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  1. You have a couple options. The "easy" way is to just use the departure and arrival dates in MFMS and plan the maneuver nodes yourself, knowing that you want to leave and arrive on certain days. This takes a lot of hand tuning but is procedurally straight forward. The "medium skill" method is to right click on the DV Maneuver Info text box to upload your departure maneuver node to KSP. You'll have to do the rest of the maneuver nodes yourself, but it'll work. The "hard" way is to use the information from MFMS as a seed for Launch Vehicle Designer and, using LVD, put together a high fidelity simulation akin to the "lvdExample_ToEelooViaJool_BackPropExample.mat" example LVD mission that I provide with KSPTOT. If you're new to the idea of mission planning, try the first way for now and just try to get the departure and arrival times in KSP to be close by hand adjusting your maneuver nodes. You're also looking to make sure that your post-flyby orbit around the Sun looks generally pretty close to what is shown in MFMS. Once you've tried that, let me know if you want help with any of the other more challenging methods and I'll answer whatever questions you might have. Hope that helps!
  2. Hey everyone, I've found a bit of a flaw with the system that computes the shadowed sensor volumes for the conical sensors. I have corrected it, but unfortunately it means that conical sensors are limited to 90 degrees max half angle now. I'll explain more when I have a bit more time, but long story short, please download the PR2 release again to get the fix. Thanks!
  3. This afternoon I've built KSPTOT v1.6.9 pre-release 2! This pre-release introduces the new Sensor system into KSPTOT's Launch Vehicle Designer (LVD) tool. Here's the change log: LVD: New Sensor system Model sensors attached to vehicles, ground stations, and other points. Detect sensor targets, defined as points or sets of points. Plot sensor data and output to XLS files. New actions to update sensor properties. LVD: The yellow "working" labels are now gone and have been replaced with a more modern looking notification area at the bottom of the UI, complete with spinning "busy" widget. LVD: View Settings UI is now properly resizable. Let's talk through how the new sensor system works in practice. In order to use the sensor system, you need to model at least one sensor and at least one sensor target. Both of these options are found under the new Scenario -> Sensors menu. When you select Edit Sensors from this menu, you'll see the usual add/remove/edit component dialog box that's used all over LVD. Go ahead and add a new sensor. You'll be prompted to select the sensor type (there is only one type at this time). When you select Conical Sensor, you'll be greeted with this UI. From here, you can adjust the size and range of the sensor, as well as whether or not the sensor is active at the initial state. You can also adjust the sensor's origin, which is always a Geometric Point. The scenario must have at least one geometric point to be able to use sensors. You can also adjust the sensor's pointing model, which describes which direction the sensor points. At this time you can either fix the sensor in the vehicle's attitude body frame or you can fix it in a Geometric Coordinate System. You need at least one geometric geometric coordinate system to use this last function. Next up we need to add a target. You add targets using the Edit Targets menu item in the same Sensors menu as before. There are three different kinds of targets available: Point targets These use one Geometric Point, turning that point into a single target the sensor can detect. Rectangular lat/long grid targets These are a rectangular grid of latitude/longitude target points at a certain altitude above a celestial body. Circular lat/long grid targets These are similar to the rectangular grid targets, but the grid is a circle, centered at a lat/long point with a certain radius, at a certain altitude above a celestial body. If you select the circular lat/long grid target option, you'll be greeted with the following UI. Options are generally self-explanatory here: select the celestial body, select the circle grid parameters, etc. You can draw a circle on the 2D map if you want to generate your parameters visually. Note that some points are displayed as if "found" and others as if "not found" so you can get a sense for what they look like. Finally, once you have a sensor and a sensor target, you can generate a sensor report from the Sensor Reports menu item. Select the sensor and the target you just created, select where you want the output files to be written to, and tap "Generate Report". This process can take some time as the sensor geometry and target locations are computed at every time step in the simulation. Once done, the Data Viewer tab will be populated and XLS files containing that same data will be generated. You are free to work with the data as you need to at this point. And that's all there is to it! As you're using this new system, please keep me in the loop if you have any features you'd like to see or bugs you find that need fixing. Thank you!
  4. Yep, KSPTOT's Multi-Flyby Maneuver Sequencer can help find these mission plans. Let me know if you have any questions once you've got KSPTOT running.
  5. Alright, here's a fun image for you all to look at. As it turns out, the sensor obscuration system works with celestial bodies other than the central body of the current orbit. In this case, I have a sensor on the surface of Kerbin (at KSC, of course) and I have a grid of sensor target points all over the surface of Minmus. Here's what the display currently looks like. See those big black cones in the middle of the big green sphere? Those are sensor shadows being created by the Mun (the big one, left) and Minmus (small one, right). Here's what the grid of points on the surface of Minmus looks like. Anyway, I'm working on a tool that will do the analysis of sensor data and provide XLS files out for the user. It turns out that in this particular scenario, we can actually get out what kind of coverage of Minmus KSC gets. The first ~4000 seconds of this plot represent time that KSC cannot see Minmus at all. The blue line you see represents the approximate instantaneous amount of the surface of Minmus visible from KSC, and the orange line is the total amount of the surface cumulatively seen by the sensor. Keep in mind that "the surface" here is represented by points that are 0.01 km off the surface of Minmus, and so we're not looking at the surface as a continuous thing, but rather sampling points near it for this analysis. I'll have more to show next week, but I hope this gets people excited about what's possible here. Let me know if you have any questions!
  6. In this case, I had most of the math worked out before I asked people if they would be interested. Acutally getting it into LVD then was just a matter of writing the classes that do what you see based on the original development script. All the hard work was done before I asked lol.
  7. Well obviously if you would like it, @Drew Kerman, then I think I have to implement it. These are some good ideas. I'll have to post a demo video in the SCANSat thread once I've got everything to my liking. Thanks! Speaking of demo videos, I've got an initial implementation into LVD! It's actually pretty slick to play around with. I'm going to have fun with this. Check it out.
  8. Hey everyone, Tonight I've built KSPTOT v1.6.9 pre-release 1. This update is more or less purely cosmetic in that it finalizes the conversion of KSPTOT over from the old "GUIDE" UI framework to the new App Designer framework. Here's the change log: Converted all remaining maneuver planning tools to App Designer. Converted all remaining Launch Vehicle Designer UIs to Ap Designer. Converted a few misc UIs to App Designer. A few minor bug fixes. Note that Mission Architect and the KSPTOT Real Time System (RTS) UIs will not be ported over to App Designer, at least not at this time. If you're running the KSPTOT v1.6.8 release, could you please update to this new PR? It's functionally identical to 1.6.8, and I could use some help with testing the new UIs since as we've seen they are not always bug free. Please let me know if you find any bugs, and happy orbiting!
  9. Alright, feature question for you all. Would anyone get any use out of being able to model spacecraft sensors in Launch Vehicle Designer (LVD)? I'm thinking things like cameras, x-ray telescope things, and the like. The idea would be that a sensor would be fixed to the spacecraft. Users could create sensor targets (either single points or lat/long grids on/above the surface of a celestial body) and Graphical Analysis could tell you when a target is in view and (for grids) how much of the grid has been viewed by the sensor over the course of the simulation. Some use cases I've come up with include: How much of that celestial body can I scan (think Scan Sat or similar mods) with a given sensor and orbit altitude in a given time? How often can I see a comm relay? For people who use that weapons mod, maybe there's a laser lock application? So a few questions. First, would anyone actually use something like this when they play KSP? Be realistic, as this could potentially be a lot of effort. And second, are there any other uses you can come up with that you might want to be able to do with this sort of functionality? For the visually minded, here's a concept of what it might look like in the display. Red sphere is the planet, green cone is the sensor field of view, and the green dots on the surface represent surface points the sensor can see. What do you all think?
  10. Sounds good. Please do keep me in the loop regarding bug reports. I'm happy to fix anything my users find and I'm usually pretty fast at turning around bug fixes. Thanks!
  11. Alright, go ahead and re-download from the first post again. Let me know if that fixes the issue. Thanks!
  12. Thanks for the report. I think I've got all of them fixed and I'll get a new build out ASAP. Turns out they were pretty straight forward.
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