Drew Kerman

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About Drew Kerman

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  1. it's pretty straight-forward. It propagates the orbit out to the point where the craft leaves the current SOI. It's similar to telling it to coast to descending node - you could also use a specific state like coast to true anomaly or coast to UT to get to the descending node on the trajectory, but any changes before that state and you would no longer be exactly at the descending node anymore. Coast to next SOI means that no matter what changes you make to the states beforehand it will always propagate into the next SOI or helpfully warn you if it can't
  2. hrmm... so that's true. Not sure why when I wrote this I thought you could use it to get back to someplace outside the SOI of the current body you are orbiting. Okay, never mind there I only made one mission that actually sent something back from Mun a few years ago and I can't remember well how I did it. I think I just stuck a maneuver along my last trajectory and kept bumping up the Dv prograde until it kicked me back into Kerbin orbit. Then I did a bit of manual fiddling to get close to what I wanted before using the optimizer to reach my specific target. Set your coast to the burn via True Anomaly for the optimizer to use to find the place along your orbit that sends you where you want to go when heading back towards Kerbin
  3. @stankwoo I’m about to go to sleep but visit the wiki on the KSPTOT github project page and you’ll find a tutorial for using one of the tools to get to/from planets & moons without having to guess & will give the optimizer an easier solution. also always share the mission files so arrowstar can look at what you’re doing also also @Arrowstar that wiki link still isn’t in the OP...
  4. * *cck-eva-items* will match anything that has "cck-eva-items" anywhere in it
  5. Actually I messed up back where I pointed out in Event #16 that I was doing just that, but I left the constant term sideslip angle at 45°! Derp. I get the near 700km radius now too just by fixing that. Wow, that's great to have that work as expected now. I know I could have optimized my way there but I did want to see if I could get LVD to perform similar to MA by actually using MA since that's something I'm familiar with Also LVD needs a popout figure window option like MA so I can blow-up and share them!
  6. I bet Arrowstar wishes more people would show off the things they are doing with it. I know I do BTW just to make sure - that Like of my post was the "cool, that's a bit involved so I'll look into it when I have more time" kind of like right? (press Like if Yes )
  7. bug or misunderstanding in LVD, not sure. MA files (the one not named - Orbit is the LVD case file). I'm coasting up to a burn point and if you change sequential event #18's termination condition for True Anomaly to "Increasing at Value" the mission script will propagate past the current point. Shouldn't the TA be increasing as it approaches 180° apoapsis? If you set it to "Decreasing at Value" it also worked properly, which I find confusing. Also this is my first attempt at modeling an orbital insertion burn in LVD and I haven't managed to get it right the way I thought it would work, so I'd like some advice before I bother fiddling around with it more. Here's what I did to model the burn as it is shown in the LVD case file: Opened my Mission Architect file for the mission (also included in the zip with - Orbit in the name) Coasted up to apoapsis and then added a circularization maneuver using the Viklun engine with same stats as the LVD vehicle Copied the orbital state after my apoapsis coast Pasted the orbital state into the Maneuver Execution Assistant (MEA) Changed the maneuver to proscribed to get the amount of prograde Dv Plugged the exact prograde Dv requirement into the MEA Set MEA burn TA to 180 Set thrust and ISP to equal Viklun engine Set Ini. Mass to that of initial state in MA (3.846214mT) Computed burn timing info Deleted maneuver from MA, changed apoapsis coast to UT coast Subtracted MEA start time from UT coast Plugged new True Anomaly value from final coast state in MA into Sequential Event #18 in LVD, which activates the Viklun engine Plugged MEA burn duration time into LVD event #19, which deactivates the Viklun engine Comparing the final states of LVD and MA you can see the mass is correct, but in LVD my trajectory falls short of orbit, let alone a circular one. Since the fuel burn matches up, I'm thinking this has to do with the orientation of my launch vehicle? Take a look at Sequential Event #16 where I (think) I am locking the rocket onto a prograde vector based on what I asked you previously on how to do that. I tried both Body Fixed and Inertial Aero which produce different results but neither put me in the expected orbit.
  8. KS3P has nothing to do with this and why are there 8 images I showed you only needed 2 to prove whether the near clip plane is working for you or not. You say it's not working for you but none of those photos offer proof. First two are from completely different angles Second two are also from different angles, so a proper comparison is not able to be determined Third set of two show a non-clip and a clip from the same angle but looking at everything else especially how the workers are so identically placed it seems you just took a photo, zoomed in to clip and took another photo and never restarted the game to change the setting. So again, not a proper comparison Fourth set doesn't even show any clipping in either one. Not sure what you're trying to prove here but if you just do what I told you to do we can affirm whether the near clip is working for you or not. Works for me, works for the mod author. Use this. You need Module Manager place only ONE of these in your GameData folder at a time. Scatterer has the near clip disabled by default so you really don't need the disable.cfg in there but just to be sure, use it anyway
  9. Can confirm the nearclip works in KSP v1.5.1 w/ Scatterer v0.0336 @Arco123 I can't tell what exactly you're trying to show with any of your pictures. Do this. Load the vessel into the flight scene and use the Aim Camera option in the Part Access Window for any part on the vessel. Choose an orientation and zoom in slowly (using the default game camera not Camera Tools) until the clip happens. Zoom back out and screenshot. Now do the same thing with the nearclip setting reversed. Now post the two images for comparison like this: above image shows default clip point above image shows I can get closer with near clip at 0.01 I also enabled Camera Tools and confirmed it obeys the near clip plane limits as adjusted by Scatterer
  10. Please keep for the flight scene as well. Here's the discussion that brought Arco123 here to ask his question
  11. Using a smaller rocket to test out new guidance fins for a larger rocket. Smaller rocket can fly faster than the larger rocket and the extra air pressure will give the fins more control authority and thus will not be a good test case, so the smaller rocket has to fly the same speed as the larger rocket. Planned out the larger rocket's ascent then recreated it for the smaller rocket with speed constraints along with pitch constraints and the optimizer had no trouble giving me what I wanted. It's like the Popcorn button on the microwave
  12. If you're thinking of what @VoidSquid posted then you're misunderstanding the DOE setting for "flares", which refer to sunlight reflecting off planets or spacecraft so you can see them in the night sky
  13. Play around with values,, make sure it’s properly enabled. If you still don’t notice anything post in the a Scatterer thread. It was an option that was removed but then re-added, it may be working differently now, but I know it used to do that