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  1. I'll look into it and see if that's an intuitive thing to add. It might be, but I could also see it being confusing for the user. You got it. Body Fixed Aero angles are relative to the body-fixed rotating frame velocity vector, whereas the the inertial aero angles are relative to your inertial velocity. If you want to true prograde, use the inertial aero angles with all three angles set to 0 degrees. Unfortunately it is not. I don't model torques directly, steering is only proscribed, it isn't computed. This is actually not a trivial thing to do. Maybe the analysis tools in FAR can help? Regarding the atmo question: I guess I could have some very specific warnings for the original planets/moons that have an atmosphere, but it would be impossible to do generically. Why did your atmosphere disappear again? Do you know?
  2. Added for next build (which is hopefully coming tonight). EDIT: And here it is: KSPTOT v1.6.4 pre-release 4. Change log: Resolved issue with multi-flyby porkchop plotter. Resolved issue with LVD constraint dialog box. Added periapsis and apoapsis altitude event termination conditions to LVD. Please let me know if you find any bugs. Thanks!
  3. This is working as intended. The engine's state is still "active" even if the stage is inactive. This should indicate to the user that if the reactivate the stage, that engine will still be on. I'd rather not reorder anything without the user doing it themselves, could be confusing later. I could always have a button or context menu that reorders by event number for the user, if that would work? These could be done, yes! Good suggestion.
  4. Hey that's great! The big things would be atmospheric pressure, atmospheric density, atmospheric temperature, and drag coefficient. If I can think of anything else, I'll be sure to let you know.
  5. The burn is most likely in the wrong point in the orbit. Move the maneuver node around until you get the intersection you're looking for.
  6. Okay, fixed! See KSPTOT v1.6.4 pre-release 3 here. Here's the change log: Resolved an issue with comparing spacecraft generated body object IDs; LVD: Added patternsearch solver to the available optimization routines. @Drew Kerman, please let me know if this resolves (or not) your issue.
  7. I checked my "Surface Velocity" calculations in LVD against the last version of KER and KSP 1.7. They matched down to the hundredth of a meter per second for the four different cases I looked at, so I'm thinking that maybe you're pulling the wrong value from kOS or comparing the wrong thing from LVD. I would need to know more about the process you're using to be sure. Only other thought would be that if the rotational period/rate of the body you're comparing against is wrong, that would also do it. I checked Kerbin but not the other bodies, so if your data was from another body, that would be something to look into too.
  8. Hi everyone, Tonight I've built KSPTOT v1.6.4 pre-release 2. This build is a performance-enhancing build designed to decrease the amount of time it takes to run a script. Here's the change log: When the launch clamps are enabled, script propagation time has been decreased 5x to 10x for those events. Added a new option to events: the integrator initial step size. This can be used to improve propagator performance. The default value tends to work just fine in most cases, though. Some other minor performance tweaks. Right now I've only got the Windows build up because the Linux build is taking forever. But I'll add the linux binary to the ZIP when I have them done. Please let me know if you find any bugs. Thanks! @Drew Kerman, I haven't had time to look into the surface speed issue yet. It's on the agenda though.
  9. I'll dig into it more and see what I can come up with. Some preliminary tests I can didn't suggest anything was off but I'll need to check against KSP itself perhaps to see if that sheds any light.
  10. Hi everyone, This afternoon I've built the first pre-release of KSPTOT v1.6.4. This pre-release updates the following within Launch Vehicle Designer (LVD): Resolves an issue with the way non-sequential events are handled that could cause propagation to occur incorrectly. Enhances propagation performance by minimizing the number of times state data are copied. Added a validator that checks to see if a spacecraft is outside the SoI radius of the body it is currently orbiting. Good for knowing if you need to tick that "consider SoI" checkbox. The edit constraints dialog box now has tooltips for the listbox that shows the various constraints. Displays bounds and scale factors. Other minor performance tweaks. If you use the non-sequential events within LVD, please consider updating to this release as the bug fix is fairly important. Also please let me know if you see any issues with the way tank masses are being tracked, as this is directly impacted by bullet point #2. Thanks and happy orbiting!
  11. I added tooltips to the items in the Edit Constraints dialog box listbox. The format you had suggested didn't look good (too cluttered and possibility long) but the tooltip works alright. It'll be in the first v1.6.4 build. Can I get a MAT file? If you're flying east, then surface velocity will be less than orbital velocity because the surface is rotating in the same direction as your orbit. The surface of the Earth at the equator is moving 0.4 km/s so this is not that surprising. But if you still think it's off and can provide a MAT file I'll take a look. I'll take a look. EDIT: Resolved for the next release.
  12. You can think of it as the center of mass of the rocket. Yes, I know this moves as fuel drains, but that effect is so small that its impact on vehicle performance is negligible. In other news, life has calmed down a bit so hopefully I can get to some of the comments that have been posted here in the past month.