-
Content Count
47 -
Joined
-
Last visited
Community Reputation
67 ExcellentAbout VikingStormtrooper
-
Rank
Space engineer
Contact Methods
Profile Information
-
Location
Italy
-
Interests
Space Engineering, Science, Technology
Recent Profile Visitors
1,527 profile views
-
Fraston started following VikingStormtrooper
-
WinkAllKerb'' started following VikingStormtrooper
-
Porkchop plots and Lambert's Problem
VikingStormtrooper replied to Jovus's topic in Science & Spaceflight
No, I did not upload my engineering stuff on Github (but there are still my mods! ); in any case, if you think this could be useful I will take this idea into account! That paper is nice, and features the basic notions as well! Very good reference. Your strategy makes sense, especially if you are interested only in the basic Lambert transfers; however, if one day you feel bored, keep in mind that adding a single gravity assist is not terribly complex (although pretty time consuming, if you do not set up the algorithm efficiently). Well, the most interesting thing to get from you- 23 replies
-
- 2
-
-
- math
- orbital mechanics
-
(and 1 more)
Tagged with:
-
Just to understand, do you see the PartTools folder in your Assets (under Unity/YourProject)? It happened to me once that I started a new project, did everything but still not see any PartTools object in my project. I had to manually copy the PartTools folder from another project, and the issue disappeared.
-
Science fiction authors of the KSP forums, UNITE!
VikingStormtrooper replied to Spaceception's topic in The Lounge
I wrote a short sci-fi story at the high school, maybe I will translate it to English -
Porkchop plots and Lambert's Problem
VikingStormtrooper replied to Jovus's topic in Science & Spaceflight
Sure, you can refine the optimization algorithm as much as you like! I cited the manual process I worked on, but I am sure that it would be easy to make it automatic (probably better for your needs!). Just take into account the orbital periods of your bodies, and fix some kind of tolerance. It's ok if you want to use C or Python; I don't know Python, but I am pretty sure that a C solver is more computationally efficient than a Matlab one (there was a paper about this, don't remember what). If you like, I can still give you my Matlab functions for reference; I did not write the Lambert sol- 23 replies
-
- 1
-
-
- math
- orbital mechanics
-
(and 1 more)
Tagged with:
-
Porkchop plots and Lambert's Problem
VikingStormtrooper replied to Jovus's topic in Science & Spaceflight
The idea is that you look at the orbital periods of your bodies, and then you select the most reasonable time discretization. Example: you are considering the Jupiter moon system, and you want to move from one of the four moons discovered by Galileo to another one (e.g. from Europa to Io); since these moons experience orbital resonance, it makes sense to consider the time interval between a certain angular configuration and the next time you have (almost) the same configuration. Then you can choose if you want to consider the intermediate positions every day, every six hours, etc. If you- 23 replies
-
- 1
-
-
- math
- orbital mechanics
-
(and 1 more)
Tagged with:
-
Porkchop plots and Lambert's Problem
VikingStormtrooper replied to Jovus's topic in Science & Spaceflight
Dear @Jovus, I did something similar in the past on Matlab for a university project. The idea is that you can use the ephemerides (there is a Matlab extension incorporating them, or you could visit ssd.jpl.nasa.gov/horizons.cgi ) in order to know where every planet/moon is, in terms of orbital parameters, whenever you like. Then you select specific moments to compute the current position of your bodies, apply a Lambert problem each time, and finally build a vector of delta Vs. By selecting the lowest value in the vector, you have the cheapest transfer. This is rather simple if you h- 23 replies
-
- math
- orbital mechanics
-
(and 1 more)
Tagged with:
-
A medieval Ptolemaic geocentric mod using physics by Aristotle could be interesting only to show how strongly the civilization evolved in the last centuries. At least a part of the humanity.
-
Monopropellant Fuel Cells?
VikingStormtrooper replied to ottothesilent's topic in Add-on Discussions
Looks interesting. Do you know the possible efficiency and the output power of those cells? -
Both @Phineas Freak and @Starwaster are right. The specific impulse is defined as the ratio between thrust and mass flow rate of propellant needed to grant that thrust (and the acceleration of gravity ASL if you like, but this is not important now); for this reason, it is right that Isp measures the thrust per unit mass in a given time, or thrust/the time derivative of mass in infinitesimal terms. At the same time, there are no possibilities to have both high specific impulses and high thrusts with the usual thrusters. Chemical rockets can be used as launchers because of their very high T
-
Current state of RealisticComponents Suite (02-14-2017): RTGs (v. 0.7.0) now includes all of the intended radioisotope thermoelectric generators - in a strict sense. There are still two space nuclear reactors to implement (SNAP-10A and BES-5), plus config files for Realism Overhaul and improved .dds textures for all of the RTGs to do; ChemEngines (v. 0.1.0) is still in its early phases. This mod will take more time than the others; Antennas (v. 1.0.0) now includes three antennas: one high gain antenna and two low gain antennas. Possible improvements include config files for R
- 2 replies
-
- chemengines
- rtgs
-
(and 1 more)
Tagged with:
-
Realism Overhaul Discussion Thread
VikingStormtrooper replied to NathanKell's topic in Add-on Discussions
This indicates that there are still some issues, or the compatibility with KSP 1.2.2 has not yet been established. In any case, I can tell you that ProceduralFairings works in 1.2.2 (I just checked yesterday)! Instead, I have experienced serious issues with RemoteTech: as long as I had it in my RO mods collection, the game did not recognize antennas on my vehicle. I was able to place them correctly, everything seemed fine, but then I could not have probe control even at launch - exactly what happens if you have no antennas on board. After removing RemoteTech, the issue disappeared. -
Realism Overhaul Discussion Thread
VikingStormtrooper replied to NathanKell's topic in Add-on Discussions
1) Exactly! 2) I think so, they should be currently working on it. 3) If you now download the pre-release zip file of RO 1.2 from Github, you will not find the full collection of mods. You will have to download all of them manually. 4) I'm sure the new RO will be hosted on CKAN, but this may take some time. -
Haven't been around for a while...
VikingStormtrooper replied to dino1984's topic in Add-on Discussions
If you have KSP 1.2.2 (the last version), RSS should work - just check if you have the last version. Regarding RO, there is currently only a pre-release for 1.2.2. There are still some issues; if you want to have the old RO and the old RSS, you have to reinstall KSP 1.1.3. -
This is extremely useful if, as a modder, you want to understand the structure of config files of similar parts: just take the stock ones, copy them, and edit them!