Jump to content

voneiden

Members
  • Posts

    41
  • Joined

  • Last visited

Reputation

51 Excellent

Profile Information

  • About me
    Space Wizard

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I've been gone for a while, but I sure am glad to see KSPTOT is still around and better than before. There's even launch window analysis! Yess, thanks Arrowstar!
  2. Consider taking a look at the illustrated tutorial in my signature. It teaches how to do a interplanetary transfer with a mid-course plane change in a relatively fuel efficient manner. I've gotten good feedback on it, so I think it should be quite easy (and quick) to follow.
  3. Alrighty, here's my current bugger list on the Mission Architect from yesterdays (solo) practice mission. Bugs and unexpected behaviour - Double tapping arrow keys while navigating the event list actually opens an event (is interpreted as a double click?) - "Get state from KSP" can still return negative true anomaly for hyperbolic orbits, but requires the value to be [0,360] to be accepted in the orbit definition window. Manual modulo 360 does the job as a temporary fix. - "Get state from KSP" doesn't set the orbit reference body? My vessel was in SoI of Minmus, get state returned valid orbital elements for the Minmus orbit, but it left the orbit body droplist selection as Kerbin. - If there is already an optimization window open, opening a new optimization window from the menu bar/keyboarod shortcut closes the old one, erasing all unsaved constraint settings. Would be nice if the existing window would receive focus instead. I managed to do this somehow twice in a row :-) - Altitude constraint wants boundaries in degrees (instead of km?) Feature requests & ideas (do use your own judgement) - Be able to change constraint associated event after definition (because if user adds a new event before other events, previously defined constraints will likely point to wrong event numbers) - Relocate constraint associated event droplist from the bottom of the optimize window into the "define new constraint" popup (=better visibility)? - Remember previously selected constraint associated event instead of defaulting to the last event, or default it to the same event that is currently selected for optimization? - If events are deleted, some constraints seem to get sometimes deleted automatically too. I would rather delete/reassociate them manually. Alternatively they could be disabled? - Being able to quickly see from the event list which events have optimization enabled. For example adding an asterisk before or after the event type? Coast with TA Opt set would look like "2 - COAST* - To Periapsis". "*COAST"? "*COAST*"? Bold text? Maybe not possible in the list box. I'm aware I can check it in the Optimize window, but that still requires tapping through all the events. ^ Many of the above seem to be somewhat relevant in my opinion when I have created a mission plan and am attempting to fly through it. Updating the vessel state after executing burns in KSP and creating correction burns etc requires adding/deleting/moving events, but generally the mission constraints do not change. As it is, it requires quite a bit of repetitive redefinition of constraints. In addition to being a repetitive task, it also takes time: the faster the mission planner can respond to the dynamic nature of the mission, the less waiting time for the pilot. Remarks - CTRL+O for optimize is great for left handed people. - CTRL+R for reoptimize is great for right handed people.
  4. Hi Arrowstar, do you prefer me to drop my future notes and what not here instead of reddit? Maybe it's more organized in one place that way. I'll see if I can get a proper multiplayer test for the newest update. Maybe this time we actually hit Minmus. I accidentally selected yesterday on the Mission Architect an inertial dV maneuver instead of the usual orbital dV maneuver. Noticed it resulted in an error, and after a bit of tinkering I also got another kind of error. Now I know you're really fast at fixing stuff but these are really low priority. I don't even know in what case I'd use inertial maneuver over orbital maneuver. Case 1 - Attempting to minimize distance to body with a single inertial node and coast. - Error message: Objective function is undefined at initial point. Fmincon cannot continue. - Error trace: http://pastebin.com/G36HWrwH - Mat file: https://dl.dropboxusercontent.com/u/17806420/objective-undefined.mat Case 2 - Attempting to maximize spacecraft mass, minimize inclination or eccentricity instead in Case 1 - Error message: There was an error optimizing the mission script. Attempted to access eventLog(0,; index must be positive integer or logical - Error trace: http://pastebin.com/GAWbaMfv - Mat file: same as above
  5. Apparently according to other users it doesn't really seem to change anything. I uploaded a new version that adds a bit of config tweakables as suggested by Nathan.. uhh.. already a month ago.. and allows disabling the surface flattening feature. No radical changes here otherwise. Download at the first post. As a heads up to everyone, I've been testing Arrowheads KSPTOT tool during the past days and it's really neat. We attempted a few multiplayer sessions with a friend combining KSPTOT and KSPMC. It was quite fun to attempt to cooperate to achieve a common goal but unfortunately we missed our destination Minmus because KSPTOT thought it was somewhere where it wasn't. Arrowhead is mighty fast at fixing issues and that among many other things have been solved during the past week or so. I find it's especially neat for planning approach burns to create trajectories that allow directly landing on certain geographical coordinates, or just optimizing for a capture orbit that allows descent to certain coordinates after one orbital revolution. The possibilities are endless. KSPMC is still WIP, but is pretty good for general flight following already. Edit: I figured that the bugged Kerbin/craft issue I've been having is purely dependent on a corrupted the craft in persistent file (parts get all mixed up order). If I fix the vessel manually Kerbin appears OK again. So I doubt it's related to moveksc.
  6. Has anyone had issues with .. a bugged world when you resume an existing flight? I haven't had time to enjoy actually playing with this mod and I just realized as I attempted to resume a flight that half of the planet was missing. Assuming it's related to this mod I released, KerbTown might do the job better considering it's now updated. Slightly offtopic, Arrowhead just released a new version of the KSPTOT and I managed to run a first multiplayer test with my mission control plugin with a friend yesterday. KSPTOT is really neat and my first impression was that it would make my mission control project completely obsolete, but I was delighted to find that they actually seem to support each other. KSPTOT is excellent for planning the route, while my MC seems to be better suited for monitoring and guiding the active flight, at least for now.
  7. Thanks for your work Nathan (and of course everyone who's contributed to RSS)! I tried to utilize KerbTown some months back to achieve the same thing but couldn't get things quite working. I might add some features if there's demand but generally this is just a little quick and dirty hack to make the stock game a bit more challenging. Now all we need is some proper ground tracks. My ground track rendering projects have been stalled for who knows how long, so I hope Rich succeeds with his NASA Mission Control Software project.. that would be such a blast!
  8. Yep the license (and credits) are in the source file which I've now included into the zip so that the whole package comes with the license. License also added in the main post above as per forum rules. Sorry, it's been a while since I've released any plugins.
  9. Howdy folks, So I spotted that the people over at Real Solar System figured a way to change the location of KSC which is something I've wanted to do for quite a while. So here be a tiny mod that allows everyone to change the location of KSC on Kerbin while not doing anything extra. The default config changes the latitude to 28.9411 degrees north and longitude to 20.1116 degrees west. The latitude is quite similar to Kennedy Space Center which should add some nice new challenges to the game. Tips if you want to find your own place To look for new places you might want to use HyperEdit. You can see your coordinates using something like Kerbal Engineering Redux or just from the map view when your vessel is landed (you need to convert the hour-minute-second values to decimal values though). To convert from hour-minute-second to decimal value use the following formula: hour + (minute + (second / 60)) / 60. For example 15°10′20″N = 15.1722 . North is is positive, South is negative. East is positive, West is negative. In addition when you change the latitude and longitude, the orientation of KSC gets messed up (Runway 09 does not point towards East). I'm sure there's an equation to calculate the correct orientation angle from the latitude and longitude but unless you figure it out you have to correct the orientation manually. The config file has extra tip on how to find the correct orientation setting. Download kscmove-1.1.zip (2014-05-17) (Source included, license: CC-BY-SA as per RSS) Download kscmove-1.0.zip (2014-04-14) Edit: Also please do let me know if somebody already did a plugin like this. Thanks. Edit: This "Launch Azimuth" article from Orbiter Wiki might be helpful when planning your new inclined orbits.
  10. Thanks for pointing out. Maybe I'll be back, to reach the airstrip in below 1m 52s it needs.. more.. boosters.. I'm back! Post above updated.
  11. Below both of my attempts! Attempt 1 (disqualified) Joining the fun with booster-only design. It comes in 3 stages: 1st stage goes straight up, 2nd goes straight horizontal and 3rd tries its best to get down as fast as possible. Landing with drogue chute opened at last moment. 1 minute, 46 seconds to touchdown. Could probably go a tiny bit faster by not going above 11 km altitude. Biggest time waster every time opening the chute a bit too early. Attempt 2 (1 minute 45 seconds) Same style as above, but more boosters in the first stage and more SAS for faster turning. The extra SAS allows the 3rd stage to point its nose downwards faster under all that drag. The booster cuts out at 1:30 which would be the ideal landing time, but unfortunately there's still some freefalling to do before touchdown. Could probably go faster by adding a few more boosters............. Good luck for the next record breaker! It's certainly still possible to go faster!
  12. Doesn't look like a very fuel efficient way to me if you're doing plane changes that close to Eve. I think OP here is more interested in a direct off-plane transfer as one would do in Orbiter with the help of IMFD.
  13. Just as a tip: tweaking the conic patcher on the fly while playing makes life a lot more easier, perhaps give PreciseNode a try.
  14. I think based on your description you're not actually using the target mode in the navball. Have you selected the target vessel through map view? If yes, does your Navball read "Target" instead of the usual "Orbit" ( Here it reads orbit: http://wiki.kerbalspaceprogram.com/wiki/Navball )? If yes to both then once after zeroing out relative velocity, you aim at the target and accelerate a bit and you should start closing in. If the approach is slow you may have to correct your trajectory a few times because the direction your ship is flying in and the direction of the target will be drifting slowly apart.
  15. What attitude controls do you have on the rocket? That should not happen at least according to my experiences.
×
×
  • Create New...