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king of nowhere

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Posts posted by king of nowhere

  1. 10 hours ago, Ani_27166343 said:

    I have started playing ro/rp1 recent but cannot get consistent accent profile and performance ( especially inclination ).

    Mostly due to not launching from equatorial plane and tilt of the earth.

    I have tried launching from French Guiana but for some reason it even more inconsistent than from cape Canaveral 

    What is the inclination for a easy TLI  ?

    you got the wrong title. you are not asking about ascent profile. you are asking about inclination.

    and for inclination, you've got to launch when your launch site is crossing the plane of moon's orbit, and you have to keep your rocket in that plane.

    which is almost impossible to do without autopilot.

  2. 21 hours ago, yomahabaca said:

    Hello, I play Ksp Rss and I was wondering why does it only take about 600 m/s more than Earth's escape velocity to have an encounter with Mars while it takes much more Delta v (about 3 km/s) from a solar orbit (same as Earth orbit) to have an encounter with Mars?

    What explains this difference?

    Is it the Oberth effect or something else that explains this?

    Thank you !

    oberth effect.

    yes, I was also surprised when i learned just how strong oberth effect can be

  3. 17 hours ago, Forked Camphor said:

    @Kerbal123_Furry @kspnerd122

    There is no reason why both of your positions can't coexist. Speedruns generally have categories and subcategories, think Doom for example, so I'm thinking that making categories can satisfy most, if not all, play styles.

    For example:

    • Pure
    • Glitchless
    • MakingStock (Stock+Making History)
    • BreakingStock (Stock+Breaking Ground)
    • FullStock (Stock+DLCs)
    • TAS (Tool-Assisted-Speedrun, for mods like Mechjeb or Engineer)
    • RSS
    • RSSRO (AKA "Hardcore")
    • Modded (AKA "Free Style", make the most impressive or beautiful speedrun and let the public decide the "best")

    And there, problem solved. Everyone can compete in the category that likes the most and be judged by the community fairly.

    really, how many people can be expected to participate in any of those categories? there's just no point to having all those leaderboards.

    a single one for any nonstandard setting is fine

  4. 2 hours ago, kerbnub said:

    Does anyone know what the Tranquilizing Vortex (TV) does? 


    It says it relieves stress, but turning the TV on in the SPH has no effect on the stress duration in the planner. I also don't know what it's supposed to cure.

    it cures stress. it reduces stress, by a tiny tiny amount.

    the planner in the VAB/SPH isn't always reliable. but the effect is so tiny, if you have a minimalistic ship you probably won't even notice it.

    the TV works if you have a luxury ship with all comforts. in those conditions, an average kerbal will accumulate roughly 3% stress per kerbal year. Which is more or less what the TV cures.

    individual kerbals have different levels of stress resistance, within some random variability. If a kerbal is above average, he can stay indefinitely on a ship with best comfort and TV without ever getting stress. a kerbal below average will still grow stress over time, even with TV.  So, it's very unlikely to make a difference in most missions.

    Still, it consumes very little power and it costs nothing to leave it on, so unless you have limited fuel supply, you should still use it

  5. 2 hours ago, Kerbal123_Furry said:

    dont forget science farming cuz its career mode

    10 years is very enough

    the mun alone is enough for science farming if you get most biomes.

    i got early science by farming the ksc, in less than one hour. then i got some early money with some fast contracts, like test on the launchpad or run an eva near the ksc.

    then i took a dozen rescue contracts for kerbals stranded in low orbit. I sent mun landers to collect them, so each kerbal collected was immediately sent to mun. this way, i had seven or eight mun missions on their way by the end of day one. by day 3 most of them were returned, each returned vehicle gave 500 science and a big cash influx for the rescue mission. by day 5 I had farmed enough science to get ion engines and rtgs, and enough money to send a xenon-heavy eeloo mission with 30 km/s deltaV.

  6. I think kraken drives being banned does not even need to be specified. it's a general assumption for any kind of competitive challenge.

    I started this, aiming to make it in less than 2 years. the trick is getting enough xenon to launch an eeloo mission on a high energy trajectory. actually, i've done that too - science and money farmed in 5 days, could have been as little as 3 had I optimized better -, and the main issue is that the game does not recognize intercept when you're on a kerbol escape trajectory. other potential issue is that with many missions simultaneously, some long ion engine burns may overlap. well, that just require some planning.

    I'm sure one and a half years would also be feasible enough, but some limits I'm just not interested in pushing

  7. 11 minutes ago, linuxgurugamer said:

    Another thing you can do is to put a vessel into a highly elliptical orbit, where the PE is below the surface of the planet.  Then start warping at a high speed, the vessel will just pass through the planet without hitting the planet.

    I know that. as I said, there can be glitches at high warp speeds. but it's not guaranteed.

    the reason the vessel sometimes moves across the planet is that the game only calculates positions at every amount of time. of real time. so, at high time warp the game checks the vessel position only every few minutes of real game clock time. If the vessel moves through a planet in a few minutes, and the game does not check for position in those few minutes, then the vessel is fine. if the game checks at the wrong time, it removes the vessel.

    for the same reason, at high time warp one may have an intercept trajectory to a small body like gilly and skip it entirely. like, not even register that you entered a new SoI.

    try to set a craft on mun in a 10x5 orbit - not a fast passage from a high apoapsis, but a prolonged passage below ground, even if nominally above "sea level". you'll see how well that goes.


    So, sure, to hit a mountain during time warp you have to be very unlucky. you need that the game checks for position right when you are passing through the mountain. or maybe you stop the time warp to go manuever something else. regardless, it happens.



    When you do non-physics timewarping, the vessels go on "rails", which, among other things, doesn't have the colliders active.  You can see this in action by putting a vessel into a low orbit with a cargo bay, have something in the cargo bay which is NOT connect to the main vessel, then timewarp.  Then do a timewarp, you will see the internal item literally float through the walls of the cargo bay.

    yes, I am fully aware. I've been using time warp to ease some difficult docking manuevers occasionally.

    but it has 0 relevance to the argument discussed. you confuse the physic bubble with the workings of rails.

  8. 3 minutes ago, linuxgurugamer said:

    Is ot the active vessel, as in Time warping?

    not controlling the lost vessel.

    look, what's so strange about it? if you set a vessel on a collision course with a planet, and then you move away from it and time warp, the vessel is still going to hit the planet. barring potential glitches at really high time warp, but those are just that: glithces. maybe you are confused because a vessel in atmosphere, away from physical range, doesn't experience drag, but that's a different condition entirely. and it still gets eliminted if its periapsis is too low

    a vessel out of physical range is put on rails, but it doesn't become indestructible. if the rails hit an obstacle, the vessel is destroied off screen. and you get no notification whatsoever, which sucks heavily, because instead of reloading and fixing the problem you keep playing and waste time.

  9. was just coming to say as @Vanamonde;; it happened to me, I had vessels in a nice low orbit that I thought safe, but there were actually a few peaks on the planet reaching that high, and maybe the orbit was stable for days and days, until at some point the planet rotation managed to align one such peak exactly with my vessel, and I'd find it disappeared.

    or maybe your vessel is crossing the path of a mooon.

    if that's not your case, then i have no idea. only times i ever heard of stuff disappearing, it was beccause they hit the ground

  10. 1 hour ago, 18Watt said:

    My memory isn't perfect- I only recall you having an entry for Slate, and now Ovok.  (With another one coming soon!).  If I have missed one, please let me know.  

    slate and ovok are the ones I completed.

    On Wal I recently crossed the halfway line, but it will still take months.

    In this continuity I'm planning to also do Hale (again, since I'm already here and it's small and it's got good sightseeing) and eventually Polta. but those will take a while, because I'm still running my main kerbalism rss grand tour, and I just couldn't resist picking up also the speedrun challenge.

  11. On 8/23/2022 at 5:39 AM, marcu said:

    but really, how could I solve this, for example?: 

    and this is happening to everything i try to edit on ground. sure, its not a problem in space. but even worse when i don even try to modify anything just  some parts clip into the terrain and keep jumping like this endlessly until it lands upside down or on its side...

    eh, this one is an actual, legitimate bug. one we are all aware of.

    how do you solve it? very simple. you save before any kind of eva construction. you reload if it goes wrong.

    in that specific case of a rover on minmus, you could try slamming a kerbal with jetpack on the rover in the right way to try to put the rover back into the correct position.

    if all fails, by pressing alt-f12 you open a cheat menu that can be used to cheat, but it is most often used for testing (for example, you test a tylo lander directly on tylo without having to go all the way there, then reload the game) and for bug fixes. like, getting a new vehicle in place if the old one gets destroied by a bug. even most challenges consider this to not be cheating.

    P.S. driving that rover on minmus is going to be very hard, and not because of friction or bugs, but because of gravity. gravity is so low, you slide on the ground because there is little force pushing you downward, and at the first obstacle you jump and tumble. there are three ways to drive on low gravity bodies:

    1) use reaction wheels. make sure to assign them different commands from the rover wheels, or assign a key to enable/disable them as needed; use those reaction wheels to keep your rover pointing the right way. if you jump it's no problem, you can control your attitude and always land on your feet. it's the easiest way, but it's not realistic - ksp reaction wheels are overpowered and working on magic - so you may not like it. you may also use rcs for the purpose, but you're going to run out of propellant eventually

    2) make sure your rover can survive tumbling, and that it can push itself back into an upright position. the most common way to "fortify" your rover is by putting landing struts on the roof. to pull yourself back into an upright position, you can use a robotic arm (with the breaking ground expansion), or an engine, or reaction wheels.

    3) drive very, very slowly. like, 3 m/s tops. that's the most realistic option, it's what actual astronauts would actually do on such a mission. but it is very, very boring.

  12. 33 minutes ago, FusionNexus said:

    Heyo again! another question pretty soon after my spaceplane one, this one regarding decoupling issues. I use mechjeb fairly heavily, as my personal skills suck (slowly learning however, I've performed a couple launches and maneuvers manually)

    I built a Payload rocket for the use of delivering space station parts into relatively low orbit (200km), and have built 2 segments of my space station. But I've noticed that when launching the power module and science module (power is connected, science one annoyed me), it had a tendency to instantly decouple the module part right after launching,


    the most likely option is staging. check if your staging sequence is such that it decouples the payload on launch.

    alternatively, it may have a weak connection that breaks easily. in this case, autostruts may help

  13. I accidentally made an Ovok circumnavigation here

    Basically, I was going to Polta for a circumnagivation there, I stopped for refueling on Ovok, and I thought, since I'm there I may as well.


    I propose, since adding a new leaderboard for all modded planets would be highly impractical, to simply add another category, like "modded planet circumnavigators", or maybe "hexoplanet circumnavigators". My OPM submissions could go there.


    My Wal circumnavigation is still halfway. Wal is harsh, unforgiving, and -worst of all - monotonous and boring.

  14. Part 2: the rover that went to circumnavigate Polta and ended up circumnavigating Ovok instead

    Since I'm already there with a rover, and I need to get to another biome for refueling, and this moon is so small, I decided I may as well run an Elcano on Ovok too.



    The main biome of Ovok, where I landed, didn't have enough ore to mine for the small drills of Dancing Porcupine. I need to move 10 km south to find another biome.

    I thought, since I'm here, with a rover, without worry about radiation, in one of the most spectacular places in the whole game, I may as well run a circumnavigation here too.


    Starting the rover

    Driving in such small gravity is a unique experience, but I was prepared for it because I already did drive on Gilly (with Stool, in the Bolt mission). The thing is, of course you can't go fast, and you can't accelerate much. You just have to live with it.

    Pushing the accelerator, the rover moves forward, but it also starts to roll upwards. It's ok, stop the accelerator, reactivate reaction wheels to stop spinning, now you're moving at 1 m/s. Wait to come down from your bounce, stop reaction wheels, waiting for the rover to touch on the ground with all wheels again, and you can accelerate some more. Eventually, you can pick up some speed.


    Picking up some speed

    Except, of course, you can't pick up too much speed, because with 20 m/s I'd go orbital. Already at 5-6 m/s Dancing Porcupine takes long bounces that encompass several degrees of latitude on this tiny moon. On Gilly, I coulndn't ever go faster than 4 m/s, but Ovok is much smoother, so I could accelerate more.


    So this was what the average driving experience looked like


    I got close to 12 m/s occasionally. And at that speed, you're not much driving as taking suborbital jumps; here the longest in all the circumnavigation

    And that's basically it. Ovok terrain is very flat and very uniform, so it was just a matter of going forward. It took a bit less that 6 hours for this circumnavigation. I tried using 2x speed, but it made problems when the wheels touched the ground. I could have activated it when airborne, but really, I found more convenient to just put the game in background for a few minutes.


    Without light amplification. You can't see much, but then, there are no obstacles on Ovok

    Reached the next biome, planted a flag and stopped for fuel. Notice the radiators extended


    Refueling for 26 days


    I got very fast. That's more than half orbital speed


    Stopping the rover and accelerating again takes very long. To avoid it, I send out a kerbal to plant flags with the rover still moving. Then I catch up with the jetpack

    I planted a flag every 8-10 km, but I almost never stopped the rover.

    Now that I have fuel, I could have actually used the rockets to push downward and drive more easily, but I didn't want to do it. This is supposed to be an Elcano challenge, and in this tiny gravity it's already hard enough to distinguish a wheeled circumnavigation from a low orbit. I only used the rockets twice to assist braking; once in the south pole, because I was about to drive through the terrain glitch. And the other in the end of the circumnavigation, because I wanted to stop right next to the first flag.



    Some stunning pics of slate crossing the rings


    The south pole, with its glitch



    Still the south pole


    And this is the north pole instead


    More from the north pole


    There's a sort of butterfly-shaped terrain here


    I planted a flag right over it. Also, Eeloo and Slate looking gorgeous


    And Hale, the last moonlet of Sarnus

    I actually cheated for that last pic. You can only see Hale like that when it's passing next to Ovok, and you need the right conditions of light, so I stopped after the circumnavigation and started time warp until I got just the right position and illumination.


    Returning to my first flag, finding another glitch: it's hovering in mid-air. Or mid-space, since there is no air here


    And there we are, circumnavigation complete



    The bunch of flags planted around the moonlet

  15. Part 1: Pit stop amid the rings of Sarnus

    Dancing Porcupine doesn't have enough fuel to reach Polta in one go, so I decide to stop for refueling in the tiny moonlets of Sarnus.

    Turns out, Dancing Porcupine didn't have enough fuel for that either; I had to pull off some tricks to barely manage it.


    About to land on Ovok


    Dancing Porcupine can do many things, but one of the few things it cannot do is orbit from Kerbin's surface. So it's got its own dedicated launcher.


    Launcher on the launchpad. It is slightly tilted because it is optimized to orbit without manual steering


    Losing the first boosters


    Next stage is a mastodon engine. I don't think I ever used it for anything else


    Remove the aerodinamic cover. It could have been quite spectacular, but the one on Tamarromobile was a lot better


    Jettisoning the last piece of the launcher, now Dancing Porcupine is on its own


    And it finishes circularizing

    I made a few modifications to the rover. First, as I'm going very far from the sun, I took away all the solar panels and I put in more rtgs. Second, I strapped a relay satellite on its back. Wait, why am I using a relay satellite? The stck game doesn't give any benefit from it. Well, all my circumnavigation missions so far brough relay satellites, so it's for the sake of tradition. It also has the rovemate probe core to detect anomalies.


    The trajectory to Sarnun. Pretty straightforward. After months of rss, I'm surprised by how cheap are manuevers in the stock game

    I could have gone to Jool, refueling on Pol, or on Sarnus, refueling on Ovok. The first is cheaper, but the second offers the better view.


    Capture at Sarnus by gravity assist from Slate

    For capture at Sarnus one can use a gravity assist from Slate, or aerobraking on Tekto. A'Tuin went aerobraking because it was supposed to stay around Tekto, which is the only moon outside of the radiation belt. Here I'm using the stock game, I don't have to worry about radiations, and Slate is closer to my target.

    Unfortunately, as I get closer to Sarnus and start planning a route for Ovok, I realize my mistake. Ovok is close to Sarnus, I need a lot of apoapsis lowering to get there. I don't have enough fuel. So I start using the other moons for gravity assists.


    Trajectory around Sarnus, part 1

    In this first part of the trajectory, after gravity capture from Slate I reduce apoapsis a bit with rockets - yellow manuever, 86 m/s, cheap enough to get more convenient trajectories - to get an encounter with Tekto, shortly after the purple manuever - which is mostly plane change. I will use Tekto to raise periapsis, because if I take another gravity assist to lower my traajectory at this point, I end up colliding with Sarnus. Tekt ejects me on the red dotted trajectory, which is suited for a Slate flyby later.


    Arrival at Sarnus. Slate is clearly visible. The smaller moon is Eeloo, which the OPM mod moves in this position


    Slate flyby. Dancing Porcupine is Flying over the Muil Plateau, straight above the path taken by Tamarromobile so long ago


    Passing close to the rings, and very close to Ovok. But too fast, obviously


    Ovok and the rings seen from the driving cabin. I didn't take many picks of the rings because the ones I got with Arrowhead in the A'Tuin mission are better


    Tekto flyby

    Tekto is another world I'd like to expore in detail one day. Possibly with a propeller plane. Unfortunately, I couldn't do much with Arrowhead because a bug caused the propellers to not produce thrust. So I'm wary of trying it again. I considered landing Dancing Porcupine there, aerobraking is free and if I launch from a tall mountain I may be able to get to orbit without spending too much. Then I remember the terrier engines don't work at all in thick atmospheres.


    Trajectory around Sarnus, part 2

    Time for an update on the trajectory. Tekto send me in this high orbit just touching Slate. A small correction manuever (yellow, 3 m/s) ensures a Slate encounter in 43 days, which I'll use to lower orbit so that periapsis falls eactly on Ovok. From there, circularizing orbit is less than 600 m/s, and I have 700, so I won't need to try and use Eeloo to further reduce Sarnus apoapsis. I'm simulating the capture burn in Sarnus space because Ovok is so tiny (even smaller than Gilly) that it has no significant Oberth effect.


    I didn't take many pics of the rings, but I took some. Last time I was here, radiations were strong enough to kill the crew in three hours; this time I can relax and enjoy the sightseeing

    I made a small mistake there; there was still an inclination difference with Ovok, that I had to compensate for with a burn. A small one, the inclination was only 1.5°, but it was enough to eat up my limited fuel. So as I approach Ovok...


    Approaching Ovok with a severe fuel shortage

    ... I have 543 m/s left of fuel, and I'm speeding against the moonlet at 553 m/s. Well, not all is lost. Ovok's gravity is so tiny, it won't accelerate me further; and if I use all the fuel I have to slow down, I should fall at about 10 m/s. The wheels are rated to survive impacts up to 12 m/s, I should barely survive.


    Run out of fuel at 9 m/s

    Indeed, Dancing Porcupine survived the impact.

    A bit of clarification here: Dancing Porcupine can easily survive losing control at 40 m/s while driving, but that's a kind of skidding-along-the-ground kind of impact. Your speed is mostly parallel to the ground, and you're mostly bouncing. A straight, direct impact like this is a lot more dangerous, and the porcupine armor is of limited use against it.


    Landed on Ovok!

    At least now I can get new fuel.

  16. This is going to be my third report of this series, dedicated to rover circumnavigations. What? You've been looking, and there is no second installment? That's true, because my second rover circumnavigation - of Wal - is still halfway. It's going very slowly, because it turns out Wal is a lot uglier than I anticipated. Meanwhile, I got an idea and I wanted to at least started it.

    The idea was to run a circumnavigation of Polta, another OPM moon of Urlum. Back when I landed there in the A'Tuin mission (chapter 9.5), I really liked Polta. I went as far as calling it my new favourite solid body. So, perfect place to circumnavigate. But I couldn't do it in that mission because it was inside a radiation belt.


    Here exploring it with the rover I had for that mission, the Horseshoe

    For the occasion, I also wanted to bring back from retirement my old first rover, the Dancing Porcupine


    So called for its strut armor devised to protect it from the consequences of reckless driving in low gravity, this rover was my first major accomplishment in this game, and I did drive it for thousands of kilometers - especially in my Jool 5 science challenge. I'm still very fond of this rover, and it still offers a fun driving experience.

    As I adopted kerbalism to make the game more difficult, I tried to adapt this rover, but I couldn't. Dancing Porcupine is made to be self-sufficient in a long trip. Once you add in the requirements for food, decent housings for the crew, and replaceable spare parts, the whole concept couldn't hold. I would need to couple it with a mothership, but that defies the whole purpose of this rover. Also, Dancing Porcupine relies on its rockets to climb steep inclines, because it has low wheel power; and without the easy ISRU offered by stock, this function just couldn't be sustained.

    Now I'll get a chance to drive again on that moon I like so much, using this rover I like so much. Or at least, I will get a chance once I finish my current Wal circumnavigation (which will probably get its own report eventually).

  17. i'm not a specific expert in this, but I am an expert in using stuff with many parts. I can tell you than in stock ksp, 1000 parts lag a bit but nothing that a normal pc can't handle. mods and some modded parts can make things worse.

    in the stock game, my biggest, more complex ship was the navis sideralis neanderthalensis, at 800 parts, made of small modules connected by docking ports. it lagged a bit, and it took several seconds to load in physical range - but nowhere near a minute. conversely, my bigger ships made with kerbalism are in the kilopart range, they take 1 to 5 minutes to load, and they lag heavily, i can only assume life support and chemmical processes require lots of extra calculations.

    this should give you a good baseline. having 500 parts in physical range is ok, 1000 parts is acceptable, 2000? probably not so much

  18. 2 hours ago, Frostiken said:

    Man I'm getting deeper into the tech tree and some of these engine ratings really stop making sense and hurt the game. Notably, aerospike engines. There's no reason for them to be ignition-limited. Ignition limits made some sense on lifter engines because of the amount of power in them, but an aerospike is, like, the opposite of fragile. Given the nature of aerospikes and their use in-game, having ONE ignition makes them basically worthless. They aren't actually lifter engines. Terrible. There's also a lot of engines that really do need more ignitions just by nature of their intention, for example, the Mk.2 Expansion has some chemical engines for spaceplanes/SSTOs. Obviously a single-ignition limit makes them worthless for SSTO, but, alas, the formula has rendered them purposeless.

    I love the idea and for the most part I find the concept functional, but when you run into situations - like with Aerospikes - where the feature essentially makes them worthless, I have no choice but to disable the feature :/

    first, you can make them high quality for 2 ignitions. second, an engineer can service the engines to restore their ignitions and time. this helps with some designs.

  19. 3 hours ago, SkyFall2489 said:

    I have a vessel, which is effectively a stack of a probecore, some science stuff, and a structural fuselage, with a metal platform below it. The platform should have wheels on it, which it doesn't, and I need to move the vessel over to a site maybe a few hundred meters away. I at first tried using the probe core's reaction wheels to flip the thing all the way to its destination, but that was too slow. I'm wondering if I could sacrifice part of my lander to give the vessel some thrusters to get it over to its destination. I have repair kits, but if there's no wheel to repair it won't be very helpful.

    yes, reaction wheels are slow, but if you only need to move a few hundred meters they could be the best option.

    you could also try to have a kerbal in eva push the thing with the jetpack.

    and yes, it won't be fast, it won''t be comfortable, it won't be pretty. but you are trying to move a rover without wheels by repurposing parts that were not supposed to move a rover; what else could you expect?

  20. Just now, ble210 said:

    I'm having an issue with certain science experiments with the Hitchhiker and Science Lab.  Specifically, the experiments take *way longer* than they are listed as taking.  For example, the "TRAPPED" experiment is listed as taking approximately 1 year and 9 days to complete.  However, in actuality the science collection is going far slower than that, and at its actual rate it will take over 63 years to complete that one experiment.  Same issue for other experiments, like the "STAKE" experiment.  Does anyone know why this issue is occurring?  Anything I can do to fix it?

    I am using JNSQ if that makes any difference.

    check that all conditions are met. maybe the experiment requires a lot of electricity, and you don't have it, and so it goes slower. or maybe it requires some other kind of resource.

    for example, the stake experiment requires 27 electricity/second. that's a lot, and if you don't have it, it will go slower. it also requires that the crew be exposed to small doses of radiations. the trapped experiment produces over 5000 samples, and if it fills your sample containers, the experiment will stop - and proceed at snail pace while a scientist in a lab slowly processes those samples into actual science, making room for new samples.

    so check if there are issues like that.

    if there aren't, then it could be a legitimate bug

  21. depends. that plot is for what transfer?

    I've seen a lot such artifacts fro transfers to dres and eeloo, so I guess it has to do with inclination and eccentricity. but aside from that, I really have no idea.

    do notice it is mostly a mathematical artifact. you can make a transfer in that line of inefficiency, at the cost maybe of a small correction manuever. but that plot does not account for that.

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