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Found 4 results

  1. There is an interesting moment in the game. I watched the spent rocket stages and noticed that although their periapsis is about 30 km, but they do not burn up in the atmosphere, unless you switch to them, or fly close to them. I would add a function so that the game recalculates the orbit for such cases. The game looks at the intersection of the orbit with the atmosphere and decides exactly how to recalculate If you do not observe the device with a periapsis <30~50 km, then for some time the game simply removes it on the first turn. If you suddenly want to look at it, then the game, knowing the parameters of the orbit, approximates the movement in the most rough way and builds the trajectory of re-entry into the atmosphere, without simulating anything in real time. At least you all saw that mechjeb perfectly builds trajectories of re-entry into the atmosphere. The spacecraft in the global map will move along the trajectory until it intersects with the surface For the case when the periapsis is not too low, you can do another. The game calculates a new orbit after passing the atmosphere and the time of exit from the section of the orbit passing in the atmosphere. And when that time has passed, the game simply changes the old orbit to a new one, and the spacecraft finds itself in a new orbit at the exit point from the atmosphere. The case when you observe the passage of the spacecraft in the atmosphere can also be adjusted by approximation, rather than calculating the resistance force in real time
  2. Good morning, I have a problem which I can't comprehend. I use the Trajectory Formula / Conic Section Equation of an orbit and I graphed it from 0 < Θ < 2π and with it, when I increase my velocity , my apoapsis increases as shown in the image: When I set my true anomaly to 180 degrees (apoapsis), and increase velocity... my periapsis doesn't increase in height but apoapsis continues to increase. My desired behavior is: In KSP, the periapsis angle and apoapsis angles both shifts to the correct values, but how is this done mathematically? Thanks, 5kinflute
  3. How low can you go? This is a challenge to see how low you can get a satellite (or other spacecraft) to orbit the mun. The orbiter should be stock, but mods are allowed for delivering the orbiter to the mun. The challenge is about orbiting the mun, not getting there. Post your apoapsis and periapsis heights, and some pictures of your spacecraft and orbit. The final orbit should be sustainable. Your score is the sum of your apoapsis and periapsis heights. Lower scores are better. I finished my attempt with a score of 12111 meters, and will be posting some images shortly.
  4. So I just launched my first vessel of 1.1 into orbit and noticed my apoapsis and periapsis indicators weren't aligned with the orbit. Upon further investigation I realized none of the planet or moon's map indicators were in the right spot. I don't believe that any mods broke it but since I have a modded install I'll post here. Here are the mods I currently have: At 120% UI Scale nothing is broken: But at 100% and 80% UI Scale for example things begin to break: Any suggestions to help or should I just wait for a patch? Thanks EDIT: Found the solution myself. When you change the UI Scale you must restart the game to fix the issue I stated above. For example: When you begin the game your UI scale is set to 100%. If you change the UI scale to, for example, 80% the map indicators(apoapsis, periapsis, planets, ect...) will be in the wrong locations. After restarting though, the map indicators will return to their correct positions.
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