damping on them (if there's such a thing), or try out the rotors (but 5rpm seems fast). Kerbal-X link for this beauty : https://kerbalx.com/okhin/Gateway-Plexe
  11. It depends if you have control over the throttle during flight or not. If I have Solid Boosters (I do have them 70% of my launch), I tend to opt for a low TWR because it will rise fast as I ascend, and under 12000m in Kerbin atmosphere, I try to not push too hard through the atmosphere, especially with wide fairings (like when launching rotating rigs for instance, or super wide bases). Usually after the 12 000 m mark, I can usually go crazy and blast full throttle on my non SRB engines. However, too low of a TWR can lead to unstability, especially when you try to flip over the rocket. So when I'm borderline (under 1.2), I need to start the gravity turn way later than what I usually do, or the rocket will just flip around too much and crash. If I can manage without SRB, then I'm going crazy, and I can go to 2 TWR on the launchpad (if I'm above 2, I generally consider that my launcher is too heavy for the jo I need, and I scale things down). But again, under the 12 000 m altitude, I tend to stay between 1.4 and 1.8 TWR. It seems aerodynamics fights my rocket under this altitude. Then I gradually throttle up and once I reach 20 000, I'm going full throttle (and sometime with a TWR of 3 or 4) and I embrace the plasma, aiming for the shortest possible circulation burn (those atmospheric engine I have at this stages under-perform when they lack atmosphere, so I might as well use them in atmospheric situation). So it depends on your use of SRB and the wideness of your payload, according to my experience.
  12. So, I had a contract to upgrade the Gateway Plexe, aka the Space Bar. To increase it Kerbal capacity by 4 (which makes it totally stupid, I'm able to host like 127 of them right now, why do a contract for only 4 of them ?). I also wanted to rework on the docking spar I setup there initially, to allow for double docking my Fuel tankers when needed. So, that will be the first launch to this expansion (yes, I know, multiple launch for a simple expansion. I don't really care.). I've also updated my Heavy Payload Delivery Sytem by replacing the mamoth with 7 Vectors. Which in turn allow for a bigger first stage, without needing boosters. It can now send 70t to LKO (and then still have a bit more of fuel for maneuvering and rendezvous). So that's the expansion of 4 Kerbal space. That would be the fourth ring for the whole station. Second launch. Basically a docking bay and fuel to transfer to the final destination of this small expansion. I need to learn that I do not necessarily needs gigantor solar panel for such low EC consumption. But I like them a lot. The fuel tanks are each connected to a Vector engine. I didn't felt like long burns on Nerv. The new station in LKO is opened. Except it's just supposed to be a small augmenation on crew capacity. Anyway. Burning, rendezvous, docking and.... Tada!!! That's still a class D asteroid up there. All rings are rotating nominally, and the kraken is still at bay. That was an overdone contract.
  13. Well, a stock option to transfer science to a lab, without being docked to it would be nice. It would allow for a science network to be built around a celestial body to make it work, but it would be more convenient than needing to carry data via kerbals to labs in orbit, and for science probe to transfer back to the closest lab (or to kerbin if someone chose to). Some experiments (such as the one related to seismic data where you have to crash things into orbital body) might be non passive, but the reward should be high enough. And well it still should be about collecting data, the formulation of theories is made into labs, not on a deployed science unit.
  14. I've added rings to a Munar station, which I did not planned to upgrade in the beginning. That's why the rings are stuck on the side I guess. Boring launch. but i used rotors instead of Servos for this station (and I stuck the rotor on engine plate). It makes for a better control of speed, but at those speed, using a servo and a controller on loop might make no differences. I need to check specs and benefits in details for both solution. Then I've been hunting asteroids (I have a lot of contracts about them). And since once D-sized one was going to enter Kerbin SOI, I decided to rush and catch it before it gets to it's periapsis. The crew is Val, Jeb and an engineer whom I forgot the name. yes, two pilots, but Jeb do not have his 3 star yet, so that will do. Yes, the asteroid mover is upside down. That's because I started building it from the pod, which wanted to be able to detach itself for reentry into Kerbin atmosphere which eventually won't work as planned. But that's how engineering works, right ? That's also probably one of the biggest thing I launched until now. Orbit is made and the Mamoth and their associated tanks are now becoming plasma. Planing intercept to the asteroid. Here it is! But it's not a magical one. Docked and locked. The four drills and the convert'o'tron are going to fill the almost empty tanks. I still have 0.3 dV for this class D asteroid of almost 800 T. It took a full burn (of 525 m.s dV) at the asteroid Pe and another 100 m.s one at kerbin Pe to reach orbit. Draining 40% of the mass of the asteroid in the process. But a single asteroid in orbit of kerbin is a bit sad, especially since Val wants to dock one to the spacebar for ages. And there's plenty of fuel. And we're almost on the equatorial plane (well, if -105° of inclination is a valid definition of "almost"). So Let's do it. Let's put an asteroid on top of the space bar. The Eve tug has been undocked for easier maneuver, and the space bar is close to the asteroid now. Val is gently pushing the asteroid toward the station. But then the kraken finally woked up. The station will broke after warp, no matter the autostrut I put or not. It loads fine, but there's some integrity issue with the hand that makes part colliding and everything explodes. I located the issue (the surface mount wildly rotated between a structural tube and a MK-2 cabin), and decided to fix it. The easiest way was to redo the hand, send it to rendezvous with the station and proceeded to a lot of docking and orbital maneuvering to fix what needed to be fixed. Also, I installed some piston under the claws, to be able to grip the asteroid with all for klaws. However, I got lazy, so I cheated the hand into a rendezvous with the station (I already launched one once, I can do it again), and then reassembled everything and finally docked. I also noticed that, somehow, the kraken have bend my station (one servo and the reaction whee it is attached to (attached through a node), are now angled. It explains the loss of stability I've been experiencing. And It cannot really be fixed (except by launching another set of rings). Anyway. Kraken is asleep again. And I can dock spaceships again, while being sure that, this time, the top of the station won't bulge. Also there's not a lot of clearance, but that's how I like my docking. I just have to remember to retract everything before docking. And now I have a contract to extend this station. So maybe I'll work on the rings again. I've learned a lot since I built those one, so they can probably benefit from some new found expertise. And finally move to the bigger docking port for the station modules.
  15. Nope. They do not. That's what make them interesting (that and their good ISP)
  16. Wrong. You can use it as a refuel point for LF only engines Ie: nukes)
  17. You only need Liquid Fuel for those contracts. So don't bother with tanks with LF and Ox. The most efficient fuel tank is the Mk0, but you will need a lot of them clustered to get close to the 4000 LF needed, so I'll suggest the same than @StrandedonEarth, go for MK-1 Fuel tanks. They only have LF in them, so they're a bit smaller and lighter than their LF+Ox counterparts. Cluster them together (engines plates do marvel for those if you have them, else just radial symmetry them around some parts, or another one of them. Should weight a lot less than a Radial orange tank. If your space station is small, you can probably even do it in one launch, depending on your unlocked science.
  18. So, now that I have fuel production up and running, I needed to transfer a lot of fuel to my Space Bar + Eve Mission in order to have enough dV to reach the purple planet. Enter a MK3 tanker, with 5000 unit of LF of capacity, plus enough to maneuver the 6 nukes. The HPDS is ready to send this stack of fuel into space. Approaching the Space Bar. I've launched the tanker full, so no noeed to stop by the Minmus fuel depot first. Stock Fuel transfer is such a mess of an UI (if I just pick the tank I want, I have issue with the fuel transfer not even starting sometimes). So, dumping 5000 unit of LF in this baby. It took forever. And then it needed another 5000 more. So, let's go to the Fuel Depot And here we are, double docked. Filling those empty tanks. The good thing is that between the Space Bar and the Minmus Fuel Depot I barely need 100m.s dV back and forth (but it take days). The second rotation was uneventfull, Except for the fact that I forgot to refill monoprop tanks, and ended up docking n the Minmus Fuel Depot with 0.1 unit of monoprop left. I "just" need to refuel the Fuel Depot now. Including monoprop. And the Tanker. That would be about 4 or 5 rotation with the ground. Back at space center I realize that I have undertook some deployed science contract for Eve, and I have a planting flag one. So I'll probably add a small ground lab + electric drones + impacting probes to the original Eve mission. I'll design and send an escape Eve vehicle sometime later.
  19. Not even that. It's just that audience goes down while the series run. Even great ones, audience erodes over time. So, the longer a show runs, the less it earns advertisement revenues, the more it risk being shutdown. It's getting even worse with network saturated content such as Netflix and Amazon (and others), because they promote and make a living on novelty. A new series will generates more ads revenue than a running and established one (because of curiosity it's easier to promote, etc). Coupled with the natural erosion of shows, and the fact they do not need to fill timetables (since there's more shows available than one can watch in one's life), the online network have absolutely no interest to run a show after the second season. That's why so many of shows on netflix are tailored for one or two seasons, maybe three. There's no point in doing more. And it's not even related to the perceived values of the show. It's just that it's not new anymore, and only what's new have value and earns money.
  20. It's all in the title. To add a little more details : I have a craft currently docked at a space station, in stanby, waiting for a transfer window to open. Selecting the craft in the Tracking Station, I'm now in control of the space station (biggest craft win I suppose). I create my maneuver node for interception when the transfer window open. I timewarp until the Transfer Window open I undock the craft and he have no knowledge of the maneuver node. Which sucks, since I'll have to recreate it. What I'd like is a way to : Create the maneuver node for the docked ship and assign it to this ship while docked or To be able to transfer maneuver nodes between crafts in close proximity. I'm OK for mods, is they're feature light, I'm hitting the maximum perf my computer can manage for KSP. Thanks a lot
  21. Don't forget lights. You will have time where you won't be able to see your stations due to lack of ambient lights, so bring your own. Also, you can change the color of the lights. If you're playing in Career, you will have contract which basically define the minimum requirement for a space station (power generation, battery, antenna, docking port and living space). But that's the minimum requirement. I mean, you can build this kind of things in stock : (which also illustrates the need for MOAR lights). Or have a single hitchhiker module (or a MPM Science lab), with a docking port, a battery, a probe and an antenna (which is almost what I have here, safe for the upper stage which landed soon after n Eve) Both qualifies as space stations.
  22. Sooooo.... I'm discovering Ion Drive. And I'm currently doing a 1h retrograde burn on an asteroid mission (in a close orbit on Moho). Yay. At least I have KAC, that will stop the game when the burn is done, because I'm going to do other thing than starring at the black depth of space. Next time I'll add more engines. Or less batteries (maybe 6kEC AND 2 gigantor were a bit overkill for a single engine ^^). Anyway. Another thing I'm learning is ISRU and fuelling infrastructure. I need to send a second ship to make my first EVE Rendez Vous. So here goes the thing on the launchapd. Ok. Not on the launchpad. But shortly after. The picture is a bit dark, but what's mainly a big LF tank is illuminating the neighborhood in a nice purple shade, assorted to Eve's color. It is heading toward the SpaceBar, mainly because there's not enough LF. And the window for EVE is in a long time. And docked. I'm amazed at the stability of this station, even with the rings rotating (and counter rotating). Now I need to refill this ship before sending it to Eve's SOI. That means developing Minmus Ore refining, and working on some LF transfer ships. So, back to Minmus I guess. I started with this Space station | ISRU converter | LF tank in orbit of Minmus (was already there, it's just a reminder) Now, I needed to find Ore. Which I did with a small mission and a single probe with scanning capabilities. So, that's one survey probe with an Ion drive (and less battery than I put on my Asteroid counting probes). To do some reckon and find a good spot, I built a rover. Jeb and Bill are going to Minmus do some scouting. This rover is equipped with the Survey probe to make precise surveys. And we landed at the flats. Jeb is now going full speed, until the rover flips and lose the survey probe and some solar panel, before Bill had time to activate the over powered reaction wheels to stabilize the rover. Mission control decided that going with less precise data will be OK, and decided to carry on with the mission. On its way to ore rich grounds, Jeb and Bill faced a monolith with strange engraving on it, which allowed, for reasons, to learn about bigger motors and wheels. Once the rover found a good spot (in the flat, along the equator, with good concentrations of ore), mission control moved the Minmus Outpost out of the Lowlands and to the Rover position. It will provide for better leaving condition for Bill and Jeb while waiting for the mining rig to drop by. This is the Mining rig escaping Kerbin atmosphere. This is 6 Clydesdale booster plus a mammoth pushing everything up. This is in fact the Mk2 version of my original design. the original design add wheels, and rotating engines to switch between horizontal and vertical flying. But it was not really convenient, fragile, and made everything harder to dock. So I've decided for something that would stand on landing legs, and an orthogonal engine setup, which is well balanced when the Ore tank (in the Mk3 cargo bay) are empty. It is a complete mining rig, with 2 drills and a small Convert O'Tron. Maybe the two large radiator systems are oversized, but it will do for now. Approaching Minmus. I'll go straight on the ground first, to refill and get some ore before docking to the Minmus Fuel depot. Landed, close to the destination (I used the rover to get Bill into its seat, but I could have walked the 100-something meters), and running! First time I'm doing ISRU! Exciting (but nt very efficient). Of course, I did not thought about fuel cell, so the thing only works during daylight. And I need to take care of the orientation of the whole system, to maximise sun exposure. Anyway, tanks are full, Ore tanks are full too, lets go to the Minmus fuel depot, and refill it. One thing I didn't pay attention, is that with the tanks full of ore, the craft isn't balanced anymore (the next iteration will have a better balanced payload, maybe by getting rid of the small ISRU, and replacing it with more ore tanks). So I can't really go full throttle (about 60% if I do not need to change attitude, I need to go around 30% if I want to, else the reaction wheel is going full force to maintain attitude). There's not a lot of clearance, but its fine. Docking inline makes it easy, this stations tends to rotate when the liquid fuel tanks are empty (yes, it has a rotating ring). And now, let's convert this ore in Liquid Fuel. To fully refill this station, I needed to do the whole going to the surface, drill, go back up routine three times. But now It is full. What I need to do next is to send the Liquid Fuel to the Space Bar and to refill the Eve mission. But before doing that I have to wait 10min for an asteroid probe to finish its burn.
  23. Well, there's still different non-metrics system in use nowadays. A pint and an imperial pint aren't the same thing it seems (ok it's the imperial pint, the int and the dry pint), and basically no one really cares. I mean : https://en.wikipedia.org/wiki/Pint But as long as you're not in need for collaboration with someone in a different measurement system, everything is fine and no one really cares (and conversion for anything to whatever are quite easy to do). And the medieval systems were in fact rarely based on the actual king, they were defined by a king, and used by its successors. And sometimes, there was a need to reevaluate them. But not on each kings. https://en.wikipedia.org/wiki/Medieval_weights_and_measures
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